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Was the Ending a Hallucination? - Indoctrination Theory Mark III!


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#46776
masster blaster

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Also notice that when we get onto the Citadel it's a small room, yet a bif hall way. If a Mako were to have gotten in here, then you would be stuck. Now when you see Coats body on the Citadel, that's Shepard's mind telling us he is dead for real. The Coats you heared on the Radio was all in Shepard's head. Again it's a nightmer, but it's an Indoctrination attempt.

Furthermore Shepard is remembering the Collector base with piles of piles of human bodys ever where. That probable sacred Shepard a bit, and he/she is reminded of Kadin, or Ash being left on Virmire to die from the explosion.

I would say more but I am tried, but I will say this again. The only way to wake up from the final dream/ Indoctrination attempt it to pick Destroy. You can't refuse because you start right all over again hence the cycle will continue. As in the Reapers will do it again, until you pick Control, or Synthesis.

Now Control, and Synthesis embrace the child like we see in the third dream. Yet for some reason we see Shepard, and the child burn. It's because Shepard's mind is trying to fight off the kid/ Harbinger, but it can't fully get rid of it until Destroy.

Destroy is like a big huge fire that basically kicks Harbinger out of Shepard's head. However Shepard has to have the willpower the EMS, and his/her mental readiness the Galactic readiness to wake up.

Modifié par masster blaster, 15 novembre 2012 - 05:26 .


#46777
Guest_starlitegirlx_*

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Arashi08 wrote...

I've been thinking about the endings a bit more and have been wondering about their purpose and why they were presented to us in such an enigmatic manner. It got me thinking about how we as a culture view stories and how we determine how plots unfold based on both are ability to compose and enjoy stories.

Oftentimes we get a clear understanding of who the antagonist and protagonist in a story is because the story defines them as such. Typically both the reader as well as the characters in the story define who is who based on their actions and the character's perspectives and system of morality. When you look at it this way it does seem like a subjective viewpoint; from the point fo view of the the characters, the antagonist is seen as such based on his or her actions, but more often than not, the antagonist feels that their actions are justifyed in some way, either out of fulfillment of their own selfish desires, or their desire to help others in a kinf od "ends justify the means." kind of way.

However, in an interactive medium like video games, there is room for other possibilities, much in the same way a choose-your-own-adventure book let's you interact with the story, a video game gives you even more freedom as you are not necessarily limited by narration. A video game could in theory allow you to decide who will be the protagonist and antagonist based on how the characters see your actions. You can see that alot in games like DA:O, where your companions can see you as a villain, no better than the darkspawn, rather than a hero based on your actions, even though you "evil" character as the same goal as a "good" character. Of course, I think that despite your action you will always be considered the protagonist of the story, but that's because the story in DA:O is central and what you do and what your goal is becomes the primary focus.

What this has to do with the ME3 endings, I feel, may well go back to what a well told story is supposed to do; help you look at things from a different perspective and examine yourself. Or more simply, to teach you a life lesson. Imo this is what a story must do if it can be considered a story well told. And if you think about it these endings may well be attempting to do this. This could work with or without IT but I think IT or something similar would be better because it wil provide a real conclusion to the story and give players a sense of consequence because we can see how our choice affected Shepard as well as the galaxy.

The more I think about these enigmatic endings that don't seem to have any character support at that exact moment and kind of force you to remember what characters throughout the series said about choices like these, while at the same time putting Shepard and by extension the player in this vacuum situation could possibly be seen as an examination of the player's soul. The endings could be a way for the player to examine their convictions and beliefs and put it to the test here in this final room where your actions will affect everything. at this moment you have to examine yourself and what you've learned over the course of three games and see which choice you will make based on your interactions with the various races and their plights. the choice you make determines what kind of person your Shepard is, and possibly who you as a player are.

None of these choices are ideal and you will be forced to deal with some form of loss either of yourself or of others. The game is essentially asking you things like: "Are you the kind of person who would sacrifice of yourself to save others? And if you are, do you know what kind of consequences that will bring?" And "Are you the kind of person who would sacrifice others to secure peace? And if you are do you know if that will truly endthe threat?"

What is the right choice? Perhaps it is a matter of perspective. Or perhaps there is a correct choice but you may not see it depending on your view of the world. You have to look at yourself and ask what is right because you don't have anyone else here to tell you what they think, unlike the last two games. Here you are on your own, with only memories and your own sense of morality to guide you.

Imo the endings could also be about a psychological battle where you struggle with yourself and your own sense of morality and whether the guideline of your life that you spent years creating is actually correct for you. The sci-fi story unfolds on the surface, but it represents your own struggle with life and it's objective, amoral nature. What's truly right and what's truly wrong? it it better to enslave and preserve or destroy and liberate? Is surrender truly preferrable to extinction or is life truly worth living without freedom? These could be questions the endings force you to ask yourself, or maybe they only reinforce your convictions. IT adds another layer to this because it may well bring it into perspective for Shepard and the player. Shepard beciming indoctrinated or not could again force players to reexamine themselves because their decision may turn out to be the wrong one because they didn't think it through enough, or didn't pay enough attention to the events unfolding around them to see the truth.

