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Extended Cut: SPOILER Discussion


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#2376
Cybermortis

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Austin N wrote...

No. Dammit, I don't care that this is a four day old post, I'm sick of people blaming EA for the ending. The Final Hours Ap, Patrick Weekes statements, everything points to this being the ending they intended. I know it's hard to understand how they screwed it up that bad, but they did. EA has done plenty of things you can complain about, you don't have to make stuff up.


Its not really making things up, but a statement made based on;

1; After the take over by EA it was stated that BW was going to aim to release two games per year. The average development time for BW games since this point has been around 18 months. Before the take over the average development time was at least 2 years - often longer.

2; Dragon Age 2 was clearly rushed, so rushed that they sent off the wrong disk to be mastered and didn't even realise until two weeks after launch.

3; ME3's release date just so happened to coincide with EA's yearly financial report, which also just happened to be just after EA had to admit that The Old Republic was underperforming by a huge margin - something that saw EA's stock price take a dive. Or put another way, ME3 - a game that was going to sell well at least initially - just so happened to have its launch set back to a date where its sales could cover any poor performance from TOR just before the annual report was released.

#2377
linsanity

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Finished EC just 5 minutes ago.... Not happy

"you have choice, more then you deserve"
Thanks Bioware, Im feeling the love.

#2378
Flamewielder

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This post being pinned as the "official" feedback thread on the EC, here's my feedback:

Thank you, Bioware, for a fantastic game series and your generous attempt to "fix" the ending for free. While I'm still disappointed with your "Stachild" writing choice, the EC at least made it feel a bit more thought-through.

The two endings I've selected (my canon paragon Synthesis, and my renegade Destroy) felt satisfying and confirmed my belief that Bioware hasn't lost its gift for story-writing. They were well-eleborated upon and made somewhat more consistent (although I would have shown a couple of Marines jumping out of the Normandy as it picked-up the wounded on the final run, just to completely patch the plot-hole).

I still question how you could set Mass Effect 4 up as a sequel, unless you made the Destroy ending "canon". I personally have little interest in prequels, but that doesn't take away from the quality of your work.

Heartfelt thanks to all the Mass Effect team, to the creative team and voice actors who breathed life into the writers' creations. My children will play Mass Effect when they're old enough, and it will be my pleasure to walk them through the universe and teach them about difficult choices.

#2379
NordicLord

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am still not satisfied and jealous of anyone who is. it must feel great and i wish that i could enjoy the endings as well but i just hate the starchild so much and i want my blue babies. i just cant bring myself to play mass effect anymore

#2380
haruki61

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dzero wrote...

DO NOT shoot the frigging star kid in the face for lolz unless you're going for the refusal ending... that was a dirty trick, BioWare.


I did that on the first run... It was a nice surprise !!!  :D

#2381
Rasofe

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It didn't leave a hole in the brain. That alone was the worst part about the first ending.

I say this put the quality of the game's ending up there with Starcraft WoL quality - it has a moral and aesthetic conclusion, but it's still not a logical one.

There are and will always be people who think that a sufficiently high EMS should allow you to pick the "rejection" and still win. But with respect to that all the most brilliant technicians and scientists were working on this thing that turns out to be a power source instead of on anti-reaper-jamming techniques and super-thanix-piercing missiles, the chances of conventional victory are ESPECIALLY slim. So I bet these are the 6 endings we get.

#2382
Damanique

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I wrote a huge rant about this in another place, so here's my take on it:

---

I finally got around to play the extended cut ending DLC and now of course THOUGHTS AND FEELINGS.

Expecting only a new addition to the ending sequence, it really messed with my head when some new content slipped in before that. And in the way my memory works I'm now not sure if some of the conversation with the Catalyst AI kid was already there or not.

On what happens at the beam
I think BioWare patched this plothole up a bit, but not by much. You get to see how your squadmates escape using the Normandy, but Shepard stays behind. Before I headed out towards the final battle I doubted whether to take Liara or not - I wasn't sure what they were going to do with the new ending, and they might've just decided that your entire squad gets wiped out except for Shepard, no matter who you put in your team. But instead, they are rescued - and because I put Liara in my team after all, she and Shepard share a heartfelt goodbye. That was really something I was missing from the previous ending.

However, the Normandy still shows up out of nowhere as soon as Shepard calls for it, when they were in the middle of running amongst Reapers and explosions and everything. I like the fact that the squad got saved and it explains why they show up on the Normandy later on, but it still doesn't make a lot of sense.

On what happens after the beam
Nothing has changed here - the Illusive Man still blathers on, leading to a slowdown in the story to have some boring conversation. BioWare had initially planned to have boss fight with a monstrous Illusive Man (perhaps much in the way of the Dragon Age 2 ending) but scrapped that. However... an RPG just doesn't feel right without a boss fight. There's a reason Marauder Shields is a meme: it's because a generic enemy shouldn't be the last enemy your main character fights. But then again, Mass Effect is hardly anything like a traditional RPG.

On what happens with the Catalyst
BioWare added a lot of extra dialogue here to explain the Catalyst's origins and the consequences of the choices you make. At least I *think* they did. It blended in naturally with the rest so my memory got confused.

One of the major things that stood out to me was the Catalyst explaining it was once created as a sort of diplomatic AI to negotiate between its organic creators and their synthetic creations. This takes away a lot of that mystical god child nonsense - although still doesn't explain why the kid appears as the kid. The only explanation for that is that Shepard is indoctrinated, because there's no other way the Catalyst would know the importance of the child to Shepard. Some theories argue that the child was a hallucination brought forth from Shepard's PTSD, and that doesn't entirely seem unlikely because nobody else sees the kid, and Shepard keeps dreaming about him. The boy symbolizes all the people Shepard couldn't save and all people she had to sacrifice along the way. Whether the boy was real or not, that symbolic meaning doesn't change. And the only way the Catalyst would know that is if it was in Shepard's head.

But back to the origins of the Catalyst. When it explains its own origins, it becomes (at least to me) crystal clear what it is: a rogue AI. They intended it to come up with diplomatic solutions but it kind of drew the wrong conclusions, It's similar to other plots with intelligent machines in pop culture - in particular, Isaac Asimov wrote about how an artificial intelligence took control of humanity for humanity's own good. It was programmed to make sure no harm could come to humans, and when it saw humans harming themselves and their world, it drew the 'logical' conclusion that humans must be protected from themselves.

