1. I think, as is, it presents an appropriate amount of sacrifice and loss. The more I think about it, the more I love the destruction of the mass relays. I feel anything less would've been too easy, narratively speaking. I mean, these were ancient machines that had been doing the re-purging process for millions of years, and as we learn in this game, the Crucible wasn't even made by the Protheans - attempts to defeat the Repears had been made likely over countless cycles. So I felt that it needed to be hard, with a significant amount of sacrifice. And given the correlation between the Reapers being responsible for the creation of the mass relays, and the
way it demonstrates a sacrifice of technology, yes, that really worked for me.
Taking this a bit further, I think it also worked for me because this is a series that has often demonstrated itself to be one where the cost-ratio is equa lto your success (if that makes sense). For example, if I want the full support of the Salarians, I have to be willing fake the genophage cure. Nothing is going to come easy or fair. Also, narratively speaking, I think it could be argued that the Reapers (and of course the Starchild) are, in a sense, god(s). And the means by which all civalizations have been allowed access to important technology. So if you're going to elimnate the Reapers (destroy god) then you should also lose access to that technology as well.
2. Similarly, I enjoyed the idea that it stranded some of the characters on a distant, unknown world. I'm even willing to suspend my disbelief over how it was that the Normandy came to be outside the blast (since we never saw it travel away from Earth) because I think having Joker and whomever else be the ones impacted by the upheaval and the inability to return to Earth was more impactful than if it had been a random ship of strangers. Heck, I became even more attached to Joker (and his relationship to my Shepherd) than in the two previous games - and I found I was heartbroken to think that, due to the destruction of the Relays, there's no way for them to ever see one another another again. And I like that it makes me sad. (Though I realize that can also go hand-in-hand with my number 4.)
3. I've read enough epic fantasy (of which I feel this series is comparable) to know that when you pit a central
protagonist against a larger-than-life (even god-like) evil, it's very, very rare for that protagonist to survive. Even Frodo sacrificed so much in his attempts to destroy the Ring that he found himself unable to return to his own life and, in a sense, died by choosing to go to Valinor. So while I wouldn't have been displeased if my Shepherd had
survived (and I got to see her future), I would've been very, very surprised. I actually find myself incredibly sad that my FemShep won't get to go forward into the new earth, and I found that emotion a reaction that signals to me how much I enjoyed the game and its finale.
4.I'm a fan of bittersweet endings - the kind where the antagonist is defeated, but the cost for the protagonist(s) is so high that it becomes debatable as to whether or not the resolution can be defined as "happy." I would even go so far as to say they're my absolute favorite kind of ending and a lot of my favorite sci-fi and fantasy novels (LOTR,
Ender's Game, the Farseer Trilogy) have them. So this game having a bittersweet ending? Dang right, it worked for me.
5. I'll even admit that I liked the epilogue, in spite of the fact that I the dialogue was cheesy. It gives just a piece of the future, leaving me to imagine the rest. I love the emotional change and aftermath and loss that comes after dramatic upheaval - for example I love the haunting story that Vigil tells on Ilos in ME1; can you imagine it? Waking up as one of the Prothean scientists and knowing that you're the only ones left of your species in the entire galaxy? It gets me every time. And going hand-in-hand with 1 and 2 on my list, I thought the epilogue represented that, by showing a hint of the future that confirmed a) that Shepherd has a legacy; and
sense of loss. (And I think if they hadn't, if they had just ended after Anderson dies on the Citadel before the conversation with Starchild, it would've been a good ending...but it would've left us with no information regarding the history or motivation of the Reapers, and so, IMO, it wouldn't have been a great one.)
6) I know others are upset that their decisions didn't change how the ending plays out - but I actually feel this is rather comparable to Dragon Age: Origins. Which has a strikingly similar narrative, of struggling to unite disparate races against a larger-than-life evil. In that game, whether or not I saved Connor, or whether I sided with the Mages or Templars, or whether I destroyed the Anvil of the Void had absolutely no bearing on how the ending of that game played out. The Epilogue? Yes. But that's not the same issue - because while the epilogue was nice, it didn't really matter. Ultimately, I feel it came down to something similar this game did (though arguably with a bit more decision making behind it). The Archdemon was going to be destroyed no matter what, the four endings
were primarily dependent upon which sacrifice you chose.
I enjoyed it so much that I'm already on my second playthrough, and even deciding which combination of choices I want to make on future playthroughs.
Please bear in mind none of this is intended to invalidate the opinions of anyone who is unhappy. This is simply my perspective. And I do feel that it deserves equal merit.
So there's my two cents. Disagree or agree, take it or leave it, love me or hate me, that's fine.
Modifié par amaltheaelanor, 05 avril 2012 - 06:06 .





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