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Prologue
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First off, thank you to all who took the time to read and contribute this post.
The contents of this post will consist of three prime categories: Concerns, Proposed Changes and Proposed Improvements. These categories will largely revolve around the nature of the Mass Effect 3 Endings and the Official Requests for "Constructive" Feedback regarding the aforementioned.
Many of the subjects within these prime categories will include rationale from a: Logical, Narrative (Historical), Narrative (Perceptual), and Practical consideration. Perception, being highly relative and subjective, will be generalized as best this author can to suit both his views and those witnessed, at large, on the forums of the BSN.
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Concerns
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Abstract: The 'Concerns' section catalogs several key plot elements, within Mass Effect 3 upon lauch, which appear to be core issues of discontent. Each respective plot element, (including the Catalyst, the Reapers' Motives, Plot Resolution, and Personality Cohesion), is confronted individually and addressed with criticism from the perspective of basic logic and narrative distinction.
1. The Catalyst
-Logical Consideration: The Catalyst is difficult to qualify, logically, as what it truly is is unknown. What can be understood, is that this figure has limited concern for self-preservation, (it is willing to tell Shepard how to destroy or control it), and is suddenly willing to depart with millions of years worth of conviction simply based on Shepard's arrival. This behavior is contradictory to human understanding. Also, it claims to be unable to alter the Reaper's orders in spite of being in control of them. This defies the human notion of polar relationship, unless such behavior was the result of programming, (presumes the Catalyst is similar to a Shackled AI).
-Narrative (Historical) Consideration: There is almost no allusion to the nature of the Catalyst before encountering it. This fact, alongside the nature of its "solutions" define it as a Deus Ex Machina- a sudden, unexpected plot device that is capable of resolving a seemingly unsolvable problem through, apparently, simplistic and illogical means. The result, narratively, is the disconcerting of the audience by introducing a significant new plot twist, at the end of the narrative, that also appears nonsensical.
-Narrative (Perceptual) Consideration: The reaction to The Catalyst at the end of Mass Effect 3 can be summed up, (by those unsatisfied), as "Shock and Confusion", which is predictable given the very nature of the Deus Ex Machina. This is likely the foundation for the massive upheaval of consumer opinion regarding Mass Effect 3. Traditionally, after the Climax, (the rush to the Citadel Beam), the plot unfolds in a predictable fashion which is designed to provide closure to the story; The Catalyst upsets this. It is also worth noting that, while certainly explainable, the Catalyst's mimicry of the child from Shepard's experience is confounding while left in question.
**Overview: The Catalyst is a primary disruptor in the Mass Effect lore. It is unprecedented and largely unneeded as a plot device. In essence, it establishes more questions than it answers, while also upsetting the narrative as a whole.
2. The Reaper's Motives
-Logical Consideration: There is a major logical fallacy behind the Reaper's admitted motives and it may not be what is commonly observed- the notorious 'Kill biological life with synthetics to save biology from synthetics'. While there is a fallacy there, (more perspective based), let us hit on the per se logical issue: "The created will always rebel against their creators". While it is directly linked in with the other complaint, the 'rebellion' is the fundamental problem, not the solution. But now it gets interesting: when it comes to Shepard's need to control/destroy/synthesize, the Catalyst, (the Creator), cannot help. Given his pre-discussed lack of concern for self-preservation combined with an alleged inability to persue a "new possibility" to destroy or alter control of the Reapers, the Catalyst is vulnerable. And yet it is evident that the Reapers have never rebelled. This leaves two likely possibilities: The Catalyst follows a false precedent or The Catalyst is withholding information, (i.e., lying).
-Narrative (Historical) Consideration- The rivalry between synthetic and biological is nothing new in the Mass Effect universe. However, the "Morning War" was the only contemporary incident in which a people took significant losses to the synthetic rebels, and even then, the Geth refused to destroy their creators. If it had not been for the intervention of the Reapers, the Geth would have eventually been destroyed. Likewise could be said about other conflicts in known Galactic History. Furthermore, many bio-synthetic relationships have been openly positive. There is no historical evidence to support the notion of guaranteed rebellion, and certainly none to support the notion that all biological life would be destroyed. Allusion to this motive was somewhat losely given in Mass Effect and Mass Effect 2.