The Catalyst is similar. It was programmed to solve a problem: make organic and synthetic life co-exist. Eventually, exhausting all of its options, it came up with a solution that seemed logical - it would take control of both, restoring its own understanding of 'order'. It destroyed its own organic creators against their wishes, turning them into a Reaper. And then it kept doing that for millions and millions of years.

But its logic is flawed. It has only the experience of its organic creator race and their war with their synthetic creations, but based on this, it assumes that this conflict is doomed to repeat itself forever. Even though Shepard proves that this assumption is wrong - by making peace between the quarians and the geth - the Catalyst blatantly ignores that. It still believes its decision to create the Reapers was the right one. But Shepard standing in front of the Catalyst presents a new factor in its logic - it states as much: "You are a new variable."

Whilst EDI shows to be able to reason with a sense of individuality and free will, and even make jokes, the Catalyst is not that advanced at all. Shepard is a new variable in its logical equation and it tries to fix this by coming up with new solutions.

Of course, from a human player perspective, all of this is damn annoying. Because we are Commander Shepard, and we don't listen to what some AI tells us to do. (Although Vigil and the Prothean VI sure helped.)

That's what I thought, too.

On the new choice
So there Shepard stood again, faced with the same three choices. Frustrating. I knew BioWare had said to support the original artistic vision or whatever, but seeing it again agitated me. So for the hell of it, I turned around and shot the Catalyst.

Turns out you're not supposed to do that.

It went "WELL SCREW YOU" and next thing I know I'm looking at Liara's beacon telling me that humanity's cycle was wiped out.

So BioWare gave us a fourth choice. It didn't really help much, but at least we got to shoot the damn kid.

On closure
When I first played the ending I chose Synthesis, but that was before I knew about the easter egg (when you choose Destruction and have 100% readiness through multiplayer, you see a clip of Shepard's armor moving, drawing a breath, after the credits.) So this time, despite my gut feeling saying that Synthesis was still the best solution, I chose Destruction again because deep down I really really want Shepard to live.

Everything else following that was everything I'd hoped for. BioWare changed - or 'clarified' - the effect of the Crucible on the mass relays. They don't go supernova thus not destroying all the star systems. Instead, they kind of break down, and the Catalyst previously stated 'the damage can be repaired'. We see everyone who lived through ME2 still being alive, and depending on our choices during the game, different cards and cutscenes. (They did leave out Ashley though, I mean, huh?) And we see the Citadel being rebuilt. One point of confusion is that I saw quarians on Rannoch still wearing their helmets, but whilst writing this I came across an EC screenshot of a quarian with her helmet off. Sooooo... I guess I missed something somewhere.

My favorite part was the team putting Shepard's name plaque on the memorial wall. The wall was a very important part of my ME3 experience. I would often go to it and simply stand there, looking at the names. People in videogames typically run from quest to quest, shooting this and levelling that. But it was a moment in the game where I became fully immersed in the story, being Shepard, standing there remembering those that died. So seeing that memorial wall showing up again... that was a really good moment.

And the easter egg was still there. Shepard still drew a breath, somewhere in the rubble...

On after the credits
I had hoped they'd taken away the ridiculous old-man-and-kid epilogue. They didn't. Sigh.

I'd also hoped they'd taken away the silly pop-up that told me Shepard was a legend, but they didn't. They did add some text to it, though - thanking the team and the fan community. It's not much, but it's a nice gesture.

Finally
Overall, I'm pleased with the Extended Cut. It didn't give me the epic ending I'd hoped for. What I'd hoped for was a big boss fight with the Illusive Man and Harbinger, and the Crucible just being a big effing bomb with the Citadel being the trigger without any of the choices. That's right - those three choices weren't even necessary. ME1 and ME2 ended in the same linear way. I did like learning about how the Reapers really came about - an AI using flawed logic - but at that point, activating the weapon to destroy the Catalyst and the Reapers shouldn't be a choice under the Catalyst's control. Facing the AI, Shepard should have been able to arm and fire the Crucible without having to comply with the AI's rules. The Catalyst should've freaked the hell out when Shepard appeared at its command centre, able to destroy it and destroy the Reapers.

I thought about it some more and realized that that is exactly what the Catalyst is doing: freaking the hell out. The Control and Synthesis choices are choices that allow the Reapers to continue to exist. They're solutions that the Catalyst approves of, because they solve the problem it was programmed to solve. In Control, Shepard becomes the Reapers, thus uniting organics and synthetics. Whatever Shepard does afterwards does not concern the Catalyst, because it considers its programmed problem to be solved. The same goes for Synthesis - it is a friendlier solution, but it still unites organics and synthetics in a new form. The Catalyst thinks this is the best solution to its problem. It tries to convince Shepard to choose Control or Synthesis, and it tries to discourage her from choosing Destruction by arguing that eventually synthetics will destroy organic life then.

But Destruction is the only choice that is out of the Catalyst's control. It presents it as a choice, but it's more likely that it knows Shepard will destroy everything if it doesn't try to convince her. It has no means of stopping Shepard once she arrives at what I assume to be the Catalyst's command centre, and it knows she'll blow it all to hell if she can. But... that doesn't explain the new fourth choice, where the Catalyst is able to simply deactivate the Crucible. I think it might be bound by its own logic to allow Shepard to destroy it, and that if she refuses to abide by those three choices the Catalyst has an override mode. (As a software programmer I'm thinking about this as an if - elseif - elseif - else way -- the Catalyst cannot access its routines to disconnect the Crucible until Shepard has rejected the three previous choices.)

This is why Destruction is the choice that shows the easter egg of Shepard breathing - because that choice leaves Shepard's mind and body mostly intact and it is the choice the Catalyst - the Reapers, the enemy - does not want. Any other choice is complying, compromising. And throughout the game, Shepard has to make these kinds of choices over and over and as a Paragon Shep you keep compromising. This is the one time you can't compromise, which is something Javik has hinted at over and over. Just like Shepard destroyed over 300,000 batarians, now she has to destroy all of the geth and EDI to free the galaxy from the Reaper cycle. If she chooses Control, the Reapers win. If she chooses Synthesis, she takes away people's freedom to decide the nature of their own existence.

