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Was the Ending a Hallucination? - Indoctrination Theory Mark II!


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#23426
paxxton

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BansheeOwnage wrote...

paxxton wrote...

BansheeOwnage wrote...

Naruana wrote...

So I thought of something that could possibly support, or at least point to, the IT. Why does Bioware give us the option to replay the entire final scene? We never had this ability in any of the other games; you can't confront Saren over and over or storm the Collector base, not unless you save manually. So why would they build in this option in ME3? So we can see what happens with the other choices? There really is no difference, even they must have realized that. Or is it so we can replay those final moments and examine them closely? Are they giving us the chance to investigate the IT?


I really like this.Posted Image To add to it, another reason for this could be that when people figured out what was actually happening the could redo the ending without having to replay the game.

Actually, in ME2 you always have the ability to restart the current mission by loading a special save. The same is with ME1.


I said replay the ending. Not just the last mission (which is Citadel: The Return is it not?) This would also fit the current thinking that Cronos station is the start of waking-dreams.


But the Collector base is a single place. The Citadel is not London so that may be the reason. The final mission is Citadel: The Return.

Anyway, what I mean is that the feature of giving the player the ability to replay the current mission hasn't changed since ME2. Citadel: The Return is considered as a mission and hence it has the restart marker.

Modifié par paxxton, 20 juin 2012 - 09:13 .


#23427
paxxton

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HellishFiend wrote...

paxxton wrote...

@HellishFiend: I saw your video on Anderson's grunt but I think this is TIM's voice after Anderson is shot. Posted Image


I've heard the other one isolated (dont have footage though), and the other one sounds much more like TIM to me. 

In your video this is TIM's voice.

#23428
HellishFiend

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 *sneaks in* :whistle:
I'll just leave this here.....
 
*sneaks back out*

#23429
paxxton

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HellishFiend wrote...

 *sneaks in* :whistle:
I'll just leave this here.....
 
*sneaks back out*

Nice! Still waiting...

#23430
Golferguy758

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HellishFiend wrote...

 *sneaks in* :whistle:
I'll just leave this here.....
 
*sneaks back out*


Get back here you Hellishfiend, you. I need that page number for your response on the long post I made and the shortened post about how infrasound can be used to alter audible sound.

^_^

#23431
SirLugash

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HellishFiend wrote...

 *sneaks in* :whistle:
I'll just leave this here.....
 
*sneaks back out*

Looking forward to it.
Any ETA yet ?

#23432
masster blaster

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paxxton wrote...

BansheeOwnage wrote...

paxxton wrote...

BansheeOwnage wrote...

Naruana wrote...

So I thought of something that could possibly support, or at least point to, the IT. Why does Bioware give us the option to replay the entire final scene? We never had this ability in any of the other games; you can't confront Saren over and over or storm the Collector base, not unless you save manually. So why would they build in this option in ME3? So we can see what happens with the other choices? There really is no difference, even they must have realized that. Or is it so we can replay those final moments and examine them closely? Are they giving us the chance to investigate the IT?


I really like this.Posted Image To add to it, another reason for this could be that when people figured out what was actually happening the could redo the ending without having to replay the game.

Actually, in ME2 you always have the ability to restart the current mission by loading a special save. The same is with ME1.


I said replay the ending. Not just the last mission (which is Citadel: The Return is it not?) This would also fit the current thinking that Cronos station is the start of waking-dreams.


But the Collector base is a single place. The Citadel is not London so that may be the reason. The final mission is Citadel: The Return.

Anyway, what I mean is that the feature of giving the player the ability to replay the current mission hasn't changed since ME2. Citadel: The Return is considered as a mission and hence it has the restart marker.


Don't forget if you save the Collector base you can become a Reaper.

#23433
HellishFiend

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SirLugash wrote...

HellishFiend wrote...

 *sneaks in* :whistle:
I'll just leave this here.....
 
*sneaks back out*

Looking forward to it.
Any ETA yet ?


Still looking at 1-2 weeks. Storyboarding took longer than I thought...
I'll keep you guys posted. :P

#23434
MaximizedAction

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HellishFiend wrote...

SirLugash wrote...

HellishFiend wrote...

 *sneaks in* :whistle:
I'll just leave this here.....
 
*sneaks back out*

Looking forward to it.
Any ETA yet ?


Still looking at 1-2 weeks. Storyboarding took longer than I thought...
I'll keep you guys posted. :P


What's that? A summer release, you say? :lol:

#23435
HellishFiend

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Golferguy758 wrote...

@ hellishfiend

Nice video. First part with the speakers confused me because I'm not an audiophile. Wouldn't infrasonic waves sitll cause the speakers to move? Second part is interesting, though. I wondered why Coates was thrown in out of nowhere. Never really considered it too much though.

Couple of questions I have though. How can you be certain that the infrasonic sound was left in intentionally? Is it possible to be created as a by product of recording/creating music for the game?


Some speakers may attempt to play low ultrasonic frequencies. It looks like this.

