Eternalsteelfan wrote...
B. The resolution of Mass Effect 3 falls short for many reasons. More than I'd care to get into, truth be told, so I'll try to punch on at least some of the major failings through the eyes of a screenwriter.
1. The ending feels jarring and out of place and there is little closure, this is a sympton of the ending failing to live up to what we come expect from the story. As I've previously said, "Mass Effect is a conventional story with conventional expectations". A conventional story, almost all stories, follow a pretty standard plotline: Introduction - Ascending Action - Climax - Descending Action - Resolution. In film we break it up into 3 acts, roughly: the first act
is the introduction, the second act is the rising action and longest act of the story, and the third act is the climax and resolution.
Mass Effect 3 and the previous games follow this plotline both as individual stories and in the grand scheme of things as a trilogy (a trilogy is basically the three act structure writ large), that is until the final moments of 3. For reference, The battle for Earth is the climax of the series and the run across no man's land to the Citadel beam is the climax of the specific game; with this in mind, the Citadel sequence is the final part of the descending action and the resolution for both the game and series, the part where the antagonist is finally defeated, the themes and
dramatic questions are answered, and the loose ends are tied. Or rather, it should be. After the defeat of the Illusive Man (the antagonist role is somewhat muddled and blurry towards the end of the story, more on
that briefly), the protagonist has reached his goal, the defeat of the Reapers is at hand; conventionally, this is where the protagonist would succeed, the Crucible fire, and the Reapers destroyed. Instead, thestory grows convoluted (once again, this is supposed to be the resolution) at the height of the scene by jarring us out of it with the bizarre, dreamlike sequence of Shepard's ascent on the magic platform and the introduction of an ancient and seemingly god-like form who expounds the final choice between three options, all presented symbolically in appearance and action: one which mirrors a co-antagonist's desire which has been reinforced throughout as wrong and contradictory of the protagonist's; one which is downright bizarre and is almost completely outside the scope of the game's main themes save for being somewhat in line with the primary antagonistic forces' goal;
and one which accurately mirrors the protagonist's goal from since the beginning. The results of these choices vary and are wide-reaching, creating a massive upheaval of the story world, while being unclear. All of the characters and the entire setting are left to an uncertain and sometimes confusing fate.
Just looking at what I've typed, it's apparent this is not a resolution. New information is introduced throughout the entire sequence rather than tying loose ends. New information shouldn't be introduced in a resolution unless it directly resolves something or is quickly resolved itself; definitively, it's the opposite of what a resolution is. In layman's terms, this is what makes us feel like there are more questions than answers.
The fate of the characters and the final destination they reach in the story are crucial to the resolution, especially on the scale of a trilogy. During the ascending action, right before the climax of the no man's land run, we
are given a send off from all of the characters; this is both out of order for a conventional plotline (more fitting the descending action rather than ascending) and dimished by the implications of the ending. Ultimately, it is through the characters that we most directly identify with the story and find the meaning, the lack of resolution in this regard is especially unsatisfying.
The resolution is where the audience is supposed to find the tale's "ever after", be it happy or sad. Mass Effect 3 completely lacks any sense of "ever after".
2. Video games, like film, are a visual medium; the ending tells us what happens rather than shows us what happens.This is easy to overlook but very important. Visual mediums for story are all about what we see. Another cardinal sin of storytelling commited during the ending is the description of, and differences between, the
options in the final choice are almost all conveyed through exposition. The cinematics themselves, what we actually see, are extremely similar and all the implications of the choice we make are conveyed through what
the exposition had told us. This is very poor storytelling and worse still to be considered the resolution.
3. Ambiguity, lack of clarity, plot holes. Relating to the previous points, the ending is excessively ambiguous and
unclear. With only unclear exposition before the choice and without sufficient data presented afterwards, many situations are unaccounted for and either lack clarity at best or appear as plot holes at worst. The crash landing of the Normandy is a clear example of this ambiguity, both in it's plausibility and implications for the fate of the crew.
4. Nothing is gained by breaking convention and attempting to make the ending enigmatic or profound. Assuming
this was the writers' goal, this is another failing. Some believe, myself included, that the writers' tried to use the jarring impact of an unconventional, imperfect ending to hammer home a message or theme (presumably: pre-destination, the uncontrollable nature of fate, and the individual's limited ability to impact the world). This, however, comesat the cost of the story and the audience's pleasure, a cost that is far too high for the nature of storytelling.
5. The resurgence and emphasis on The Illusive Man during the resolution as well as the lack of interaction with the Reapers and, more specifically, Harbinger, detracts from the Reapers as the antagonist. A lot of people expected a "boss fight" of sorts or a closing discussion with Harbinger at the end. This is a perfectly understandable and legitimate expectation. During the climax, we are almost defeated by Harbinger, the avatar for the Reapers as antagonist, however, during the resolution, it is the indoctrinated Illusive Man that takes takes
center stage. Though he unwittingly is an assisting force for the Reapers, he is not directly representative of them, merely their influence. TIM's role is more fitting that of an obstacle to be overcome during the rising action.
The prominance of The Illusive Man as the final foe to be overcome detracts from the overall threat and importance of the true antagonist, the Reapers.
6. Shephard is not a tragic hero. A common debate I see is between people who think there should be a
happy ending and people who think such an ending would be out of place or impossible, sometimes refering to Shephard as "tragic". The simple fact is, Shephard has no tragic flaw nor does he make a tragic mistake;
had such a tragic characteristic existed, it could be a foregone conclusion he would die. Overcoming the Reapers may be an impossible task, but the impossible is routinely overcome in the Mass Effect trilogy and other epics. As is, there is nothing in the story that would railroad Shephard towards an inevitable demise, the difficulty of his task makes his death likely, but there's nothing that should remove the possibility of a happy ending. This may be why many people want a "happy" or "brighter" ending, there's no setup nor payoff to Shephard's death and without those it may feel cheap; storytelling is all about setup and payoff.
For an example of a good tragic hero, look no further than Mordin Solus. His tragic mistake was the modification of the genophage. When a desperate need for krogan intervention arose and the genophage was the reason they
refused, Mordin fulfilled his tragic role by sacrificing and redeeming himself. There's a big setup for the genophage throughout the series and Mordin's involvement is setup in the second game as a huge internal conflict for him. In three, this all pays off beautifully with either his redemption or brutal murder at
Shephard's hands before he can succeed. This is proper execution for a tragic character. From what I've seen, this is one of the most beloved and well-received storylines in the game; compare that to the ending's reception.