Finally, I think this line of thinking might be what Casey Hudson was going for in the first place. And because I do like this sort of analytical approach to the organic/synthetic dilemma (which is why I practically absorbed all of Asimov's books years ago), I think I get what he was trying to do.

But he didn't realize that the Mass Effect fanbase isn't all analytical thinkers who would like that kind of analytical explanation for everything. We became invested in the characters, the people; the friendships and lovers, the wars and alliances, the losses and the achievements. We didn't just want a logical explanation, we wanted emotional closure. And with the original ending, we didn't get that, and it was almost heartbreaking to have to be with all those characters for years and not have any answers, not being able to say goodbye, not knowing what happened. And I think the Extended Cut at least provided in that a little.

We're shown that the mass relays aren't fully destroyed, that the quarians go back to their homeworld, that the Citadel is rebuilt. Before, it felt like everything was destroyed anyway and there was no point. Now, it really does feel like Shepard saved the galaxy. And that's a good ending.

That's how it was supposed to be in the first place.

#2383
Rasofe

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Aquilas wrote...

TullyAckland wrote...

Staarbux wrote...

Yep. All I really wanted was a scene where Shep's LI discovered she was alive. Really all I wanted. But I guess there were far fewer of us than I realised. :unsure:


One of the goals for the Extended Cut, as part of addressing player feedback, was to provide more time with the love interest, and more opportunity for players to say goodbye to them and provide additional moments of connection between them. We did this in several ways:
  • Shepard can now actually say goodbye to the love interest when they are split up at the conduit run.
  • When Shepard sees flashbacks of important characters during the final decision, the flashbacks are now variable based on your playthrough – so your love interest can appear as one of the flashbacks, providing another moment of reflection between Shepard and that character.
  • A memorial scene was added, partly to show a close bond between Shepard and the love interest. The scene is variable, and if Shepard has a love interest in a given playthrough, it will be that character who places Shepard’s name on the memorial wall.
  • You may notice that in the “Shepard lives” ending, the love interest hesitates to place Shepard’s name on the wall, and instead looks up as though deep in thought. This is meant to suggest that the love interest is not ready to believe Shepard is dead, and the final scene reveals they are correct. As the Normandy lifts off, there is hope that the love interest and Shepard will again be together.


Huh.  In my EC playthrough, in her flashback my Renegade FemShep saw Samara, smiling in that graceful, elegant, serene way she always had about her.

Huh.  My Renegade FemShep let Samara kill herself at the Ardat-Yakshi monastery and then shot her daughter, Falere.  In fact, during their last conversation in ME2 Samara said she hoped my FemShep and she never met again, the implication being that she'd try to kill my FemShep because my character is as about as Renegadey as you can get.

Exactly what criteria did the devs use for character selection in the flashback?  If this question has been asked and answered already please direct me to the information, because I can't find it.  Thanks.


I don't know this for sure but I think it's the last person who died. Did Miri die in your playthrough, and did you do the Monastery after Rannoch? I mean, in Destroy EDI always shows up, implying that you're killing EDI by doing this. It's actually completely unavoidable in the current premise - even if the Destroy button did discriminate Reaper and non-Reaper synthetic life, it would still kill EDI, because she's part Reaper tech too - as are the Geth.

Modifié par Rasofe, 01 juillet 2012 - 03:47 .


#2384
Tombfyre09

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So i installed it... i caved... and I guess the changes do make everything much less dire. I still chose destroy and am content with this ending.

#2385
theWarmaster

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I absolutely did not like the new ending... Before the Indoctrination
Theory made sense... I linked the 2 videos from NoobNetwork's youtube
page. I mean at first I didn't agree, but then I saw these videos and
they made sense of it all. However with the new DLC it litereally
destroys the series epic ending. I honestly cannot like the game's
ending now. They made everything actually happen and it makes the ending
lack... alot... I'm sure I'm not the only one who feels this way... I
mean I'm glad the Krogans are able to have babies now and I'm sad EDI is
"dead", but... It's just frustrating that this tale's once great and
epic ending has been trashed for what? Did Bio-Ware just not like the
Indoctrination Theory people are putting out? Just because someone had a
great reason for your ending that you-I dunno if you did all this on
purpose or not-made you go ahead and destroy the epic tale you created?
Nothing makes sense anymore! NoobNetwork made a comment about the
potential of this new Extended Ending DLC... Either it was going to make
the Mass Effect the greatest game to come in
the decade with the epic ending making this the greatest story to ever
hit in gamer history; OR it was goign to bomb so bad it'll soil the Mass
Effect name and bring down the franchise... I say you definitly hit the
second option here... I stopped playing th Multiplayer months ago
because it jsut lacked and got boring and repetitve with no real reason
to keep playing. The ending DLC ruined the game series ending for me.
Atleast before it was a inconclusive mystery of a great tale that shows
that shepard isn't dead and we still have a chance to save the galaxy...
Of course not in this game, but there were talks of a MMO at one time
whether Bio-Ware still planned to do that or not doesn't matter anymore
because they ruined all hopes of that... Worst ending ever...




The Indoctrination Theory - A Documentary

www.youtube.com/watch

The Indoctrination Theory - A Documentary | Part-2

www.youtube.com/watch

#2386
Rasofe

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Well, you have to admit that if you set yourself up to believe in the Indoctrination Theory, you made the "Zebras - not Horsies" jump and had it coming to be dissapointed. You should've known it was a gamble at best.

I mean, aside from IndocTheory, it's possible to re-interpret the ME3 old ending in many different ways that are more pleasant than even the EC if you make that jump and it's no surprise that those who do would be extremely dissapointed.

#2387
theWarmaster

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Well yeah I knew it was still a 50/50 with the Indoc theory, but still... It makes 1000% more sense than the ending that they made with the DLC. Honestly... the new ending still doesn't conclude anything that they said would be explained or concluded...

#2388
Rasofe

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Well, it more or less dissproved the Indoctrination Theory, and thus ended half of the speculation on BioSoc right there. It also proved that NOBODY STARVES TO DEATH (I like that part. It's so absolute. You know that one Krogan who got stuck under a crashed skyscraper with no food, slowly exhausting his hump supply, with a crashed radio? Well, he doesn't starve to death!) Which was also a big plus.

