Ok, genuine question for some folks here.
Up until what point did most of you start taking issue with the ending for ME3? Did your problems with it begin from the get go, say when the Fleets arrived? Earlier, the beginning of ME2? Or is it just the Catalyst scene?
Cause there are a lot of things I liked about London as a final level, and the set up that our confrontation with TIM and Anderson gave made the Catalyst seem all the out of the blue IMO. I can see why some saw it as a contrived arty move by BioWare for some.
Honestly, I think the ending made me open my eyes, look behind and start seeing what I considered necessary evils for what they were.
ME1 ends with Shepard saying she's going to figure out a way to deal with the Reapers. Yet the second game has Shepard and the crew do absolutely nothing to do that. ME2 doesn't move Shepard any closer to solving the issue. She spends most of her time recruiting ground forces and specialists (and that's when we have no idea what's behind the Omega relay, so why we need biotic bubble babes and awesome techs only makes sense in retrospect) and then kissing their boo-boos and making sure they're comfortable, instead of actually dealing with Reaper stuff. Even the Collectors who we're supposed to be fighting appear only during some of the main plot points. That's where I think the writing starts to go downhill.
ME3 puts Shepard into a lot of nonsensical situations like Cerberus' Citadel attack. Cerberus gets underfoot more than the Reapers do and they're magically always in the right time and place, they know everything, can be everywhere, have unlimited information and resources. Etc. Etc. And they always get in the way, regardless of what the hell you're doing or whether it makes any sense for them to be there.
I find all those and some other things to be considerable aggravations, but I liked the rest enough not to give up on the franchise and keep enjoying it. I felt like the games still had enough redeeming points to be fun. (I still do, even if I do think the writing is very bad sometimes.) When the ending came, though, after the scene with Anderson in particular that felt real and grounded, it was just WTF after WTF since the moment the elevator lifted Shepard all the way until the end.
Hell, when Shepard fell unconscious, I initially thought she was dying and, sure, I was sad, but I understood the situation and how there was no way out for her. I thought that maybe it was time for the crew to shine and save the day, with or without her. Or whatever. I was open to ideas. I had just one thing in mind - the Reapers were going to have to be stopped somehow, right? Because that's what all the struggle was for, right? But suddenly getting lifted by a magical elevator to this magical being and this magical microphone device, hearing the lengthy rambling about nonsensical stuff that had nothing to do with the overarching plot of the franchise, which was about stopping the Reapers, rambling that (merely in theory) presented me with a completely new conflict that had never been experienced in the game, and gave me three nonsensical solutions to a problem we'd never had, all that resulting in a magical wave of light that solves every issue by the sheer power of awesome... that was the end of the line. That's what pushed me over it and made me start dismantling the games into little pieces while trying to understand where it all went wrong. I tried to educate myself and understand, I spent a lot of time thinking about and analysing various parts of the writing, and I found out that while the ending might have been the worst piece of writing I had ever experienced while dealing with fiction, it was more of a culmination of persistent issues than an isolated event.
Either way, I'd say that while I'd always seen issues of various severity here and there, my breaking point, the point that sucked out all enjoyment from the experience, was from the magical elevator to WTFland onwards.
That's my personal experience anyway.