Subject M wrote...
Tritium315 wrote...
Subject M wrote...
Tritium315 wrote...
Subject M wrote...
Tritium315 wrote...
Sh0dan wrote...
Getting an "unwanted and horrible" ending because of one small decision that you have made in ME1 is of course not something we want, but that is not what I am referring to. I am referring to a narrative that gives the player a sense of agency and being able to be part of a fictive community that makes a significant and satisfying difference in the outcome of that narrative.
Role-playing games rely on the notion that the player has some type of agency be it based on action or pre-determined choice. The point is that the gaming experience should reflect the choices and wishes of the player in a satisfying way by lining up the narrative points and choices in a way you as a player actively influence them to line up within the story. The catalyst and the ending does not line up well at all, and that is why people are upset and why it is bad from a narrative and rpg point of view.
The final choice of Mass Effect 3 is on a completely new level compared to all your other choices. Letting some scientist live his negligible life shouldn't have an impact on defeating the Reapers. Let's face it: even the Genophage and Quarian conflict are minor issues compared to the Reaper threat.
Legion and Tali are best friends now. Does it matter? The Reapers cannot be beaten conventionally, therefore the additional military support isn't a big deal.
The triviality of all these decisions is actually pretty consistent with the concept of the Reapers. The destruction of all advanced races is inevitable, the cycle cannot be broken and there's no way to beat the reapers in a classical war. Only a Deus Ex Machina - the Catalyst - can speed up and end the story without breaking all lore rules set up by ME 1&2.
All this hate on the "space brat", "space child" and all his other nicknames is the result of having to crush the player's expectations in the end. A few players even demand fighting and beating the Reapers conventionally. It's obvious here, that Bioware overwhelmed (intellectually) a part of its fanbase.
The public drama and typical internet herd behaviour did the rest.
Why can't the Reapers be beat conventionally?
Simply saying they can't doesn't make it so. This is a fictional story and anything, within reason, is possible, and if a Diablos Ex Machina in the 11th hour is within reason then so should beating the Reapers conventionally. To say the current ending is the only way they can tie up the trilogy without "breaking the lore" is assinine as the current ending manages to break not only the lore but the plot, all sense of immersion, and basic concepts of science (a new DNA, really?). The ending is nothing more than bad writing, period.
I think its quite clear that the reapers can not be beaten conventionally. Its sated many times in the game and its not their narrative function.
Because the ending of a game can't invalidate previously stated information right? Like how the entire first game was about Sovereign not being able to activate the citadel when, oh wait, the citadel was the king of the reapers, so why did he even need to hang around and activate it. Something like that would never happen.
Or how about how the original rachni wars (1000+ years ago) was Sovereign's first attempt at getting at the citadel, and when that failed he schemed for god knows how long, until mass effect 1. And when that plan failed the reapers tried using the collectors, and when THAT plan failed they just rolled in conventionally over the course of what, a few months? No, a game would never go against what has been previously stated, that'd be unheard of.
You can't defend the ending by saying other endings would go against one aspect of the lore/narrative when the ending you're defending butchers several others. Fact of the matter is conventionally beating the Reapers makes a hell of a lot more sense than what we got, especially since the entire third game has everyone (in particular Javik) saying how this cycle is special and how we are more prepared than ever for the Reaper invasion and how we might actually stand a chance.
As for narrative function, that's the same cop out as "artistic integrity." The Reaper's original "narrative function" was to be unknown massacre machines that killed simply because; no explanation required. They were space Cthulhu's; robotic eldritch abominations that simply existed to end lives, and it was our mission to find some way to defeat them. Bioware butchered that "narrative function" by giving them a purpose, and a ****ty one that's out of left field at that. If Sovereign, in your very first conversation way back in ME1, had stated things like "you don't understand Shepard, we are here to preserve you, protect you from your own demise." then you'd have a point. Unfortunately for your argument, what Sovereign actually said was "We are eternal. The pinnacle of evolution and existence. Before us, you are nothing. Your extinction is inevitable. We are the end of everything." and "Your words are as empty as your future. I am the Vanguard of your destruction." Yea, that really sounds like someone trying to save us from ourselves.
