- MP doesn't exist.
- iOS doesn't exist.
- Future DLC War Assets don't exist.
Also, your block of reasoning above appears to endorse the notion that all of ME3 is now a story, otherwise it would be irrelevant as to whether or not detailed records were present of previous occurences.
Modifié par someone else, 03 mai 2012 - 01:34 .
It doesn't make any sense. I won't make apologies for that. If you like it anyway, and/or see implications in it, deep or otherwise, that's great.Jonata wrote...
I don't want to sound bitter, but you lost me when you wrote "basically, Synthesis makes no sense whatsoever". As someone who felt very natural the Synthesis choice for his Shepard and got the "deep" implications of that ending without a grade in philosophy I just feel very distracted by that line.I can't help but hope that your endings don't get considered. I don't want to lose my ending because people want to go all "Christopher Nolan" about Mass Effect.
Jonata wrote...
I don't want to sound bitter, but you lost me when you wrote "basically, Synthesis makes no sense whatsoever". As someone who felt very natural the Synthesis choice for his Shepard and got the "deep" implications of that ending without a grade in philosophy I just feel very distracted by that line.I can't help but hope that your endings don't get considered. I don't want to lose my ending because people want to go all "Christopher Nolan" about Mass Effect.
Modifié par someone else, 03 mai 2012 - 03:37 .
someone else wrote...
It doesn't make sense as science, pseudo-science, nor within the lore of the game. I don't mean to be deprecating, but a new "instant" DNA? (I assume you have some familiarity with the complexity of eukarotic organisms, cellular mechanics, protein coding, mitochondrial DNA and the like?) And how do you convert a non-DNA based form - EDI for instance - into a DNA based creature - does she now have something like real sexuality? Joker will be pleased, but I'm more confused as to how tech acquires flesh and blood than the other way round - condundrums like this are why "synthesis" fails - and is dismissed as space magic. (btw, Joker still limps, and EDI hasn't visibly changed - I would have though the hair at least, since she mentions she already can make it more "life-like" - apparently even BW doesn't take it all that seriously)
It does "make sense" as a concept - sci-fi is replete with the theme of cyborgs and the union of "man and machine" - this just one more variation on a well-vetted idea. Correct me if I am wrong, but I would guess your attraction to the idea is as a philosophical and conceptual proposition and much less, if at all, as good drama or narrative artistry.
Modifié par Jonata, 03 mai 2012 - 12:37 .
I'm not sure I can... But I'll try again. So, until the end, we have *been* Commander Shepard. We have experienced things as they actually happened, because we were making them happen. No, commander Shepard *always* knows exactly what he's doing them (IT aside), because, you know,m he's the one who's doing them. So, why would the narrative suddenly switch to 'how people thought it might have happened', when you could just continue being Commander Shepard? It might work as a headcanon excuse to replace the endings with your own, but actual official built-in canon? Hell no. There's no logical in-game reason for the change, and that's where it's inferior to somehting like IT, which at least uses game law and lore for a 'clever twist' (Admittedly it's subjective as to whether you think it's clever or not) which had been foreshadowed as a possibility for both previous games, and much of ME3 itself. A sudden unexplained change in narrative mode is just bad writing.someone else wrote...
@VersidiousAlso, your block of reasoning above appears to endorse the notion that all of ME3 is now a story, otherwise it would be irrelevant as to whether or not detailed records were present of previous occurences.
Please help me understand why this is so? Why can't it just be the unreal part of the end, - you know, the part with the bushes from nowhere, instant slo-mo, magic guns with unlimited ammo that sometimes works and sometimes isn't there, anderson cutting in line (haha), wounds that can't remember what body there're on, etc.
Maybe I'm just dense.
That's something we can agree on. I was not averse to the concepts of the endings, but they were not well executed. Almost like the endings had been rushed....someone else wrote...
And again, before discussing specifics, please remember all I said was that the concepts were interesting - not that they fit the game particularly well, or were well-implemented in any way. It is these intellectual aspects that I think attracts the end-lovers - they work for me on that level, but fail miserably in the overall context of the game.
someone else wrote...
The "solution"
Insanity is where you find it (usually on the gameplay options screen) - but I think it may pay to put oneself in the position of a being with a lifespan of at least 37 million and possibly billions of our years. This is basically impossible to do - humans simply cannot grasp geologic much less astronomical time scales - you can perhaps imagine living for 500, a thousand years - but a human life - your own - extending for 100,000 years? 1,000,000 years? Would you be "you"? Would even be human? "It is beyond your comprehension" - truly.
So - from such a beings' perspective, it may be as you said, just culling - we have of late understood the need for periodic forest fires, and have set some intentionally - but it is crude and primitive - perhaps because the pattern was set a couple of billion years ago? And are you really so sure, based on your 20, 30, 40 years that your perspective is superior?