I guess only time will tell whether my guess is correct or not, but if this is similar to what BioWare intended then the endings may well bring a new perspective to how we view stories (or perhaps restore them) as well as how we view out own convictions and judgments of right and wrong.

...Or i could just be overthinking it waaaaaaaaaaaay too much lol :P."


I don't think you're overthinking it at all. I think you've hit upon relevant points I've addressed consistently in this thread that CONSISTENTLY get ignored which are the genophage and the geth/quarian war. If you played all three games, in the first you learn through wrex and even krogan willing to become saren's tools what the genophage has done to them as a species. You also learn the that the geth are following saren because they see sovereign as their 'god' despite sovereign using them as tools. Both the geth and the krogan were brought to this by the actions of other species. NEITHER would be tools of sovereign/saren had they not been treated as tools by other species - the krogan by the salarians and the geth by the quarians.

In ME2, we learn through Mordin about the uplifting of the krogan, about the salarian interference and how he even disagreed with it being done but once it was done action was necessary because it was like giving cavemen missles (or whatever weapons he said). While not an OVERT point, it is a very important one that we revisit in ME3. It's also one that most people will not fully grasp because it is so well written into the story that it is easily missed as why it is so crucial. It's underplayed perfectly. Brilliantly.

In ME2 we also see the same with Legion and the heretics. We see that there are two factions of geth. The ones that choose to follow geth path and the ones that follow Nazaria (Reapers). We don't get a lot of information from Legion since he comes in at the end, but we get enough to see that geth are not what we thought. They don't stick people on spikes and turn them into husks. In fact, they are the minority who chose to follow Nazaria (which interestingly is pointed out by Kaidan in ME1 at Eden Prime that the geth haven't left the veil in ages). This is a NEW development for them, as if sovereign came along with saren reletively recently within the 300 year span and now these heretics (who may have evolved into heretics earlier) are now behaving this way - beginning to harvest humans. Without the war with the quarians, none of this would have happened, but there is this struggle for survival and free will where the quarians feared an uprising (that would clearly have never come if you save create peace in ME3).

Again, both of these points are played down in ME2 quite brilliantly so that most players miss the relevance. Yet, they carry through from ME1 to ME2 and are expanded upon to give the intelligent player new information and understanding of the big picture of what has happened and why and how. The fact that they become subplots within ME2, to me, suggests that they are extremely relevant, and while most are focused on the collectors and the protheans being turned into collectors and that the reapers are involved somehow, these key points are relevant.

To expand further on ME2 - the loyalty missions are relevant to the control and synthesis issues:

Miranda - control - escaping control of her father and even synthesis for her genetic alterations.

Jacob - control - his father wanted control and became a monster in the process.

Mordin - Synthesis - the core of it is synthesis as it relates to the genophage which is a variation of synthesis if you strip synthesis down to its most basic form - meddling with DNA

Jack - a brilliant mix of control and synthesis as she represents synthesis (meddling with DNA core aspect) while her mission is about control and taking back some element of control as she has been a victim of them (hence the feel like a powerful **** and weak girl dialogue).

Garrus - control - he needs to regain control. Most would not see his need for vengence or retribution as a control issue, but it is based in the need for resolution where he lost control. He blamed himself and sedonis. The only way out for him was to resolve that issue.

Samara - control and synthesis - Morinth represented GENETIC disease to be purged. A synthesis of sorts because her DNA was  the core of why she was what she was. The answer to it was to destroy her or to kill her so Samara could have a sense of control or justice. Justice has roots in control. Morinth was a symbolic representation of synthesis minus the synthetic and deliberate meddling at her core, her genetics were the issue. Genetics are the issue in the genophage as well. 

Tali - Control - destroy the geth on the ship. Take control of the situation where she is being scapegoated by the admirals in their struggle among themselves for control.

Thane - Control - change the assassin destiny of his son to one that will not be the path he has followed. Give his son freedom ironically through controlling the outcome of the situation.

Legion - Synthesis (again, at its most basic form which is meddling with the essence of what something is) - we face the choice of destroying (control) the heretics or rewriting them (synthesis). Brilliantly done from a writing aspect.

Moving past the crew we have the collectors which ARE synthesis. You are fighting synthesis and control throughout all of ME2 and unless you stop to consider the symbolic nature of each loyalty mission as well as the collectors on whole and that they are synthesis, you can miss how relevant this becomes in ME3 when your ONLY true decisions which are also the MAIN and LARGEST ways to gain your war assets which determine the outcome are how you resolve the genophage and geth/quarian issues. Genophage = synthesis and quarian/geth = control.  Granted there are many variables that depend on how you will resolve these but ultimately they ARE the story since you are not fighting the reapers during the game, but rather, you are curing the genophage and resolving the quarian/geth politics, which comes up as an issue (playing politics, not involved in the war, etc) no less than half a dozen times. In fact, the ONLY reapers we take on are ones we take on by default to cure the genophage and end the control of the geth. We don't even really take on a reaper on Earth. We just move it to get to the beam. Surely, I cannot be the only person who noticed that? Surely I cannot be the only person in this thread that sees the crux of the trilogy was about control and synthesis vs destroy. Even the reapers are all about control and synthesis - they control our destiny by harvesting us and havesting us is synthesis.

