tickle267 wrote...
Seival wrote...
ghost9191 wrote...
and well even in the destroy scene the marine with the helmet didn't do much . it is different because the marine without the helmet had a little more fight in him
Too different epilogues have to look differently even in some small details. Control and Synthesis are much closer to each other than to Destroy. Control and Synthesis represent positive side of the ending's concept, while Destroy and Refusal represent negative side of the ending's concept.
prepare for the hate!
I can't help but see that people think of refusal in the wrong light..... and to be honest, BW's take on refusal was not what fans were asking for.
Refusal, as a fan request, was a plea to not allow the ending's to stand as they were. Not with a Catalyst who made absolutist, contradictory statement's in such an intellectural emotion vacuum that it demonstrated an imbalanced viewpoint that made many fans rebel against not only it's multi pronged, contradictionary concepts of what to do with the Crucible, but resulted in alot of hate in that a Deus Ex Machina with no player emotional investment stepped in at the 11th hour and stole the inititive from Shepard and the player.
Refusal was a fan request to develop another ending that allowed to player to experience another option with a favourable outcome. At the same time, the ending of ME2 was mentioned, where the ME2's ending's ranged from Total success (everyone lives) > Partial Success (some die but the mission was a success) > Total failure (everyone and Shepard dies).
ME3's 3 ending's were looked upon as a partial success, in that none of the option's provided a satisfactory conclusion. Therefore, player's requested expanding the ending, so that we through our past action's, we could get a total failure or total success event.
Somewhere, the message got garbled. Or maybe BW decided to use it's DM pervogative and force the total success to go through a saving throw which it lost. Regardless. Refusal became a total failure event within the game...... because other fan requests were also at work........ including, Liara's time capsule.
The one extra ending and the ECDLC, hold alot of what fan's asked BW for...... but only those thing's that fitted BW's vision of the game. It is telling that while fan's asked a total success, AS WELL AS a total failure, endings, BW only provided one that is seen as a total failure event. Demonstrating a disconnect between what player's wanted as an end game objective, and the vision of what CH and co wanted the ending to be like. (Those guy's need to focus on making a video game an video game, before trying to make a game art. After all, how can a video game be deemed to video gamey? I'd say it's more about acheiving successful execution of game play element's...... anyways).
Refuse, IMO, was an effort by the fans to bring a broader spectrum of end game moment's to ME3's end game. An effort that would otherwise have left the ending as a rushed, and badly conceived narrative with no explanation's for how certain event's happened. And likewise, incorporated Chekov gun's that had been developed but left unfired.
Regardless. I would have to say that the Citadel DLC's video gamey execution was by far better handled than the end of ME3. Precisely because it gives you video game element's that are familier, but subverted to a point that they were expected, yet at the same time, came out of the blue. That and the brilliant execution and tone of the gameplay, along with giving player's the chance to really connect with the squad one last time, (like, I believe, Patrick Weekes fought for in the form of the message terminal during the priority Earth), made Citadel a much more satisfying and fufilling experience that would not have happened, without a player, being Shepard, calling the shots and directing the story. Right up till the best of times.
Modifié par Redbelle, 29 mai 2013 - 11:23 .