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#226
AlanC9

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Mcfly616 wrote...

The point of the scene is to signify the characters survival. That's the point I was making. So since you acknowledge the scene has been done before (whether it was the monster, bad guy, good guy is irrelevant), you also acknowledge your awareness of the significance of the scene. You know it means he's alive.


I thought his argument was that it didn't feel like Shepard was alive, or something like that.

#227
Iakus

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Mcfly616 wrote...

Whoever Cerberus hired to do it. Not to mention I believe they own quite a few corporations that can provide the services they need. Presumably they could've done it in-house. After all, is every Cerberus employee considered an "Agent"? Doubt it. So, the number of Agents doesn't necessarily represent the entire Cerberus workforce.


You think maybe the Alliance would start getting a little suspicious when these corporations stop building crusiers for them?  And yet they keep busily buildingfleets of ships?


Yes, I did. You're stating your own opinions, while I just stated a fact of everyday life as an officer of the law or a soldier. Crazy people pull guns out and kill people, do you expect the officer or soldier to ask him what his motive is and get a detailed explaination before shooting him? OR, does the officer shoot first in order to save those in danger, and then proceed to piece together the evidence in order to find a plausible motive? I'm guessing the latter happens nearly everytime.


What does this have to do with leaving a gaping hole in a story?  You are in fact just handwaving Udina's treason as "Sometimes these things just happen"


The point of the scene is to signify the characters survival. That's the point I was making. So since you acknowledge the scene has been done before (whether it was the monster, bad guy, good guy is irrelevant), you also acknowledge your awareness of the significance of the scene. You know it means he's alive.

Now that we got that out of the way:

"The Grey" and "Drive"
(No rubble or anything.....but the Protagonist is believed dead....at first)

Anyways, I'll be back in a few hours to carry on this discussion and/or comment on any replies. I have some business to attend to.


It is entirely relevant.  Unless you are you making the case that Shepard is in fact a homicidal monster that will stalk and murder the survivors of ME3?

Nevertheless, the scene is pointless as it is not resolution or closure, but a hook for a sequel that will never happen.  I challenge you to acknoeldge that.

I have not seen Drive, but I have seen The Grey.  And it is interesting that you mention that film.  Given the movie starts with the Liam Neeson character contemplating (more than contemplating, really) suicide.  And ends with him deciding his life is worth living, and preparing to actually fight for his life.  In complete contrast to Shepard at the end of ME3.

And in addition, you never see how that turned out.  It simply goes to credits. 

#228
Iakus

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AlanC9 wrote...
I thought his argument was that it didn't feel like Shepard was alive, or something like that.


It's nothing but 'hope"  Like I said, it's a hook for a sequel that will never happen.  Therefore the scene is meaningless.  It's a book with the last chapter torn out.

#229
CroGamer002

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iakus wrote...

Mcfly616 wrote...

Whoever Cerberus hired to do it. Not to mention I believe they own quite a few corporations that can provide the services they need. Presumably they could've done it in-house. After all, is every Cerberus employee considered an "Agent"? Doubt it. So, the number of Agents doesn't necessarily represent the entire Cerberus workforce.


You think maybe the Alliance would start getting a little suspicious when these corporations stop building crusiers for them?  And yet they keep busily buildingfleets of ships?


Nah, it was fully normal man.

It's very silly to think something is wrong, especially with pasting Cerberus logo all over those newly build ships that will go to anonymous buyer.

#230
AlanC9

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iakus wrote...
Players get more invested in their characters, especially when a game goes out of its way to make their choices matter. Games require far more time and investment than any movie.  Or even a movie triogy.   As such, in a game, they must be much more careful in determining
 
a) the ultimate fate of the character as a result of said choices (no, faceless torsos are not acceptable, I don't care how "obvious" it was to you)


I could reply that I don't care if it was unacceptable to you or not, but I'll just pull a Bill Clinton here and agree to feel your pain. I don't think this particular issue is worth spending too much time thinking about anyway, since I doubt Bio's going to try that strategy again. They'll probably go back to pounding the PC's fate into every single player's head. No issue for me here; I don't play Bio games for the subtlety.

