I enjoyed the Mass Effect games immensely. I realize the limitations and pressures of shipping a major product like this, along with time constraints, and the difficulties of crafting a workable fiction and ending that can satisfy fans and still be feasible to build and satisfy a dev team's vision is not an easy thing to do. I hope Bioware can recognize that all of these rants and posts, no matter how offensive, are at their heart an indication of how much people loved their games.
So with that said, my opinion on the Mass Effect ending:
The problems with Mass Effect 3's ending can be traced to a number of sources. The first problem with Mass Effect 3's story and ending was, in fact, the problem with Mass Effect 2's story. At the end of Mass Effect 1, Shepard has learned that the Reapers are coming and has chosen to dedicate himself to stopping that. But Mass Effect 2 does not follow through on this trajectory. Rather, it takes Cerberus - a group used in the first game only for side missions - and makes them a central part of the game. It also introduces the Collectors, and sets their base as something Shepard must destroy. But doing so does nothing to advance the overal storyline of the trilogy. Mass Effect 2 did not result in Shepard discovering some way to defeat the reapers, making some new ally, or otherwise progressing the storyline to setup a logical/plausible conclusion in part 3. The result of this flaw? The deus ex machina/Macguffin that are the catalyst and the space child.
Rather than learning some hidden fact that would only be learnable by braving the omega relay, or facing the consequence of keeping or destroying the collector base, the solution to the galaxy's ills were sitting in the Mars archives all along, all this time. For some unexplained reason, Earth's researches simply did not uncover this fact until the third game. This despite the game having told players that the Mars ruins were the reason for humanity's jump forward onto the galactic stage. The idea that the catalyst would be found in Mass Effect 3, when it had not been found in the decades of research of that location beforehand, renders the catalyst a deus ex machina. Simply put, the story would have been far better served had Shepard uncovered the catalyst (or some other less cliched solution to defeating the reapers) at the end of Mass Effect 2, thereby setting the stage for the conclusion in Mass Effect 3. In short, your decision to keep the collector base should have meant something more, or you should have somehow otherwise discovered a secret to defeating the reapers.
To be clear, Mass Effect 2's ending was, in other respects, brilliant and thrilling to experience in another respect. Despite failing to truly progress the main storyline, Mass Effect 2 did get one thing right that Mass Effect 3 got so terribly wrong: the choices over the course of the game dictated the ending. This should have been the case for Mass Effect 3 as well, only on a grander scale. Your choices in Mass Effect 3, and indeed over the entire franchise should have dictated your ending. Your decision to keep or destroy the collector base should have meant something. But it did not. Rather, Bioware provided players with the same 3 (now 4) choices no matter what they did previously. This is probably the most disappointing aspect of Mass Effect 3's ending, much moreso than the inclusion of the space child (as terrible as he is in his own right). By setting out 4 arbitrary, illogical, and unforeshadowed 'solutions' for the player to choose at the end - which are in no way dependent upon or reflective of the players' previous choices (yes, you can only get the green ending if you do certain things, but the same basic choice is there virtually regardless of whatever you do. Even if you were an utter renegade, you can still choose control or synthesize, etc.) - Bioware killed the best thing about the franchise: the sense that this world was truly shaped by your choices. Instead, no matter what you did previously, you'd always get the same 4 disappointing choices. Mass Effect 3's ending is thus the opposite of Mass Effect 2, where the choices over the entire game dictated the ending. This was the single most disappointing thing about Mass Effect 3's ending, and by extension, the entire trilogy.
The next problem is the space child itself. Set against the biggest space battle in the history of the galaxy, in which Reapers are tearing through capital ships with single blasts, players are forced to progress through a prolonged conversation with an infuriatingly illogical AI. Contrary to countless previous discussions over the course of the 3 games, here our Shepard gets no chance to paragon or renegade his way to some altered result. Our Shepard does not show the AI how incredibly flawed its 'solution' is, nor how utterly arbitrary it is for the AI to for no apparent reason whatsoever all of a sudden willingly offer the choice to Shepard to do what it could have done at any point had it so desired itself. This is the same AI who's reapers have just murdered untold millions and, more importantly, fought desperately to prevent Shepard from gaining access to the Citadel. Yet now that Shepard made it inside, it all of a sudden surrenders its 'solution' over to Shepard's whims. Indeed, why would this AI allow Shepard to choose the destroy option, and in so doing undo the 'solution' it had put in place for countless cycles? For that matter, if 'control' was a feasible new solution, why had the AI not exhibited that control itself? These and I'm sure several other logical holes in the AI's thinking and actions can be identified.
