Dear Bioware,
As you requested, here's my constructive criticism on the Mass Effect 3 endings.
My criticisms can be divided into two categories--my issues from a storytelling standpoint, and from a business standpoint. I'll address those from a business standpoint first.
The broken promises--why I bought the game, and why the product I paid for wasn't delivered.
Bioware, if you regard only one part of this letter, let this be it. Here's several quotes given by Bioware staff in interviews prior to ME3's release, that explain exactly why we are dissatisfied with the endings:
"As Mass Effect 3 is the end of the planned trilogy, the developers are not constrained by the necessity of allowing the story to diverge, yet also continue into the next chapter. This will result in a story that diverges into wildly
different conclusions based on the player's actions in the first two chapters."
--Casey Hudson
"We wouldn't do it any other way. How could you go through all three campaigns playing as your Shepard and then be forced into a bespoke ending that everyone gets? But I can't say any more than that..."
--Mike Gamble
"Whether you're happy or angry at the ending, know this: it is an ending. Bioware will not do a 'Lost' and leave fans with more questions than answers after finishing the game."
--Mike Gamble
"Pretty much everything that people want to see wrapped up, or to be given answers, will be."
--Dr. Ray Muzyka
"I’m always leery of saying there are 'optimal' endings, because I think one of the things we do try to do is make different endings that are optimal for different people."
--Mike Gamble
“For people who are invested in these characters and the back-story of the universe and everything, all of these things come to a resolution in Mass Effect 3. And they are resolved in a way that's very different based on what you would do in those situations.”
--Casey Hudson
"[The presence of the rachni] has huge consequences in Mass Effect 3. Even just in the final battle with the Reapers."
--Mac Walters
"You'll get answers to everything. That was one of the key things. Regardless of how we did everything, we had to say, yes, we're going to provide some answers to these people."
--Casey Hudson
"Of course you don’t have to play
multiplayer, you can choose to play all the side-quests in
single-player and do all that stuff you’ll still get all the same endings and
same information, it’s just a totally different way of playing."
--Casey Hudson
"Mass Effect 3 is all about answering all the biggest questions in the lore, learning about the mysteries and the Protheans and the Reapers, being able to decide for yourself how all of these things come to an end.”
--Caseuy Hudson
(Emphasis mine.)
I, and many others, purchased or preordered the game because of the promises made. These promises were
not delivered. In fact, not only that, but it seems in most cases their exact opposite was what we received. The most egregious and telling quote is this one:
"This story arc is coming to an end with this game. That means the endings can be a lot more different. At this point we’re taking into account so many decisions that you’ve made as a player and reflecting a lot of that stuff.
It’s not even in any way like the traditional game endings, where you can say how many endings there are or whether you got ending A, B, or C... The endings have a lot more sophistication and variety in them.”
--Casey Hudson
(Emphasis mine.)
What's particularly insulting about this quote is that this is exactly the kind of ending we received--where we were forced to pick between option A, B, or C (red, blue or green). More, these options bear an uncanny similarity to those given at the end of Deus Ex, which I found to be incredibly disappointing. But in the end, even these choices don't matter, a point which I'll get to in a moment.
The players were explicitly promised these features, and these were features that were very important to us. Clearly, if the staff were expounding upon these features being available in the interviews, they were very much aware of this--which is why it's so baffling that we, the paying consumers, received exactly the opposite of this when we paid $60-$80 or more for the game. Instead of the sixteen "wildly different" endings that we were explicitly promised, we were given three endings that different almost only in color, and beyond that, in trivialities
and only in ways that are noticed when watching the endings side-by-side for comparison.
My Criticisms of the Narrative
My--and it seems a large majority of other's--greatest issues lie with the broken promises I just showed you, and this is, indeed, the heart of the issue. That is largely the reason why we are so dissatisfied. But
I also can't ignore the severe drop in narrative quality in the last five minutes of the game, and since you asked for constructive critique of the endings, I want to give exactly that.
The endings to Mass Effect 3 fly in the face of the tone and themes established since the very first game, and emphasized throughout the second and third. In the last five minutes, the themes that the series was built upon--those of heroic triumph despite impossible odds, unity and diversity, tolerance and acceptance--were disregarded. Instead, a message of fatalism, predestiny, and Lovecraftian cosmicism was introduced that was the literal opposite of the previous 100+ hours of gameplay. The synthesis ending, especially--the
"best" ending one can receive--is especially in violation of this, because it says that the only way for there to be galactic peace is to homogenize every living thing in the galaxy by force. Even Javik mentions that homogenization was the reason for the Protheans' demise. But instead of celebrating diversity, and proving that despite diversity we can have peace across an entire galaxy--as Shepard has done throughout all three games--the only solution is, apparently, to eliminate it entirely.
