HYR 2.0 wrote...
That's because the decision about killing/sparing the rachni was intended to revolve around that. The ending was not about trusting/distrusting the catalyst, it is about deciding how to end the Reaper threat. Of course, how you play is up to you. If it's an issue of trust to you, play accordingly. Personally, I call that overthinking, when you believe something is an issue when it's never established to be.
This is the one final choice upon which the fate of the galaxy is depending. There can not be too much thinking about what to do here.
A good story does not require out-of-universe explanations to work. A good story is
internally consistent. The ending we have is not. It doesn't just require out-of-universe explanations, it requires everyone in-universe to be morons. It's broken.
Besides which, how did the rachni decision turn out in the end?
Saved her, actually. Because at that point of the story my character was recently made spectre and was pursuing another rogue spectre, and genocide wasn't in her job description. Later doubted that decision. Saved her the second time because needed more allies.
The option to kill her in this case makes the option to trust her a choice and gives it meaning.
Let's again look at the catalyst. The very final ultimate choice. That is not a choice at all. The fact that the people who designed this scene did not understand that baffles me. The way you end the reaper threat 100% depends on whether you trust the information you've been given. You can not just say, "okay, this reaper is a good reaper, he tells the truth, your character believes him, now pick a color". This is terrible writing and game design and it insults your audience's intelligence. Audiences generally don't appreciate that.
I never said that everything he says is necessarily true, just that he's not trying to lie/deceive deliberately. Frankly, this was a miserable job in explanation, on the writers' part. In any case, I'm not holding it over the in-game characters that the out-of-universe writers believed it was a good idea to keep everything as vague as possible.
In any case, yes, I say go along with his options to stop the cycle. I guarantee none of them entail continued Reaper harvesting.
You guarantee it based on what? On the fact that you have seen the endings?
I repeat, a good story is internally consistent. Character actions are explained by character motivations, not by writer motivations.
Yes, that's exactly the reason. Nobody plays the game without meta-gaming. Some do more than others, but in the end, everybody does it.
Why does anyone playing the game search around the cargo bay for loot/medi-gel when Miranda's sister is in danger of being kidnapped by Eclipse mercs? Because we know it's a game. Why does a player choose a dialogue option highlighted in blue or red on the dialogue wheel instead of a similarly-worded options that are not highlighted? Because we understand the gameplay mechanics. Why does one not worry about Legion running out of ammo by ordering him to use a Widow, and not changing weapons for the length of the mission? It has low ammo-capacity and squadmates don't ever pick up clips on their own. But, we know that squadmates never run out of ammo either.
At some point, the player has to fill in the blanks where it applies. There's no way around it.
Yes. Yes there is. And there always was. Until the ending. Bioware prides themselves as a developer who puts storytelling above all else. Legion running out of ammo and us looking for loot is game mechanics. They have next to nothing to do with the story being told. And that story stops making sense at the most important moment.