Beyond these problems however, the space child is also disappointing because he at once both (1) provides a poor and illogical explanation for the reaper's motivations this entire time, while (2) providing an unsatisfactory explanation of the Reaper/Space Child's origins. Who created the space child? What happened to them? This question has lingered in the mind of players since the first game in the franchise, yet it was left unanswered. This choice is respectable enough. Ambiguity in fiction is not a bad thing. But it is infuriating here when the space child is presented to provide an expository explanation for the entire war and conflict our protagonist has endured but we are then not allowed to learn this fact.
Beyond being logically inconsistent and thematically disappointing, the decision to provide the space child explanation and the 4 vastly disparate (yet nevertheless unsatisfying) ending possibilities is commercially baffling. While players bemoan the influence of EA over Bioware and possibly this game, in this instance, a little bit more care for the potential of sequels may have been a welcome thing. As is, the 4 endings are so massively different, that the only way EA will be able to continue the storyline forward (versus some kind of prequel series) will be to pick on of the endings and treat it as the 'canon' ending. This wouldn't be the first time such a thing has happened in gaming, or even this franchise (players who got the 'Shepard dies' ending in Mass Effect 2 did not get a 'canon' ending) but it is bizarre more care wasn't taken to preserve the storyline for future potential games.
For example, Bioware could have ended the game by having Shepard learn that the Reapers are, in fact, the end result of a self-replicating probe sent to this galaxy by a race from another galaxy as a safeguard. The reapers are this alien race's way of ensuring that no civilizations from this galaxy ever rise up to become powerful enough to challenge or threaten them in some other distant galaxy. Indeed, it's plausible that some ancient race has sent the reapers to every other galaxy they did not themselves inhabit precisely to ensure their dominance. With the repears having now been destroyed, an even bigger threat would loom on the horizon: the creator race themselves. Predictable? Perhaps. But logical given the story established in the previous three games? Yes. More logical than the explanation provided by the AI? Yes. Indeed, perhaps the AI's own irrationality when it comes to its solution is evidence of this creator race - they created the catalyst/space child and programmed it to think its solution was superior - even though it is plainly illogical.
Or, as Drew Karpyshyn hinted at, Bioware could have pointed to some deeper purpose by the Reapers. The title 'mass effect' - was one point thought to refer to some universe or galaxy wide dark-matter based apocalypse. Perhaps by 'harvesting' the races and putting them into reaper form, the catalyst was creating Arks capable of surviving this apocalypse - some impending galaxy wide collapse, or other mass effect. (A personal disappointment in Mass Effect 3 came from learning that there was no deeper meaning to the title. For instance, in medical science, mass effect is a term used in connection with behavior of cancerous cells.)
As one might be thinking by now, on page 124 of this thread, these issues can easily become convoluted. And even as bad as Mass Effect 3's ending is on some levels, I don't think it's necessarily franchise killing. There's nothing preventing Bioware or EA from doing what I suggest above with the story, or some other spin on it.
Regardless of what EA or Bioware does with Mass Effect in the future however, the sad fact remains that the ending of Mass Effect 3, even with the extended cut's hamfisted fixes to its clear plotholes (the normandy pickup outside the portal, the added scene of the fleet flying away before the catalyst flies off, the mass relays being only damaged instead of destroyed, etc.), will be remembered as flawed for the two reasons identified above: (1) the choices over the course of the previous 3 games do not truly dictate the endings, and (2) the space child and the red/green/blue simply do not make sense and are poorly executed.
Modifié par Promethean 47, 13 juillet 2012 - 10:57 .