B) Letting the player see a return on their investment.  The player needs to know what kind of game they are getting.  I'm pretty sure you'd be p*ssed if you found out hours later that a game you've been playing was stacked against you.  If the DM was fudging dice simply to steer the story the way he wanted it to go. 

You might call it the Illusion of Choice.  players don't expect what they want to matter in film or tv or books.  They have no say in Frodo's fate.  But if they play a game where they invest dozens of hours of time in a reactive game where they play the Ringbearer, they will feel a sense of ownership of that character.  And even in the story itself.


I'm a little confused here. Is the problem that the narrative goes to a place the player doesn't expect until he plays it? Or is it that games shoudn't go to certain places at all?

Modifié par AlanC9, 04 novembre 2013 - 09:29 .


#231
dreamgazer

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iakus wrote...

And in addition, you never see how that turned out.  It simply goes to credits. 


Inaccurate.



#232
AlanC9

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iakus wrote...

AlanC9 wrote...
I thought his argument was that it didn't feel like Shepard was alive, or something like that.


It's nothing but 'hope"  Like I said, it's a hook for a sequel that will never happen.  Therefore the scene is meaningless.  It's a book with the last chapter torn out.


Huh? How does a sequel not happening change what did happen?

Modifié par AlanC9, 04 novembre 2013 - 09:30 .


#233
Obadiah

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The source of those Cerberus ships does deserve some speculation. Were they built, stolen, or did Alliance defectors bring them?

Were they perhaps built a trade starships and then refitted and upgraded to warships?

I think the logo is just from a front company.

#234
Iakus

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dreamgazer wrote...

iakus wrote...

And in addition, you never see how that turned out.  It simply goes to credits. 


Inaccurate.



Huh.  I generally don't stay for stuff post-credits.

Are you at all suprised that I find such a scene totally lame to the point of trolling the audience?

#235
Iakus

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AlanC9 wrote...

Huh? How does a sequel not happening change what did happen?


Because we don't know what did happen.  We only get a hint.  A hint that will never be confirmed (or denied).

For all the stupidity of killing off Shepard in virtually every ending, at least those Shepard's got an ending.

#236
CroGamer002

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Obadiah wrote...

The source of those Cerberus ships does deserve some speculation. Were they built, stolen, or did Alliance defectors bring them?

Were they perhaps built a trade starships and then refitted and upgraded to warships?

I think the logo is just from a front company.


We were pretty much shown every System's Alliance fleet through War Assets.

No mentions of defectors or stolen ships.


So unless System's Alliance had the largest fleet in the Citadel Council space( spoiler alert, it doesn't), Cerberus couldn't manage to get large fleet from stealing ships from them.

#237
dreamgazer

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iakus wrote...

dreamgazer wrote...

iakus wrote...

And in addition, you never see how that turned out.  It simply goes to credits. 


Inaccurate.



Huh.  I generally don't stay for stuff post-credits.

Are you at all suprised that I find such a scene totally lame to the point of trolling the audience?


Not one bit.

But one man's "trolling the audience" is another man's "freedom to interpret". 

#238
Iakus

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AlanC9 wrote...

I could reply that I don't care if it was unacceptable to you or not, but I'll just pull a Bill Clinton here and agree to feel your pain. I don't think this particular issue is worth spending too much time thinking about anyway, since I doubt Bio's going to try that strategy again. They'll probably go back to pounding the PC's fate into every single player's head. No issue for me here; I don't play Bio games for the subtlety.


I'm finding your use of the term "pounding the PC's fate" to be rather odd.

Do you find every game where the protagionist survives to be "pounding" that fact into your head?  You must have quite the headache after completing a game.


I'm a little confused here. Is the problem that the narrative goes to a place the player doesn't expect until he plays it? Or is it that games shoudn't go to certain places at all?