Furthermore, Mass Effect is a narrative established around the Hero's Journey, with a classic narrative structure of Introduction, Rising Action, Climax, and Denouement. This was established in the first two games, and the third adhered to this structure as well--until the very end. I never felt like the climax was truly reached. In the first game, the climax was the fight with Saren. In the second, it was the fight with the human Reaper. In the third, it felt like the Illusive Man was leading up to a final fight... and then we encounter the Starchild. Instead of having a final fight like we expected (my money was on fighting Harbinger), we were instead shown that the climax was, in fact, the confrontation with the Illusive Man. (Which felt like a distilled version of the Saren confrontation in ME1, but without even a fight that followed, which made it feel especially unsatisfactory.) What followed, then, was supposed to
be the conclusion... except it wasn't. In the "conclusion," we were introduced to an entirely new character,
who--by designer choice--provided absolutely no answers to the questions we were promised. We were then
asked to make a choice based on its incredibly flawed logic.
And then the story was over. We received no closure, only a cryptic and irrelevant scene of Buzz Aldrin's voice
talking about "the Shepard" to a child, in a setting that looks like it was ripped from the "Winter on Mars" desktop image, and then a prompt telling us to buy DLC to experience more of Shepard's story. We were not even treated to Dragon Age-style epilogue slides explaining what happened to the characters we have come to love and cherish over the last five years. The writers instead decided it was more important to include an "artsy" scene with Buzz Aldrin's voice that addressed absolutely nothing, and added absolutely nothing to the story. Instead of reaching the climax and the following denouement, where we were supposed to receive a resolution and answers to all the questions we had, we instead received new information, and were introduced to a new character never before alluded or foreshadowed to. This was not just a violation of the reader-writer contract, but of the story's core narrative structure. Eliminating the climax and denouement of a story built upon this premise doesn't feel "artsy" or "cerebral." It definitely does feel unexpected, but not in a good way. It feels incomplete, rushed, and hackneyed--to call it artistic is not an excuse for an incomplete and logically flawed ending. This is a large reason as to why the ending feels so jarring and out of place.
The Plotholes
There's two major points I'd like to bring up here, so I'll break it down
further.
The Mass Relays
This is the one that gets to me the most, because it has the biggest and most negating impact on our choices and the Mass Effect setting as a whole.
In every option the Starchild gives us, the destruction of the mass relays is always a result. The
problem: in the Arrival DLC and the Codex, it was made extremely clear that the destruction of a mass relay wipes out the nearby solar system. When Shepard picks any choice the Starchild offers, all of the mass relays are destroyed... wiping out every solar system attached to one, and all life within them. Shepard effectively wipes out more organic life in five minutes than the Reapers ever even intended to every 50,000 years, simply for picking a color. The galaxy would literally have been better off if Shepard just stood there until the Crucible was destroyed. Many would have died, but less would have.
Even if the destruction of the mass relays is hand-waved as being "a different kind of explosion" (which it really shouldn't be--this would cheapen the narrative, as the consequences for destroying a mass relay were made
abundantly clear and no alternatives were ever foreshadowed), this really doesn't make things better. The
problem is that even if life miraculously survives these explosions, billions of aliens are now stranded above a ruined Earth--every race's military, their leaders, and the entire quarian race. Even if Earth was completely healthy and fully functioning, it couldn't support the full human population on its own, let alone billions or trillions of
aliens. Even if the victory fleet were to somehow find a colony that, coincidentally, is close by that could, miraculously, still support life, it couldn't support all of them. And to say that they miraculously did manage to work around this problem by finding miraculously well-stocked colonies that somehow weren't ruined by the Reapers would further cheapen the narrative. And even if this did happen? There's not only that, but the fact that not enough of the each race, except for the quarians and asari, are present to create a viable and genetically diverse
population to perpetuate their existence. Furthermore, the quarians and turians stand absolutely no chance, being unable to consume human food. Everyone that Shepard gathered to fight against the Reapers would starve to death (or be eaten by the krogan) before anyone was able to reverse-engineer a dead mass relay that exploded into who knows how many pieces and be able to travel back to their home planets.