Of course shepard was going to hallucinate control, synthesis and destroy as the options. They have been the crux of ME since ME1.

I read a lot of very interesting and illuminating information in this thread with regards to IT, but the more I read, the more I realize there's a lot of digging for nuggets to prove or support IT which aren't even needed when each game in the trilogy has handed you a giant hunk of gold.

Feel free to ignore my wall of text and relevant points. I've grown used to that in this thread.

#46778
CmdrShep80

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MegumiAzusa wrote...

In my first playthrough I completely missed the rapid transit system and walked by foot.


I feel bad for you.  I walked too most of the time only because I wanted to take in the sights and not miss anything.  Though with this whole IT thing, I think I missed a ton just through walking.

#46779
MegumiAzusa

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BleedingUranium wrote...

Eryri wrote...

MegumiAzusa wrote...

Eryri wrote...

Thanks for the link. I've never played any Halo, but you're right, that sequence was epic. 

Something like that is really missing from Mass Effect. It's a space opera, with an iconic ship, yet we never get to properly fly it to actually use it to fight in space? Unless you count gently pootling around systems, occasionally getting chased by reapers.

I don't know, maybe I just playing these sorts of game longer but from what I've seen it wasn't epic at all. As said the flight scene looked like a bad remake of Star Wars or Lylat Wars, while the running stuff looked like Tron. Apart from some witty comments the ending was also highly predicable, even without knowing Halo apart from playing a random bit from Halo 1 on PC at a friend to classify it as boring :D
(Also from what I can see is that the video is on the highest difficuly and compared to games from the nineties it's a joke)


:lol:Actually that difficulty would suit me fine. I'm a bad-tempered clutz with a tendency to rage quit. Back in the days of 2d platformers, before I discovered rpgs, I hardly ever finished a game. I'd just get frustrated and stuck. I play games mainly for their story really.

I admit the "trench run" format was maybe a little silly, but in a fun way - I mean why do a space ships always have a convenient corridor running along their surface? But I still think something like that could work well in ME. It's one of comparatively few ways I can think of to actually fight a Reaper.


I play for the story too. While I don't want it to be so easy that I can play though with my eyes closed, I find dying in games to be immersion breaking. It's the reason I've never played ME above "Normal", except for Tali's ME2 mission, to unlock the Pulse Rifle for Legion.

I have no problem with easier difficulties being available for people who like them, but cutting on the highest difficulty setting esp for PC because it would be impossible on console to beat because of crappy controls isn't the way. And sadly ME is a good example of that. Though console versions still have easier difficulties on higher settings.

#46780
masster blaster

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Oh and guys what if the Harbinger is using Avina the VI as the Catalyst. The Citadel is Avinas home right, and we know that the Citadel is the center of the galactic community, yet it's also a Reaper trap. That's a clue from Bioware that " It's a Trap!" Only this time we have a trick up our selve that Harbinger never saw coming. Destroy.

#46781
MegumiAzusa

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CmdrShep80 wrote...

MegumiAzusa wrote...

In my first playthrough I completely missed the rapid transit system and walked by foot.


I feel bad for you.  I walked too most of the time only because I wanted to take in the sights and not miss anything.  Though with this whole IT thing, I think I missed a ton just through walking.

I find it nice, even now that I know about it I usually don't take the fast travel.

#46782
MegumiAzusa

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masster blaster wrote...

Oh and guys what if the Harbinger is using Avina the VI as the Catalyst. The Citadel is Avinas home right, and we know that the Citadel is the center of the galactic community, yet it's also a Reaper trap. That's a clue from Bioware that " It's a Trap!" Only this time we have a trick up our selve that Harbinger never saw coming. Destroy.

Sorry but try to use more to create your theory then a wild idea. If there is nothing to back it up it's just a wild idea with no relevance. Dunno if you even expect a serious answer.

#46783
BleedingUranium

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starlitegirlx wrote...

Arashi08 wrote...

*snip*


*snip*


These are both very good and I fully agree with them. Posted Image

#46784
CmdrShep80

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Pinnacle Station Simulator

I'm curious what the purpose of the original simulator was beyond the literal interpretation of it was to determine if MP was a good idea.

#46785
BatmanTurian

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starlitegirlx wrote...