There are lots of fine small details that were improved and as the Indoc Theory supporters said themselves, it's the details that matter.

#2389
Iakus

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 Well, my own thoughts on EC:  IT made an abysmally terrible ending merely bad.

The good stuff:

It's nice to be able to question the Catalyst.  I already suspected he was an insane AI, good to have that "clarified"

I like epilogues.  It's good to have the illusion of choices mattering, even if it is after the fact

FInal goodbye scene was nice, if unnecessary (I already loved the original final talk with Ash)

And I'm glad the "unpleasant implications" of the endings were somewhat softened. 

Glad to see EMS was lowered so single player characters can actually see all the content now.

Control ending was done rather well I think.  Bonus points for making a paragon and renegade version.

Now the bad stuff:

It's still RBG.  We're still beating the Reapers on their own terms.  Yeah there's now a "refuse" ending, but it's little more than a Rocks Fall, Everyone Dies ending.  The "real" endings still require acceding to the insane AI's demands.

Synthesis is clearly the Bioware favorite.  Not only were the unpleasant implications of teh ending removed (kinda) but Bioware pulled out all the stops to make it the super-happy abolute blissful paradise ending.  Still creepy, but in the opposite direction.,  And still doesn't address the fact that you're rewriting everyone and everything in the galaxy whether they want it or not.  Overall that bliss feels forced and rather Stepford.

Destroy still has the arbitrary tragedy of killing all synthetic life.  The why of it is never properly addressed.  It appears to be nothing but the game holding characters hostage to encourage another choice ("Psst!  Pick Synthesis!")

Nor is EDI or the geth given a proper death.  What makes Mordin's death so great,, and EDI's so, "spiteful" I guess is the word?  Mordin chose to go into the elevator knowing he wasn't coming back.  He faced his death on his own terms.  EDI gets struck down unawares, friendly fire in the final action against the Reapers.  EC does nothing to address this

Control is the only ending that I thought was done rather well, if you're into that kind of ending (which I'm not) 

And then of course, there's Shepard being forced to die in virtually all endings.  Look, I'm not opposed to Sheaprd dying in some endings.  But not everyone wants that.  And the only ending where that's possible, in additon to a) forcing the death of EDI and the geth, B)  has the highest EMS requirement, is still treated as little more than an easter egg.  Would it have been too much trouble to dispense with the "implications" and "speculation" and show Shepard actually rescued?  Is Bioware that eager to have Shepard die they can't be bothered with the one Shepard lives ending?

Okay, I can see an actual reunion being too much trouble, but geeze, you couldn't even get Shep out of the rubble?

In the end, the endings still don't feel heroic.  Yes, I know the endings aren't supposed to be perfect, but they still feel like I'm choosing the "least bad" rather than the "best for me" endings.  They still feel railroaded.

And the secret to good railroading is:  Make it so the player wants to go down that route to begin with.

Well, those are my thoguhts, for what it's worth.  Probably not much.

#2390
myEVILi

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I still feel Shepard is indocrinated given the events of the Arrival DLC from ME2, the dream sequences from ME3, and the Evolution comic book. This would explain why Shepard shoots Anderson. A Reaper artifact indocrinates all who touch it (or even come close to it). It then becomes a matter of time before complete control is turned over to the Reapers.

What confused me is how Anderson is controlled by the Illusive Man.  There is nothing in past fiction to hint towards Anderson being indocrinated or and indocrinated person having control over a normal person.

Thats really it though. Everything about the extended cut was a plus.

#2391
BelleDreamer7

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I'm not satisfied with the endings, but I admit: I wanted at least one ending where Shepard survived. I don't like martyr games. Playing a game where your character is crafted very specifically and developed by you so that you can choose them over three games and nearly a week's worth of straight playing is a recipe for attachment. I love my Shepards, all of them, I love my paragons, my renegades, the ones who romanced Kaidan, the ones who romanced Garrus, the ones who romanced anything with a flirt option, I love my Shepards. Some of them, I'm more than willing to kill off. If the endings for Mass Effect 3 were anything like the endings for Dragon Age Origins, I would still be playing my Shepards through but Bioware, didn't even think to use the DAO ending pattern. Playing a game where you know your character is going to die...it's not fun especially when the series is designed to attach the player to their character. I heard so many rumors I was thrilled but when I beat ME3 the first time I was near tears. I thought I did something wrong, I replayed two or three times before I realized that that was it folks. I don't see the EC as an actual DLC, it is an overhyped patch for poor execution. The ending was too rushed and allowed for too many plot holes, I give Bioware credit for recognizing their poor execution, but I feel no need to praise or compliment them for it. The ending is just unsatisfactory for me because they had so many potential ways to end the series. To kill off the main character, a main character that so many gamers built and put days of play time into was not good business. It's one thing when you choose not to do all the work, when you choose to be a renegade, when you choose to be a martyr, but when the ending is a cut and dry "your PC must die, pick the animation for this sequence" well, it is disappointing. I would have accepted a "You didn't save the rachni but you did save the krogan, you can survive by killing off the geth and EDI or you can die, but save the geth and EDI" it would have been a much more thrilling game because you would have had to look at your previous choices, a potential new combination to try on an additional playthrough, and seen the new choice combinations that were left. I don't think it would be that hard, I mean, they didn't have to animate the endings at all for me, they could have had pictures of space like they had pictures of scenery at the end of DAO. I really would have been happy with a DAO kind of ending where little paragraphs popped up with blurbs like "Shepard and Garrus never succeeded in producing their turian-human hybrid, but they did raise seven krogans to adulthood, one even becoming the next leader of clan Urgnot." I loved ME3 up until the point where the Star Child pops up, it was a fantastic game, but for me, I doubt I'll ever it to the end again. What's the point in playing all the way through when there are only five ways of ending it.

#2392
Mordanticus

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Alright.. So I have finally had a chance to play through the new extended cut ending and I have several things to say.. The good and the bad..

1) Congratulations Bioware on actually adding content that finally made some sense of a few of the glaring plot holes that occurred during the ending.. The evac of our squad members, the Normandy's departure from the fight, and the mass relays destruction.. Asking questions of the Catalyst gave that conversation some actually depth..

