David7204 wrote...
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Mass Effect isn't one of those stories. More importantly, it's poor game design to flesh out an alternate path that ends in failure no matter what.
The issue of Mass Effect was never game design but story design because the later was far more imperative for success of the games than the former. The game design was always a third person shooter. The construction of the story and the universe was far more important and which deterioated with ME2 and ME3 as the main plot started to fail (not necessarily sub plots or character plots which kind of made that investment so hurtful )
You could make a happy ending about the ultimate sacrifice. In a way that is what imo ME3 should have been about: Every last one in the galaxy is ready to sacrifice themselves for the greater good. There should have been more Mordin moments aka characters you love and respect do what is necessary to stop the Reapers or just to fulfill their character. But we barely get any of this.
Such hero stories can be from saving a planet to saving a single child or comrade. Heck, if you are a good storyteller you can this kind of story work even with a completely, despicable coward.
Then the music tearing at your heartstrings would fit. You are sad your friends die but you know they did not die in vain but for what they considered worth it.
In a way if you really wanted to make ME3 a dark, tale of heroism and sacrifice the game should not allow for you to save every character, it should only influence how you can influence their choice how to commit to this ultimate fight ( run away, betray you or die trying to help you). Otherwise - as we see - the optimal playthrough counteracts the drama of the story.
People might have ****ed and whined about that ending, too, but imo in an entirely different way and I would defended Bioware to no end for having the balls to do it.
In a way the "bad" endings indeed feel like the truest ones since the characters including Shepard at least do not betray themselves.





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