-Narrative (Perceptual) Consideration: Perception regarding this motive seems mixed; many people had varied opinions as to why the Reapers "reaped". Some suspected reproduction, others still a synthetic instead of biological origin of life. A god mentality seemed to be a common thread. Another over-arching perception was that the Reapers were not doing this "for our own good", but instead dispised biologicals, (as is evident in Sovereign's and Harbinger's dialogue), which, through logical deduction, suggests that "helping" biologicals was unlikely.
**Overview: The given reasoning behind the harvesting of advanced organic life is, at best, sketchy, both in the realms of logic and narrative importance. The fact that harvesting occurs is not the issue, as this provides antagonism. Speculation is abound regarding why the Reapers wouldn't just "destroy the synthetics", but that is more along the lines of moral and cultural debate, if not simply left alone as a plot device.
3. Plot Resolution
-Logical Consideration: Out the three base plot resolutions, (Destroy, Control, Synthesize), one exceeds logical consideration, (Synthesize), one requires speculation and suspension of disbelief, (Control), and the final measure is somewhat explainable.
The Synthesis option, presumably, in order to be effective, would require a perfect understanding of every organic and synthetic construct in the Milky Way Galaxy. This level of understanding is already established as being well beyond that of the Reapers, given excerts from Mass Effect 2 and the fate of the Protheans. Even the Reaper's cannot work with every biological format, let alone predict the nigh-innumerable constant diversifications. Furthermore, there is no logical explanation for how Shepard, jumping into a beam of energy, provides for this event.
The Control option does not require as much suspension of disbelief or consideration, but still demands it. Presumably, the Reaper's have found a way to capture the consciousness/spirit of an organic being, as this is the only logical way that Shepard could control the Reapers posthumously. How this is accomplished or why death is required is yet explained.
The Destroy option stands as the most logical ending, as it is known that similar mechanical components have similar vulnerabilities, and that certain forms of energy can transmit information/impulses that can act upon these vulnerabilities.
-Narrative (Historical) Consideration: The desire to control, meld and destroy are all themes that revolve around synthetic life in the Mass Effect Universe. The ability to control and destroy, via the Crucible, was acknowledged before the climax of Mass Effect 3, but on a limited scale. Knowledge of the use of a "Superweapon" was first alluded to in Mass Effect 2; it, however, was a Mass Accelerator. The use of "color coded" energy bursts can first be seen here as well.
-Narrative (Perceptual) Consideration: While the endings relate to common themes in the Mass Effect franchise, they do not hold up under the logical scrutiny that is applicable to science fiction titles. Suspension of disbelief is, as an unspoken rule, kept to a minimum via the use of common knowledge, science, pseudo-science and basic logic.
**Overview: Mass Effect 3's plot resolutions, (i.e., endings), make the mistake of entering the realm of High Fantasy, with exception to one. This sudden breach with tradition has likely amplified the negative reaction from consumers. Providing believable content is key and quite frankly, the Mass Effect 3 endings can be described as "Space Magic" with some significant degree of accuracy.
4. Personality Cohesion
-Logical Consideration: Both Shepard and his crew undergo rapid transitions in personality/behavior during the final moments of the game. Logically, this can be deduced by consideration of trauma, blood loss, confusion and potential emotional response to seeing the Catalyst through Shepard, but his crew's refusal to charge the Citadel Beam and then flee through the Relays, (as active companions are seen on the tropical moon), is atypical, at best. This is known to be an all-out do-or-die mission, which his crew has faced before bravely, and flight from the battlefield would be folly. Given the radio chatter, Shepard was not likely unconscious for more than a minute, removing the possibility of time-based scenario deterioration. This matter, while potentially revealing through logic, is heavily open to interpretation with the nature of human emotion and possible orders from the fleet, (i.e., was Joker sent with a strike force to delay more Reapers who were to reinforce the battle?).
-Narrative (Historical) Consideration: The only historical context for the changes of behavior can be found with Shepard, as aforementioned, with possible reaction to seeing "the boy", blood loss, trauma, etc. All further evidence is completely contradictory to Shepard's behavior with the Catalyst: whether Renegade or Paragon, Shepard has always defied the Reapers and here he is all but complacent with that which controls them. His trust is placed fully in the words of the Catalyst, in spite of witnessing the deceitfulness and cruelty of what they represent.
