Thank you for giving us an opportunity to leave constructive feedback, Bioware.
I applaud your willingness to challenge gaming paradigms and respect your creative freedom. Without the freedom to create the story and content you want, there will never be original content, only mass-pandering carbon-copies. Perhaps ME1 would never have seen the light of day, and that would have been a sad thing indeed.
What's more, I like ME3, a lot. It is technically accomplished, visually inspiring, with great value in art, cinematic direction, voice acting, and a mostly engaging and believable story.
Sadly, I am one of those who thought the end was a mess. I strongly believe this isn't just because I was so attached to Shepard and his crew that, when presented with the inevitability of their deaths, denial was always my first reaction, followed by all the other well-known emotional stages – which I think is a triumph of the story-telling in this series. I really think there were objective mistakes in the execution; so, I'm just here to say what I think went wrong, and whether or not I think it can be fixed. If it can't, hopefully it will at least help to make your next game that much better.
Much of what I have to say, good and bad, has been said before, and better. I'm thinking for instance of posts above this one, and this thread, and this
summary, and more. Still, I thought I'd add my voice in my own words. My perspective is clearly limited by a single playthrough (for completeness: male adept paragon, hard difficulty, Liara romance, no From Ashes DLC). I'm going to start another one to try other choices and really make sure I didn't miss anything vital to my understanding of the plot and it really did make as little sense as it seems at
first sight, but here are my thoughts so far.
Things I thought were great: honestly, too many to list. Some highlights:
- The combat system really works quite well. Now I'm over my initial hatred of frag and smoke grenades and realise you can no longer just sit behind a wall and levitate things into oblivion, I'm convinced this
is the best of the three systems used in Mass Effect.
- Completing individual character story lines: I thought all were well written and executed. There are some characters I was more fond of than others and would have liked to see more of, but I can't say any
of them were forced to do anything out of character, in fact the opposite is true - which is remarkable.
- Romance: very well done for the parts that I've seen so far, and I am happy to see options for everyone, regardless of how mainstream they may be considered to be. I think this is a great example of BW listening to what fans do want.
Very few things were 'ok, you could do better'. A handful of bugs here and there - getting stuck on the Normandy cockpit floor, being unable to complete the Citadel refugee camp photo mission if reloading halfway through... that's it. I didn't even have a problem with any of the voice acting, though Allers might have used a bit more fleshing out character-wise and a bit less morph-wise

Things I thought were bad or terrible: the first and the last 10 minutes, especially the last; the start is quite cringe-worthy but there are 40-odd hours in which to forget it.
Regarding Casey's message:
- I would challenge the basic premise that Shepard is in a 'hopeless struggle for survival'. The entire series is built on the premise that none of what you do is entirely hopeless. The odds of success are slim, but everything you do reinforces the belief that success against impossible odds is what you're there for. The only reason to
state definitively that the struggle is hopeless is if you had some knowledge of how things turn out - for instance, because you have decided it should be that way.
I hope this doesn't sound like semantics: my point is right up to the end, you are made to feel like you have a choice, and you will probably make it somehow.
- I would challenge the basic premise that anything other than a bittersweet ending "would betray the agonizing decisions Shepard had to make along the way". To my recollection, there has only ever been one such
decision: Virmire - and even then, it is very much out of your hands. With that exception, and possibly Jenkins, Mordin and some Shepard background stories - it is entirely possible to play through ME1, 2 and 3 without ever intentionally
leaving anyone behind, ordering anyone to their deaths, dooming entire species to extinction, etc. I accept that there are players who did make such choices intentionally; I have even done so myself on some playthroughs in order to create different levels of emotional engagement, which is one of the great strengths of the franchise; but
I stress that it is one of the central planks of Mass Effect thus far that you can, if you so wish, through great effort and determination, Do the Right Thing and Save the Day without even a shade of moral compromise or indeed any adverse consequences for anyone who could be called a Good Guy or a Buddy.