Mostly the former.  People may like twists, but they are less forgving of having the rug yanked out from under them.  If 2.9 games encourages the player to go in prepared to receive the optimal outcome, they're not going to like wrapping up the game in a Kobyashi Maru situation.

One shouldn't drastically changing the tone of a game in the final act.  If you play an action hero, the expectation is to stay an action hero, and stay away from teh quasi-mystical stuff.  While a Game of Thrones-type setting shouldn't turn into a family sitcom.

#239
Obadiah

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Mesina2 wrote...

Obadiah wrote...

The source of those Cerberus ships does deserve some speculation. Were they built, stolen, or did Alliance defectors bring them?

Were they perhaps built a trade starships and then refitted and upgraded to warships?

I think the logo is just from a front company.


We were pretty much shown every System's Alliance fleet through War Assets.

No mentions of defectors or stolen ships.


So unless System's Alliance had the largest fleet in the Citadel Council space( spoiler alert, it doesn't), Cerberus couldn't manage to get large fleet from stealing ships from them.

Was there any info on how big the Cerberus fleet was?

#240
Iakus

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dreamgazer wrote...

Not one bit.

But one man's "trolling the audience" is another man's "freedom to interpret". 


The pre-credit ending stopped at a good enough point to interpret.   The rest is just...Waltersesque. :devil:

#241
CroGamer002

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Obadiah wrote...

Was there any info on how big the Cerberus fleet was?


In game scenes where Cerberus fleet can stand well against System's Alliance fleet, Aria's pirates and Salarians( AT THEIR FREEKING HOMEWORLD!).

Oh and they have enough fleet and military to occupy lot's of System Alliance and independent human colonies.


Seriously, Cerberus has become a Third Reich in from a mere terrorist organization hiding behind proxy corporations, in less then a year.

#242
Iakus

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Obadiah wrote...

Mesina2 wrote...

Obadiah wrote...

The source of those Cerberus ships does deserve some speculation. Were they built, stolen, or did Alliance defectors bring them?

Were they perhaps built a trade starships and then refitted and upgraded to warships?

I think the logo is just from a front company.


We were pretty much shown every System's Alliance fleet through War Assets.

No mentions of defectors or stolen ships.


So unless System's Alliance had the largest fleet in the Citadel Council space( spoiler alert, it doesn't), Cerberus couldn't manage to get large fleet from stealing ships from them.

Was there any info on how big the Cerberus fleet was?


They lost one cruiser to Liara ramming her Shadow Broker ship into it.
Another attacked Grissom Academy, plus at least a dozen fighters
Aria captured a cruiser and its captain to sneak in close to the Omega defenses
Omega itself was defended by a Cerberus fleet
Tuchanka defensive cannons destroy another cruiser in N7: Cerberus Attack
Then there's the fleet around Cronos Station, which took so many of Hackett's resources that it was going to draw the Reaper's attention

#243
AlanC9

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iakus wrote...

AlanC9 wrote...

Huh? How does a sequel not happening change what did happen?


Because we don't know what did happen.  We only get a hint.  A hint that will never be confirmed (or denied).

For all the stupidity of killing off Shepard in virtually every ending, at least those Shepard's got an ending.


We don't know? 

#244
teh DRUMPf!!

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Troxa wrote...

Thematically Revolting

While the creators have said that Mass Effect is about “synthetics vs. organics”, they have been light on details as to What That Even Means.

With no real-world synthetic life to hang this story on, the concept of technological singularity is the best guess; however, that just muddles the possible meanings of the Mass Effect series even more.

The idea that “technological singularity” = “The Robots Are Going To Kill Us All” is a gross misreading of what technological singularity means. It’s not the point at which humanity creates an AI which will eventually kill us all because of its crazy machine-logic – which is the backstory to the Reapers revealed by the Catalyst - but rather the event horizon where technology makes currently unknown-levels of intelligence possible, beyond which we cannot predict what will happen. The only bit of inevitability inherent in the idea of technological singularity is that there will be one: what that means, and what form this event horizon will take, is unknown.

