I am on my third play through in the game, and I still really enjoy “ Mass Effect 3”. The “very” end, however, does not get any better with more playing. It is still a narrative rupturing event that is both coerced and derailing to my Shep’s story. (After the first pass, I do admit I did get depressed and develop Mass Effect 3 Tourette's for a period of time.)
Now, I honestly believe that the creators have tried to make the best ending possible. I do not believe they are rolling around naked in piles of their customer’s money laughing. The criticism of their efforts from their customers around the world has to have floored them and been deflating. Especially since all the early reviews were extremely positive. No doubt they feel stunned as much as their fans. Every part of the story leading up to end suggests that they have indeed care takers in regards the story.
So why didn’t the ending work? I’ve spent a great deal of time thinking about this as I play.
First let me say I get the idea that to destroy the Reapers you will cause a great realignment of the known Galaxy. I think this is actually appropriate. I also enjoy that there may be no good options on the table and that I must make best choice based upon what my perceived Sheppard’s moral code would allow. This would be magnificent.
But this didn’t happen.
What I got was an ending where I presented with choices that my character no way felt any moral attachment to, nor could perceive at that very moment the consequences. Even after the fact I have no idea of what I have done. Furthermore the mechanism to deliver this choice, the star child, is so obtuse to my character’s mission that I can’t emotionally or logically invest. At the end of a trilogy this is not where I should be. It is easy for a player to feel emotional cheated in these moments.
I believe the problem is the result of in game narrative surrounding the Crucible. While I collected resources around the Crucible, the consequences for it were never Sheppard’s, they belonged to Hackett. All references to its potential are too vague. It’s not Sheppard’s problem other than to get resources, and by the time I get to the end I have two things on my mind, opening the arms of citadel and possibly surviving.
If I knew going in of my choices, actively unlocked through game play, and if I had a rough albeit limited understanding of the consequences, then ending it would have resonated. It would have been my
choice, my salvation, and my damnation.
To attempt to remedy this of course would require a catalyst to be rethought and no doubt would require too much reengineering to practically make happen. The cat is out of the bag. Still it would have been great to bring in many ethical questions for Sheppard, such as if he/she would inform the alien races that it is a one way trip to earth even if they win. It also sets up a great deal of soul searching regarding the Geth and EDI character.
As for the Reapers, I also did not care to understand the Reaper’s motives as the giant lawn mowers of the universe. If they are immense as the Geth said, then I shouldn’t be able to fathom their logic. We do live in a post-Lovecraft narrative universe; not being able to understand is okay. It makes it more terrifying.
Still all in all I think you should still be congratulated on making a very good game. I will still look forward to your other products and am still interested in your DLC. I do not say this as sycophant, as I do agree with the majority that the ending does not work, but as continue to explore it there is still plenty of good gaming in your product.
Modifié par gurg13, 25 mars 2012 - 01:42 .