Self-sacrifice is a powerful story-telling device. Forced, unexpected self-sacrifice for unclear reasons is not. More on that, below.
Not directly regarding the message:
- The Illusive Man encounter was fine; good dialogue, mostly good options, I don't think a boss fight is necessary to conclude a game like this. I have nothing against it being a choice, but personally I like to resolve things the way you can as it stands. However, it was a mistake to hide one previous paragon/renegade check in the Mars conversation in an optional choice, so it's easy to miss something ~40 hours of gameplay earlier that will have a significant effect on the last (intelligible) encounter of the game versus the last (recognizable) antagonist. This is easy to fix; on the other hand not fixing it forces people to either make a renegade prompt or die and have to replay 5 minutes of unskippable conversation. Also, the whole design of reputation is defeated by locking in previous 'failures': why keep working on my rep if an initial failure dooms me to not having access to future options, regardless of how much effort I've put in since?
- I walked into the final scene feeling zero attachment towards The Kid, and I walked out of it wanting to shoot his head off. For a game that manages to make even the smallest characters believable and engaging, that's pretty remarkable. He was nearly as badly out of place at the start as he was at the end. I found his introduction clumsy, and his appearances too sporadic to make me care. Perhaps I missed some of the whispered phrases that I couldn't hear well in the dream sequences... but why is a child the only civilian in sight in a military compound? Why does he hide and refuse help from Shepard, then find himself having presumably followed him to the bottom of an unstable pile of rubble swarming with reaper forces jumping happily onto a shuttle full of other soldiers? Out of all the people who have (potentially) died in the past and (almost certainly) died in ME3, of all the possible personifications of people alive and dead that could have been chosen for the final exposition, out of all the millions who died on Earth that day, why should I care more about him than anyone else? That character just evoked no emotional response whatsoever - until something that took on its form presented me with 3 choices of which I didn't understand the necessity or the full consequence, and then indifference just turned to loathing.
In other words, this was the wrong form to choose.
- The catalyst's back-story is nonsense. I like the now famous summary: "Space kid decides advanced organics are doomed to create synthetics who will destroy their masters, so he creates synthetics who destroy them all before this can happen." Genius.
To summarise the final scene in my words: "A creature I have never heard of before appears out of nowhere, assumes a form that means nothing to me, tells me things I don't understand, gives me choices I don't like and that don't really seem to be choices at all, and asks me to die because it has decided this is the only way forward it wishes to offer me." It made me so angry that the first thing I did on regaining control was to try putting a bullet through its head; shame nothing happened.
I had to watch the end several times to understand what's going on, and I'm still not entirely certain, even assuming it's not all a dream. This in itself is a huge problem. Deciding to cut the explanations out was a major mistake in my view. I know choosing 'investigate' as an option when you're about to die seems a little out of place, but really, leaving so much unexplained and rushing over major points, including why you have to die, is so much worse. It isn't clear that your war efforts to improve the crucible have opened up new options, so your efforts feel pointless. It isn't even clear that the crucible is forcing the catalyst to even give you those options in the first place. It isn't clear that the catalyst is your sworn mortal enemy and would be quite happy to vent you into space if only
the crucible would let it, and that it has no intention of helping you unless you force it to: thus, the 'control' choice makes no sense. Its claim that 'my solution will no longer work' is not only nonsense, it contradicts its statement that it will refuse to make the choice to change things, leaving it up to you to force its hand, so the dialogue we get appears completely incoherent. The Kid avatar and the peaceful music make it seem like some neutral force, instead of the evil incarnate reaper overlord it really is. Effectively it is conveying the same message Sovereign had for Shepard all those years ago: “You exist because we allow it. You will end because we demand it.” You'll forgive me for thinking that the Sovereign scene is somewhat more effective at conveying this kind of message than The Kid. Its figure is like the Architect of the Matrix, with a similar intent and message, yet its avatar carries no menace or gravitas, it is introduced at the last possible moment (instead of part 2/3 of a series), its motivation is gibberish, and you are forced to settle for mutual annihilation in any and all scenarios. Neither wins, both are defeated, with nearly 100% collateral damage. Where's the catharsis in that?