-Narrative (Perceptual) Consideration: A common theme among viewers is that Joker and the crew of the SR2 were fleeing from battle and that such behavior is completely out of character. True or not, this seems to be a common perception. Likewise, "our Shepard would never do that" is a comon complaint. In more than a few ways, the ending is a perceptual breach of character with who Commander Shepard is at large, not just along a given path: defiance and distrust toward the Reapers is a key component of his personality. That Destruction, Control and Synthesis all represent key goals and behaviors of the Reapers, further present the appearance that Shepard is submitting to their will, in spite of the visual outcome.
**Overview: The change in personality/behavior from complacent Shepard to the withdrawing crew appears to be having a "salt on the wound" effect for critics of the ending. While insignificant to some, compared to the Catalyst and Plot Resolutions, clarity is needed; perhaps no more.
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Proposed Changes
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Before I continue, (and no I'm not winded yet. Why? Your eyes bleeding?), I would like to emphasize that great scorn often is the red-headed step child of great fondness. While I do not wish to preach, it is easy to get caught up on all the spit balls of drama, and relative perspectives; that is why I'm typing all of this. The reactions that Mass Effect 3's endings are getting can be traced to deep desire and passion, likely from people such as myself who never thought a video game could do what this entire franchise has. Those feelings are deeply personal and individual. What feelings am I talking about? I'll consider that revelation for DLC

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***Practical Consideration: While this author no longer subscribes to "alternate reality" event interpretations, the merit of the Indoctrination Theory, and its contemporaries, should not be overlooked. If nothing else, those perspectives offer Bioware/EA a nearly instant reversal of fallacies and coverage of plot holes. Progressing the story along one of these lines could also "Save Face" in the name of suspense and creativity. Backpeddling would be limited, as would, likely, the negative impact upon the community, (compared to current trends). These endings also open up potential for non-core game related DLC, which could provide revenue from those who would love to see Shepard "ride off into the sunset".
But that aside-
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Abstract: The 'Proposed Changes' section contains simplified argument against the plot elements addressed in 'Concerns'. Here, constructive criticism is to be compiled and offered up for consideration. The currently existing recommendations focus mainly on the Catalyst and his offered solutions, but also contain issues regarding the epilogue and closure of Mass Effect 3.
A. The Catalyst is a problem, Bioware. In the minds of those I've spoken with, he is more trouble than he's worth. His willingness to change course suddenly, lack of concern for self-preservation, bizarre motivation, etc. make for a very weak, if not inept, antagonist. He lacks the visible malice of his servents who contradict his very premise for the Cycles. He either needs to be removed, or reformed... likely in a more insidious fashion.
B. The Control option may be appealing to some, but how it functions and why Shepard should even believe the Catalyst is more than shakey ground. If the Control option is to remain, at the very least, have Shepard show some doubt and, at the very least, give some explanation for what happens to him that enables a dead man to control something. Otherwise, the Control option may be worth considering for reform, likely on the grounds of Shepard "forcing his will" upon the Reapers and surviving, (perhaps very high asset rating, i.e. better developed Crucible, and at some risk to his mental/physical health otherwise).
C. The Synthesis option is beyond making sense. Replacing it with an option to refuse the Catalyst's help, (pure war of assets), or a high-asset replacement such as a the purest form of the Crucible, (disabling the Reapers, while not harming the Geth; perhaps unharmed Relays) seem to be popular and more logical conclusions. Overall, agreeing to Synthesis and accepting the Catalyst's advice is contrary to Shepard's fight against the Reaper, as a whole. Defiance would prove more cohesive to Shepard's personality as a whole.
D. Joker's Flight needs to be clarified. This is an atypical behavior for any of your long-term companions and seems completely random, aside from acting as the plot device of getting them marooned, leading up to the Grandfather-Grandson scene.
E. The Epilogue of an old man and a young boy upon what seems to be the same, albeit snowier, moon as the Normandy crashed on needs clarification. Is this to suggest that civilization restarts on this moon? That Shepard never sees his crew again?
F. Survival and Reunion, aside from requests for sensibility, looks to be the most requested issue I see on the boards. That's not to say that it should be a given, that all endings go this route, but that it should be possible. Closure for some means a noble sacrifice. Closure for others is a less noble survival. Options, sometimes with hard calls, have made playing as Commander Shepard a unique experience. It is only logical that such potential be brought to fruition in this game's ending as well. Also, replay value suffers when players no that there is "No hope", as Shepard puts it, and profitable DLC will call for a lot of current owners to replay the game for the full experience.