2) From a storyteller's perspective, who the hell thought it was a good idea to leave all of that out in the first place? Seriously.. Just because a storyteller knows the how and why in his/her own head doesn't mean all the listeners/readers/watchers are psychic detectives.. We need the pieces of the puzzle to make sense of it all..

3) Multiplayer and galactic readiness meant nothing.. I played through the first time with 100%, and with the extended cut I played at 50%.. Nothing changed aside from some added cut scenes.. The multiplayer is fun by itself, but shouldn't even be attached in any way to the solo gameplay.. Oh yes, and btw, having entire matches suddenly end in rounds 9 or 10 JUST because one person leaves so NO ONE gets any experience or money is retarded..

4) Slideshow? No, seriously.. Slideshow? The absolute best thing you could do was come up with 2 minutes of slides at the end? It felt like I was suddenly in a pop-up book.. Then poof.. Legion.. Thane.. Mordin.. Video clips of them as we remember them.. Those clips were the only saving grace of that montage..

5) Admiral Hackett.. Lance Henriksen.. Thanks go to you sir (and whoever brought you back to voice over the montage).. While the writer of the end speech is due credit as well, Mr. Henriksen delivered it enough to aid in some closure..

6) My final breath.. The teaser.. I am sure you guys meant this to give some hope back to us, but honestly it falls so short of the happy ending I wanted that I am still numb to it..

All in all, the extended cut did what you said it would do.. Answer questions, but give us nothing new.. Well done.. You did just that and still left me almost as hollow as I felt the first playthrough.. I have always given the hard working folks at Bioware serious props, and you do still deserve it.. But, someone in those offices must agree that the series was led astray.. Sure, if you all know more than we do and some master plan is underway to resurrect our Shepards, then kudos.. Bring on the master plan!

If however, there never was a master plan to save the series, then I beseech you.. Stand up against thy corporate overlords and say thee nay.. Say something.. "Hey boss.. uhm.. why did we shoot ourselves in the genitals on that one? Not that your retarded or anything, but do you actually enjoy ticking off our fanbase?"

I am on the fence here.. I have absolutely no idea if I can ever buy another Bioware game.. Dragon Age 3 was going to be big for me, but now I am petrified of the outcome.. I will continue to watch for Mass Effect related news.. Though I have doubts it will ever play out as I and others envisioned..

As Mr. Henriksen says... Hackett, out..

#2393
Alanosborn1991

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I dont see why Bioware couldnt put in a Shepard alive scene with love interest.

We already have a on the hospital bed animation, just put Shepard in it holding the love interests hand.

Then Shepard wakes up and they discuss there future together ala Dragon age origins post corronation scene way.

Would that have been so much to ask for? Shepard alive and happy in a future free from the Reapers?

#2394
Iakus

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Alanosborn1991 wrote...

I dont see why Bioware couldnt put in a Shepard alive scene with love interest.

We already have a on the hospital bed animation, just put Shepard in it holding the love interests hand.

Then Shepard wakes up and they discuss there future together ala Dragon age origins post corronation scene way.

Would that have been so much to ask for? Shepard alive and happy in a future free from the Reapers?


Wouldn't have to speak, really, just smile.

#2395
Austin N

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mzs2002 wrote...

Okay i thought it was pretty well done I enjoyed the extra explanations at the end and through out however, I still don't know if Shepard is really dead after destroying the reapers.

Here's why:

1. You never see him/her die

2. Ashley or who ever is holding his name for the memory area never actually puts shepards name on the monument

3. You still see shepard breath at the end

thoughts?


No, really? Because I see so much debate on this board about whether or not Shepard lives or dies in destroy...

#2396
pra_viilon

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After reading peoples feedback on Extended Cut, I realised that as much as people wanted to see how their choices affect the galaxy, they also wanted to see shep live. So, they wanted a classical hollywood happy ending.
Which would only make things worse.

I am very pleased with extended cut.
Clearly, paragon choice is control: Shepard sacrifices him/herself, but avoids destruction of all synthetics and the Citadel, preferring to control reapers and help rebuild the galaxy. Even though Illusive Man who wanted to control the Reapers, represents evil, Shepard manages to overcome his frustration and confusion and select this choice and willingly "loses everything he has"
Renegate choice is destroying all reapers, geth, EDI etc. This represents Shep's stubborness, and him having the same way of thinking as Anderson. This allows Shep to live as well.

Synthesis is kinda silly and utopical ending. But it is also quite well put. And it is a hapy ending. Even though Shepard is dead.

People wanted closure? They got it. Happy ending with blue children? Nah, thats too childish. Mass Effect deserves better. And while current endings arent the best possible ones, they are still well put.

Extended Cut DLC redeemed Mass Effect for me. But Bioware is not yet redeemed for me. I did not like their attitude when the complaints about the endings happened. It was too arrogant.

Bioware has to realise, they cannot make games every 18 months or something. RPGs take longer time to produce. So next time, we expect a well-put, not rushed game. With a decent intro (which was also rushed in ME3) and decent endings.

P.S. I was happy to see that some normandy dialogue was restored in the EC DLC!
Please in the next patch fix the missing subtitles in some lines in the conversation between star child and shepard. And Add game complete achievement to the reject ending.
Thanks.

#2397
i am gustavox

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The Commander Shepard story of the Mass Effect series deserves a better ending than what the Extended Cut provided.

I think Bioware should work with the community in order to create an ending that the story deserves.  There is too much evidence that Shepard is being indocrinated to make me believe otherwise.  After hearing Harbinger's new line I was waiting for Shepard to get up from under the rubble and to hear Harbinger say "Assuming control" (assuming the option you pick with the god child completes Shepard indoctrination).  The endings that came with the extended cut felt rushed to me. I liked the new refusal option, but that should be the only way to not be indoctrinated.  Watching everyone die in the final fight would have made me sad, but it would have been the bittersweet ending the series deserves.  I would have liked to see a cinematic that reflected the choices I made ( Jack's biotic squad, seeing krogan charge down Brutes), regardless of which ending you pick.  For a game series that is known to be visually amazing, ending with a slideshow feels cheap.  I would have also liked to see my war assets in action.  I very much want to see Mass Effect 3 receive a proper ending.  I do not think that I will be buying another Bioware game if the series does not receive a proper ending.  

