95% that she's on the Citadel after shooting the tube. Whether Shephard survived, got rescued or not is up to our imagination I guess. Same for the people trapped in the Citadel after Reapers abduction.


95% that she's on the Citadel after shooting the tube. Whether Shephard survived, got rescued or not is up to our imagination I guess. Same for the people trapped in the Citadel after Reapers abduction.


Stability in how much shep glitches and fall out rhe level when it is reenabled. It virtually never happens until the last level where it pretty much does every time.
That didn't precisely answer my question. In the ordinary course of things this should never happen anyway. Why would the devs waste even five minutes making your freecam experience better? I can see preventing these glitches as a side-effect of them doing something worthwhile, but I have no idea what that worthwhile thing could be.
That didn't precisely answer my question. In the ordinary course of things this should never happen anyway. Why would the devs waste even five minutes making your freecam experience better? I can see preventing these glitches as a side-effect of them doing something worthwhile, but I have no idea what that worthwhile thing could be.
Sorry. I mean that it comes down to Shep placement in cutscenes. It seems more stable in all the other cutscenes (i.e. less shortcuts etc taking place) than in the final set.
What's even more interesting is that freecam is disabled in a few sections which aren't cutscenes and are just normal walking (the only sections in the game where it is).
Disabling freecam is... odd. They'd have to go out of their way to do that, wouldn't they?
Disabling freecam is... odd. They'd have to go out of their way to do that, wouldn't they?
Yes. I am not sure why they did it; at first I thought it was an error but it re-enables in the cutscene with TIM for example, so you can take wide shots like this:

It's very strange; I might have to try again at some point to see the exact points it is available. Either way the whole ending section feels very rushed (not even thinking about Priority Earth as a whole...) and not up the usual standard of level asset design.
the beam run in particular is crap. You can stand still and block the eternally spawning alliance zerg rushing soldiers:

And god forbid you turn around and look back at them:

Shepard lying down in the middle of a broken pile of **** is a fitting metaphor for the end of what was once a great series.
People are seriously still beting the dead horse of the IT?
I just have three things to say: EC, Leviathan and the orginal script. Those three things completely disprove the IT.
And god forbid you turn around and look back at them:You get a similar glitch if you try to shoot on the tram on Mars.
What I find odd is the citadel is pointed downward as shown in the above pictures... aftermath with destroy ending.
In the game the wards are all closed up in until Shepard opens the arms.
This "beam" is supposibly pointing downwards towards Earth...
The microphone looking catalyst connects to the citadel middle point... from the citadel being pointed downwards? Because the arms are not open so it has to connect where the beam was?
The beam shuts off after Shepard is transported to the Citadel but in the decision chamber there is another "beam" going downwards to where I wonder?
So, I guess we shouldn't take any of these layouts of game designs as logical locations because they just don't match up majority of the time...
I think Shepard is on the Citadel but I can see how people would also think he's on Earth. I suppose we will never know... except in our own imaginations.
The armour in the breath scene can't be a clue because the scene is pre-rendered. It's a video, not live in-game rendering.
What you can't ignore though, is the three white halo transitions from Harby's laser onward. The only other moments you see these is when the dreams start and end, and when Shep goes in and out of the Geth concensus.