Thus it pulls the rug out, instead of being satisfying and interesting, it's frustrating. It's not a space opera brilliance if we go in for one experience, say to get a beej, and then we get castrated and are left to ponder the nature of human sexuality and self-worth. It is instead intellectually satisfying if we have a story presenting us a theme about say replicants, what is a human, and then we are left at the end to ponder if Decker is a replicant. Second game, pull together group despite human prejudice (flipped here) and come together defeat horrible threat nobody thinks you can defeat. Third game, it really doesn't matter if you spend the game bringing nobody together, (get Wrex killed, bring back the genophage, wipe out the Rachni, kill either the Geth or the Quarians, and for added lulz kill off the Quarians on purpose just to then wipe out the Geth) and it doesn't matter, you can still synthesize or whatever you want and you win. You can be galactic pariah and win. Not like horribly so with too low military readiness, but nonethless the idea of getting people past their differences disappears and in the end the differences are emphasized as fact by the space baby. Thematically it's been discussed in depth why this is ridiculous, but even looking at it in terms of war it's idiotic because not every war story is identical. Thus you're reading out a lot of delivery and focusing on the end in a vacuum to get your thought provoking ending, but I could do the same to a blank white wall. If you want to inject a ton of meaning into something without any, that's easy to do and people do it all the time. It doesn't make the story brilliant, it means you have an imagination and strive for meaning in things for whatever reason. The problem is you're bringing this in, and it's not there in the text coming at you instead. A good way for what you want to occur would be this time Shepard commands people to go on a suicide mission, this is the way war would affect Shepard and this time he can't put himself on the line but has to send someone else to die. Having to choose non-sequiter endings from a being never before hinted at is nothing more than a denied climax.
I mean the easiest way to disprove your argument is that synthesis isn't even presented as horrible in the story. If you just go by what you see, Shepard becomes robo-Jesus and everyone lives happily ever after! Some tough choice. War doesn't make you make compromises as to your morality, it makes you Jesus.
You were inspired by a better story, are taking the message felt viscerally from that game, and then in an attempt to enjoy this game are basically transferring that, but it's all within you bringing that meaning into it because the game itself failed to do it. This is also easy to see because you had to play that game first, and you were against the endings after you first completed the game. The game's story itself is faulty if it requires this much outside effort you bring in from something else's creative capital.
Modifié par Divitiacus, 29 juin 2012 - 03:34 .





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