I don't think you're overthinking it at all. I think you've hit upon relevant points I've addressed consistently in this thread that CONSISTENTLY get ignored which are the genophage and the geth/quarian war. If you played all three games, in the first you learn through wrex and even krogan willing to become saren's tools what the genophage has done to them as a species. You also learn the that the geth are following saren because they see sovereign as their 'god' despite sovereign using them as tools. Both the geth and the krogan were brought to this by the actions of other species. NEITHER would be tools of sovereign/saren had they not been treated as tools by other species - the krogan by the salarians and the geth by the quarians.

In ME2, we learn through Mordin about the uplifting of the krogan, about the salarian interference and how he even disagreed with it being done but once it was done action was necessary because it was like giving cavemen missles (or whatever weapons he said). While not an OVERT point, it is a very important one that we revisit in ME3. It's also one that most people will not fully grasp because it is so well written into the story that it is easily missed as why it is so crucial. It's underplayed perfectly. Brilliantly.

In ME2 we also see the same with Legion and the heretics. We see that there are two factions of geth. The ones that choose to follow geth path and the ones that follow Nazaria (Reapers). We don't get a lot of information from Legion since he comes in at the end, but we get enough to see that geth are not what we thought. They don't stick people on spikes and turn them into husks. In fact, they are the minority who chose to follow Nazaria (which interestingly is pointed out by Kaidan in ME1 at Eden Prime that the geth haven't left the veil in ages). This is a NEW development for them, as if sovereign came along with saren reletively recently within the 300 year span and now these heretics (who may have evolved into heretics earlier) are now behaving this way - beginning to harvest humans. Without the war with the quarians, none of this would have happened, but there is this struggle for survival and free will where the quarians feared an uprising (that would clearly have never come if you save create peace in ME3).

Again, both of these points are played down in ME2 quite brilliantly so that most players miss the relevance. Yet, they carry through from ME1 to ME2 and are expanded upon to give the intelligent player new information and understanding of the big picture of what has happened and why and how. The fact that they become subplots within ME2, to me, suggests that they are extremely relevant, and while most are focused on the collectors and the protheans being turned into collectors and that the reapers are involved somehow, these key points are relevant.

To expand further on ME2 - the loyalty missions are relevant to the control and synthesis issues:

Miranda - control - escaping control of her father and even synthesis for her genetic alterations.

Jacob - control - his father wanted control and became a monster in the process.

Mordin - Synthesis - the core of it is synthesis as it relates to the genophage which is a variation of synthesis if you strip synthesis down to its most basic form - meddling with DNA

Jack - a brilliant mix of control and synthesis as she represents synthesis (meddling with DNA core aspect) while her mission is about control and taking back some element of control as she has been a victim of them (hence the feel like a powerful **** and weak girl dialogue).

Garrus - control - he needs to regain control. Most would not see his need for vengence or retribution as a control issue, but it is based in the need for resolution where he lost control. He blamed himself and sedonis. The only way out for him was to resolve that issue.

Samara - control and synthesis - Morinth represented GENETIC disease to be purged. A synthesis of sorts because her DNA was  the core of why she was what she was. The answer to it was to destroy her or to kill her so Samara could have a sense of control or justice. Justice has roots in control. Morinth was a symbolic representation of synthesis minus the synthetic and deliberate meddling at her core, her genetics were the issue. Genetics are the issue in the genophage as well. 

Tali - Control - destroy the geth on the ship. Take control of the situation where she is being scapegoated by the admirals in their struggle among themselves for control.

Thane - Control - change the assassin destiny of his son to one that will not be the path he has followed. Give his son freedom ironically through controlling the outcome of the situation.

Legion - Synthesis (again, at its most basic form which is meddling with the essence of what something is) - we face the choice of destroying (control) the heretics or rewriting them (synthesis). Brilliantly done from a writing aspect.

Moving past the crew we have the collectors which ARE synthesis. You are fighting synthesis and control throughout all of ME2 and unless you stop to consider the symbolic nature of each loyalty mission as well as the collectors on whole and that they are synthesis, you can miss how relevant this becomes in ME3 when your ONLY true decisions which are also the MAIN and LARGEST ways to gain your war assets which determine the outcome are how you resolve the genophage and geth/quarian issues. Genophage = synthesis and quarian/geth = control.  Granted there are many variables that depend on how you will resolve these but ultimately they ARE the story since you are not fighting the reapers during the game, but rather, you are curing the genophage and resolving the quarian/geth politics, which comes up as an issue (playing politics, not involved in the war, etc) no less than half a dozen times. In fact, the ONLY reapers we take on are ones we take on by default to cure the genophage and end the control of the geth. We don't even really take on a reaper on Earth. We just move it to get to the beam. Surely, I cannot be the only person who noticed that? Surely I cannot be the only person in this thread that sees the crux of the trilogy was about control and synthesis vs destroy. Even the reapers are all about control and synthesis - they control our destiny by harvesting us and havesting us is synthesis.

Of course shepard was going to hallucinate control, synthesis and destroy as the options. They have been the crux of ME since ME1.