So simply for picking one of Starchild's choices, Shepard wipes out most all organic life in the galaxy. There really is no way to write around this, and any conceivable excuse is just going to sound really cheap and seem like
the product of "space magic." I'll get into the lack of choice problem, but this is a big one, because even with
our "red, green, blue" options, we really only get one ending... which is the obliteration of organic life in the Milky Way galaxy.
Jokers and the Normandy
How did Joker escape? The only way he could have is if he fled the battle--which is extremely out of character for him. I don't think it's a stretch at all to say he'd sooner sacrifice himself in the final fight than turn and run before the mass relays even started exploding. Admiral Hackett wouldn't have called for a retreat at any point, especially not when Commander Shepard had only just reached the Crucible and hadn't yet fired it. But even if Joker did flee, how did he manage to pick up several of your squadmates, all of whom were on Earth and with you? The cutscenes that follow your choice show that destruction of the mass relays happens virtually immediately after you make your choice, so it's simply impossible that he not only makes it to the Charon relay in time, but that he also picks up your squad along the way. I simply cannot see how Joker managed to do this, unless Transporter technology was suddenly added to the Normandy and nobody knew about it. Again, any attempt to explain this is
inevitably going to sound like the product of "space magic."
The jungle planet the Normandy crashes on isn't so much a plot hole as it is a cheap narrative allusion that comes way out of the left field. Especially in the synthesis ending, it's implied that the crew that lands becomes the Adam and Eve of this new planet, which has long since passed into "discredited trope" territory. To say that Adam and Eve endings are bad writing is like saying McDonald's is low quality food--maybe not every single person will agree with you, but you'd have a hard time arguing that it isn't. To see a game series with such spectacular and clever writing throughout resort to this kind of discredited and cheap literary tactic was disappointing, to say the least.
The Starchild and its Logic
I know I'm not the only fan who thinks that "we need to create synthetics that kill organics in order to keep organics from creating synthetics that kill organics" is a ridiculous notion. In that case, why don't the Reapers only intervene when synthetics start killing organics, and kill the synthetics? Why not use their stopping power to
eliminate that threat, instead of destroying organic life that might create synthetics that might rebel against their creators at some point in the future?
The synthetics vs. organics theme was always present in Mass Effect, but it was not the most prominent theme--more, the inevitability of synthetic/organic war is subverted by EDI, and by a Shepard that unites the quarians and geth. The themes of heroic triumph, unity, and diversity were always far stronger and far more important. So why is it that in the last five minutes we're treated to a Battlestar Galactica-style lesson on the inevitability of war between humans and machines? This alone came out of nowhere, and added to the Starchild's circular logic, none of it makes sense.
From what I've seen, many players would have preferred that the Reapers' intentions remain mysterious and unexplained. I'll admit I was looking forward to finding out what it was the moment it was foreshadowed by the dying Reaper on Rannoch, but I find leaving it unexplained a far more preferable alternative to the explanation we were given, which makes no sense whatsoever. More, the thought of the Reapers being the creations of the Starchild cheapens their existence and turns them from mysterious, unfathomable forces of unimaginable power that seem to be straight out of a cosmic horror story into pawns in an AI's illogical and vengeful
vendetta against organic life. It makes them petty and laughable, rather than awe-inspiring and intimidating
villains.
The Starchild's existence, too, creates a plot hole that renders the entire plot of the first Mass Effect invalid--because if the Starchild is the Citadel, then why would it need anyone else to activate the Conduit for it?
The Lack of Choice, and Impact of Choice
The whole scene with the Starchild felt extremely out of place for a Mass Effect game, namely because of the complete lack of choice. We aren't given options to investigate or ask the questions that we're dying to have the answers to--and what amazes me is that excluding this was a conscious choice by the writers. Have they played the rest of the games? Furthermore, we couldn't even ask the Starchild to repeat its options, when we could in nearly every other Mass Effect conversation that we had. I had the game paused for so long while I agonized over my choices that I'd completely forgotten which color was which. Then I decided it didn't even matter, because it the end, all the choices resulted in the deaths of almost every living thing in the galaxy anyway, and so I picked at
random. I then reviewed the outcomes of the other choices I could have made on Youtube. I realized I hadn't been wrong--my choices really didn't impact anything at all.
And why couldn't my Shepard refute the Starchild's logic? I was amazed there wasn't an Interrupt option, or an Intimidate/Charm option available to me at all. If I didn't buy the Starchild's logic, then why in the world would Shepard?
