Il Divo wrote...
That's why I think they should have just left the motive unexplored. The problem is that the reasoning which the Catalyst gives us is so bad that it makes basic logic cry. And seems in stark contrast to Bioware's usual style of story-telling (exposition, exposition, exposition). There's nothing wrong with omitting details, but here it's uncharacteristic of Bioware (since NwN) and left many players banging their heads.
Hmm... they could have gotten around that, I guess, but it would have required gradual Reaper reveals all throughout the game -- doing a massive bunch of exposition at the end would just stop the game in its tracks. And then we'd all ask why we're getting information that the Protheans couldn't get. I guess it could have been done by having all the info present in the (ruins of the) Collector base. Which would mean making Cerberus even more important to the plot than it already is.
Ultimately, when engaged in the fight against genocide, motive isn't really important; survival is. If motivation allows us a better chance of surviving, then it's helpful. But in this case, the Catalyst doesn't do this effectively. At the end of the day, the synthetic-organic line fills the same terrible role as dark energy, by forcing a choice on the player regarding something outside their control and making the Reapers seem benevolent. But at least dark energy did have some amount of foreshadowing in ME2 (Gianna Parasini, Haelstrom, codex entries, etc).
True, but at least the current ending offers both real choices and a (badly implemented) resolution. The thing that makes the dark energy plot worse for me is that it would be Connor in Redcliffe all over again, except on steroids. You've got two choices, where one choice is to make a painful sacrifice and the other choice is -- supposedly -- risky. We all know how that works in a Bio game. Unless they did the "The Lady, or the Tiger" bit and didn't tell us whether Shepard made the right choice or not. Wonder how that would have gone over?





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