I read a lot of very interesting and illuminating information in this thread with regards to IT, but the more I read, the more I realize there's a lot of digging for nuggets to prove or support IT which aren't even needed when each game in the trilogy has handed you a giant hunk of gold.

Feel free to ignore my wall of text and relevant points. I've grown used to that in this thread.


I never ignore your text walls. Frequently I agree with you and you bring to the table new insights, sometimes even things we have forgotten or not put the pieces together. This is a brilliant post. This is proof to me that Bioware are far from terrible writers. I think they just expected too much out of their audience.

#46786
masster blaster

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Meg I ment from Shepard's memroys. Harbinger used Avinaas a way to show that the Citadel is the brats home. Remember Avina tells use what we want to know and gives use info and her opinion at times.
I am just saying maybe Harbinger used Avinas personality from Shepard's past memorys to create the brat.

#46787
CmdrShep80

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masster blaster wrote...

Oh and guys what if the Harbinger is using Avina the VI as the Catalyst. The Citadel is Avinas home right, and we know that the Citadel is the center of the galactic community, yet it's also a Reaper trap. That's a clue from Bioware that " It's a Trap!" Only this time we have a trick up our selve that Harbinger never saw coming. Destroy.


We still don't know who made Avina.  So far she looks like an Asari.  It's possible the Asaris installed the various Avina units.  But as we know the Protheans spent all this time uplifting the Asari.  For all we know the Ilos protheans could have been the ones to create the Avinas for a purpose like an Asari warning device but with a prothean image but the keepers changed their programming to have Avina look like an Asari and to fit the reaper's needs.

#46788
masster blaster

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Okay going to bed guys, but Meg that's what i ment. Harbinger used Avina from Shepard's past to to show Shepard that the Citadel is it's home, while Avina was created on the Citadel/ it's home.

#46789
Davik Kang

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starlitegirlx wrote...
Feel free to ignore my wall of text and relevant points. I've grown used to that in this thread.

I don't think much in this thread is ignored.  It can seem like that if no-one replies.  But often it's hard to come up with a response to a huge post because there are so many points and a basic reply wouldn't do it justice.

I don't doubt for a second that ME's writers are seriously skilled.  Most of the time I spend on BSN outside this thread is spent arguing with the BAD WRITING LOL crowd, trying to explain how the final choices are exactly what the whole game is about, getting you to form your own opinions on what the right or wrong thing to do in these kinds of situations is.  And it subtely and beautifully warns you of the dangers of trying to control or uplift things without really thinking ahead far enough about what you're really doing.

There are some defences for control but it's mainly all about rejecting control and synthesis.  But ti does appraoch every topic with quite an open mind rather than preaching.  I think that's why it was so enjoyable and why people are still talking about it so much.

Modifié par Davik Kang, 15 novembre 2012 - 05:44 .


#46790
BleedingUranium

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BatmanTurian wrote...

starlitegirlx wrote...

*snip*


I never ignore your text walls. Frequently I agree with you and you bring to the table new insights, sometimes even things we have forgotten or not put the pieces together. This is a brilliant post. This is proof to me that Bioware are far from terrible writers. I think they just expected too much out of their audience.


+1

Also, I think the audience thing has to due with ME3 being more popular, and that means more people that just play the next biggest thing and don't expect to have to actually think.

#46791
Arashi08

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BatmanTurian wrote...

starlitegirlx wrote...


I don't think you're overthinking it at all. I think you've hit upon relevant points I've addressed consistently in this thread that CONSISTENTLY get ignored which are the genophage and the geth/quarian war. If you played all three games, in the first you learn through wrex and even krogan willing to become saren's tools what the genophage has done to them as a species. You also learn the that the geth are following saren because they see sovereign as their 'god' despite sovereign using them as tools. Both the geth and the krogan were brought to this by the actions of other species. NEITHER would be tools of sovereign/saren had they not been treated as tools by other species - the krogan by the salarians and the geth by the quarians.

In ME2, we learn through Mordin about the uplifting of the krogan, about the salarian interference and how he even disagreed with it being done but once it was done action was necessary because it was like giving cavemen missles (or whatever weapons he said). While not an OVERT point, it is a very important one that we revisit in ME3. It's also one that most people will not fully grasp because it is so well written into the story that it is easily missed as why it is so crucial. It's underplayed perfectly. Brilliantly.

In ME2 we also see the same with Legion and the heretics. We see that there are two factions of geth. The ones that choose to follow geth path and the ones that follow Nazaria (Reapers). We don't get a lot of information from Legion since he comes in at the end, but we get enough to see that geth are not what we thought. They don't stick people on spikes and turn them into husks. In fact, they are the minority who chose to follow Nazaria (which interestingly is pointed out by Kaidan in ME1 at Eden Prime that the geth haven't left the veil in ages). This is a NEW development for them, as if sovereign came along with saren reletively recently within the 300 year span and now these heretics (who may have evolved into heretics earlier) are now behaving this way - beginning to harvest humans. Without the war with the quarians, none of this would have happened, but there is this struggle for survival and free will where the quarians feared an uprising (that would clearly have never come if you save create peace in ME3).