We are talking about pretty basic narrative functions here in the form of thematics.
Yes its true that it is might seem a bit strange that Sovereign was trying to activate the citadel in ME1 and open the gate to the Reaper Armada. But it is possible to imagine that Sovereign was actually also atempting to activate the catalyst who is inactive between cycles.
And if the Reapers could be defeated conventinally it would be a cheezy Jerry Bruckheimer-type production.
Otherwise, the cosmic elder space gods can not be defeated by shooting stuff at them. The reapers might view organics in their current form as useless, its only when harvested that they can become something great and meaningful.
Did you gloss over the entire fourth paragraph or is your method of debate to repeat the same thing over and over and hope it sounds intelligent at some point?
As to your points: Conventional defeat would far less cheesy than some godkid pulling a deus ex machina (hell, diablous ex machina since all the choices he offers suck) at the 11th hour of the game. Ridiculous, nonsensical twists have become so cliche as to be expected at this point, there's nothing special about them.
Additionally, the Reapers stopped being cosmic elder space gods when their motivations were explained as trying to preserve organics and not simply kill everything.
Edit: Also if Sovereign can remain awake between cycles, why can't the king of the reapers? Wouldn't it be easier to monitor galacitc civilization from the seat of its power?
Don't be like that. There is no reason to take that tone.
I consider conventional victory thematically childish and overly self-glorifying (its an important lesson that you can not always win by martial might), as is the godchilds reasoning. I dont see any of them as compatible with the overall tone of the story. They both cheapen the Reapers. I do think that it would be fitting to have the option to try to fight then conventionally but that it would always fail, because attacking them heads on is not attacking their weak spot, adressng their reason for harvesting and changing the conditions that motivates them in the first place is, however. As is possible also attacking the reapers through the catalyst (if the catalyst is somehow connected to and controlling the Reapers).Its all in my thread that I mentioned earlier.
Its true that the Reaper stopped being driven my unknown motivation, but it does not compromise them as a cosmic force just because they depart from the Lovecraftan horror-entities
The catalyst must have been inactive or otherwise not present on the citadel for the story to make any sense. That is why. The fact that the Reapers are inactive between the cycles at least makes that a possibility.
How are you gonna complain about the tone of my post when in the very next senteance you accuse people who disagree with you of being childish?
I get that you probably just took a course in literature or film studies or some other ridiculous crap they offer in liberal arts colleges these days and are trying to apply that to the real world, but there's a reason why how well films are reviewed has very little correlation to how well they do in the box office, most "connoisseurs" of film don't know **** about what real people actually like. The fact you throw phrases like "thematically childish and overly self-gratifying" around proves that you're probably completely out of touch with what most of humanity actually enjoys. People like happy endings, they like seeing the hero triumph in the end, childish doesn't have **** to do with it; it's how people's brains work. And as for it being a bad lesson? This is a fantasy, not some after school special on pbs.
As for the Reapers, they were cheaped more by being turned into confused saviors lead by a god child than they would ever have been if they were allowed to be defeated conventionally. There are literally dozens of other ways Bioware could have gone with the ending that wouldn't have ended up neutering the Reapers. Hell, they could have had ME3 focus around some ancient technology from way back when (the first cycle, whatever) that would have given organics the military might to defeat the Reapers.
Finally, the reason for Sovereign's existance is not because the Catalyst was asleep, it's because he didn't exist. To imply that they planned this ending in advance is to wear an impressively large pair of blinders, especially since we know for a fact they didn't plan this ending in advance. The ending for the third game completely invalidated the first game, there's no way around that. Sure you can sorta kinda maybe justify it with some round about bull****, but that's all it will be. Saying that the Catalyst was asleep in the first game because that's the only way to reconcile Sovereign's and the Catalyst's existences is assinine. The reality is this is nothing more than awful writing, and to imply it's something else is just disingenuous.





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