But it wouldn't. In fact it would create a slew of problems and
narrative holes, such as what's the motivation for the Reapers? Who
created them? Removing that Catalyst wouldn't fix anything, it would
just leave a whole bunch of unanswered questions, it's not seemless in
the slightest. Simply saying it would be, without addressing the flaws
or explaining how, doesn't actually make it so. Be specific too, don't
just be vague.
You asked what's the common issue, I simply stated which is. As well as the least painful way of addressing it.
Are the motivations at all important anymore, when left unaddressed for most of the game? When what the kill-bots are doing is quite explicitly shown? I daresay they aren't, and some things left unsaid can go a-ways.
And does, in fact. I like my MEHEM-iteration of the finale. Entirely optional, as the EC supposedly is. And while I thank BW for expanding the end with EC enough so that projects like MEHEM are feasible in the first place, I know which I like better.
Entirely subjective, that, but then what discussion about a piece of entertainment isn't?
Because the series is about choice. A series, an RPG, about choices,
built around choices, advertised a being about morally grey, difficult
choices, should present you with choice. And what choices accumulated?
In what way? Again, be specific, don't just be vague.
I see that you will not even comment on the rather blunt, megalomanic nature of the Catalyst's offer of choices, then.
Simple, the two bigger arcs of ME3 alone, Tuchanka and Rannoch, would provide impactful enough aftermaths following the war. Resurgent Krogan upsetting the balance of the powers that be in Council space or alternatively whether keeping the genophage intact was indeed the right call, Quarians settling in on their homeworld again and/or the challenge of accepting/dealing with the Geth following their involvement in galactic affairs. Recalling the decision at the end of ME1 in a more meaningful way would have helped too.
Fairly nice set of variables, without the need to put up a magic god-generator. As well as questions I rather mull over rather than fantasizing about Shepard 3.0's god-imperium or why green-circuit boards for everything supposedly improves matters, etc.
Another vague, non-answer. Present me an alternative ending,
don't just criticise without substance or point. Your entire post is
"They're bad and would be better without the Catalyst". How? What would
make them better? I want you to tell me that, to present a better
ending, to actually explain your point with a bit more depth than vague
statements with nothing to back it up, but something tells me you wont.
I stated the problem, and the most straightforward solution before. From there, it's a fairly open game what's done.
If anything, that's one of the few good things the vanilla-end did: motivate different, creative approaches in its place.





Retour en haut







