Precisely as people have been saying, one of the most aggravating things about the ending is that is fails on every level to provide the information necessary for us to respond rationally (or even coherently) in any way.
I almost literally think of the ending that we have now as a series of three doors with the words 'Kill Everyfink', 'Mind Controlz', and 'Make Hybridz' hastily scrawled on them in marker. (You can guess which colour each of those doors is.) There's no escape from the room except through one of these three – oh, and if we just stand there and do nothing then we, and everyone we love, dies anyway. The doorman, who appears beside us, describes to us that what will happen when we choose to step through the doors, but his explanations prove to be as thin and immaterial as his skin. ...And he
might not even work here!
It's ludicrous. The whole situation is a nonsense that cannot be resolved.
To put my own experience in context I chose Destroy – and as far as I recall I chose it
not because it was the
lesser of any evils (certainly not because if I was already in for one mass murder then I may as well go for another), but rather because I had already completely checked out of the whole fatuous scenario. The hypothetical exercise Reaper-Lad had set before me was so limited, so ridiculous, and so without any redeeming merit, that I just selected the one that would blow it all to hell. Game over. This is not my Shepard; this is not a real choice; I reject the premise of the 'problem'; I reject it's vile solutions; I just want everything to explode and purge me of the memory of my journey being entirely violated (no such luck there).
I wept when I saw the impact of that choice erupt out into the universe, but I don't feel that it was on me. I had been sucker-punched by a fundamental narrative lie, and it pissed me the hell off. The Geth and EDI had died, sure, but
everything else was dead too. That's the only way I can explain it. The moments after I had thrashed about realising that there was no way out
except to play one of those three options, the fiction ended and all I saw was a cheap metatextual snare: we got you. You got all the way here thinking you could ride it according to
your rules, and now you get to realise this was never your world to control. The universe that my Shepard had existed in ceased to be. And again, maybe that was the artistic message that the creators ultimately wanted to communicate; but if they did then screw them. That was a cruel trick to play.
Ultimately, I agree, delta_vee: the ending is so inexcusably vague that it has no merit. At present it is a trap of moral vagaries, with no way out toward understanding. We can thus no more understand one another's choice than we can rationalise what the hell this little freak is on about, or who he even is. We're shadowboxing – and I hope to several mythical and conflicting gods, that this kind of impenetrable, hypothetic wasteland is not what the developers were trying for in their attempts to evoke 'speculations'.
I wholeheartedly agree with this analysis:
CulturalGeekGirl wrote...
I don't want anyone to think about Destroy without thinking about the horrors of genocide, just as I don't want anyone to think about Synthesis without considering the utterly insane risk they took, or to think about Control without recognizing the incredible hubris that that choice entailed. I don't want anyone to forget the horrors implicit in the selection process of any of the three endings, ever.
But again I want to stress: the horror of those realisations are not on us. We are the victims of these false 'solutions'.
We get to the ending of a narrative that we have invested hundreds of hours into, invited to project ourselves and our values into in the wonderfully personal way that bc525 so eloquently described (or to playfully free ourselves into the imaginative excess of a personality quite different from our own), and no matter what, in the final moments we get screwed. Royally, irreparably screwed.
This would be a different situation if these games were designed, from their very first moments of decision making, to present impossible scenarios with no happy outcomes – but that's not the game we were playing. Until that ending there was always a way through that didn't end with the complete violation of your moral code – you may not have chosen those win-win options, or prepared enough in order to access them, but they were always there. (And people will no doubt cite the Geth repurposing or destruction in
ME2, but again, this was a decision seen through the prism of Legion's advice, not a decision made in a vacuum on your own. Similarly, a Virmire survivor has to die, but it is a choice that they as a soldier make to sacrifice themself for the greater good; not you needlessly shooting them in the leg and leaving them to rot.)
But we get to the ending of
ME3 and suddenly, for reasons wholly arbitrary (and I suspect a mistaken attempt to be 'artistic'), the endings get all muddied and compromised. Any hope you had is mixed with regret or existential terror. You cannot 'win' without losing what defined you on the entire journey toward that moment of 'victory'. You're not a hero anymore, you're a chump.
And I think that's why people can get so protective of their choices at the ending.
This is why you failed if you didn't pick Destroy... Why Control is the only answer... I saw Bicentennial Man
, so I know Synthesis is right... We want to believe that we weren't tricked. We did the right thing, even if other people didn't...
But the truth is, ultimately, we all got screwed. They all suck. And there's no sliding scale because they are all as equally nonspecific and awful.
I honestly feel that the game may as well have ended like this:
'Hey, Shepard: I might have a cat in this box. You can't open it, so you'll never ultimately know. So it's both in the box and not in the box. Get it? Well too bad, because it's going to starve unless you give it ice cream. But ice cream might kill cats. Also, it's probably a dog. Hard to say. And this might not be a box. Probably it's a safe. With no breather holes. But I never said the cat wasn't a robot... I mean dog. And it's got a gun. The ice cream. The ice cream has a gun. You can control the gun, but probably not the dog. I mean cat. ...Aw, f**k it. I'm a Reaper. Just switch the game off.'
@ Hawk227: fantastic qualification about the impact of definition and context: 'homicide' and the 'negative' inference we bring to it.
and @ edisnooM: That was beautiful. I can't think of anything more elegant than someone creating a whole new universe for a character they care about.
Modifié par drayfish, 17 juin 2012 - 06:53 .