1. It abruptly changes the conflict of the series 10 minutes before the end. Beforehand, there was asbolutely only one goal; defeat the Reapers, as in stop them from eating everyone. preferably by destruction if Hackett and company have it their way. This was enforced in chats with the Illusive Man; there were no times where the player would be OK with his idea of control. Indeed it was presented as a pretty despicable thing (via Horizon). You could also blame auto-dialogue for this, but that's a can of worms I'm not willing to open here. But i digress; the point is, suddendly, the goal is no longer about killing the reapers, it's about choosing a ''solution'' to a ''conflict'' the player may not even recognize exists (organics vs synthetics) or may even have already solved in their mind, via Rannoch. And this conflict appears forced upon you by none other than the entity that controls the Reapers itself! Talk about a complete thematic 180. I've got nothing against twist ending, but the good ones fit into the narrative, and the Catalyst most definitely doesn't for a lot of people.
2. It makes little sense. Now, let's be honest, Mass Effect was never exactly hard sci-fi, what with the Thorian, biotics, Lazarus project, et all. But mostly it was handwaved/explained away via in-universe technobabble that stayed relatively coherent most of the time. There wasn't a Star Wars-y situation where the only explanation was ''The Force did it, deal with it''. But the Crucible is on another level entirely for a lot of people. Destroy kills the Reapers and... the Geth? Eh? What? Why? How? Oh, Ok, Reaper Code does it, fine. Then the Geth fall under God!Shepard's influence in Control, right?... They don't? What shoddy excuse of a firing mechanism is that? How is it that it can discriminate in Control, but not in Destroy? And Synthesis... Shepard jumps into a beam, which causes every single being in the entire galaxy to instantly become some vague organic-synthetic glowing thingie without any sort of side-effects or consequences beyond, apparently, peace and love? I mean, Destroy can be reasoned as a Reaper-off button, Control as a change in administrator via electricity for the dramatic effect, but Synthesis is nothing less than God-like magic, well above and beyond pseudo-science stuff like the titular Mass Effect. The sheer logistics are simply mind-boggling.
On the other hand, I do think an anti-Reaper plot device was all but inevitable given how invincible Bioware made the Reapers in ME1, and how ME2 did absolutely nothing to advance the Reaper plot arc whatsoever. So it was bound to be a jarring ''push the button and reapers die'' affair, since they wrote themselves into that corner. But they could still have gone out of it gracefully, instead of crashing down into the ocean of arbitrary and borderline absurd ''hard choices''.
3. Lack of closure, as in ''what happene to all my choices?''. Now, I realize they can't have the consequence of every single choice in the game on-screen, that would take a silly amount of work. But ''Speculations for everyone!'' can only carry your ending so far. Unless you headcanon the hell out of your chosen
So even if you do think the game has sufficient closure, for many there are still issues 1 and 2 to contend with. The EC focused on giving more closure (which was desperately needed; who wants an implied dark age as the only solution?) and aided issue 2 a little, but did nothing for issue 1.





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