About the Reaper design but first an analogy, it has a point I promise.
Remember the Padme/Anakin romance in the Star Wars prequels? Something about that romance never seemed quite real to the viewer. This view didn't come from the lines of exposition though, in fact according to the characters it was a love strong enough to turn Anakin evil and ultimately leads Padme to losing the will to live. However, things like the lack of chemistry between the actors and stiff dialogue stops any dramatic tension from seeing the romance threatened. This is important because any story beat that depends on the romance will feel contrived and ultimately be uninteresting to experience. There's more to stories than what the characters are literally telling each other. Things like acting, cinematography, visuals, and, in games, mechanics, all have an effect on how a player experiences the story. Which leads me to the Reapers.
The harvesting process involves throwing people into a blender live and awake, they graft bodies together to make husks, the music that accompanies them is sinister, they're dark red and black with a lovecraftian appearance, Sovereign and Harbinger have nothing but contempt for other life (with Harbinger bordering on self-parody), even the "bring order to the chaos" line seems like a moral handwave. All of this leads to the overwhelming impression that the Reapers are evil -- these connotations exist for a reason across the entire spectrum of fiction. Then the Catalyst comes along and says they're actually some kind of saviors. It doesn't actually challenge the previous preconception of the Reapers though; the Catalyst is merely, by writer fiat, saying things are different now. This isn't a clever twist. Like the prequels the other parts of the story and the presentation of the Reapers aren't existent to make this revelation feel genuine.





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