EDIT: Since I linked this post a couple of times now, for when I am asked why I dislike the endings, I am marking the MEHEM portion of this post blue, so feel free to jump over it and just read the normal colored text.
Hello guys, been following this thread for quite a while (some very interesting posts in here, some odd ones too
) but since MEHEM was brought into this, I thought I'd give my 2 cents on the matter.
First of all, concerning MEHEM itself, I am with Tim van Beek. I think it does dumb down the ending and I don't think it's a very good way to end the trilogy at all.In fact, I mostly made the mod as an experiment to see if I could change the memorial scene back in the day. My first mod - and the one I still like best personally - was MEEM (without the H), which not only retains the complexity of the original endings but IMO increases it and also changes the EC epilogues from slapped on happy outcomes to a much more uncertain outlook into the future, which IMO is much more appropriate to the morally questionable actions that Shepard performs at the end, no matter what s/he decides to do.
Of course, MEEM is technically much less refined than MEHEM and also, it needed new text and Shepard's VO does not match. So is MEEM perfect IMO? No, not by a long shot.
Most of the problems with the mods originate from a compromise on two fronts.
The first one being technical limitations. Goodmongo, you asked why the Citadel flowering was kept. Well, first I don't think it's a plot hole, it's just what the station does when the crucible docks so it never occurred to me to remove it but also, there are about 50 or so seconds of very spectacular CGI in the original ending, that show how the thing actually fires and in those, the Citadel is in flower configuration. It took me about 2 months to make the little Normandy flying scene and the shuttle drop scene, so naturally I wanted to use as much of the original material as possible and it had to fit. Also, we can't really make in-game cut scenes from scratch, so all of the new scenes are pre-rendered, meaning I couldn't use Shepard or any characters that might be dead (hence the focus on Joker).
The second front was a narrative one and that's the really tricky part. If we cannot change the entire game to really set up a new ending, we have to constrain ourselves to the last parts and there is only so much you can tell in this time. And let's face it, neither MEHEM nor MEEM nor the original endings were properly set up during the game.
Now this thread is about reasons why we hate the endings, so here are my reasons for feeling the need to change them (I hope I didn't forget anything. May edit something in later if I forget now):
1) The Premise is a rehash. People say that the Synthetics vs. Organics theme was foreshadowed during the entire trilogy. This is not true. It was a plot arc that was resolved. On Rannoch, we see the conclusion of it and it is explored in great detail. At the end, we even get to make a decision, based on our stance on the matter. Even worse, one of our decisions (peace) can directly contradict the catalyst's premise (yes, you can come up with reasons why they don't necessarily contradict logically but they do definitely contradict in terms of narrative and the fact that this contradiction is never even brought up makes it even worse). Also, see point 2d.
2) The catalyst conversation.
a) Shepard's character change: Shep (at least my Shep) was not himself in this conversation. He is weak, meek and gullible. He is no longer the forceful inquisitive questioning self-reliant character I used to play for 90+ hours. This is THE final confrontation that all the trilogy was about and he looses his mojo, never doubting the catalyst, never taking the initiative in the conversation, never challenging. Yes, he is injured, probably near death but making him so was also the writers choice and so was giving him this character change in this - the moist important conversation in the trilogy.
b ) The Catalysts appearance and voice pose a lot of questions that are never addressed. I could live with not answered but the topic of why it's the boy and why it speaks with Shepard's own voice never even comes up.
c) The catalyst's motives and its actions clash. Or in other words, why can I even choose destroy? The catalyst doesn't think it'll solve anything (the peace will not last) and it can shut down the crucible at will (see refuse ending). Apparently it willingly abandons its goals and commits "suicide by Shepard". So if it can abandon its initial reason for existence, why not just stop the harvest? And returning to point 2a, Shepard never even realizes this and asks about it.
d) The reapers are diminished to no end. They are now slaves to the catalyst, no longer the magnificent race of post-singularity machines where "each of them is a nation". Besides, their revealed purpose exposes that ultimately, they are enforcing stagnation on the galaxy because they are afraid of the future. They have no proof for their claims, they just continue the cycle on the hypothesis that they are right. Their entire problem is theoretical.
e) A new character and a whole lot of exposition happen in the last 10 minutes. Now this has been discussed to death already but for completion's sake, I'll put it in. They made the same mistake with Vigil in ME1 by the way but at least there, we are still at the relative beginning of the trilogy. Here, it really is inexcusable.
f) The choices: I know there is no such thing as original thought anymore and this is really a minor point but Deus Ex did this whole thing before and they did with much more elegance and style.
3) The EC slaps happy epilogues onto the endings after Shepard has to perform very questionable actions that may be considered war crimes, each and every one of them. Everyone is fine and happy with synthesis, in destroy everyone is so happy to rebuild that they kinda forgot about the geth and the fact that there is now a giant super-weapon in earth's orbit. Control gets a little credit for taking paragon/renegade Shepard into account but even here, looking at the slides, everyone seems perfectly contempt that God-Shepard reigns over them supremely and keeps order. Shepard's goal was to solve the reaper threat but with the endings, s/he solved all the troubles in the universe and it just doesn't fit very well. The original endings - in their horrible ambiguity - were still better than the EC in this regard IMO. Also, so much for the oh so important artistic integrity, that was not preserved at all.