- As it stands, all three choices look bad and nearly indistinguishable, making them not a choice at all. This is only partially due to the nearly identical cinematics.
The synthesis ending makes little sense, comes out of the blue, and is entirely unnecessary and unrelated to almost any of the previous events in all three games except the very last conversation. As a 'good' ending, it fails almost every possible test and is only consistent with what is stated in that one final dialogue. It's arguably worse
than 'control' because with 'control' there is some hope that you may force the reapers to assist in the reconstruction of mass relays and the transport and healing of trillions of civilian refugees and displaced fighters in the interim. It still leads to massive destruction comparable to 'destroy', only offering a small ray of hope for Jeff and EDI.
The 'destroy' ending is clearly a huge failure on all fronts.
The 'control' ending still leads to widespread destruction and death, and The Kid fails to persuade me of its viability. Shepard just spent several hours convincing the Illusive Man that controlling the reapers was impossible and only appeared viable because he was indoctrinated; we are told that it had in fact been tried before and had been revealed as a reaper ruse, and TIM, one of the main antagonists and smartest people in the galaxy, even agreed enough to take his own life (under some circumstances); how can we suddenly accept that the 'destroy' ending is the bad failure and the 'control' ending is the best option – and still leads to death and destruction? At the very least the explanation has to be much more thorough and compelling and delivered by a more believable source.
- The galactic dark age following the mass relay chain destruction is unexpected, unnecessary, and counter-productive. It has nothing to do with personal sacrifice, it is not uplifting in any way, it just gratuitously destroys a central element of the galaxy as we know it, particularly if you include the collateral damage of explosions visible on a galactic scale. The billions of lives lost to the reapers and countless worlds laid waste to date would have been more than enough to show that victory came at a heavy price. It also greatly reduces all hope for the future of all survivors. All of these render Shepard's sacrifice less meaningful, not more, and muddle the final message.
I understand that this is a viable option for minimal war asset scores, in the same way that everyone can die at the end of ME2 under some conditions: if you assume complete annihilation is the only way to stop the reapers, pressing the nuclear winter button may be preferable to letting things go on as they are... but forcing it on everyone seems to make all their previous efforts pointless. As I said before, it is also not clear why this happens. The 'destroy' ending offers some plausible justification if you're the kind of renegade who likes to blow things up first and ask questions later, but the other two really don't, and it doesn't fit.
- The Normandy's flight from battle is also almost complete gibberish; it only follows if you make a large number of restrictive assumptions about events of which you have little knowledge, and that are somewhat contradictory
to boot. If people who were standing next to you at the beam managed to get back on board, presumably they left when the retreat was sounded (as Shepard apparently hears over the comms). There must have been some reason why they made it without dragging Shepard back with them; even if he looked like a bloody corpse, checking his pulse would surely have been enough. Even if he had no pulse, they would surely have dragged him off if they could have. In any event, Shepard knows nothing of this; on the contrary, he does know that he got through to Hackett over the comms while on the citadel, opening the arms to allow emplacement of the crucible, and thus the player is made to presume the whole assault force (and presumably the Normandy) know he is aboard and the mission is, as far as they know, on the way to success. One needs to assume the Normandy left after Shepard loses consciousness the first time, but before he makes contact with Hackett; otherwise, there is no reason why it would have given up the fight without trying to get him out or complete the mission. Even so,
since ground troops are still seen fighting at the end, even if covering a hasty retreat, the fleet is presumably still in orbit doing very much the same: fighting to allow the plan more time, or at least get as many people out as they can. There appears to be little reason why the Normandy, one of the best armed, armored and seasoned ships in the fleet, would not do the same. If failure means the end of the world and your extinction, you need some rather compelling reasons to just give up and run; and even if there are such reasons, it flies in the face of the heroic theme of the series, which is bursting with improbable last-minute rescue attempts and last stands.