On a less serious note, I would have loved to see Niftu Cal (the volus biotic god) bring down a reaper, or at least try.  

#2398
Misfiring

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Damanique wrote...

I wrote a huge rant about this in another place, so here's my take on it:

---

I finally got around to play the extended cut ending DLC and now of course THOUGHTS AND FEELINGS.

Expecting only a new addition to the ending sequence, it really messed with my head when some new content slipped in before that. And in the way my memory works I'm now not sure if some of the conversation with the Catalyst AI kid was already there or not.

On what happens at the beam
I think BioWare patched this plothole up a bit, but not by much. You get to see how your squadmates escape using the Normandy, but Shepard stays behind. Before I headed out towards the final battle I doubted whether to take Liara or not - I wasn't sure what they were going to do with the new ending, and they might've just decided that your entire squad gets wiped out except for Shepard, no matter who you put in your team. But instead, they are rescued - and because I put Liara in my team after all, she and Shepard share a heartfelt goodbye. That was really something I was missing from the previous ending.

However, the Normandy still shows up out of nowhere as soon as Shepard calls for it, when they were in the middle of running amongst Reapers and explosions and everything. I like the fact that the squad got saved and it explains why they show up on the Normandy later on, but it still doesn't make a lot of sense.

On what happens after the beam
Nothing has changed here - the Illusive Man still blathers on, leading to a slowdown in the story to have some boring conversation. BioWare had initially planned to have boss fight with a monstrous Illusive Man (perhaps much in the way of the Dragon Age 2 ending) but scrapped that. However... an RPG just doesn't feel right without a boss fight. There's a reason Marauder Shields is a meme: it's because a generic enemy shouldn't be the last enemy your main character fights. But then again, Mass Effect is hardly anything like a traditional RPG.

On what happens with the Catalyst
BioWare added a lot of extra dialogue here to explain the Catalyst's origins and the consequences of the choices you make. At least I *think* they did. It blended in naturally with the rest so my memory got confused.

One of the major things that stood out to me was the Catalyst explaining it was once created as a sort of diplomatic AI to negotiate between its organic creators and their synthetic creations. This takes away a lot of that mystical god child nonsense - although still doesn't explain why the kid appears as the kid. The only explanation for that is that Shepard is indoctrinated, because there's no other way the Catalyst would know the importance of the child to Shepard. Some theories argue that the child was a hallucination brought forth from Shepard's PTSD, and that doesn't entirely seem unlikely because nobody else sees the kid, and Shepard keeps dreaming about him. The boy symbolizes all the people Shepard couldn't save and all people she had to sacrifice along the way. Whether the boy was real or not, that symbolic meaning doesn't change. And the only way the Catalyst would know that is if it was in Shepard's head.

But back to the origins of the Catalyst. When it explains its own origins, it becomes (at least to me) crystal clear what it is: a rogue AI. They intended it to come up with diplomatic solutions but it kind of drew the wrong conclusions, It's similar to other plots with intelligent machines in pop culture - in particular, Isaac Asimov wrote about how an artificial intelligence took control of humanity for humanity's own good. It was programmed to make sure no harm could come to humans, and when it saw humans harming themselves and their world, it drew the 'logical' conclusion that humans must be protected from themselves.

The Catalyst is similar. It was programmed to solve a problem: make organic and synthetic life co-exist. Eventually, exhausting all of its options, it came up with a solution that seemed logical - it would take control of both, restoring its own understanding of 'order'. It destroyed its own organic creators against their wishes, turning them into a Reaper. And then it kept doing that for millions and millions of years.

But its logic is flawed. It has only the experience of its organic creator race and their war with their synthetic creations, but based on this, it assumes that this conflict is doomed to repeat itself forever. Even though Shepard proves that this assumption is wrong - by making peace between the quarians and the geth - the Catalyst blatantly ignores that. It still believes its decision to create the Reapers was the right one. But Shepard standing in front of the Catalyst presents a new factor in its logic - it states as much: "You are a new variable."

Whilst EDI shows to be able to reason with a sense of individuality and free will, and even make jokes, the Catalyst is not that advanced at all. Shepard is a new variable in its logical equation and it tries to fix this by coming up with new solutions.

Of course, from a human player perspective, all of this is damn annoying. Because we are Commander Shepard, and we don't listen to what some AI tells us to do. (Although Vigil and the Prothean VI sure helped.)

That's what I thought, too.

On the new choice
So there Shepard stood again, faced with the same three choices. Frustrating. I knew BioWare had said to support the original artistic vision or whatever, but seeing it again agitated me. So for the hell of it, I turned around and shot the Catalyst.

Turns out you're not supposed to do that.

It went "WELL SCREW YOU" and next thing I know I'm looking at Liara's beacon telling me that humanity's cycle was wiped out.

So BioWare gave us a fourth choice. It didn't really help much, but at least we got to shoot the damn kid.

On closure
When I first played the ending I chose Synthesis, but that was before I knew about the easter egg (when you choose Destruction and have 100% readiness through multiplayer, you see a clip of Shepard's armor moving, drawing a breath, after the credits.) So this time, despite my gut feeling saying that Synthesis was still the best solution, I chose Destruction again because deep down I really really want Shepard to live.

Everything else following that was everything I'd hoped for. BioWare changed - or 'clarified' - the effect of the Crucible on the mass relays. They don't go supernova thus not destroying all the star systems. Instead, they kind of break down, and the Catalyst previously stated 'the damage can be repaired'. We see everyone who lived through ME2 still being alive, and depending on our choices during the game, different cards and cutscenes. (They did leave out Ashley though, I mean, huh?) And we see the Citadel being rebuilt. One point of confusion is that I saw quarians on Rannoch still wearing their helmets, but whilst writing this I came across an EC screenshot of a quarian with her helmet off. Sooooo... I guess I missed something somewhere.

My favorite part was the team putting Shepard's name plaque on the memorial wall. The wall was a very important part of my ME3 experience. I would often go to it and simply stand there, looking at the names. People in videogames typically run from quest to quest, shooting this and levelling that. But it was a moment in the game where I became fully immersed in the story, being Shepard, standing there remembering those that died. So seeing that memorial wall showing up again... that was a really good moment.