The thing the game gets right about technological singularity is that each of the endings does represent a possible solution to the problem of robots killing us all, in the case that a hyper-intelligent AI that wants to destroy us is the event horizon and its result. Control: don’t let the AIs have complete control of themselves. Synthesis: make sure the event horizon in question is an expansion of human intelligence through technology (transhumanism) rather than a solely synthetic AI. Destroy: don’t create AIs in the first place and avoid the question altogether.

That said, what the game completely misses about the scenario in which a purely synthetic AI is the event horizon and the AI decides to kill us all, is that the reason the AI tries to kill us all is either a) crazy machine-logic or B) all too human.

While the specific reasons an AI would have for exterminating people may be unfathomable, the idea of one group of people deciding to wipe out a different group of people entirely isn’t alien or weird at all because it’s the Real World we live in, right here and right now. The creators of Mass Effect may have meant the Reapers and the Catalyst to be a literal example of “synthetics vs. organics” beyond a tech singularity event horizon, but their methods, their values, and their observable goals – as opposed to the stated goals of the Catalyst which aren’t in the story at all until the last ten minutes of the 100+ hour game series – are, horribly, tragically real in the world we live in today.

I thought Mass Effect was allegorical and relevant the entire time I was playing it. I’ve gone back to Sovereign’s first speech on Virmire – the first time we speak to a Reaper – and reviewed it. Here are some excerpts:

"Rudimentary creatures of blood and flesh. You touch my mind, fumbling in ignorance, incapable of understanding. There is a realm of existence so far beyond your own you cannot even imagine it. I am beyond your comprehension. I am Sovereign."

"Organic life is nothing but a genetic mutation – an accident. Your lives are measured in years and decades. You wither and die. We are eternal. The pinnacle of evolution and existence. Your extinction is inevitable. We are the end of everything."

I can certainly see how this represents an AI that exists beyond the technological singularity event horizon, but I always saw a deeper meaning there: when I first played the game, what struck me was the part where Sovereign said that the Reapers were the pinnacle of evolution and existence. I never found the fact that they were technologically superior to be terrifying: I found the fact that they used that technological superiority to wipe out all organic life in the galaxy as casually as some people step on ants to be terrifying. I found the fact that they believed they had every right to do so to be terrifying.

And I found the Reapers terrifying, because when Sovereign says they are the pinnacle of evolution and existence, I didn’t see synthetics, I saw the darker aspects of human nature. I didn’t find the Reapers terrifying because they were some unrecognizable alien other, but because I recognized them all too well. In Sovereign’s speech on Virmire, I saw Adolf Hitler’s Master Race.

I never saw the Reapers as a literal example of post-event-horizon AI run amuck, but of something far darker, far more real and insidious: the Reapers were the horrible things human beings actually did to each other. To me, the Reapers were always Fake Things that represented horrifying Real Things … not representative of other Fake Things we might have one day, if the technological singularity event horizon happens to be a purely synthetic AI, and they happen to see no value in the dignity of existence, self-determination, free will, and the right of individuals to exist. I saw them as the monster-analogy for awful things that already exist in people today – real people who see no value in the dignity of existence, self-determination, free will, and the right of individuals to exist - and the terrible results that occur when those people gain the power to see their hideous worldviews imposed.

In this context – the one that is relevant to the world we’re currently living in – the mass extinction of the galaxy is akin to the mass-murder of the Jews. In this context, Saren’s Indoctrination is a WWII-era German soldier handing a towel and a bar of soap to a child and ushering them into a gas chamber. Indoctrination in general is the totalitarian authority and ruthlessness of a tyrannical dictator. In this context, the abduction of human colonies to melt people into goo to build more Reapers, when the other races of the galaxy were rejected as viable subjects to turn into Reapers and killed instead, is **** eugenics.

In this context, by the end of Mass Effect 2, the Reapers are solidly and totally and completely an allegory for the Third Reich and the dark aspects of human nature that made the Third Reich possible.

In this context, I saw the cyclical nature of the Reaper’s extinction patterns to be the real-world problem of forgetfulness. It is humanity’s refusal to learn lessons from the historical mistakes of the past that allow those mistakes to be remade, and for the atrocities we unleash upon each other to repeat.