I think all I've said does set out why the end as it is doesn't work. I can't believe it takes hours upon hours of
replaying and careful examination of each and every dialogue line to understand what on Earth is going on. Was it all a dream? Was it indoctrination? If it is a Reaper charade, perhaps Harbinger trying to test your resolve and get you to submit willingly for "synthesis", and it has the power to reshape the Citadel (as you clearly get to see before meeting Anderson), why doesn't it just vent you into space or absorb you forcibly? It might offer you the illusion of a choice to destroy it, but surely never actually let you? If it was all a dream or a lie, how can we really believe the Reaper threat is ended, regardless of our final choice?
I think it's quite significant to say that conspiracy theories sound almost more plausible and coherent than what we're given. I can appreciate open endings, or at least ones in which not everything is spelled out word for word, though they do sometimes infuriate me, but endings in which 'it was all a dream' makes more sense than what you see suggest to me that something has gone badly wrong.
Don't get me wrong, sacrificing one's life so that the ones you love may live another day, in whatever circumstance, makes for an amazing story - but when one's death seems forced and arbitrary, and their survival odds not all
that improved by it, it tends to leave a bitter taste, with nothing sweet about it. Jumping on a live grenade is one thing; being told by some Thing to jump and being too dizzy to reply anything other than 'how high' is another.
To conclude, my suggestions are as follows:
- Fix the ending, in any or all of the following ways.
Re-introduce the cut explanation lines, at a minimum.
Add more content padding out the holes or better yet remove the nonsensical Normandy scenes in some endings, replacing them giving more closure and perhaps a tiny bit of hope that the people you saved didn't end up dying due to a galaxy-wide mass relay explosion and social, financial and industrial collapse. Ideally, instead of destroying the mass relays, allow the 'control' ending to keep them intact, at most inactive. You can still use the spreading beam sequence as a message propagation system if you really must recover every possible asset.
Make it clearer that you war effort contributes to the crucible options, but make the options really reflect your choices!
Consider offering an ending in which Shepard lives on after victory, even if under a very small set of circumstances. To know that there is that possibility would fit better with the themes of the franchise, make the war
effort more rewarding, make the final choices more meaningful, and greatly enhance replay value and DLC appeal (in my view).
Please consider introducing the Architect earlier or removing it entirely. I strongly advise changing its avatar.
It must be clearer that the 'nuclear winter' button ('destroy') is a failure, not a success.
If there is any content in the From Ashes DLC that helps explain the catalyst and/or crucible, do seriously consider making it available to everyone for free.
- Make that paragon/renegade check in the Illusive Man conversation on Mars not optional, or better yet, remove the 'locking in' of previous checks as far as the options in the last conversation are concerned.
Players can still choose to shoot his face off if they want to, and they still need enough rep to access the options, but at least they won't have to replay the entire game because they missed one hidden choice.
- Remove the last prompt after the credits soliciting the purchase of DLC.
Regardless of anything you may or may not change about the end, mixing in-game lore (Shepard has become a legend by ending the Reaper threat) with a commercial advertisement (Yay! Now go buy more DLC!) is a big mistake. It breaks immersion and diminishes the impact of the ending. The DLC is already advertised on the main screen!
- If there must be more DLC, my preference would be towards fleshing out the story of characters you barely see in the game but were prominent in previous instalments and/or other lore, by letting you play through their side stories, or meeting them again while they're working during the war effort. I'm thinking particularly of Jack and the biotic academy, or Miranda against Cerberus. Of course, if surrendering character control while allowing conversation choices proved to be too troublesome to code as an ending, using a different player character and team may well be out of the question. However, I can't stress this enough: so long as the ending feels meaningless, all your efforts uniting the galaxy seem in vain, and everyone just seems to die at the end, I really
don't see any motivation to pay money for one more character to get attached to. If they'll just end up dead anyway, what's the point?
[Edited for foramtting.]
Modifié par MalexT, 18 mars 2012 - 11:21 .