But it isn't just about the Starchild, but about the war assets we had gathered too. We were promised that
things such as the rachni queen would have a noticeable impact upon our game. However, despite all the war assets I had gathered and all the choices I had made, the final battle remained the exact same as everyone
else's. I expected to see krogan warriors charging, quarians and geth fighting side-by-side, the rachni queen and her children taking the Reapers head on. We saw none of this. Our war assets amounted to nothing beyond a score--a score cut in half if you didn't participate in multiplayer, and a score that amounted to identical endings anyway. After all the time I and other fans spent fostering the peace between turians and krogan, between the quarians and geth, I at least expected a couple seconds of footage that showed them actually participating in my battle. All we are treated to, however, is the sight of humans in London seeing either red, green, or blue explosions. Depending on how many war assets you gathered, they may or may not raise their arms, and Big Ben may or may not be destroyed.
We were promised sixteen "wildly different" endings. The media is making a huge fuss about how we're upset that we didn't get a happy ending, but I hope I and others have made it clear that this isn't about that. But with the amount of potential there is for the story to branch off in "wildly different" directions, I was expecting endings that ranged from Shepard riding off into the sunset with Garrus to retire on a beach and live happily ever after, to bittersweet "Armageddon" style endings where Shepard sacrifices themself for the greater good, to endings where we see a Shepard VI or one of Liara's time capsules warning the next spacefaring civilization 50,000 years in the future about the Reaper threat. It's not that we didn't get a happy ending--it's that we didn't get to choose our ending, happy or sad, bittersweet or miserable, when we were told that we would be able to. We don't even get the satisfaction of seeing how our three choices affected the galaxy in the end (that is, before everyone eventually died off), because we weren't given a conclusion. Buzz Aldrin's voice, apparently, was far more important than finding out what happened to the characters we've cared about for five years.
And of course, like I mentioned before, any and all choice is negated in the end by the annihilation of organic life caused by the destruction of the mass relays. Our choices aren't just not taken into account--they're completely undone.
What I Would Like to See Bioware Do:
I'd like to see a DLC released that gives us exactly what we were promised before the game's release--the sixteen "wildly different" endings we were promised, that don't contain plot holes so big they make what happened in the endings we were given downright impossible and render the first game's plot invalid. I want to see
closure, for which the absolute least that could be done would be Dragon Age-style epilogue slides, though I think most preferably, I and other fans would like to see some cinematics showing us what's happened to the people and places we care about. I want to see the choice we were promised, and I want to see it impact the story
in a significant way. I want all of my questions answered--not "lots of speculation"--again, like we were promised.
In Summary:
The first 99% of Mass Effect was a wonderful, beautiful game. The last five minutes, however, not only failed to deliver the promises made about the ending and variety of choice, but directly subverted them. I and many others feel that we were misled by these promises and did not receive the product we paid for. Additionally, the ending we were given felt very sub-par in comparison to the rest of the game because of its glaring lore issues, plot holes, and narrative flaws. I do not feel like I received my money's worth because I bought the game based on the promises the developers made that were clearly not kept, and I would like to see each of these issues
addressed and remedied.
The "this is our artistic choice" defense is not a valid argument. The story has clear and damaging narrative flaws. According to the setting's own internal logic and lore, the franchise cannot possibly continue to
exist after Shepard makes their final choice. The ending could not have possibly happened the way it did. To
defend a rushed, flawed, and illogical ending that disregards the promises that were made to the paying consumers by saying "this is art and must therefore be held sacred" is simply an invalid excuse. We are paying consumers. If Bioware would like to see themselves as artists, then understand that by promising to deliver a customer a portrait and then instead handing them an abstract painting is not good business practice, or defensible by saying "but this is my artistic choice." As an artist, I fully understand the desire to defend your artistic integrity, but the moment you start making promises to your customers, you are bound to deliver exactly what you promised, regardless of your "artistic vision," lest you be held culpable for your actions and are--rightly--asked that you change your product to fulfill your promises.
I paid $80 for this game based on the promises you made to us, and then broke. This is the crux of the issue. The fact that these promises were broken in order to give us a sub-par, illogical, broken narrative is just icing on the cake at this point. Regardless of how different fans feel about the current endings, there is no denying Bioware's promises have not been delivered.
Thank you for your time,
Rebel Mel/Skyvale