Chrislo1990 wrote...
The indoctrination theory is the only thing that can make sense out of that ridiculous ending. It brings forth more questions than it does answers. That ands it also has no regard for established concepts. remember ME2: Arrival? Yeah I'll let you think about that for a moment...
Pretty sure that the destruction of the mass relays has been beaten to death, so... it's not like you need to "make us think about that for a moment." Since it's such an unforgivable hole, though, I'm sure that it will continue to be beaten, though. As for the Indoctrination Theory... I hate hallucination conspiracy theories. I could make a better one, for that matter, saying that it's actually Shepard waking up from after the original Normandy was shot down, and it would "explain" so many other things that actually don't really make sense, too. There are better/reasonable explanations for *everything* the Indoctrination Theory (pick any version of it) tries to use for evidence, much as I can certainly understand the allure of it.
Still, while I'm here... I thought I'd point something out. People didn't get hooked on the Mass Effect games because of the Reapers. Not many of them, especially the ones that played through all three games, were fighting to beat the Reapers.
They were playing in large part, because they were awesome games that let you feel like your actions mattered and were filled with characters that they grew to care about. Most especially, Paragon and Renegade paths, where the majority of the uses of such all seemed to be leading up to... exactly what Bioware *promised.* Very different endings that fit the path that you took. Not... what we got. For 2.9 games, Shepard was, in general, making choices that were setting the stage for... 1) Paragon - a unified and diverse galaxy, where life, in all its forms, is cherished, though dealt with on individual merits. To note, as a person who played paragon, I couldn't help but compare the Reapers to the Rachni, at the end, given the "they're being controlled" explanation, and all the regrets spoken at killing an entire race. In short, so much to offer to a unified diversity, but are being forced to make war... somewhat nonsensically, when their actual interests are taken into account. Alternately, 2) Renegade - Shepard ruthlessly puts humanity in the position of "top dog," setting the stage for a Human Empire or galaxy simply dominated by humanity.
The final large choices in the first two games followed these paths, no less, and they were excellent. The final choice in the third game... didn't. Definitely not with the explanation required to explain why the choices were what they were, much as any explanation would have been... tenuous, at best, given the choices.
1 - Control - Represented as Paragon. This comes out of nowhere, because Paragon has been arguing AGAINST Control, the entire game. Not to mention failing to address the enslavement of an entire "race." Sure, it can be explained in a couple ways, reasonably. The situation's changed and the Reapers are a lot like the Rachni, and it would be a great loss to annihlate them. The Reapers will help rebuild the Relays, restoring galactic civilation quickly. The Reapers can be used to prevent synthetics from destroying all organic life in ways that are actually more logical than the one that they're using. The Reapers can help the galaxy's civilizations grow to be much more advanced, very quickly... or just humanity (which would be one of the renegade desires). All these are "coulds," though. There's no elaboration on how Shepard will control them. There's not even a mention of any of this, which keeps Control, in game, squarely in the Renegade camp, where it's been for the entirety of all three games, until now.
To note, the Citadel doesn't appear to be destroyed in this ending, which would make it perfectly feasible for a high CDF to still be managing to hold back Reaper ground forces that only JUST took control of the Citadel, potentially, and affect the number of people on the Citadel that could survive. Much like the Normandy's crew in the second game. The Citadel magically having everyone slaughtered on it, despite that you can do a lot of things to make it better defended, no matter what one does is... pointless, senseless, and a complete departure from the successes of the previous game.
2. Destroy - Represented as Renegade. This choice has been represented as Paragon for the entirety of the games until now. To suddenly say that it's renegade with no real explanation, nor why the geth will die, but EDI won't (judging from the crashed Normandy, not the Catalyst).... is another huge mistake. Certainly, it can be considered Renegade, largely for roughly the opposite of all the things that I listed for why Control could be argued to be Paragon.
Oh, and the Citadel explodes, unlike the Control ending, for no known vaild reason. What?
3. Synthesis - Called the best ending, repeatedly, by Bioware, as I recall. Sure, it might be the best ending in Deus Ex, but it definitely isn't here. It 1) breaks genre, given implantation, 2) makes very little sense in the context of the Mass Effect Universe, and 3) doesn't actually resolve anything, at all.
Seriously, a green wave that magically rewrites reality, not remotely following the rules presented so far for what works or doesn't work in the Mass Effect Universe, to, presumably, exploit a loophole in the Reaper's orders is needlessly complex, undermines the Universe itself, solves nothing, and makes the ending scream "rip-off of Deus Ex."
Very frankly, had this third option been "Freeing the Reapers from the Catalyst's Control, allowing them to make their own choices (like the first game implied that they had), with reasonable logic" it could have worked just fine, and all kinds of interesting things could happen, leaving the Mass Effect Universe wide open and definitely still subject to the results of all our choices up to then. As it is, no. Just no.
As for the Relays... destroying them, besides the massive plot hole that went unaddressed by destroying them, throws a massive wrench in the ending that the players played for, whether it was a peaceful galactic society, or a galaxy dominated by humans. If the developers didn't expect the outcry, anger, and disappointment of the fans that had the endings that they were *promised* and led to believe that they would get thoughout *all three games* snatched away from them at the very end, with absolutely no warning... frankly, they really weren't thinking through this, very well.
We, the players, were told that our choices would matter, and we eagerly awaited the chance to see the results of our actions. Instead, we were somewhat bewildered by an ending that was, apparently, made to stoke speculation, not to actually provide an ending that actually worked for the stories that were played.
Bioware, the fans are speaking. Thank you for at least pretending to listen, when the ways that a game that was produced by your company failed are enumerated. It's always unfortunate, though, when the ways that a product abyssmally failed threaten to overshadow the amazing most of the rest of it.