4) A lack of variety that resembles the variety of moods within the series. Depending on whether you play paragon, renegade, paragade or renegon, whether you persuade a lot or not at all, you can actually change so much about the plot of this trilogy that its mood, its themes and maybe even its genre can change, depending on the player. A paragon may view it is a classic epic hero's tale, a renegade player may view it as a commentary on the dilemmas of leadership or maybe even view Shepard as an antihero. A non-persuading player may even view it as a string of tragedies where the protagonist is largely out of control. IMO, the endings do not offer choices that reflect all these moods and that variety. Some of them are catered to but some play-styles (my favorite ones included unfortunately) get left behind.
5) The reaction of the Normandy crew. I do get that they had no choice but to abandon Shepard but I am still disappointed that they would just leave him/her behind and then have a memorial without even going back apparently (at least in high EMS destroy) which brings me to what I call...
6) Schroedinger's Breath scene. Keeping Shepard in a limbo of ambiguity between life and death is cool for a cliff hanger. But this was the definitive end of Shepard's story as the devs said time and time again. Kill him or let him live (or her) but leaving Shep like this just looks like the writers had no idea how they wanted to end the story of that character.
7) A whole plethora of logical fallacies and weird unexplained occurrences. Some are fairly trivial in and of themselves but they do pile up. Here are a few examples
a) Thanix missiles
b ) The evac scene
c) Harbingers laser sucks
d) The Anderson Transportation Conundrum
e) The TIM Appearnce Conundrum
f) TIM's sudden control ever Anderson and Shepard that looks nothing like indoctrination
g) The crucible is just a power source (?!?) but also changes the catalyst?
h) Synthesis is "the final stage of evolution"?
i) The Catalyst and it's long sleep during the ME1 ending
j) The crucible wave spreads at all sorts of different speeds from a few kph to 10.000 light years per second
k) How did the Normandy survive the drop from FTL?
l) How did they get to that planet
I could go on but that should be enough for now. As I said, most of it is trivial and some can be explained away with enough head cannon but still, they do pile up.
8) Normandy's crash. Not only is it logically weird but since the EC, it also serves no purpose whatsoever. They might as well have taken that bit out and it would already have improved the ending (imagine JAM with a dead Shepard)
9) Refuse. The refuse ending has been criticized by many but I think a lot of people misunderstand it's intention and I think it goes to show how much the BW writers misjudged the impact of their own ending. After the original ending was out, a lot of people actually wanted a refuse-and-loose option just like the one we got (me included). It made sense at the time because it looked like Shepard - through his final choice - messed up the galaxy worse than the reapers would. So we'd sacrifice ourselves and leave it to the next cycle to defeat the reapers for real with the help of Liara's time capsules (there was a popular fan video of it, too). There were even devs in this thread asking if we'd have liked something like this as an option. Well, basically, they delivered and put exactly that into the EC. However, at the same time they also changed the 3 main endings and removed all the darker aspects from them (see my point 3). That made refuse not only irrelevant but made Shepard look stupid choosing it and thus the fans now perceive it as an insult. Though I doubt any was ever intended at all. Can't pull one string without moving the others.
10) Discontinuity and the pacing of the trilogy. Now this goes way beyond the ending but it is IMO the ultimate reason for all the problems that I mentioned before. The trilogy has fantastic characters, many amazingly told little side stories and an enticing and complex lore. Yet, it fails at the main plot consistently, at least starting with ME2. The plot of ME2 has nothing to do with the real issue of the trilogy. We don't learn anything relevant about the reapers until Arrival. Nothing about their background and nothing on how to fight, let alone stop them. One can even argue that ME2 actively destroyed a lot of the groundwork that was set up in ME1. In the end, ME3 had so much to catch up on, it's no wonder it had to take shortcuts like the crucible plans in the mars archives (layer 2). I like all three ME games but as a whole, they fail miserably at telling one cohesive story. That is the real problem and the ending is a symptom of that.
So in conclusion, can we "repair" this issue with a mod? No, and frankly, if anyone thinks I tried, they misinterpreted my intentions. The mods are just re-interpretations of the ending for people with different tastes. They are meant to add to the variety of the game, not repair or replace existing parts for good. You like them? Great! You don't like them? That's perfectly fine with me as well. In fact I am happy for everyone who is contempt or likes the original endings. I wish I could have. I think that I could have probably overlooked most of the points above if they were the only issue or even some combinations of subsets.
Unfortunately, all these points combine, there are even some synergy effects happening with this combination and that is what makes me strongly dislike the endings. Neither MEHEM, nor MEEM fixes all these issues but I do think that some of them are addressed.