And the easter egg was still there. Shepard still drew a breath, somewhere in the rubble...

On after the credits
I had hoped they'd taken away the ridiculous old-man-and-kid epilogue. They didn't. Sigh.

I'd also hoped they'd taken away the silly pop-up that told me Shepard was a legend, but they didn't. They did add some text to it, though - thanking the team and the fan community. It's not much, but it's a nice gesture.

Finally
Overall, I'm pleased with the Extended Cut. It didn't give me the epic ending I'd hoped for. What I'd hoped for was a big boss fight with the Illusive Man and Harbinger, and the Crucible just being a big effing bomb with the Citadel being the trigger without any of the choices. That's right - those three choices weren't even necessary. ME1 and ME2 ended in the same linear way. I did like learning about how the Reapers really came about - an AI using flawed logic - but at that point, activating the weapon to destroy the Catalyst and the Reapers shouldn't be a choice under the Catalyst's control. Facing the AI, Shepard should have been able to arm and fire the Crucible without having to comply with the AI's rules. The Catalyst should've freaked the hell out when Shepard appeared at its command centre, able to destroy it and destroy the Reapers.

I thought about it some more and realized that that is exactly what the Catalyst is doing: freaking the hell out. The Control and Synthesis choices are choices that allow the Reapers to continue to exist. They're solutions that the Catalyst approves of, because they solve the problem it was programmed to solve. In Control, Shepard becomes the Reapers, thus uniting organics and synthetics. Whatever Shepard does afterwards does not concern the Catalyst, because it considers its programmed problem to be solved. The same goes for Synthesis - it is a friendlier solution, but it still unites organics and synthetics in a new form. The Catalyst thinks this is the best solution to its problem. It tries to convince Shepard to choose Control or Synthesis, and it tries to discourage her from choosing Destruction by arguing that eventually synthetics will destroy organic life then.

But Destruction is the only choice that is out of the Catalyst's control. It presents it as a choice, but it's more likely that it knows Shepard will destroy everything if it doesn't try to convince her. It has no means of stopping Shepard once she arrives at what I assume to be the Catalyst's command centre, and it knows she'll blow it all to hell if she can. But... that doesn't explain the new fourth choice, where the Catalyst is able to simply deactivate the Crucible. I think it might be bound by its own logic to allow Shepard to destroy it, and that if she refuses to abide by those three choices the Catalyst has an override mode. (As a software programmer I'm thinking about this as an if - elseif - elseif - else way -- the Catalyst cannot access its routines to disconnect the Crucible until Shepard has rejected the three previous choices.)

This is why Destruction is the choice that shows the easter egg of Shepard breathing - because that choice leaves Shepard's mind and body mostly intact and it is the choice the Catalyst - the Reapers, the enemy - does not want. Any other choice is complying, compromising. And throughout the game, Shepard has to make these kinds of choices over and over and as a Paragon Shep you keep compromising. This is the one time you can't compromise, which is something Javik has hinted at over and over. Just like Shepard destroyed over 300,000 batarians, now she has to destroy all of the geth and EDI to free the galaxy from the Reaper cycle. If she chooses Control, the Reapers win. If she chooses Synthesis, she takes away people's freedom to decide the nature of their own existence.

Finally, I think this line of thinking might be what Casey Hudson was going for in the first place. And because I do like this sort of analytical approach to the organic/synthetic dilemma (which is why I practically absorbed all of Asimov's books years ago), I think I get what he was trying to do.

But he didn't realize that the Mass Effect fanbase isn't all analytical thinkers who would like that kind of analytical explanation for everything. We became invested in the characters, the people; the friendships and lovers, the wars and alliances, the losses and the achievements. We didn't just want a logical explanation, we wanted emotional closure. And with the original ending, we didn't get that, and it was almost heartbreaking to have to be with all those characters for years and not have any answers, not being able to say goodbye, not knowing what happened. And I think the Extended Cut at least provided in that a little.

We're shown that the mass relays aren't fully destroyed, that the quarians go back to their homeworld, that the Citadel is rebuilt. Before, it felt like everything was destroyed anyway and there was no point. Now, it really does feel like Shepard saved the galaxy. And that's a good ending.

That's how it was supposed to be in the first place.


Couldn't agree with you more. I personally choose Control because I simply hated the idea of EDI and Geth dying, but then your reasoning simply reflects how those players that hated the EC aren't thinking when they complaining.

Against an army such as Reapers that managed to wipe the galaxy out over and over, you can't really expect a happily ever after ending. It takes the whole galaxy fleet just to keep the Reapers busy so that Shepard can infiltrate the Citedal and allow the Crucible to dock. Another thing to remember is that the Crucible is some kind of "low-tech, low-resources" last-resort weapon that is being designed out of desperation in earlier cycles, and ALWAYS while the Reapers are already attacking. So you can't expect it to be perfect. A damaged Crucible can distorted it enough to even wipe organics out on Earth. It's already a miracle that it could be used to perform Synthesis.

As for the Catalyst, I totally understands it's existance unlike most players that just reject it outright. In order for all Reapers to do the same thing, they must be some kind of central connection, hence the Catalyst. Although it claims that he controls the Reapers, it does not have DIRECT control of the reapers. He simply maintains their functions, not unlike a voltage regulator.

That is why all Reapers have self-conciousness, Harbringer and Sovereign particularly. That is why Shepard couldn't simply say "Hey your solution doesn't work anymore. I made peace between quarian and geth. I get along with EDI. Now take your Reapers and get lost.". Think logically for a minute. If the Catalyst has full control of the Reapers and he concluded that peace could now be achieved by self-detonating all of them, he will do just that. He wouldn't have needed the Crucible. He's an AI remember. AI doesn't know the word "stubborn".

That is why he allows Shepard to fire the Crucible. He knows the Reaper solution no longer works. He knows that if the current cycle could held the Reapers at bay and complete the Crucible, the Reaper's victory is no longer a 100% guarantee in the next cycle. Yes the Crucible isn't perfect since it can't just destroy all Reapers and Shepard go home in one piece (which i believe is the ultimate ideal goal of the person who designed this thing), but it'll have to do. 

