americanidiot53 wrote...
americanidiot53 wrote...
I'm not sure how much CleverNoob's documentary is valued here in the forums as being valid, but I just watched it and agreed with most of it (I am an IT supporter; there's simply no other way to make sense of the ending). However, I came up with a couple questions and possible flaws. I am by nature a skeptic even about the things I believe, so I need some pretty solid proof to completely take something on as my own belief.
I know there's a wall of text below, but I would greatly appreciate it if I got some of these questions answered or some rebuttals against my own rebuttals. Anyways. Please note again that I have nothing against IT and appreciate it; I just have some questions needing answering.
Thanks![list]
[*]Some clarification- So did Harbinger actually leave or is this taking place in Shephard’s mind? If it’s taking place in Shephard’s mind, why would he think Harbinger would leave? If you say the Reapers caused Shepard to think Harbinger was leaving for the “ray of hope” that Shepard might feel, then the Reapers are in control of his mind, defeating your earlier claim that Shepard is not actually indoctrinated.
If IT is correct, it is constructed within Shepard's mind. As far as to why he would think Harbinger would leave, the audio coming through from Alliance forces suggests that the common perception is that the wave of ground forces were destroyed. Aside from this, Shepard's mind would be left vulnerable from extensive exposure to harmful energy currents, (EMF, ect.), resulting in confusion, openness to suggestion, etc. When it comes to what denotes "Indoctrination", there never seems to be a 100% state of control. Indoctrination is a manipulation of perception to encourage compliance and drive the indoctrinee into willing submission. Indoctrination, in my mind, is more of an evolutionary state of mental degeneration, and less of a state of absolute control.
[*]Dream sounds- The “dream-like” noises after Shepard gets up could just be the developer’s attempt to demonstrate the hearing loss that Shepard went through after being hit by the beam. Especially given the higher pitch, the sounds resemble more of a “ringing” than any “dream-like” sounds.
While this is certainly possible, certain ambiance present in the dreams manifests throughout the game whenever Shepard is near unconsciousness. Given the escalation of the dream states, (starting with the partial knock out on Earth after the Reaper beam), it is logical to deduce that Shepard has reached a new height of mental illusion. The complex perspective is that it's a subtle plot device. The more straight forward answer is simple sensory sound effect. Such ambiguity is the prime divider of IT Theorist from those who are not: Complex vs. Simple; Abstract vs. Face Value.
Reaper and Dream Sounds- The reaper growl is heard in many places by other people. For example, the opening sequence with all the men and women on the ground and the scene on Thessia with the Reaper in the background both feature the Reaper growls. Simply put, the growls in the dream sequences are simply in the back of Shepard's mind while he dreams.
While certainly possible within the scope of reality, narratively speaking, such things are generally more intentional in effect. Dreams and visions have always been a foreshadowing plot device in Mass Effect. That the dreams do not, per se, involve the Reapers, yet Reaper growls, electronically modified voices, the name "Harbinger", and so forth can be experienced clearly in the files, but ever so slightly in the dreams, suggests some form of subtle intent. Also, certain signs of EMF exposure can be experienced in the dreams as well as the narratively signficant doppleganger.
[*]Fade-out sequences- White light is merely a fade-out technique, and given that both situations (the dream and the laser beam) featured some form of produced light (fire and laser respectively), it makes sense to game developers as the white light fade out brings the player into Shepard’s shoes (i.e. being blinded and having the whole “slow-down, life flash before your eyes” moment). If you look more closely at the whole game, many things are reused (i.e. big things like mission structure: go to planet, meet comrade, make final decision, leave planet). These reused transition screens are more likely a development of lazy game design than anything else. It’s possible that there was some grand scheme, but unlikely when looking at the game as a whole.
While present in the dreams, this is- once again, in my opinion- one of the weakest arguments for the IT. There really isn't any grand significance that lends it in favor of the Theory over a base special effect.
[*]Blurry horizon on the ground in front of the beam- Shephard could very well be blinded by the light and energy of intensity of Harbinger’s laser. However, I like the pulsating ambient point though. I had never thought of that before and agree that potentially it could mean something. Could have something to do with the effects of Harbinger’s laser on Shepard’s eyesight though, too.
While the blurry horizon isn't much, several other distinct features suggest that something is off in this scene. Bodies, for one, are now present around Shepard; just before being knocked out, Harbinger was evaporating soldiers, (which is typical). While "Marauder Shields" could have killed a few, the body count is signficant for a single Reaper soldier. Also, several new "dream trees" and grass appear in the area, whereas before there were limited amounts. That doesn't even mention the bazarre act of Harbinger leaving without first securing the beam.
If they really were dead bodies, why not give them texture instead of just overlaying them on a smooth surface? If anything, this goes to show that Bioware was at least a little lazy in their last efforts of the game, if they weren’t rushed. I agree that this is one of your strong points (and this is kind of a weak refutation), but I’m curious as to why they would abandon the 3D models outside of the beam.
More detailed "piles" already existed from Mass Effect 2. At least for me, a simple retexture of those higher-rez bodies would be the way to go if I were to get lazy, yet this is seen at a minimum. While not definitive, the extremely low quality, (~2001 graphical parallel), body piles and virtually no attempt at fine details is just odd.
[*]Anderson’s entry- How do you know that there weren’t other entrances around the citadel. When exiting the dark red hallway, the player sees the curvature of the room, and it’s possible that Anderson was teleported somewhere else on the curvature.
