iakus wrote...
AlanC9 wrote...
Ieldra2 wrote...
Yep, exactly that's the problem. Players might be willing to be convinced that the Catalyst has a point, but it needs to be really good at convincing to achieve that, and most notably, the story must support its points. Assertions players don't like which also fail to be conveyed by the story in a reasonably convincing manner will be rejected by the players.David7204 wrote...
Do you want the leader of the Reapers to be right or not?
Do I reject the Catalyst's scenario? Well, no, but that's only because I can imagine how it could make sense and assume that this is what the writers were going for. I'm using unpublished information and the axiom that all high-EMS endings aren't meant to be bad in any objective sense. While personally I don't mind the extra effort, as a rule players should not have to do that in order to get a satisfying ending.
I don't quite see the issue here, though. If you figure the Catalyst is just plain wrong, then you can pick Destroy or Control on the merits (hard to see a case for Synthesis). How is this a problem?
Because even if you believe the Catalyst's claims of the other two functions (and that shooting the pipe doesn't simply release toxic fumes that overcome Shepard and Control isn't just grasping live wires
1) Destroying the Reapers means slaughtering allies and friends who are fighting alongside you.
2) Control is trying to do exactly what the Leviathans tried to do, thinking "this time it will be different" which is pretty much the same logic they used too. This is aside from the general badness of using the Reapers to control teh destinies of others.
My bad; I only meant I didn't get what Ieldra2 was talking about. I'm pretty sure he wasn't referring to either of these points.





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