So, I finished Mass Effect 3 a week ago and was one of these people who was disappointed by the ending. I haven’t actually read through this thread, but this seemed like the best place to post this so I apologize if I am a re-treading already covered ground or options.
Given the emotional highs that Mass Effect evoked in me, the drop when I hit the end nailed me pretty hard, and the more I thought about it the grumpier I got. In the end I decided I would just let things lie for a week before I tried to provide any sort of feedback. It would give me time to cool off and also get my thoughts in order, so the feedback I did provide would hopefully be a little more constructive.
Before I get into the ending I wanted to say never before has a game got me so emotionally invested in a story and its characters. The relationships in this game were handled beautifully, and the final scenes with each of party members and former party members left me more than a bit misty-eyed. Especially, for my play though, the final conversation with Garrus, my FemShep’s romance of choice worked really well.
As to the ending, my major problem is not so much the lack of happy ending (sure, part of me would have liked the option, but the story in the 3 was a dark one and the sacrifice was telegraphed from a ways away) but the way the final choice was presented and how the results of that choice was shown to the player. For me, this was also compounded by some of the frustrations leading up to that choice in the last 15 minutes.
First, leading up to the choice, there was the “heavily injured game play” mechanic. Providing a situation where the rules of gameplay change (slow movement, listing of the targeting reticule) to provide challenge doesn’t build on the skills the player have learnt up until that point, and doesn’t make for a good final skill-challenge for the game. The battle just prior to that was excellently done. It was tricky, required me to come up with new strategies on the fly and felt like I needed to use every skill in my arsenal just to survive. The injured gameplay was more a sequence of “Damn it Shepard! Just point the gun where I’m telling you to point it. No, not over there! And I’m dead again.” It also probably didn’t help that the first time I finally made it to the beam, my game crashed and I had to do it all over again.
Second, reaching the Illusive man having tried to do every side quest I could, pick every paragon choice I could, and still not being able to convince him not to shoot Anderson irked me. Obviously I missed something, but given the amount of effort I put in, I would have like a little more leeway in reaching whatever paragon/reputation level was needed for that conversation option.
Now, neither of these were deal breakers. I did eventually make it to the beam (and that scene helped impart the helplessness of the situation) and I was willing to forgo my morals and take the renegade option to shoot the Illusive man (the bastard had it coming). It was what happened after that I had real problems with.
For me, it was the star-child-thing. Meeting this 11th-hour new character in the form of the personification of the Citadel, really took me out of the game. It smacked strongly of deus-ex machina, and not a very well integrated story device at that. He presents your choice as a long, rambling soliloquy where the player is very obviously being told, rather than shown what his/her options are. And the philosophy he presents (machines must always try to destroy organics) doesn’t make any sense it terms of the over-all narrative. Of the sampling of the 3 technical races presented in the game (Reapers, Geth and EDI) 2 of the 3 are happy to make peace with organics, if only the organics would stop shooting at them. The Reapers are the only exception, and apparently it is this little thing that is telling them to do so anyway. (I didn’t really need to know the latter by the way. I kind of preferred the Reapers as an elemental force.)
I also found the 11th-hour heavy-handed religious symbolism (“Shepard ascends, on the platform, to the next level, and sacrifices his/herself, to become as unto a God to all races in the galexy”) a bit off-putting. I’ve got no problem with that sort of thing if it is telegraphed, or if there is narrative precedent, but as a final thing it feels kind of shoe-horned in.
And, as many have mentioned, when you do make a choice, the results seem somewhat superfluous. While I realize that Bioware games take a rubber-band approach to storytelling where choices may lead down different paths but always arrive at the same place, to maintain the illusion of a choice having an impact on the game world the results must be obvious to the player. The different coloured explosions ending with Joker looking over some random jungle don’t convey that. It’s fine to leave open questions but providing a big choice and not being able to see much in the way of a tangible difference in the results leaves the impact of the choice feeling somewhat hollow and hurts my desire to play through the game again, to see what the picking different choices ends up with.
What I would have liked to have seen is if the choice was presented by familiar faces and using more established themes. One option might have been to have the player end up in a situation where Anderson is standing by one control panel saying: “We’ve got to kill the Repears!” Meanwhile, the Illusive man is standing by another control panel going: “No, we need to control them! And besides, if you use that to kill them off you kill off the Geth and your precious EDI as well. Is that what you want?”
And, if you have done everything right, you might get EDI, the poster child for human-machine relations, to message Shepard and go: “Commander, thanks to the time afforded by our sizeable forces I have been able to analyze the Catalyst-Citadel connection and I have determined that if you climb into the reactor chamber ahead of you, you should be able to re-wire the Citadel to join all organic and mechanical life and that should cause the Repaers to leave us alone.”
You can still have the Illusive man/Anderson kill one another after the choice. You can still have Shepard sacrifice his/herself. But it isn’t introducing new last minute narrative constructs or messages that, personally, I find detract from the over-all experience.
And then it would be nice to have a little more variation in the ending based on the choice the player makes. There are lots of ways to do this, and I’m sure you guys are already working on solutions on that side of things given player feedback.
Anyway, thanks for the great game! Looking forward to seeing what is next.
Modifié par Zemekiss, 22 mars 2012 - 03:37 .