ld1449 wrote...
dreamgazer wrote...
I can, thank you. And they're there in ME3, too---in the entire series, actually. Also, Dark Souls recently made a "worst ending" list, pretty close in rank to the ending you're hating now.
The person on that list claimed it was unsatisfying considering the effort taken to get there.
Considering how difficult the game is and how lackluster the implementation of the ending is, I'd have to agree. It is unsatisfying. It is not however, unequivocably bad by contrast.
Yes, Dark Souls' ending must be taken in conjunction with the game itself. There is a story within it, but the game is not about a story-it's about your character overcoming all of these ridiculously hard foes and getting things done. The ending would be horrible if it was meant to explain all of this, but it isn't. You don't play Dark Souls for some big understanding of why you are doing everything. In fact, the staying power of Souls' games (Demon's and Dark) is more about what can be done within the game with other players and to other players and then what can be done after you've actually worked through the "SP" campaign, such as it is. Many people never finish the "SP" portion because the game ends up being more about being able to fight real people. It's unique in the way all of this is accomplished and for Dark Souls the journey is way more important than the destination.
Also, the idea of having an option at the end of it and not knowing there is one (as the detractor in that list of worsts points out for DS), that is completely in keeping with the game throughout. You are not supposed to play it once and know or get everything. The greatness in DS is often the surprise or mystery factor. You are meant to be waylaid by something you didn't know was there. It's like the hazard maps in ME3's MP on steroids, filled with extremely tough foes, and it makes ME3's MP look tame.
But that's Dark Souls and not ME. It does not matter what is shown in other stories or games or how bad other endings to other things are. It doesn't even matter if other products have endings that are out of context with their own stories (DS's is not). What is the question (answered in my opinion) is whether ME3's endings, choices, kid-a-thon conversation fit in with ME itself. I say no, they don't. The choices result in exactly opposite outcomes for especially one way to play as Shepard. That means that not every game has any cohesive coherent thematically consistent outcome. I think the fact that BW will not admit this and that other fans can sit there and say, "I'm happy so shut up" while still others know and can factually as well as emotionally back all of this up to show that it does not fit bears out the reason for the disconnect.
A person can in some off the wall way say the endings fit with the way they played the game. I'd submit it indicates a massive misunderstanding of the games and themes, but they are entitled to their own misunderstandings, no matter how massive. I'd also submits that it indicates a total misunderstanding of the whole situation from original to EC endings, but they are free to live in that world as well. There is no way in the game to actually ever fully support the idea of Control, nor Synthesis, so that leaves Destroy as the only one where there is some ability to really provide support-backed up by the ME stories and Shepard. If you never cared about the Geth, never cared about EDI it's possible, but still difficult. Because the person that did not care about them most certainly was way more likely to be selfish (the Shepard archetype created by the game and not my own values inserted here). That means this Shepard would at the very least want to specifically know A) does this really destroy the reapers and

what else does it do, basically what happens to me? It's possible to include the "what happens next" question, but even that is a more paragon type question.
What BW did was create outcomes that a paragon can't believe in, a renegade wouldn't so much care about as long as the reapers are destroyed, and so no Shepard could logically make a choice. The player can, because the player is not there and will not be hurt, but that is metagaming. With these endings, a paragon cannot get enough info to make a choice and would be doing the opposite of what s/he believed in if s/he makes one. A paragon would not be so likely to worry about his/her own fate and would make one of these choices if s/he knew it achieved the goal. A renegade would be more worried about his/her own fate as well as if the choice achieved the goal. It isn't about the choices being tough, it's about what each must do in order to think they are choices at all.
The bigger disconnect is that a great many players have a problem or problems with this kind of falsity in total. There are so many reasons as to why the whole of kidville is a mess that it's difficult to address them all. It's like trying to untie tangled wet noodles. Contradiction is the only constant.