^ One of many reasons why EDI is one of my favourite characters, and honestly one of the biggest reasons stopping me from picking Destroy. That and the geth.
^ And this is one of my own ires with the ending. Also kind of why I and I'm sure a lot of people hated the Catalyst. For an intelligence he was anything but.
And it's funny. EDI was able to break free from her initial program when the Catalyst isn't able to do it. Too bad you can't bring EDI with you in the choice room.
Lol, “the biggest reasons stopping [you] from picking destroy” are the ONLY reasons to not pick Destroy.
Yeah, I’ve said for a long time that the Catalyst is merely a VI. It is way more limited than Legion or EDI.
For every complex problem there is a solution that is obvious, easy, and wrong.
The catalyst mentions that he tried different solutions. None of them worked. Eventually, synthetics and organics always came to conflict. The Reapers were the only solution that would guarantee the continuance of organic life. If you choose the "Destroy" option, eventually there will be another war between synthetics and organics in the future - one that organics may not win. If you choose 'Control', you may end up implementing the same radical solution yourself down the road when synthetics and organics come to blows across the galaxy.
The crucible 'changed' him - basically he was a virgin who finally got laid (the sexual symbolism in the catalyst/crucible joining is pretty obvious). That let him see things in a new light and consider new possibilities. I'm not saying this is a Good Thing, but that's the direction the ending went at that point.
Putting all that together is why 'synthesis' was the 'good' ending: it's the only one that won't devolve into a repetition of the past.
I mentioned this to Gothpunkdope, but that simply won’t cut it. A blanket statement that it tried other things and they failed and this is the only solution is not believable. Look at the Architect in The Matrix Reloaded. He tells you about his previous attempts, why they didn’t work, and why the current system did work. We also know why the machines put humans in their machine. We don’t know what is so great about being a Reaper and what value organic goop in a shell has. While organic material might be preserved in the Reaper, LIFE is not. Those organics are dead. (Yes, I repeated my earlier comment.)
It doesn’t matter that there will be further conflict. There will always be further conflict. It also doesn’t matter that Organics might not win, and we should focus on that word “might.” According to the Catalyst, there is no “might” because it is inevitable that Synthetics will win. This is not a certainty in any one case, and even if it is inevitable in the sense of eternity, that may be the acceptable cost of continuing to exist rather than being slaughtered and stuffed into a robot.
Control at least frees Shepard up to be a smarter Catalyst, but still is problematic in the galactic police state sense. The problem with Synthesis is that we have to take the Catalyst’s word that it will solve a problem that we have to take the Catalyst’s word exists. Neither are known or knowable and we have evidence to the contrary to the Catalyst’s claims in the current cycle.
This is what I meant by them inserting hope where it didn't belong. EDI in ME2 was fine. Her development in ME 3 and the possibility of peace between the Quarians and Geth are not. The ending of a story is generally one of the first things written. The stuff in the middle is what gets hammered out last, and I feel like the bulk of ME3 was added long after the plot should have been settled.
But people like happy endings (there's even a 'happy ending' mod out there). This should have been a dark and bleak tale with a spectre of solemn finality instead of the happy happy joy joy campfire song ending that we were given.
What was wrong with those things? The foundations were laid down in ME2. You can criticize the execution but they were not out of place. Overcoming these long feuds in the face of the Reaper threat is a big part of the story. Arguably, they ARE the story, more so than actually fighting the Reapers.
As well as you can't even pull the Geth into this because again the Catalyst's actions before creating the Reapers was to attempt peace. But it always ended in conflict. Claiming 6 months of cooperation while facing an mutually assured destruction does not automatically equal the end of the conflict forever.
The end of conflict for all time is not the point. What matters is to “give peace a chance” and then to solve the problem on their own if and when it comes up.
I totally agree with this. There's really nothing about the game that makes you think it's leading toward a dark ending. I'm actually fine with the original ending, if they wanted a galactic dark age ending. I just don't think it fits the context of what Shepard has been doing over the course of not just ME3, but the entire trilogy. Shepard succeeds in the face of overwhelming odds. Always. And then the end wasn't even about Shepard.
It doesn’t. It does fit the tone of the Protheans, but not Shepard.
Says Me 
To be clear - I'm saying the ending we got in the game was much too happy for the story. Even the destroy and control options. You're absolutely right about synthesis. There was (again, IMHO) far too much 'happy' in ME3.
The addition of hope and triumph over adversity is what caused those inconsistencies.
Here's the ending I think the game was aiming for originally - I'll keep this in the context of a conversation with Star Lord, Jr. just because.
