The Makr wrote...
If indoc theory is correct, then it's the best ending of all time....
Except it's not. IT is just a bunch of malarkey fabricated by deperate fans with a penchant for wild speculation.
For example, I read one piece which claims Shepard's pistol having infinite ammo (after awakening following the beam strike), is proof of IT. This is a common occurrence during pivital points in a game's story though, and it's in no way unique to ME3.
I make fun of it here:
http://social.biowar.../index/10680358Another claims that Shepard holding his side as Anderson did after being shot, after sitting down next to him, suggests that "the wound was actually inflicted on (his) own psyche."
Shepard is holding his own side before he ever shoots Anderson though.
(Enlarge images to see detail better.)
End of walking scene with Shepard not holding side:

Transition into dialogue scene opens with Shepard immediately holding side:

Another view of Shepard holding his side (pre-shooting):

Both of the above are from
before Shepard shoots Anderson.
Ending of TIM dialogue scene with Shepard again holding side:

He alternates between holding it, and not holding it, over the course of the scene. There doesn't appear to be any real correlation between the two.
There's simply too much baseless speculation with IT proponents, and too little sense and facts. I could easily pose similar arguments based upon illusory postulations.
Case in point: Anderson being shot.
The apparent point of impact, of which Anderson holding his own side is the only indicator, is inconsistent with the trajectory of the weapon.
Right as discharge takes place:

Following discharge:

I could take this molehill, of how Anderson not depicting any impact wound, the lack of blood in relation to that impact, the faulty trajectory of the weapon, etc., and make a mountain out of it in support of "IT." I wouldn't be "proving" anything however. All I would really be doing is selectively culling scenes which depict nothing more than frivolous graphic oversights, and divorcing them from their larger context, which is the story that's currently unfolding.
The infinitely more likely truth is that these things were simply never meant to be scrutinized to the extent being done by "IT" proponents. There is no indicator of any deeper hidden meaning here. These, peculiarities of the game, are merely ancillary to the primary focus, which is the drama explicitly unfolding in the dialogue. By reversing the order of their importance, "IT" proponents are not only failing to see the forest for the trees, but are wandering off into a realm of unadulterated ambiguity; in which events, divorced from the overt motives being conveyed by the dialogue, can mean whatever you want them to mean.
As such, IT proponents are not only insulting every sensible person who played this game, but are an affront to reason itself. I want a genuine remedy for this game's bad ending, not convolution (IT) heaped upon vagary (the current ending).