The above are, based on my observations, things that need work for the endings to suit the rest of the game while also satisfying numerous concerned fans. The results of fixing these issues can easily be win-win; while EA/Bio may take a loss early on, the increase of satisfaction amongst passionate core consumers will likely raise word-of-mouth promotion, direct sales, repeat sales and DLC revenue.
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Proposed Improvements
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Abstract: The 'Proposed Improvements' list catalogs several minor complaints that have been noted, that do not pertain to the core plot of the game. These improvements range from Public Relations recommendations to new in-game cinematics in areas that feel underwhelming.
#1. First and foremost, lets talk Public Relations. You know what one of the best feelings in the world is, as a gamer? Sitting down and talking- really talking- to somebody who works for the company you're invested in. You're not being talked to, or at, or getting a generic PR line, you're having a conversation with a real human being who has a sense of humor, who cares and who gets who you are.
In contrast, one of the worst feelings in the world, as a gamer? Being a long-time consumer, having invested hundreds of dollars and hours into a product and then getting an honest-to-goodness criticism met with deflection or denial from said company. Generic PR lines don't mediate, they insult.
So, yes, some of us understand corperate life is complicated and often thankless and yes, we know our end has its fair share of jerks. But any relationship needs proper communication for it to work, and I for one will hold up my end in exchange for yours. We may have our spats and occasionally I may Gorilla Glue your cat to the toilet seat, but we'll get over it.
#2. Now to something a little less serious. You know all those war assets that look so fancy in writing, but really don't do anything besides fill in a bar, slightly modify the endings, and may make a brief cameo before the final battle? Those would absolutely be amazing to either see in a cinematic or in actual gameplay. Geth primes falling from a drop ship to pin Banshees that are trying to kill me during the Thanix Missle launch countdown? Yes please. Hearing the distinct respirator of a Volus over the comms declaring the arrival of the Bombing Fleet you rescued, then watching a shredded Sovereign class Reaper come down from the atmosphere? YES YES YES! Even better if your squadmates remark in disbelief. There's a lot of weight that can be carried with those assets, and any such work would be greatly appreciated.
#3. One Word: Harbinger. He was the chief antagonist in Mass Effect 2 and yet he barely makes a cameo in this game. Disappointed? Yes. Fixable? Absolutely. And, no, it doesn't have to be a boss battle, but some conversations would be nice, (i.e., he somehow comes through the Normandy's comm relay while you're talking to Hackett). Most certainly, Harbinger's fate needs to be personal and definable to Shepard, not "Oh he's that Reaper, right there, floating in the background". He would be a highly valuable antagonist to waste, in this author's opinion.
#4. Love Interest/Companion DLC. Throughout the last couple of games, there have been allusions to Liara getting married/having children, Tali getting a house on Rannoch, etc. While it may seem utterly shameful that people feel some degree of affection toward sci-fi romances, that degree of affection is what distinguishes Bioware's games from those of other groups. NPCs aren't just support, they're personal. You're in-game avatar isn't just supposed to experience it, YOU do. LI DLC is a cash cow, ready for the milking- so long as it's done well.
#5. Clean-Up Duty DLC. Yes, it insinuates that Shepard survives, but as I pointed out, not many people, (at least not in my experience), are keen on expanding on the story-line of a dead man/woman. And the Take Earth Back Cinematic embodies just what this type of DLC could be about: payback with a mixture of hope to start anew. It would also provide possible side-stories, as well as open up new environments: Palaven, maybe more rural areas on Earth, Ilium, etc.
--Document MOD 2--
Changes: Hi-Lited 'Improvement' issues; added Abstract section headers (MOD 1)
Changes: Re-emphasized Shepard's breach of personality and its signficance (MOD 2)
Changes: Noted the connection between "Destruction, Control and Synthesis" and Reaper behavior (MOD 2)
--Credits--
BSN Member Auralius Carolus, Author
BSN Member Torudoom, Advice Used- Abstract
BSN Member Sabata2, Advice Used- Re-emphasis on personality cohesion; grammarical correction
Modifié par Auralius Carolus, 17 avril 2012 - 02:58 .