Some of what is said below has probably been discussed already (there being nearly 90 pages of posts as
I write this), but here goes:
Firstly, Mass Effect 3 was a fantastic game; well-configured combat, a strong, emotionally-engaging story, great characters, design and so on. Which is why the ending is so problematic. Almost any other game series and
it would be fine, but Mass Effect has proven to be so much better than average elsewhere.
There are a few general issues, such as the annoying and seemingly pointless security scanner on the Normandy (a dig at the TSA?) and a few holes in the maps (such as in the Normandy's drive core, or in the final area of the Citadel), but nothing worth mentioning alone aside from the ending. If there's one thing that I wouldn't change at all about the ending, it is the music/soundtrack; that was fantastic.
I've only played through once (although repeated the ending from the final save point several times), with a male soldier, 7000+ War Assets, 95+% paragon, saving pretty much everything I could, so I may have missed some stuff, but here goes, identifying the section of the ending, identified problems with it, and proposed solutions:
==London==Fighting through London, with the small team, the occasional tank in sight and some distant gunfire.
Issues: It feels just like any other level, just the three characters fighting through enemies. Nothing like a large-scale war or the trailers (particularly the "Take Back Earth" one). Where is this massive army that has been gathered, all the different units and individuals? It feels like a smaller scale than the levels on Menae, Tuchanka or
Thessia (
edit: it even feels smaller than the battles at Ostagar or Denerim from DA:O, or some of the scenes in KotOR).
Solution: Show more of the battle; in cinematics if necessary, to remind the player of all they have accomplished over the last 60-100 hours. Shots of turians, asari and krogan working together to fight the reapers, if applicable, geth supported by quarians, elcor tanks, maybe even some volus or hanar. Also include the other major characters; shots of Jack and her team in the background, Samara slaughtering husks and cannibals,
Grunt/Wrex leading krogan units, Zaeed providing sniper cover etc..
==Racing to the Beam==Running down a slope, with various allies, under fire from Harbinger. Reminiscent of the end of Ilos in ME1.
Issues: The initial rush feels fairly boring (we've done running towards something, dodging reaper fire before), then the final part is just weird. We're expected to accept that Shepard's armour can more or less withstand a direct hit from a reaper (which can shred capital ships), and Anderson somehow survives with even less armour. Then are we supposed to assume the rest of the team was killed (even if some, in my case, Liara, manages to be in the final cinematic, somehow surviving the blast, not going into the beam, getting back onto the
Normandy, fully healed, and escaping; completely out of character considering the start of ME2). Additionally, the pistol is a bit buggy in that it can be fired at any point, even when Shepard is collapsed on the ground.
Solution: Make success here dependent on War Assets (split into space and land, perhaps). If there are enough land assets, the units are able to bring enough fire onto Harbinger to distract it. If there are enough
space assets, and Shepard's reputation is high enough, have a major capital ship (the Destiny Ascension, maybe Admiral Koris's liveship, or a dreadnought, as applicable) tries to delay Harbinger by ramming it - success being dependent on which one. If there are enough assets in either category, Shepard's team, and Anderson make it through the beam in one piece. Then at lower values (say if Harbinger is only damaged, not destroyed), team members get killed (and properly killed, with visible bodies/deaths, not appearing at later points), and finally at low enough values, you have the version from the current game, with Shepard being hit. In any case, a blast from Harbinger (or a different reaper) destroys the beam, to prevent further forces making it to the Citadel (realising the danger this poses).
==Inside the Citadel==Wandering through the depths of the Citadel, surrounded by bodies, with keepers and Anderson talking.
Issues: It feels incomplete. There is no sign of what the reapers are doing with all these bodies, no processing, no human-reaper under construction. Similarly the architecture doesn't look that much like the Collector base or the Citadel. Anderson's comments seem to be a way of pretending these are the case, without actually showing it. Similarly, some of his lines don't fit the correct timing (talking about finding a way across the chasm once Shepard is already half-way across).
Unlike ME1 where the "Master Control Terminal" Vigil mentions ends up being the Council chamber, all the Citadel scenes take place in completely unknown and undiscovered parts of the station.
Solution: Change the map; show all the processing, the reaper under construction, maybe include some enemies, see the things moving, see what is being discussed. If the team is there (see above), throw in some dialogue for them. If nothing else, let us shoot the keepers, please! It was very frustrating to finally have a gun in sight of a keeper, yet not be able to shoot it (even at the cost of renegade points). Maybe move the level to a recognisable part of the Citadel; perhaps the Presidium, with the lake full of bodies etc., all covered in reaper tech, and pipes feeding material towards the lift to the tower (where the reaper is being built). Although that might be too
similar to ME1.
