OK - trying to be constructive, my two cents worth for how to address the issues with the ending. I know lots just repeats what others have said, but I figure we NEED to keep repeating ourselves until something concrete actually happens. Ive organised into five headings:
- Relays and Super-novas
- Squad Mates on Normandy
- Making choice = consequence
- What happened to everyone?
- Plot Holes
For each I've stated the issues as I see it, what the problem is, and what the solution(s) might be.
So ...
Relays and Super-novasIssue: From ‘Arrival’ we know that smashing an asteroid into a ME Relay causes a super nova like explosion. So explosion of all the ME relays at the end of ME3 basically means an end to all life in all planetary systems where ME exist. However, there are systems where ME relays are not present, eg all the planetary systems that are travelled to in Normandy via non-FTL means ie you burn fuel. So, on this basis, races can still exist, and can still travel, but only within their own local clusters. Of course, any species/ races that only inhabit ME Relay systems will be obliterated. Although it would seem a fair assumption that isolated groups and individuals would remain – those in ships in space, mining asteroids etc, outside the decimated systems.
Problem: None in terms of logical consistencies and plot continuity. Two related problems however: (i) You don’t like the thought of this type of ending (subjective, external issue); (ii) choosing to do this knowingly is counter to the type of Shepherd character you have created (internal consistency issue).
Possible solutions: For problem (i): None, other than live with it. This is the creator’s right. Express your opinion, complain, but basically if Bioware want this ending, I would actually argue that they should ‘hold the line’. And in case I seem biased – no I don’t LIKE this ending, but I understand and accept it. Also, let me stress, I’m not saying Bioware should keep the ending per se, just that on the basis of this issue there is no objective (ie plot, logic, continuity) reason why they shouldn’t.
For problem (ii): OK, this is an issue, but there are no other options in the current ending that don’t result in exploding super nova ME Relays. So accepting that this IS the situation your Shepherd was in, with the only alternative to do nothing and have the Reapers finish their job, then from that point whatever decision you make has to be consistent with what you choose – which is to say is consistent with what your Shepherd chooses to do. Except that you don’t actually have a ‘do nothing’ option. While theoretically this is an alternative ending, it’s not logical given all that has lead up to this point, ie you would have chosen to ‘do nothing’ well before then if this was what you would now decide having gone through hell to get here.
Alternative scenario: I can imagine scenarios where the explosions seen at the end of ME3 aren’t the same as those in Arrival. It’s clear that nothing impacts the ME Relays at the end. All we see is a coloured ‘ray’ beam out, get absorbed then shoot off to the next ME Relay and the ME relay ‘explode’. OK – you can ‘explode’ a nuclear bomb without a nuclear explosion. So I can see that there may be logical reasons why the ME relays don’t super nova when they explode. One scenario (and I’m just doing this on the fly) is that the ‘ray’ that gets sent out so fundamentally changes the nature of the ME Relay ‘energy’ (eg maybe sucks it all out so the ray can continue on it’s journey), in which case when the ME relays explode the detonation is far, far less. Someone has pointed out, however, that but we see these ‘exploding’ rings in the wide shots of the galaxy, and they’re, you know, like really big. Yes, but that’s all we know – they’re rapidly expanding (same person I think also calculated how rapid they are expanding – not going there – hurts my head!) coloured rings (well they should be spheres). I don’t see necessarily that these have an impact as in an explosion. We have neutrinos buzzing through us – literally – and have no idea. So the expanding rings are the effect rays, not the explosions, in which case it doesn’t NECESSARILY follow that there is any effect other than whatever the coloured ray is supposed to do, ie synthesise organic and non-organic if it’s green etc etc.
Squad Mates on NormandyIssue: at the last known contact, no squad mates are on the Normandy. In the ending(s) two squadmates appear out of the Normandy, with no explanation of how they got there.
Problem: Er, what happened?
Solution: We need to know how they got there. Each player will take different squad mates with him/her so there might be an issue with tracking all the variations, but it seems (others may correct me) that squad mates are tracked at least in so far as who appears at the end. Anyway, one simple solution could be for Shepherd, wounded and struggling still to get to the central beam, manages to get a message to joker to pick the squad mates up. Now, this could work if Shepherd specifically asks Joker to get the two squad mates with Shepherd out of there. Moreover, what a heroic act by Shepherd. Critically wounded, still thinking of the squad mates! OK – then at that time we don’t need to be spoon fed as to whether or not they are picked up, or even if Joker gets the message - in fact better if we don’t know at that stage. Then the final reveal happens as they get out of the Normandy – whoopee – good old Joker did it! That way, it is crystal clear that one consequence of Shepherd’s final actions was to save at least a few of her team.
