Maaaze, can you provide examples of what's in the narrative that helps fill in the plot holes, such as why the Citadel happens to have the apparatuses to activate the Crucible when there's no good reason that the reapers would build that themselves?
I also have a hard time believing that the Catalyst is telling the complete truth, or at least he's leaving out important bits (
bending the truth). This is even more evident with new dialog from the Extended Cut. Fortunately for the endings, he's telling the truth where it matters and picking Destroy really does kill the reapers. I find the utopia of Synthesis hard to swallow and have little faith in a good outcome of Control for several reasons, most of them proven by the game.
As far as the Indoctrination Theory, I was touch and go with it for a bit, but while I think it is a brilliant idea, I'm pretty firm with my stance that all the evidence points to it not being BioWare's original intention. (If it does turn out to be true, I'll eat my shorts.)
As far as the question of the quality of writing of the ending, I'll leave my answer like this: there are too many important questions left unanswered, even very important little details. BioWare bills their games as emotionally engaging. You can argue up and down all you like about which game is the best but I think most people would agree all three games are emotionally engaging at one point or another.
A good story certainly engages the reader and makes you care about the characters and, importantly, the characters seem like real people, something BioWare has a gold mine with as far as Mass Effect is concerned. Mass Effect fell flat when, in the last 10 minutes, a new character was introduced and the player was only given 10 minutes to try to connect with him.
Then you have what happened to all the other characters that you
do care about. Their part in the story suddenly ceased. Shepard died alone. This is something I really want to argue with someone: did Shepard die a hero? Is it even relevant? Would people's opinions on the ending change if the scene with the Catalyst took place in the presence of all of your squad mates?
My answers: No, Yes and Yes. The story was shifted dramatically at the last minute, causing a harsh shift in tone.
This movie (ugh, forum censors) was criticized for a massive tone shift in the final act, going from a comedy to almost a tragedy. You can read up on the criticism for that movie to understand why this is considered poor form. You were expecting an ending to a comedy and instead what you got amounted to the ending of a drama. I bring this up because of something talking about on these forums called the
writer/reader contract (
and more about it here). The gist of it is that you will end the story in the same genre as it began and all the rules set in the beginning will still apply by the end.
While the overarching point of Mass Effect is to kill the reapers, a moral dilemma surrounding this idea was not something anyone probably thought was going to come to a head. You likely expected some unique twist for how to stop the reapers. Ultimately, I was expecting some awesome weapon built up by millions of cycles that would let me reap the reapers. What I did not expect was to be handed victory on a platter, given a win so easily at the last minute, as if it were a pity victory. By what came in Mass Effect 1 and 2, I would say that the writer/reader contract was broken. The rules and type of story that we ended with were not the same as what we started with.
This is not about being handed everything, or about being spoon fed or about how many questions BioWare wants to leave open for the player to contemplate. Simply leaving questions open does not make a good story. The movie Never Let Me Go had a fantastically tragic ending that left a question wide open, and it was a wonderful question. The movie In Time was incredibly preachy. That story spoon fed its plot to viewers. Being so preachy is partially what got the movie knocked down from 3 stars to 2 1/2; there is something to be said about being overly literal and not taking any poetic license.
There is also something to be said about trying to be too poetic and not drawing a satisfying conclusion to a story. Missing a reader's expectations can be a good thing when done well -- mystery stories prove this. The crux of what makes a good mystery is also why foreshadowing has been a writer's tool for thousands of years: you want to look back at the story and see the clues that said "yeah, this was coming all along."
Many of the arguments surrounding the ending are hanging on the fact of whether or not synthetics vs organics and sacrifice were big themes of the games. The ending of Mass Effect 1 was not sacrifice. Choosing whether the Council lives or dies is a minor fact -- and in the end, totally ignored -- in the grand scheme of the games. The ending of Mass Effect 2 was a fight to the death but, ultimately, I don't think a sacrifice. I lost Mordin my first play through of ME2 and I didn't know anything about the rules of the mission.
I was ok wth this outcome and didn't go back and try to save him because I didn't expect to come out of a "suicide mission" unscathed. Synthetics vs organics was the plot of the game but I would argue not a main point. It was the point of the first game, for sure. Racism was a major theme of all of the games, something virtually ignored in ME3's ending. When the games are all about working together to overcome impossible odds -- and I think many people would argue
that is a gigantic theme of all of the games -- it struck me as odd that at the final hour, Shepard dies
alone.
Before you stop me and bring up Mordin's sacrifice, this was more a point of redemption rather than sacrifice. Mordin died a hero (well, depending on how you went through it) in trying to correct something he now believes he did wrong in his life. Mordin is almost a tragic hero. In tragedies, the hero has, well, a tragic, fatal flaw, and dies for it.
While what makes a good story can be argued critically, a reader will probably insist for themselves if it's good or bad. When a story misses so many people's expectations, combined with other noted problems, there is probably a safe bet which is the objective answer to that question. I love Mass Effect 1-3 and have massive respect for BioWare for accomplishing what they did but the end to the trilogy disappointed me.
Modifié par Mystiq6, 20 juillet 2012 - 03:54 .