And then there are the ending options. Control = Indoctrination = Totalitarian Authority. Destroy = Extermination = Genocide. Synthesis = Reaperification = Eugenics. A story that I had always interpreted as rejecting these things suddenly turned around and embraced them.

In this context, to my horror, the end of Mass Effect 3 is a validation of Adolf Hitler’s world-view and casts Commander Shepard as Neville Chamberlain, appeasing the Catalyst and declaring “peace for our time”.


"Whether the creators of Mass Effect intended it as such or not does not change the fact that Mass Effect
works as a symbolic exploration of the underlying, deeper dark aspects of the human psyche that makes us do awful things to each other, and how these things can be overcome. The idea that this was unintentional,
that the first two games were to be read literally, and that the third would end with a clunky and trite combination of Christ metaphors and Eden imagery, is jarring, and something I wish I had known when the first game was released so that I had not wasted my time with the series and attributed to its creators far more artistic ability than they actually possess."


Troxa wrote...

It’s Structurally Wrong

The ending of Mass Effect is a complete and utter mess by all standards of narrative convention and storytelling structure. Broken down to the base mechanical elements of story, the ending of Mass Effect is simply wrong.

Not every story has to follow standard narrative conventions. Some break the mold, and succeed, where others break the mold and fail – but it should not be surprising that many people will find it objectionable when the last part of a trilogy breaks the narrative conventions and structures that the previous two parts adhered to.

The “climax/falling-action/denoument” pieces of introduction/rising-action/climax/falling-action/denoument dramatic structure are out of order, and the antagonist/protagonist relationship in the ending is mangled beyond recognition.

Conventionally, stories have an antagonist and a protagonist. They are in opposition to each other because of conflicting goals and/or values. The ending of Mass Effect chooses to use the last ten-minutes of the story to pull a “Big Reveal” moment with the Catalyst where Shepard learns that the cycle of extinction exists to preserve organic life. So, if the conflict is synthetics vs. organics – surprise! – the Reapers have been working to preserve organics this whole time.

But that means there is no more conflict of goals between the antagonist and protagonist. The conflicting goal that has existed throughout the entire series is brushed aside, and this mutual goal is put in its place, leaving only a conflict of values and methods.

With conflict of goals gone, the ending options must represent a resolution to the values/methods conflict, because that’s the only conflict left – so each of the ending options must represent a value and/or method.

And they do. The Reapers indoctrinate organics to be their slaves, in order to exert Control over them, wipe out any life that is not suitable to be preserved in Reaper form, so they Destroy entire races, and any organic life that is suitable to be preserved in Reaper form is Reaperified, the organic life turned to sludge and combined with technology in a process of Synthesis and forced organic/synthetic hybridization.

Control is Indoctrination. Destroy is Extinction. Synthesis is Reaperification. While those are dark interpretations of the ending choices, each does correlate to a Reaper method – a connection that is reinforced with the use of the Catalyst as the mouthpiece to articulate what these ending options are.

While different interpretations do exist, each ending accurately describes one of the morally repugnant methods the Reapers use in perpetuating their cycle of extinction.

So the conflict of goals has been removed because the Catalyst exists to preserve organic life, and Shepard must adopt the value structure of the Reapers by adopting one of their methods.

While Shepard does stop the Reapers from killing everyone, in the context of a story – because This Is Not a Pipe and it’s not a real war, either - the protagonist loses, because when the antagonist’s values are ascendant rather than the protagonist’s, then the protagonist just lost. That’s how stories work.

An excellent example of this is the eternal struggle of Batman and the Joker. My mother once said that she found the Joker to be a frustrating and ridiculous Batman villain, because it made no sense to her that Batman didn’t just kill the Joker instead of sending him back to Arkham to do the whole thing all over again the next time the Joker inevitably escapes. From a literal real-world perspective, she has a point. In the real world, the cost of Batman’s moral standards is paid for in the currency of the innocent lives the Joker takes the next time he escapes and goes on a killing spree.