However there are several problems with that. I'll just list them out bullet style:
-those frequencies, if played loudly, will damage a speaker and it's amplifier unless they are designed to handle them
-human ears wouldnt be able to hear it so its pointless for sound engineers to include it in anything
-many "good" speakers, amplifiers, and receivers will actively filter out infrasonic frequencies to avoid damage to the equipment

That leaves you with the following scenarios:
-the player's system will not play the infrasound at any significant volume (as is the case for me)
-the infrasound will play, but the player will be unaware of it. player possibly slightly affected depending on the size of the speaker, but no lasting damage. speakers likely wont suffer damage unless volume is jacked up to ridiculous levels

For info on why we know the infrasound is intentional, check out the 2 links in the description of the vid. They explain how/why, and even provide a link to the files you can use to listen to pitch shifted versions of the infrasonic sounds. 

Sorry it took so long to get back. :lol:

edit: link to vid just in case

Modifié par HellishFiend, 20 juin 2012 - 09:47 .


#23436
Naruana

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masster blaster wrote...

paxxton wrote...

BansheeOwnage wrote...

paxxton wrote...

BansheeOwnage wrote...

Naruana wrote...

So I thought of something that could possibly support, or at least point to, the IT. Why does Bioware give us the option to replay the entire final scene? We never had this ability in any of the other games; you can't confront Saren over and over or storm the Collector base, not unless you save manually. So why would they build in this option in ME3? So we can see what happens with the other choices? There really is no difference, even they must have realized that. Or is it so we can replay those final moments and examine them closely? Are they giving us the chance to investigate the IT?


I really like this.Posted Image To add to it, another reason for this could be that when people figured out what was actually happening the could redo the ending without having to replay the game.

Actually, in ME2 you always have the ability to restart the current mission by loading a special save. The same is with ME1.


I said replay the ending. Not just the last mission (which is Citadel: The Return is it not?) This would also fit the current thinking that Cronos station is the start of waking-dreams.


But the Collector base is a single place. The Citadel is not London so that may be the reason. The final mission is Citadel: The Return.

Anyway, what I mean is that the feature of giving the player the ability to replay the current mission hasn't changed since ME2. Citadel: The Return is considered as a mission and hence it has the restart marker.


Don't forget if you save the Collector base you can become a Reaper.

What?

#23437
paxxton

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Naruana wrote...

masster blaster wrote...

paxxton wrote...

BansheeOwnage wrote...

paxxton wrote...

BansheeOwnage wrote...

Naruana wrote...

So I thought of something that could possibly support, or at least point to, the IT. Why does Bioware give us the option to replay the entire final scene? We never had this ability in any of the other games; you can't confront Saren over and over or storm the Collector base, not unless you save manually. So why would they build in this option in ME3? So we can see what happens with the other choices? There really is no difference, even they must have realized that. Or is it so we can replay those final moments and examine them closely? Are they giving us the chance to investigate the IT?


I really like this.Posted Image To add to it, another reason for this could be that when people figured out what was actually happening the could redo the ending without having to replay the game.

Actually, in ME2 you always have the ability to restart the current mission by loading a special save. The same is with ME1.


I said replay the ending. Not just the last mission (which is Citadel: The Return is it not?) This would also fit the current thinking that Cronos station is the start of waking-dreams.


But the Collector base is a single place. The Citadel is not London so that may be the reason. The final mission is Citadel: The Return.

Anyway, what I mean is that the feature of giving the player the ability to replay the current mission hasn't changed since ME2. Citadel: The Return is considered as a mission and hence it has the restart marker.


Don't forget if you save the Collector base you can become a Reaper.

What?

With low EMS and CB saved in ME2 you only get the Control ending. It is described in the game files as BecomeAReaper.

#23438
paxxton

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Very analytical video:


Makes me wonder if BioWare could have sc**w Deception (as I heard), couldn't they have also done it with ME3? The video presents some valid points about the gameplay design choices made for ME3. It doesn't talk about the story or IT.

Modifié par paxxton, 20 juin 2012 - 09:57 .


#23439
Starbuck8

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HellishFiend wrote...

About that, do we know if there is any precedent for a "blackout" like that to indicate being knocked unconscious? I cant think of anything off the top of my head, but that would be a great precedent to have. 


The only time I can think of that Shep has been knocked completely unconscious, I think, is during Arrival. Can't go play it now, but maybe someone can or remembers what the effect looks like when Shep gets knocked out?

#23440
Starbuck8

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HellishFiend wrote...

 *sneaks in* :whistle:
I'll just leave this here.....
 
*sneaks back out*


You tease! :lol:

#23441
Xavendithas

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Starbuck8 wrote...

HellishFiend wrote...

About that, do we know if there is any precedent for a "blackout" like that to indicate being knocked unconscious? I cant think of anything off the top of my head, but that would be a great precedent to have. 


The only time I can think of that Shep has been knocked completely unconscious, I think, is during Arrival. Can't go play it now, but maybe someone can or remembers what the effect looks like when Shep gets knocked out?