Again, both of these points are played down in ME2 quite brilliantly so that most players miss the relevance. Yet, they carry through from ME1 to ME2 and are expanded upon to give the intelligent player new information and understanding of the big picture of what has happened and why and how. The fact that they become subplots within ME2, to me, suggests that they are extremely relevant, and while most are focused on the collectors and the protheans being turned into collectors and that the reapers are involved somehow, these key points are relevant.

To expand further on ME2 - the loyalty missions are relevant to the control and synthesis issues:

Miranda - control - escaping control of her father and even synthesis for her genetic alterations.

Jacob - control - his father wanted control and became a monster in the process.

Mordin - Synthesis - the core of it is synthesis as it relates to the genophage which is a variation of synthesis if you strip synthesis down to its most basic form - meddling with DNA

Jack - a brilliant mix of control and synthesis as she represents synthesis (meddling with DNA core aspect) while her mission is about control and taking back some element of control as she has been a victim of them (hence the feel like a powerful **** and weak girl dialogue).

Garrus - control - he needs to regain control. Most would not see his need for vengence or retribution as a control issue, but it is based in the need for resolution where he lost control. He blamed himself and sedonis. The only way out for him was to resolve that issue.

Samara - control and synthesis - Morinth represented GENETIC disease to be purged. A synthesis of sorts because her DNA was  the core of why she was what she was. The answer to it was to destroy her or to kill her so Samara could have a sense of control or justice. Justice has roots in control. Morinth was a symbolic representation of synthesis minus the synthetic and deliberate meddling at her core, her genetics were the issue. Genetics are the issue in the genophage as well. 

Tali - Control - destroy the geth on the ship. Take control of the situation where she is being scapegoated by the admirals in their struggle among themselves for control.

Thane - Control - change the assassin destiny of his son to one that will not be the path he has followed. Give his son freedom ironically through controlling the outcome of the situation.

Legion - Synthesis (again, at its most basic form which is meddling with the essence of what something is) - we face the choice of destroying (control) the heretics or rewriting them (synthesis). Brilliantly done from a writing aspect.

Moving past the crew we have the collectors which ARE synthesis. You are fighting synthesis and control throughout all of ME2 and unless you stop to consider the symbolic nature of each loyalty mission as well as the collectors on whole and that they are synthesis, you can miss how relevant this becomes in ME3 when your ONLY true decisions which are also the MAIN and LARGEST ways to gain your war assets which determine the outcome are how you resolve the genophage and geth/quarian issues. Genophage = synthesis and quarian/geth = control.  Granted there are many variables that depend on how you will resolve these but ultimately they ARE the story since you are not fighting the reapers during the game, but rather, you are curing the genophage and resolving the quarian/geth politics, which comes up as an issue (playing politics, not involved in the war, etc) no less than half a dozen times. In fact, the ONLY reapers we take on are ones we take on by default to cure the genophage and end the control of the geth. We don't even really take on a reaper on Earth. We just move it to get to the beam. Surely, I cannot be the only person who noticed that? Surely I cannot be the only person in this thread that sees the crux of the trilogy was about control and synthesis vs destroy. Even the reapers are all about control and synthesis - they control our destiny by harvesting us and havesting us is synthesis.

Of course shepard was going to hallucinate control, synthesis and destroy as the options. They have been the crux of ME since ME1.

I read a lot of very interesting and illuminating information in this thread with regards to IT, but the more I read, the more I realize there's a lot of digging for nuggets to prove or support IT which aren't even needed when each game in the trilogy has handed you a giant hunk of gold.

Feel free to ignore my wall of text and relevant points. I've grown used to that in this thread.


I never ignore your text walls. Frequently I agree with you and you bring to the table new insights, sometimes even things we have forgotten or not put the pieces together. This is a brilliant post. This is proof to me that Bioware are far from terrible writers. I think they just expected too much out of their audience.

Personally I think it is because they wrote it in a way one might write for a novel or a film, where you aren't interacting with the story you are watching.  The idea was brilliant, but they didn't really write in in a sense that was satisfactory for people who are more engaged in the story. 

The ME3 endings make me think of the ending to Persona 3 which, while sad, is a really well done ending imo, mainly because the bonds you establish with each character are what gives you the power to defeat the "final boss" of the game.  It makes you feel like you understand these characters you form bonds with and how powerful simply having hope and support can be, especially coupled witht he knowledge that it was human weakness that created the problems in the first place.

ME3's endings feel similar to me in that sense, because it was the arrogance of the leviathans that created the Reapers and lead to their demise as a species.  It seems to illustrate that elevating yourself above another is weakness not strength.  and Shepard also forms relationships with people and even whole civilizations that make galactic resistance possible.  Shepard represents hope in a galaxy where it has all but been snuffed out once the Reapers arrive.