==The Illusive Man==Discussion with the Illusive Man and Anderson, with some form of indoctrination control, and with the Citadel Wards in the background.
Issues:The Indoctrination Control seems rather forced, as if somehow the Illusive Man has picked up all this extra power that hasn't been seen before (the ability to directly control individuals). It feels unnecessary and forced. A more important question is what happened to the Citadel. The lights on the Wards suggest it is still occupied, with the citizens going about their normal business (in which case, you can add 13 million to Shepard's kill count when it is destroyed). Similarly, one is left to wonder how the Illusive Man got to where he is.
Solution: Take away the Indoctrination Control, make it a direct confrontation/discussion. Throw in a renegade interrupt to just shoot the Illusive Man (he's going to die anyway), and a paragon one to stop Anderson doing so. Add some comments from the team (if present) but mostly keep the conversation and outcome the same (maybe with Anderson or team members being injured or killed if it turns into a firefight).
Include some explanation of what happened to the inhabitants of the Citadel (either now as a flashback, or earlier), showing the reapers arrive and take over, with the Illusive Man getting on board somehow, reapers massacring the citizens, or them having time to evacuate. Perhaps even suggest that fighting is still going on in the Wards. Alternatively, just change the texture used on the Wards so it doesn't look like business as usual.
Once the discussion is over (and the Illusive Man is dead), if Shepard is uninjured, he can open the Citadel, but can't find a way to activate the Crucible, (so is frustrated, rather than collapsing due to injuries, which remains
otherwise). Then the lift takes him up to meet the child either way, leaving any other survivors below.
==Meeting the Child==Discussion of the plot and reason behind the reapers, presentation of choices.
Issues: The literal meaning of
deus ex machina springs to mind, but aside from that, this whole discussion makes little sense. Here is a hero that has fought through hundreds of enemies, travelled all over
the galaxy, died, all to save the galaxy from the reapers and destruction. Yet when presented with the very limited options (which mostly result in large-scale death and destruction) and a very unsatisfactory explanation for the reapers, (s)he doesn't seem capable of raising any non-trivial objection. Additionally, the very premise of the Catalyst's reasoning (that synthetic life will turn on its creator) has been proved incorrect at various points in the game. Yet Shepard doesn't point this out. Similar issues as above with a completely new area of the Citadel (which is easy to discover, so how come no archaeologists have found it, and realised its potential?).
Solution: Some indication of where on the Citadel this discussion takes place would be nice (as it doesn't seem to fit with any of the existing models). Then more dialogue options (depending on choices earlier) with Shepard being able to put up more of a fight (particularly if not injured). For example, raising Legion (from ME2) and EDI/Joker (from ME3 if applicable) as examples of how synthetic and organic life can co-operate. If available, pointing out the geth/quarian situation (how the creators attacked the created, not the other way around, and
how they are now all working together to rebuild Rannoch, completely disproving the Catalyst's premise). Have some check (both fact and reputation) for convincing the Catalyst that drastic measures aren't needed.
Some explanation of the Crucible might be useful here as well; that it was designed by the Catalyst as a sort of test to see when life had developed enough to make the plan fail. And why it is so important.
==Destroy Ending==Shepard shoot's part of the Citadel (following Anderson's idea?) destroying himself, the reapers, the geth/EDI, the Citadel and the mass relays.
Issues: This seem to be the renegade ending, yet involves following Anderson and the main plan behind the last 90 hours of gameplay (killing the reapers). Why does the Citadel get destroyed, and the mass relays? And why does it affect all synthetic life, not just the reapers?
Solution: Remove the renegade association. Add a second tier; if the Catalyst is convinced (i.e. high enough reputation and appropriate choices earlier re geth/quarians, Legion or EDI, with a higher reputation needed for the latter), he provides a way to simply destroy the reapers, accepting that synthetic life can co-exist with organic. Depending on how badly injured Shepard is, (s)he may survive the small explosion. Upon realising the Citadel/Crucible is going to destroy them, the reapers move in to attack it. If the War Asset count is too low (mainly space assets) they damage the Citadel enough that it is also destroyed in the explosion (still managing to kill the reapers), the anti-reaper beam is then unstable as well, and takes out the mass relays.
==Control Ending==
Shepard controls the reapers and dies. The Citadel seems to survive, but not the relays (although that is unclear).
Issues: Somehow agreeing with the Illusive Man and doing what his plan was works out as the paragon/good ending. It is unclear whether or not the relays were destroyed.