1) Star Child explains that he tried everything else, but the Reaper cycle was the only option to keep preserving "Life", even though it destroyed lives. He then explains the consequences of stopping the Reapers but allows Shepard to make the call.
2) Shepard can choose destroy. This means that all mass relays are destroyed, devastating all worlds in those sectors, and pretty much killing everyone. No one will be able to travel home, so everyone in the battle in the Sol system is screwed. On the off chance enough souls survive, eventually they will develop synthetic life down the road and in all likelihood be destroyed by it.
3) Shepard can choose control. Again, all relays will be destroyed, but Shepard will control the Reapers. She may be able to use her new Star Lord knowledge to help the civilizations rebuild, but eventually, she will be faced with how to preserve life in the face of the synthetic vs. organic conflicts to come. Maybe she can find a different solution, but she's essentially becoming the new catalyst, and may well come to the same conclusion over time.
3) In the event of a near perfect game, you could choose synthesis. Again, all relays will be destroyed, no one can travel, but if enough creatures survive (not a given), they just might have a chance of continuing without running into the synthetic-organic conflict.
For all possibilities, it should be made clear that the chance of complete and total extinction of all galactic life is a very real possibility if the Reapers do not finish their mission.
I'm not a fan of the 'three doors' presentation of the ending. Honestly, at that point just pushing through with a cutscene with interactive dialog based on all your choices may have been the better way to go. Ultimately though, none of your choices should matter in the end since you're waging a battle in the face of futility. THAT should have been the theme that stayed in the forefront instead of being pushed aside. Futility was a major theme through the series, they just stopped pushing it near the end.
The entire series was spent overcoming adversity. It was prominent in the first game. The second kept referring to the attack on the Collectors as a suicide mission. How do you see this as a late insert?
- The problem with this is that because all of this is ancient history we know nothing about and is contrary to our experience, we can’t understand or become invested in it.
- This might have been a good idea. It would have given more weight to Destroy. However, because we never see nor experience the Catalyst’s problem, we can’t fear its return.
- The problem with Control is that we’ve been fighting against it the entire game and are never given a reason it’s a good idea except for that it won’t kill Synthetics like EDI. Shepard just told TIM humanity wasn’t ready.
- Synthesis is just the worst.
The endings aren’t happy on their face, but the EC epilogues sugarcoat all the problems or just whitewash them away. Waging a futile effort can work, but it’s hard to pull off, especially in a video game where the consumer is a player and not merely a viewer. Or you can have the characters win an internal struggle even though they lose the framing struggle, like in the movie Glory. After all, the first game said that extinction was preferable to submission. However, the series had constantly been full of hope for victory, we just didn’t know how. It was never hopeless.
I think the problem was more that the original ending didn't have a relatable emotional touchstone left. Who were we saving? Exactly nobody as yet alive in the original dark age endings. Shepard dies for nothing in which we were invested. The few of the Normandy team who can survive do not have enough narrative weight against all of civilization. Basically, we do not win. We lose in two different ways: by not saving what we were out to save, our civilization, and by having to adopt the antagonist's solutions.
Then the writers realized they f****d thinks up and gave us the EC, which turns things around by 180 degrees, which is equally problematic because now it's suggested that the antagonist's solutions are actually good solutions, creating a whole new set of thematic inconsistencies.
Both sets of endings feel like endings of a different story, because nothing had set us up to foresee and accept the end of civilization (OE), and nothing had prepared us for accepting that antagonist's solutions as good (EC).
You’re exactly right. Shamus Young calls it “assumed empathy.” Mr.Btonge says “we’re told to replace our emotional attachment to the characters with an emotional attachment to Organic Life.” I disagree that the pre- and post-EC give that different of story though. For me, the tone is largely the same but the cutscenes at the end whitewash many of the problems. I think even the Original Ending was telling you that the Reapers were actually good guys.
It's not thematically inconsistent to have the enemy win in a few outcomes.
In any other game, if the enemy (boss) defeats you, he wins; if you defeat him, you win.
Yeah, and that would be fine. I like the idea of too low EMS means the Reapers win or everything is destroyed. Low EMS Destroy works pretty well, though they needed to construct it a bit differently. The problem is that in all endings but Destroy, you have to accept what the Catalyst says and pick from one of its options. And a major problem is that we don't really get to fight this boss.
Of course, blowing up civilization has a long pedigree in SF; see, for instance, The Fall of Hyperion. Maybe this can't work in an RPG?
Sure it can, but an audience will want there to be hope that civilization can rise from the ashes and recover. Apocalypse can be an interesting setting, but it’s a tough sell as an ending, unless it’s to set up another story, like a prequel.