#46792
Eryri

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BatmanTurian wrote...

starlitegirlx wrote...


I don't think you're overthinking it at all. I think you've hit upon relevant points I've addressed consistently in this thread that CONSISTENTLY get ignored which are the genophage and the geth/quarian war. If you played all three games, in the first you learn through wrex and even krogan willing to become saren's tools what the genophage has done to them as a species. You also learn the that the geth are following saren because they see sovereign as their 'god' despite sovereign using them as tools. Both the geth and the krogan were brought to this by the actions of other species. NEITHER would be tools of sovereign/saren had they not been treated as tools by other species - the krogan by the salarians and the geth by the quarians.

-snipped, but excellent. 

Feel free to ignore my wall of text and relevant points. I've grown used to that in this thread.


I never ignore your text walls. Frequently I agree with you and you bring to the table new insights, sometimes even things we have forgotten or not put the pieces together. This is a brilliant post. This is proof to me that Bioware are far from terrible writers. I think they just expected too much out of their audience.


@starlitegirlx I always read your posts too. They're excellent. The only reason I don't respond is because frankly I usually don't have anything new or insightful to add. 

Your first paragraph stood out. It reminds me of a conversation in one of Terry Pratchett's Discworld novels. The character Granny Weatherwax makes the point that the root of all evil isn't money - it's treating people as things.

Modifié par Eryri, 15 novembre 2012 - 05:53 .


#46793
BatmanTurian

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Arashi08 wrote...

Personally I think it is because they wrote it in a way one might write for a novel or a film, where you aren't interacting with the story you are watching.  The idea was brilliant, but they didn't really write in in a sense that was satisfactory for people who are more engaged in the story. 

The ME3 endings make me think of the ending to Persona 3 which, while sad, is a really well done ending imo, mainly because the bonds you establish with each character are what gives you the power to defeat the "final boss" of the game.  It makes you feel like you understand these characters you form bonds with and how powerful simply having hope and support can be, especially coupled witht he knowledge that it was human weakness that created the problems in the first place.

ME3's endings feel similar to me in that sense, because it was the arrogance of the leviathans that created the Reapers and lead to their demise as a species.  It seems to illustrate that elevating yourself above another is weakness not strength.  and Shepard also forms relationships with people and even whole civilizations that make galactic resistance possible.  Shepard represents hope in a galaxy where it has all but been snuffed out once the Reapers arrive.


Let's just call it what it is: The Mass Effect series is a western visual novel trilogy. Only nobody got the novel part and thought it was just about shooting things, having sex with aliens, and manipulating mass and gravity.

Modifié par BatmanTurian, 15 novembre 2012 - 05:51 .


#46794
BatmanTurian

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Eryri wrote...

BatmanTurian wrote...

starlitegirlx wrote...


I don't think you're overthinking it at all. I think you've hit upon relevant points I've addressed consistently in this thread that CONSISTENTLY get ignored which are the genophage and the geth/quarian war. If you played all three games, in the first you learn through wrex and even krogan willing to become saren's tools what the genophage has done to them as a species. You also learn the that the geth are following saren because they see sovereign as their 'god' despite sovereign using them as tools. Both the geth and the krogan were brought to this by the actions of other species. NEITHER would be tools of sovereign/saren had they not been treated as tools by other species - the krogan by the salarians and the geth by the quarians.

-snipped, but excellent. 

Feel free to ignore my wall of text and relevant points. I've grown used to that in this thread.


I never ignore your text walls. Frequently I agree with you and you bring to the table new insights, sometimes even things we have forgotten or not put the pieces together. This is a brilliant post. This is proof to me that Bioware are far from terrible writers. I think they just expected too much out of their audience.


I always read your posts too. They're excellent. The only reason I don't respond is because frankly I usually don't have anything new or insightful to add. 

Your first paragraph stood out. It reminds me of a conversation in one of Terry Pratchett's Discworld novels. The character Granny Weatherwax makes the point that the root of all evil isn't money - it's treating people as things.

 
Ah Granny Weatherwax. A font of wisdom.

#46795
Guest_starlitegirlx_*

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BatmanTurian wrote...

starlitegirlx wrote...
snip...

Feel free to ignore my wall of text and relevant points. I've grown used to that in this thread.


I never ignore your text walls. Frequently I agree with you and you bring to the table new insights, sometimes even things we have forgotten or not put the pieces together. This is a brilliant post. This is proof to me that Bioware are far from terrible writers. I think they just expected too much out of their audience.