But the true conflict between Batman and the Joker - in the context of a story - is one of morals and values. Batman can’t compromise his values on this point, because getting Batman to compromise his values on this point is the Joker’s goal. The day Batman snaps and kills the Joker, the Joker has finally won.

Because of the mangling of the antagonist/protagonist relationship and the gutting of conflict from the story, Shepard’s acceptance of any of the ending options – each of which correlate to a value victory for the Reapers – doesn’t make sense.




Wow. Plagiarize much?

#245
3DandBeyond

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AlanC9 wrote...

3DandBeyond wrote...
For a renegade maybe but even replaced does not mean he's gone.  Nothing says he's destroyed, kaput, dead, or gone.  I'm merely answering what was stated-that he has lost.  Clearly, if these choices achieve even part of his goal (which the reapers maybe did but he never saw as achieving his goal fully), then it's not a loss for him.


Wait a second. You're not saying that being a Renegade changes what actually happens, right? Just that a player who made the Paragon choice might come up with a bad interpretation of the ending because he didn't get that line? "Bad" because he doesn't think the Catalyst is replaced when it is replaced.

I'm also entirely unclear why whether the Catalyst considers something to be a loss matters in the first place, which makes me think that I've lost track of the actual subject.

So, what are we talking about, again?

Destroy fully emphasizes his truth-the conflict will return even though the reapers are destroyed.  The inevitability is obvious.  


Is it? We don't see the conflict come back. You don't get to play that silly "maybe the Catalyst isn't destroyed" card and still treat the conflict ss inevitable.


The Catalyst it was said by another poster, and I don't have time to go back now to reference the original post so I apologize, loses no matter what.  I said it wasn't so because each choice is a win for him since it is a solution to the problem-it wasn't necessarily so that he had to "like" the choices but since he needs a solution and they are (better and worse) versions of solutions, they are as much wins for him as the reapers were/are.

As for Renegade, no I'm not saying it changes anything at all, but I am saying Paragon and Renegade may look at things a bit differently.  It's sort of always that way but with the bias of the player intent and interpretation infused with it all.  The use of that word replaced is sort of moot because the post was saying the choices all feature a loss for the glowboy.  My opinion is that only refuse does that.  I don't think it ever mattered really whether he loses or not, but it was a post I was referring to.

As for destroy, I'm basically going on the idea that the game clearly wants us to believe what the kid says (not my own opinion of him as not credible).  He says the chaos/conflict will return and that does go along with the other stuff he's said.  These are things I've pointed to in other threads and of course my own opinion of what inevitable means.  He believes (or has been programmed with one foundation upon which the problem is based) that things are inevitable and will always happen.  Any time a person (a flawed organic being) says something of the sort, it means without exception this will happen and it cannot be changed.  The kid therefore can never find a solution because there isn't one.  First off, his program tells him that, so anything that even temporarily delays, prevents, subverts, or skirts the problem works for now, but is always going to fail OR the inevitability does not exist and therefore, the problem does not exist.

It would be one thing if he was merely programmed to understand that synthetics will always fight with organics-I agree this can happen because it may happen with some synthetics.  However, his program says something else.  Synthetics will surpass organics and will kill all organics.  It is inevitable.  I don't agree with this-first of all because the scope of this is insanely huge.  And would encompass what?  Just this galaxy, just discovered star systems with mass relays in them?  The universe which could contain more organic life?  But that aside, he's been programmed to "believe" this is inevitable.  It's an unsolvable problem just as much as the idea of synthetics always fighting with organics is an unsolvable problem.  If it will always happen and is inevitable, it can never be changed.

I see every choice as temporary-just as the reapers have been.  I also see nothing in the choices that specifically leads to the conclusion that the kid is destroyed even with destroy chosen.  Even refuse doesn't really tell us what happened.  The future people used the crucible to do what?  Which choice did they pick?  And if the choices as they now are don't specifically say the kid is gone, then even refuse leaves the possibility open that "he" survived in some way.  So, if the choices solve the problem in some way that's not a loss for him, and if we don't even know he's been destroyed, we have no way to conclude that he suffered the ultimate loss.

