But what do you guys wanted? Shepard to find a magic button that would destroy all reapers and bring peace to milky way? Reapers already destroyed the protheans, a far more developed civilization than humans, turians, asari etc. If you consider the power of reapers, of course the ending of the game would be of a difficult choice. Its like we cant defeat the gods but the effort of one of us (shep) was so great that he was offered to become a god. Also, very little time passed between the discovery of reapers by shep and their attacks and lets remember that the council couldnt care less about them.
Im not fluent in english and probably couldnt make myself totally understood. But yeah, i liked the ending and i think it suits well the story.
I would have been fine with a 'press F to defeat reapers' ending. It's clear that they won't be defeated by conventional means. Most of the game is spent securing resources and troops to defend the Crucible. It may be a macguffin, but it's not a deus ex machina. Macguffins aren't always bad, especially when they fit the world thematically and require effort to make and deploy.
The peace comes to the milky way through a series of diplomatic concessions and difficult missions, not a magic button. Also, I fail to see how a magic button which destroys the reaper is somehow a bad thing, but a magic button which makes Shepard into a God is not, despite the possibility of Shepard becoming a god not being foreshadowed, not really making sense, not fitting thematically with the other choices in the game, and involving greater and more ridiculous degrees of space magic. I mean, the reapers can have space magic, but we built the crucible, how can it do what it does?
What bothers me is that, in a game about your squad of friends, you end the game not in combat, but alone, making a decision which nothing before matters. A decision in which there is really one true answer (destroy) and the rest have ill-defined consequences that we will never really see.
The ending was not the place for decisions. It was the place where the consequences of our past decisions should be evident, not irrelevant. What difference does aligning with the Geth, or curing the genophage, or anything, really, make to that climactic scene? Nothing.
Why wasn't there a boss? The other games ended in boss fights.
The shift in tone, themes and player action, combined with the bone--headed narrative resolution and dry exposition were what made the ending suck.
Not only does it drastically go against the theme of the entire series at the eleventh hour, but doesn't even have the self-awareness of realizing what it just did.
When someone so fundamentally misunderstands their own work, I think it is reasonable to lose faith in them. If the whole of MEA is as bad as ME3's ending, then, yeah, it will be a terrible game.
Bioware games have been hurt, IMO, by chasing mainstream trends. I almost expect an AR app where you can walk around defeating darkspawn outside your local church. The problem is that the marketing department and execs who say 'make this more like mainstream games' don't understand game design, nor do they really understand what resonates with fans. the fan's don't even understand what resonates with them, either.