The Catalyst isn't that big of a character for players to complain about. He is simply an AI that regulates the Reaper's everyday functions as well as a central connection for Reapers to communicate. He can neither stop Shepard from firing the Crucible, nor it can stop the Reapers from continuing their mass murder even though he knows that they no longer meet the Catalyst's goal. He is, to put in his words, a "collective intelligence", and not a controller.

Thats why the Catalyst informs Shepard of the possibility to control the Reapers. By taking DIRECT control of the Reaper fleet, he could use them as he see fit. That is why Shepard use the word "I" in the end, since all reapers are basically him, and that is why the Catalyst use the word "we" since he and the Reapers are different conciousness all together.

For me I see the Destroy firing mode as flawed. It should be able to destroy only the Reapers and leave everything else alone, however thanks to limited time and resources and perhaps thanks to incomplete design specifications left behind by the previous cycle (can't blame them, Reapers are everywhere), it destroys all synthetics, and if your EMS is low and it got damaged, it even destroys organics. I can't bring myself to choose it when I know the Crucible is built during the war and thus it doesn't work as it should have been.

As a weapon to stop the Reapers, it makes sense for it to have Destroy and Control firing modes, however the Synthesis firing mode is quite out of place. Again, think about it. When you're at war with the Reapers, you naturally want them dead or gone, thus you think of ways to do just that. Who the hell would at this moment would think "Hmm lets make a device that will allow me to merge with a machine at the genetic level". It just isn't logical.

Thus, the answer to this plothole is that the Crucible is never designed to fire that way. The Catalyst analysed the Crucible and found out that it could be fired that way even though it's never the device's intention. Thats why Shepard has to jump into the beam instead of interacting with a control panel. That's why the Catalyst think's its the best solution, since unlike the Destroy and Control, the Crucible is being adapted to achieve his goal, rather than make do with the Crucible's primary intention.

Many players like the new "Refuse" option, however I see it as the very definition of "stubborn". Players who choose this ending seem to forgot one very important fact: the Crucible is designed and improved by countless people who sacrificed themselves to the Reapers over many cycles. By choosing not to use it, you had disregard their sacrifices and allows the Reaper to win once again, simply so that you don't have to listen to the Catalyst. This is no longer the matter of paragon or renegade. This is outright stubborness.

The Extended Cut DLC really has presented the endings properly. It's not perfect, but they did their best. I, for one, acknowledge their hard work. Well done.

#2399
Austin N

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Cybermortis wrote...

Austin N wrote...

No. Dammit, I don't care that this is a four day old post, I'm sick of people blaming EA for the ending. The Final Hours Ap, Patrick Weekes statements, everything points to this being the ending they intended. I know it's hard to understand how they screwed it up that bad, but they did. EA has done plenty of things you can complain about, you don't have to make stuff up.


Its not really making things up, but a statement made based on;

1; After the take over by EA it was stated that BW was going to aim to release two games per year. The average development time for BW games since this point has been around 18 months. Before the take over the average development time was at least 2 years - often longer.

2; Dragon Age 2 was clearly rushed, so rushed that they sent off the wrong disk to be mastered and didn't even realise until two weeks after launch.

3; ME3's release date just so happened to coincide with EA's yearly financial report, which also just happened to be just after EA had to admit that The Old Republic was underperforming by a huge margin - something that saw EA's stock price take a dive. Or put another way, ME3 - a game that was going to sell well at least initially - just so happened to have its launch set back to a date where its sales could cover any poor performance from TOR just before the annual report was released.


All that proves is that the game is rushed. It does not prove that EA was responsible for why the endings were so bad. Again, everything we have been told points this being the ending they intended. There's also a big difference between a rushed ending, and Mass Effect 3.

#2400
AlyCatsaysRAWR

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After viewing all 4 endings (along with the original 3), I decided to take some time to think about and process the now final cut before exploding with a rage-like reaction as my initial reaction was heading towards.

The Mass Effect series is like a house of cards; You build the base and then expand outward and upwards. Eventually, the house you're building must come to an end and, invariably, the end is the final top piece. But this top piece can not just be placed haphazardly, nay! It requires patience and a steady balance to ensure the rest of house does not come down as a result. For most creative works this rule applies incredibly well, moreso with the Mass Effect series. Though it seems the writers failed to heed it. Rather than admit it was rushed and not handled with as much care as it should have been, we are told it was "artistic vision".

"Artistic vision" is a cop-out and an often used excuse for when an artist/creator is called out when they have created something incredibly bad.

We have been given (now) 4 options on how this entire adventure should end:

1) Control - sacrifice yourself to be not just one with the reapers, but the uber-reaper. The king of reapers. A varitable god. In this role you will then indirectly be subjecting all of existence to your ideals and morals. The reapers continue to exist, therefore, they have won.

2) Synthesis - through a form of techno-voodoo and your sacrifice, man and synthetics are elevated to positions of equal understanding, peace and eventual immortality. It doesn't matter that they did not consent to this or that every principle of evolution is now tossed out the window. What matters is that everyone lives (except you, of course). Oh, and the reapers continue to exist, therefore, they have won.

3) Rejection - refuse to submit to the insane, illogical and slightly repugnant Starbrat? Good on you! By the way, EVERYONE DIES. The reapers continue to exist, therefore, they have won.

4) Destruction - every reaper dies. Every single last one of them. Gone. For good. Comes with a catch - in order for every reaper to die, all synthetic life must die as well. Including yourself. And the data files that AI's are stored on. Oh, and the Geth that uploaded themselves to the Quarian suits to help make their immune system better (who will probably die now as a result). The reapers no longer exist, therefore, you the galaxy has won.


Over the course of 3 games, the mantra has been "destroy the reapers". Ensuring their destruction was Shepard's all encompassing goal and purpose for the entirety of ME3! The logical ending to this is Destruction and only Destruction as the other three options invalidate everything you've done and allow for your fallen friends and squadmates to have died in vain.

As for the additional content in EC (aka "the epilogue") - nothing but poor writing and a severe lack of creativity with nothing that is in any way, shape or form redeeming. A chance was had to create an epilogue of epic magnitude, but that chance was ignored.

With all that said, I love the series. Love it. I have spent more time than I count replaying it and reading the novels. But as far as I'm concerned Bioware, the game ends as soon as the run to the beam begins.