Again, this was all in reference to a specific post about this.

#246
Iakus

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AlanC9 wrote...

We don't know? 


No, we don't.  We may suspect.  We may headcanon.  We may theorize or imply.  But we don't know.  Not like we know in all the endings where Shepard dies.

#247
3DandBeyond

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iakus wrote...

AlanC9 wrote...
I thought his argument was that it didn't feel like Shepard was alive, or something like that.


It's nothing but 'hope"  Like I said, it's a hook for a sequel that will never happen.  Therefore the scene is meaningless.  It's a book with the last chapter torn out.


And the whole thing about it not feeling like Shepard was alive is about BW creating cognitive dissonance.  We are clearly shown and told things that seem to emphasize a very bad fate for Shepard.  Destroy's description is stupid and doublespeak at best, with the only clearly stated thing that ends up being known is that all tech will be damaged.  Then, Shepard is shooting at the tube at point blank range, enveloped by an explosion and is laying covered in rubble.  Shepard was already in a bad way before all of this.  The context and the events don't lead up to anything that sensibly could show Shepard surviving, though clearly BW sort of intended this to be so.  BW just didn't want to create canon--and I'm so freaking sick of that idea since they've been doing it almost constantly. 

But that aside, it is what it is.  It's a teaser and probably as you say, meant to be part of something that came after, but something they decided to never write.

I'd go so far as to say I believe they had planned this differently and then backed away from their own original plans, but that's my opinion.

#248
AlanC9

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iakus wrote...
I'm finding your use of the term "pounding the PC's fate" to be rather odd.

Do you find every game where the protagionist survives to be "pounding" that fact into your head?  You must have quite the headache after completing a game.


Nah. I'm OK whether they do it or not. I wouldn't mind them doing more things by implication, but if the past year and a half has taught me anything, I've learned that Bio fans can't be trusted with that.

Mostly the former.  People may like twists, but they are less forgving of having the rug yanked out from under them.  If 2.9 games encourages the player to go in prepared to receive the optimal outcome, they're not going to like wrapping up the game in a Kobyashi Maru situation.

One shouldn't drastically changing the tone of a game in the final act.  If you play an action hero, the expectation is to stay an action hero, and stay away from teh quasi-mystical stuff.  While a Game of Thrones-type setting shouldn't turn into a family sitcom.


Actually, I like shows that shift tone that way. Orphan Black comes to mind, which goes from sitcom to spy thriller to sci-fi to horror to family drama and back again, sometimes getting to all of them between two commercial breaks. Trek does that too, but only between episodes.

But I do agree that there was a shift in ME3, FWIW. It's just that I liked it. Even if I didn't like shifts in general I would have liked that one, since I was never a big fan of the way Bio handled choices previously. And quasi-mystical stuff was implicit in the MEU all the way from where I sit.

Modifié par AlanC9, 04 novembre 2013 - 11:09 .


#249
3DandBeyond

3DandBeyond
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iakus wrote...

AlanC9 wrote...

We don't know? 


No, we don't.  We may suspect.  We may headcanon.  We may theorize or imply.  But we don't know.  Not like we know in all the endings where Shepard dies.


Agreed.  Shepard dies in amazing detail.  Shepard lives in ambiguity and nonsense.  A crap explanation and scenes that don't fit with anyone coming out alive and a wimpy gasp.  BW fully knew that when people were crying out for closure, that scene was one of the major ones that people wanted it for and they I think decided to leave it as is, as a sort of punishment.  They could shrug and then say "I don't know what you mean.  Clearly, Shepard is alive."  But there is no context nor extended scene (as the dead Shepard's get) that a logical mind or a caring heart can cling to and say "yep, it all makes sense-Shepard is alive and doing well."  It's garbage.

#250
AlanC9

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HYR 2.0 wrote...

Wow. Plagiarize much?


What's he plagiarizing?