Solution: Make this the "bad" ending (as taking control of the reapers doesn't sound like a nice thing to do), but also the easiest ending. Make it clear whether or not the Citadel and relays are destroyed. Maybe add a second tier, whereby if Shepard is not injured and is a high enough level, he survives controlling the Citadel, at least, long enough to reprogram the reapers and save the galaxy.
==Synthesis Ending==Shepard is integrated into the Catalyst, altering all life to become synthetic, destroying the Citadel and relays.
Issues: This is meant to be the best ending? Shepard still dies, the relays are still destroyed, thus ruining most of the galaxy anyway. And somehow being half-machine is the pinnacle of evolution (although EDI still looks fully machine, not at all organic?).
Solution: Add a second and third tier. Depending on how much the Crucible is upgraded (particularly with regard to the "Advanced Power Relays", "Optimized Eezo Capacitors" and "Emergency Fuel Rods" assets). If high enough (maybe >300), the Crucible is stable enough that the Citadel and relays survive the synthesis process, thus not completely ruining all galactic civilisations. If even higher (maybe >600), and if Shepard is uninjured, the Crucible is able to absorb enough energy that Shepard survives (collapsing at the bottom of wherever that light beam comes from).
==The Normandy's Flight==In all endings the Normandy is seen rushing away from a blast (presumably using normal FTL, rather than a relay jump), before being damaged and crashing on a random garden planet.
Issues: Why is the Normandy fleeing, how did it get far enough away from the explosion initially, why does it get damaged (unless the relay explosions do cause a massive shockwave across systems, presumably destroying Earth etc.), how did the rest of the crew get on board, and how does it happen to find a garden world?
Solution: Restrict this to any ending where the relays are destroyed. Add a sequence where, before picking an option that will destroy the relays, Shepard warns Admiral Hackett, explaining that this is the only way to stop the reapers. This gives Hackett enough time to order a retreat, leading to a frantic dash for the relay. The Normandy is shown landing on Earth to pick up as many survivors as it can before jumping into FTL just ahead of the explosion. Any characters that couldn't be on the Normandy aren't. Maybe show other ships being destroyed by the explosion to explain why the Normandy is rushing away (i.e. Joker's quick reactions save the ship).
==Death Endings==In nearly all the existing endings (and some of those proposed above), Shepard dies.
Issues: While it is popular to kill off the hero (I feared that would happen at the end of ME1 the first time I played through), it is rather unsatisfactory to have it happen with little more than a whimper.
Solution: In the scenarios where the relays survive (and galactic civilisation isn't destroyed as a result), some shots of the Normandy survivors mourning, then rebuilding work across the galaxy (Thessia, Palaven, Earth, Rannoch if applicable), maybe with a statue of Shepard being put up.
==Survival Endings==There should be some endings where Shepard survives. Players have invested anywhere up to 100 hours in creating and developing this character, not giving any real way for them to survive is ... just mean.
Solution: In some of the endings (listed above) have the Normandy rescue Shepard from the Citadel (maybe, if the Citadel is going to be destroyed, with the Normandy swooping in, ME2-style, to pick Shepard up at the last minute, if there are enough War Assets that it can be spared from the fight). Followed by ME2-style cutscenes showing repairs to the Normandy, Shepard thanking various crewmembers, rebuilding on the various planets and some indication that life is getting back to normal elsewhere. There's no need to worry about having too many endings, as this is the end of 90 hours of gameplay, not a couple of hours of film.
==Post-Credits==After the credits, the game currently returns to a save before the galaxy map is locked (after inviting the player to acquire DLC). It feels somewhat disappointing to finish the game, only to be taken back to an earlier save, as if the ending didn't happen or doesn't matter. While trying to convince more people to acquire DLC is understandable, it might be more sensible for the game to return to the menu (or maybe to the "new game" option) unless it is possible to design future DLC so that it can take place after the "end" of the game, as with ME2.
==DLC Options==
Obviously new content (such as that described above) doesn't come cheaply, and Bioware probably doesn't have the alternate income streams that other developers (such as Valve) may have to release new content for free. That said, acquiring DLC would be a lot more straightforward (compared with ME2, or DA:O) if there was an in-game store, like the current multiplayer score. Additionally, making DLC purchasable either with Bioware points or in-game credits, would allow those who wish to to purchase it directly, but also encourage people to keep playing multiplayer (which is required for a healthy multiplayer scene).
Also, just in the very unlikely event that anyone actually reads this, please, please don't try to make a Mass Effect film (without using a completely new plot). Go for a TV series instead; 12ish episodes per game, CGI (maybe to the level of the trailers, if possible) rather than live-action, or perhaps a prequel story (covering the discovery of the relays, the First Contact War etc.).
Modifié par TheGrumbleduke, 18 mars 2012 - 03:43 .