And they have, for all that's wrong, been successful - civilizations rise, flower and are harvested - over and over through the eons. The reapers are just a bunch of galactic farmers.
But now this changes. Shepard is a cusp - galactic responsibility for the dynamic stability of sentinent organic life passes from reaper control into the untried hands of humanity, the Asari, Turians, Salarians and their successors, from nearly timeless beings to evanscent ones. The Reapers have cultivated the first 13 billion years of galactic existence - we have wrested that control from them - how well we manage the next 20 billion?
Spacebrat's rationalizations can be almost totally ignored - right or wrong about synthetics and organics, the process has prevented any one race from achieving galactic domination, and so achieved its purpose - but that era is at an end.
This is all well within canon, incidentally.
But the devs ignore or are ignorant of these implications, and deprive us of appreciating the gravity of events and sobering burden humanity has placed on its shoulders and upon all other races as well.
Instead, as you observe, this crux in the evolution of galactic awareness is trivialized and reduced to mawkish, ridiculous antics.
Modifié par Versidious, 03 mai 2012 - 02:21 .
Jonata wrote...
I just firmly believe that "what happens" is what matters most. And here, to put it simple, this is what happens: Shepard sacrifice himself and becomes the evolutionary jumpstarter of the Galaxy.
I just assume I cannot understand the powerful tech of the Catalyst and I'm done with that.
Except for the anomalous character of the post-Harby sequences - unlike anything else in the game, but closest to Shepard's dreams. - Hard to explain if not as IT, delirium or an imagined climax. And you still haven't answered my question of the missing witnesses, and how we get any version of events at all -Versidious wrote...
So, why would the narrative suddenly switch to 'how people thought it might have happened', when you could just continue being Commander Shepard? It might work as a headcanon excuse to replace the endings with your own, but actual official built-in canon? Hell no. There's no logical in-game reason for the change.
Not "dreamlike" perhaps, but certainly "unreal" - so yes, telling and hearing a story are both highly imaginative processes -The last section of the game is somehwat dreamlike, but is being told a story dreamlike?
if time were the issue why take the time and trouble make the end so obviously different from the rest of the game - adding bushes, Maruader Shields, oily shadows and other oddities doesn't fit with "rushing stuff out the door" - and why add the stargazer sequence at all - Buzz Aldrin just happend to drop by with time on his hands?...bushes...[etc] come out of nowhere? ....most of these, in my view, are explained mostly by Bioware's rushing stuff out the door because they didn't allocate themselves enough development time.
Modifié par someone else, 04 mai 2012 - 02:37 .
someone else wrote...
@ lillitheris
Shazaam!
...far be it from me to school the masters...
Modifié par someone else, 04 mai 2012 - 01:03 .
Versidious wrote...
OK, I've thought of a few, admittedly slightly tenuous, possible reasons why the Catalyst admits Shepard to his chamber and helps him:
It's part of his/the Citadel's original purpose, but he perhaps didn't realise it. Maybe the Citadel was built by the early Reapers, before he corrupted them, or by his race before he betrayed them? Or by his own creators? Maybe the Citadel is, much like the FTL drives have built in collision avoidance safeties that prevent them from being used to create FTL missiles, based on technology older than the Catalyst, perhaps on that of his creators, and this area once served a purpose to do with powerful technologies - finding this out is where a previous species got the inspiration for incorporating the Citadel into the Crucible design. Thus, the Citadel is inherently designed to respond to people stepping onto the platform once something is docked. It would also then explain why there are conveniently placed conduits for control/destroy there. The Catalyst's dialogue could then be altered to be more reluctant, maybe state that 'I will give you a choice, so that you do not stumble blindly into destroying everything', or something similar.
Milkies wrote...
...I like it.
As much as I hated the original ending, I think I would be very satisfied if the extended cut was something like this. Great job.
I think that there should be less focus on EMS and more focus on the decisions made throughout the games. The difference between saving or destroying the collector base is only 10 (unless you have a pitifully low ems) but it should have much more of an impact than that. Same with the rachni, the genophage, the geth/quarian conflict, etc. Many major decisions result in a similar amount of war assets. Maybe the different war assets could provide different situations during the final battle, like if Wrex finds out about sabotaging the genophage and calls off krogan support or Aralakh company dies, you might not have enough ground support and someone dies because of it? (Not a very good example but just to give you an idea). Or if you have very few war assets under the crucible section (you know, for actually building it), it could work less effectively despite how high your EMS is. Not everything about the ending and the future of the Mass Effect universe should be based on one number:wizard:lillitheris wrote...
Milkies wrote...
...I like it.
As much as I hated the original ending, I think I would be very satisfied if the extended cut was something like this. Great job.
Awesome! Any wishes/critique? 2 for the price of one!