Making choice = consequenceIssue: the choices and consequences in ME3 exist during the game, eg Legion/ Tali in the Rannoch episode can result in Quarian – Geth peace or obliteration of one or the other. Brilliant! Other choices result in other just as weighty consequences, during the game. Choice and consequence matter in how diligently you amass EMS points – only getting a full green bar gets you to the ‘Choose A, B or C’ ending option. If I’ve not got this right, others I’m sure will set me straight! Again – well done Bioware! But once at this ending, the sum of all the choices is “Pick A, B or C’. Comparing ME3 to ME2, the ME2 end had obvious choice = consequence in terms of not only was the suicide mission successful, but in terms of whether Shepherd lived or died, and which team mates lived or died, based on (i) paragon or renegade points accumulated throughout the game resulting in ‘loyalty’ ratings for each member, AND (ii) choice of who leads what teams. Talk about emotional investment and choice = consequence pay off. Not so with ME3
Problem: Let me restate that choice = consequence is well played out – brilliantly at times – in the entire ME3 game – except the end scenario. Sincerely – can’t offer enough kudos to Bioware, and especially the writers. Great work. The problem is that having got to the end, there is a complete dislocation of what has happened, and more importantly, what you/ Shepherd did and the sudden appearance of a new character who proposes that the end of the game is choose A, B or C. To be fair, there is an obvious HUGE consequence for your team mates – where-ever they are – in that you’re about to decide theirs and whole star systems futures – or lack of. The problem is that the ending feels divorced from the emotional connection to the other team mates.
Solutions: S
olution 1: Fixing emotional investiture: At the end, having been confronted by the ‘star child’, as the nature of the choice Shepherd has been given sinks in, imagine the screen pans to scenes of each team mate fighting desperately their own fights below; maybe interspersed with flashbacks of Shepherd’s memories of them; allow time for the personal nature of this decision to sink in; for the emotional cost to be re-established. Maybe even have a shot of Normandy hurtling in to try to pick up the squad mates Shepherd asked Joker to save – but pull away from that so we don’t know if he succeeds. Set this within images of the rest of humanity, other species in battles. I’d also have Shepherd rail against the star child – fight for something else other than this decision – to no avail IF that’s the way Bioware wants to keep it, ie still do the three choice ending. The point is – do something to reconnect the consequences at an emotional level. Again, this is not offering a total fix for the ending – just trying to address this issue.
Solution 2: Fixing the disconnect of Choose A. B or C: I’m not sure exactly what Bioware wanted by providing this type of ending. I can only speculate that it was to provide a simpler solution to bringing so many individual player threads together while still providing a sense of choice for the player. So, any solution is speculative unless Bioware chooses to explain what it was trying to achieve. But while the concept of the three choices could be made to work as a plot mechanism, I’m really struggling to see how it can be made to be believable as part of the actual scenario. OK, so here’s this crucible ray thing at the end, and it has three options built into it. Why? Problem is it really seems too easy a conclusion that it does because it needed to in order to provide three choices to be made. Why would the Protheans have built this thing with three choices in it? I’m trying really hard to write a solution here, but really can’t. If there are to be choices, they need to be a consistent part of the plot – for example, maybe Shepherd sees an opportunity beyond the one option offered.? Star child tells Shepherd what has to happen, but Shepherd gets this Prothean insight that if she blends herself into the beam (sacrificing herself) then she can get a different consequence. Given her understanding of Prothean culture I think a believable ‘reveal’ of some secret even the star child didn’t perceive could be possible. Maybe after the pan outs to her team mates, to every one else fighting, then back to Shepherd, flashes of the Prothean flash back images she always gets and it’s like she ‘gets it’! That way, the personal and broader connections are re-established as well as us getting insights into Shepherds thinking and emotional processing – something that really seems to be missing from the current ending. God – where is her gut reaction – I’d be desperately engaging the star child – scream rant cry threaten anything – to bring about some other end. Not simply listen to the options, then go “OH well, off along the blue/ green/ red brick road I go!”
But I think whatever end the star child offers needs to be dependent on how you have played the game – games in fact. So if you are total paragon – get one type of ending, plus Shepherds insight ending. If renegade, then another ending type plus insight. If half-half then another type, plus Shepherd’s insight. I’m not sure how this would all work but just trying to offer some sorts of examples to explain what could fix this. But for me – this is the toughest issue to address, and do so well. But considering the brilliant work done elsewhere, I really do think the Bioware writers can crack this.
But one thing is clear – for heaven’s sake, whatever you do Bioware, just do not repackage the same ending and call it three!!!
What happened to everyone?Issue: in current ending, other than the mysteriously appearing team mates coming out of Normandy, we get no closure in terms of knowing what happens to the others.
Problem: Gad – we bled for these people – what the heck has happened to them?
Solution: OK – if we assume ME relay explosion = super nova, well that doesn’t take a Salarian rocket scientist to work out! If it is however, I think quick flashes of last glimpses of the team mates would work. Scenario – Wrex cornered fighting; flash in the sky, turns to look out; end clip. But assuming this is an issue that gets addressed, ie there is no super novae happening, so everyone is still around, then closure is required. Now I’d actually be happy if this was a DLC. It would be better if it was part of the ending – even brief glimpses of team mates – enough to show the nature of the end for them – good or bad. But I get that there really is a lot of overhead already in trying to ‘fix’ anything about the ending.
Plot HolesIssue: many of them, some addressed above; many others well documented in the forums so I won’t repeat. I’m sure they’re in Jessica’s spreadsheets etc. (I always have been a bit of a Pollyanna, so I will believe she has).
Solution: just fix them. Sorry – not much else to be said about this.
Finally – and certainly not leastAnd to whoever IS listening – thanks.
And if it’s someone from Bioware – it’s been said before and I hope it keeps getting said – thank you thank you thank you for a great trilogy that we have loved, bled for and for which we would willingly continue to do so. And please do not get distracted by happy versus sad endings – stick to your creative guns for the emotional pitch you want, but please, on bended knees and thin wallets, fix the flaws in the ending! Love your work!!!!!!!!
MikeC
Modifié par MikeC99, 21 mars 2012 - 04:36 .