It fades to black after Object Rho knocks him/her down.

It's in the final few seconds of this video.



#23442
MaximizedAction

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HellishFiend wrote...

Ok, for anyone curious, or doubting the validity of the intentional nature of the infrasound, I direct you to this post:

http://social.biowar...32/838#12618332 

Specifically, the file he put up for download:

http://www.sendspace...om/file/unhhv1 

TSA not only discovered the infrasound, but went a step further and furnished undeniable proof that the sounds are intentional by isolating and pitch shifting them upwards. When pitch shifted, the sounds become playable by speakers and audible by human ears. Think of it like using Autotune on a bad singer. Normally you wouldnt listen to them, but Autotune makes it to where you can hear it without becoming nauseated (usually). They are clearly engineered sounds, rather than unintentional noise bleeding down the spectrum. 

In my opinion, this is the most tangible, un-debunkable evidence that we've uncovered to date. It cant be dismissed.


Ok, listened to the files for the first time now.

If those whisperX.wav are still pitch shifted, and are still so low frequency...mother of god.

I know it's not infrasonic, but listening to those files...and maybe it's a placebo effect, it's me wanting it to be so, or I've been just sitting for too long in from of the computer...
but these files give me a not-so-good-kind of feeling.
How should I put it... I wouldn't listen to them for too long. :whistle:

But kudos to TSA for doing the dirty sound work and Hellish for promoting it!

Modifié par MaximizedAction, 20 juin 2012 - 10:03 .


#23443
masster blaster

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byne wrote...

Original Thread

Videos:

Shepard's Indoctrination by Acayvos

The Indoctrination Theory - A Documentary by Clevernoob

Reading Material:

Parabolee's Blog about Indoctrination Theory.

TheoryCraftingHub's Indoctrination Theory Thread

Google Doc about why the endings as the stand make no sense

Other:

Indoctrination Theorists group


Sorry I did this but I noticed somthing while watching IT A by Cleverno, and I just realize when he was talking about Tim and anderson he pointed out that ....Oh I just forgot.:pinched:

#23444
paxxton

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Posted Image

Modifié par paxxton, 20 juin 2012 - 10:11 .


#23445
masster blaster

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paxxton wrote...

Naruana wrote...

masster blaster wrote...

paxxton wrote...

BansheeOwnage wrote...

paxxton wrote...

BansheeOwnage wrote...

Naruana wrote...

So I thought of something that could possibly support, or at least point to, the IT. Why does Bioware give us the option to replay the entire final scene? We never had this ability in any of the other games; you can't confront Saren over and over or storm the Collector base, not unless you save manually. So why would they build in this option in ME3? So we can see what happens with the other choices? There really is no difference, even they must have realized that. Or is it so we can replay those final moments and examine them closely? Are they giving us the chance to investigate the IT?


I really like this.Posted Image To add to it, another reason for this could be that when people figured out what was actually happening the could redo the ending without having to replay the game.

Actually, in ME2 you always have the ability to restart the current mission by loading a special save. The same is with ME1.


I said replay the ending. Not just the last mission (which is Citadel: The Return is it not?) This would also fit the current thinking that Cronos station is the start of waking-dreams.


But the Collector base is a single place. The Citadel is not London so that may be the reason. The final mission is Citadel: The Return.

Anyway, what I mean is that the feature of giving the player the ability to replay the current mission hasn't changed since ME2. Citadel: The Return is considered as a mission and hence it has the restart marker.


Don't forget if you save the Collector base you can become a Reaper.

What?

With low EMS and CB saved in ME2 you only get the Control ending. It is described in the game files as BecomeAReaper.


Yes that was what I was talking about Church.

#23446
SirLugash

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You mean when he was knocked out by Object Rho ?
It wasn't a cut to black, he saw Kenson with Harby Eyes ™ while the screen was very blurry.

#23447
lex0r11

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paxxton wrote...

Posted Image



Posted Image

#23448
masster blaster

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paxxton wrote...

?


Oh I remember now  Clevernoob um was talking about something about the God child just being a recreation of Harby and was using pure logic to persuade Shepard/us into picking what it wanted, and used Saren, and Tim  as a way to luer Shepard into chocing their chocie that they made during the final trial of the game.

#23449
Starbuck8

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SirLugash wrote...

You mean when he was knocked out by Object Rho ?
It wasn't a cut to black, he saw Kenson with Harby Eyes ™ while the screen was very blurry.


Xavendithas posted a vid above. Looks like it fades to black, twice. And yeah Kenson with Harby eyes. Creepy. Wait is that a hallucination? She doesn't have glowing eyes normally. Is this evidence that Harby is in Shep's mind while s/he is unconscious?

Edit: here is the vid again, it's at the very end youtu.be/ihxNbGE3dpE

Modifié par Starbuck8, 20 juin 2012 - 10:20 .


#23450
paxxton

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lex0r11 wrote...

paxxton wrote...

Posted Image



Posted Image

One awesome Liar-a, coming right up.

Posted Image