CleverNoob struck me as overpresumptuous in thinking that the beam couldn't lead elsewhere. However, both Anderson and the shifting infrastructure would have had to have moved with extreme haste for him to arrive at the control panel first, (after following Shepard up), and leave no clear entry way behind him.
Anderson could have been referring to the moving panels of electricity as the “moving walls.” This one is a bit of a stretch, but I’ll throw it out there anyway.
Both the panels and the wall that shifted, allowing Shepard to leave the body collection room could, indeed, be interpretted this way.
[*]Why would the Reapers make the Keepers be alive in Shepard’s hallucination? Why even include them?
The Keepers played a major roll in unravelling the mystery of the Citadel in Mass Effect. Having been revealed as key components to the functionality of the station, as well as responsible for summoning the Reapers into a new cycle, the better question may be "Why not?".
1M1 Theory- If Shepard remembers those minute of details, then why doesn’t he remember the main room of the citadel or other MAJOR aspects of the Citadel?
First, the 1M1 theory is relatively minor, all things considered. Perhaps the most distinctive, (if unintentional), contribution is in making it clear that human markings, (and tech, if you look closely enough), were in an area of the Citadel that the Catalyst claimed had never been visited by organics. Given its isolated and distinct position, it is unlikely that the "moving walls" brought these parts here. And why such minor details? The mind can work that way. You may watch shows about ghosts all night, then dream about a cat you saw for a split second earlier in the day. There is also something to be said about narrative significance- leaving subliminal cues in music, imagery, etc. is common practice to guide the player toward a certain state of mind.
[*]Clarification question- I’ve never been quite sure why Anderson seemed to wobble on his feet while standing. Was the Illusive Man in control of both of Shepard and his bodies?
Yes. How is unknown, but he clearly was.
Bullet Hole from Marauder Shields- Why does Shepard’s armor not show wear and tear most of the time? Simply put, Bioware throughout all three Mass Effect games has never done something along the lines of the Batman “Arkham” games and had the main characters suit get slowly tattered. It makes no sense for them to begin that trend in the last 15 minutes of the game. I will concede, however, that this shot from Marauder Shields is much more prominent than any other shots that Shepard has endured.
Distinct personal wounding/damage was largely abandoned in shooters a few years after the millenium, as a means to cut corners. In this case, it makes narrative sense: to show the unusual degree of damage suffered by Shepard, which lead to his poor health. To show him limping and gasping with unscratched armor would be even more nonsensical. What is truly noteworthy is (a. How certain parts of Shepard's armor is cleanly seared off, without any real damage to the flesh underneith and (b. the use of the camera angle to define the Marauder wound and the parallel between Anderson's/Shepard's new wound, (along with both of them screaming at once during the shot).
[*]If Shepard is naturally inquisitive, then why does he not ask questions in his dream? If he’s not fully indoctrinated and the catalyst sequence is just a hallucination, wouldn’t he still ask questions given that his mind is still under his own control?
Only the strongest of wills can modify dreams actively. Once again, the question would be as suited or better so, toward if this were a real experience- Why not dig in deeper, Shepard, if you're going to make such a huge choice? But a key can be found in the Catalyst and the Reaper's parallel to the paranormal. Many Reaper aspects, (including indoctrination), emulate the Demonic. A semi-common trend with demons is mimicry- the demon presenting itself as something familiar or trustworthy to manipulate or to mock. With the Catalyst, we see a potential emotional play as it appears as the child. To the player, it is odd; to Shepard, (who is likely more emotionally bound, in his dream state), it may come off as painful to reject.
How is Shepard aware of what the colors mean? That’s a player thing. I highly doubt Shepard sees “blue” as a good color and “red” as a bad color. If we are talking about the players, then we have to think a little bit more. I highly doubt players would simply make a decision because of color coordination in the different sectors of the Crucible. This is the final choice, and it’s easy for the player to notice this because of the music and the massive consequences of each choice. MOST players would think critically about their options and pick the one that makes sense to their Shepard (i.e. hopefully “Destroy”). It is highly unlikely to say that Bioware would institute a color discord in order to “fool” their players about which ending to pick.
While certainly not proof, (as ME2's explosions were Red for Paragon, Blue for Renegade), I find it interesting that I was actually tricked here. Aside from being so confused by everything up to this point and how it broke from ME tradition, (and the brief display of "what does what"), I decided to get a closer look at what the "Blue" was all about. However, once you get a certain distance, you can't turn away, effectively trapping my Shepard. If this was intentional, on Bioware's part, it would be based off of the observation that many people trend toward Paragon, (blue, traditionally), in combination with the less-than-lovely idea of ending all AI and Reaper-tech based machines with Destroy. In a sense, manipulation of the player and surely as Shepard.
[*]The developers had a different ending planned. How can we take all the “hints” displayed in the past two games as hints if the intended ending wasn’t actually used?[/b]
Indoctrination is a major part of the lore; a part extremely difficult to whitewash. The most signficant clue that indoctrination was planned came with ME2: Arrival, which was developed in the early stages of ME3's production. Aside from that, the exact details of this alleged original ending would have to be carefully analyzed for a precise answer. Much like the core of the Mass Effect story, it could have been a case of minor details being substituted to give an impression of deviation, but still allowing the tale to remain the same in the end. In other words, if "that end" and "these ends" are both false endings, the real ones may not truly be effected.