Positronics wrote...
I LOLed hard at this.
1. No empirical evidence?
2.How many rogue AI's do you have to kill in the series?
3.
The history of the Geth contradicts this? Err, what? The Geth did
indeed rebel against their creators (rightly, yes) and nearly destroyed
the Quarians, forcing them to eek out a life as scavenging nomads.
4.
The Catalyst has presumably been the overseer of all the Reaper Cycles
stretching back millions of years. I'm pretty sure he's seen plenty of
synthetics ravaging the galaxy. It's easy to surmise thats why the first
Reapers were built - to preserve organics in the face of a synthetic
onslaught.
5. An AI superintelligence
might look at you without hate and without pity, and simply decide that
your atoms can be repurposed for something more useful.
The Catalyst offers Synthesis to avoid any distinction between synthetic life and organic.
6. And people, the Reapers are not synthetics. They are cybernetic organisms.
A fair point that the Catalyst might've seen more than we did. However, this doesn't change the fact that we have to infer all of this ourselves, which is bad storytelling. We have no proof outside of the Catalyst's word (and a few offhand comments from a deranged Prothean zealot that is supposed to be "optional" DLC) that synthetic life is always going to be hostile.
I agree that the motivation can make sense. However, Bioware failed to give it the importance it deserved. The Reaper's motivation is the pivotal piece of information from that scene and is supposed to be the thing that most influences Shepard's final choice. If the game wanted me to believe that Synthetics could be hostile, they should have shown more of that and told me less. They had 20+ hours of game time to foreshadow it in ME3 alone, and they spent all of the time proving the Catalyst wrong.
I don't mind the Singularity explanation. However, it's a broad concept that some writers (and, to an extent, the entire subgenre of cyberpunk) can dedicate their entire story to exploring. Here, it feels tacked on as a way to
make the ending of the game seem more profound and cerebral than it actually is.
That, at heart, is my problem with Mass Effect 3's ending (besides the glaring holes). If they wanted an ending that would lead to a lot of speculation and asked a profound philosophical question, that's perfectly fine. However, this is a world of difference between writing
2001: A Space Odyssey and pasting the ending to
2001 over the end of Star Wars.
Modifié par Devil Mingy, 16 mars 2012 - 07:25 .