Thanks. I think the problem is, and I hate to say it, but the majority of younger people don't use their minds. And the majority of gamers are younger people. My closest friend is a teacher and has been for a decade. They smack the teacher hoping to knock some sense into the kids who do consistently poorly in school and testing. People are getting dumber. They are choosing not to think. Granted, we all like mindless amusement or activity at times, but when it becomes the norm, society is on a decline. This is the case with games and the media industry on whole. It caters to idiocy or lack of thinking. When it comes up with something intelligent that goes over the heads of its literalist audience who don't understand symbology, foreshadowing, subplots, subtext, etc - well then you get a lot of people who defend insane ideas and opinions. You get a lot of people who want synthesis and control ending to look like utopia because they weren't paying attention for three frackin' games. I, personally, have little tolerance for those people, which is why I come to this thread when I want some intelligent thoughts to ponder regarding this series.

Granted, I do want closure for my shepard in ME3 so I guess I'm not totally different from the people who wanted the original sucky endings changed, but for IT, they did nothing. Destroy people who followed the story as it was meant to be followed got the shaft. We paid attention. We understood the symbology and context and subtext and subplots and we didn't choose endings that were foreshadowed throughout the series as the most destructive endings possible, and we got screwed. Sorry, but we did. If IT wasn't ingrained so wholly into my thoughts and reasoning, I'd pick control just because at least it doesn't leave me wanting to hang myself. *sigh*

#46796
Arashi08

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BatmanTurian wrote...

Arashi08 wrote...

Personally I think it is because they wrote it in a way one might write for a novel or a film, where you aren't interacting with the story you are watching.  The idea was brilliant, but they didn't really write in in a sense that was satisfactory for people who are more engaged in the story. 

The ME3 endings make me think of the ending to Persona 3 which, while sad, is a really well done ending imo, mainly because the bonds you establish with each character are what gives you the power to defeat the "final boss" of the game.  It makes you feel like you understand these characters you form bonds with and how powerful simply having hope and support can be, especially coupled witht he knowledge that it was human weakness that created the problems in the first place.

ME3's endings feel similar to me in that sense, because it was the arrogance of the leviathans that created the Reapers and lead to their demise as a species.  It seems to illustrate that elevating yourself above another is weakness not strength.  and Shepard also forms relationships with people and even whole civilizations that make galactic resistance possible.  Shepard represents hope in a galaxy where it has all but been snuffed out once the Reapers arrive.


Let's just call it what it is: The Mass Effect series is a western visual novel trilogy. Only nobody got the novel part and thought it was just about shooting things, having sex with aliens, and manipulating mass and gravity.

Basically Posted Image

#46797
corporal doody

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mom: "Shepard, Shepard wake up it's time for school."

Shepard: "Huh? School? You mean the destruction of all life as we know it was just a bad dream?"

mom: "Oh, Shepard. No more scary movies for you before bedtime. Now come on, breakfast is waiting for you down stairs."

Shepard: "Ahhh so it was all a dream."

Harbinger: "NO. it was a nightmare!"

Shepard: "AHHHHHHHHHhhhhhhhh!!!"


/roll end credits.

#46798
Guest_starlitegirlx_*

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BleedingUranium wrote...

starlitegirlx wrote...

Arashi08 wrote...

*snip*


*snip*


These are both very good and I fully agree with them. Posted Image


Thanks. I didn't mean to seem so cranky. I've had two weeks of pure hell health wise and am taxed and cranky as a result.

#46799
CmdrShep80

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BleedingUranium wrote...

BatmanTurian wrote...

starlitegirlx wrote...

*snip*


I never ignore your text walls. Frequently I agree with you and you bring to the table new insights, sometimes even things we have forgotten or not put the pieces together. This is a brilliant post. This is proof to me that Bioware are far from terrible writers. I think they just expected too much out of their audience.


+1

Also, I think the audience thing has to due with ME3 being more popular, and that means more people that just play the next biggest thing and don't expect to have to actually think.


+2 lol

#46800
BatmanTurian

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Arashi08 wrote...

BatmanTurian wrote...

Arashi08 wrote...

Personally I think it is because they wrote it in a way one might write for a novel or a film, where you aren't interacting with the story you are watching.  The idea was brilliant, but they didn't really write in in a sense that was satisfactory for people who are more engaged in the story. 

The ME3 endings make me think of the ending to Persona 3 which, while sad, is a really well done ending imo, mainly because the bonds you establish with each character are what gives you the power to defeat the "final boss" of the game.  It makes you feel like you understand these characters you form bonds with and how powerful simply having hope and support can be, especially coupled witht he knowledge that it was human weakness that created the problems in the first place.

ME3's endings feel similar to me in that sense, because it was the arrogance of the leviathans that created the Reapers and lead to their demise as a species.  It seems to illustrate that elevating yourself above another is weakness not strength.  and Shepard also forms relationships with people and even whole civilizations that make galactic resistance possible.  Shepard represents hope in a galaxy where it has all but been snuffed out once the Reapers arrive.


Let's just call it what it is: The Mass Effect series is a western visual novel trilogy. Only nobody got the novel part and thought it was just about shooting things, having sex with aliens, and manipulating mass and gravity.

Basically Posted Image


And this fact basically pissed me off, as a novelist myself. If it were me, I'd be like " Why did I even do this? Well at least a few people understood what I was trying to say."