Chris is wrong. He says he has a problem with the ending because it does not adequately explain what happened. Well, guess what: that's called ambiguity and in fiction it's generally considered to be a good thing. You are not precisely told what happened, but you are given an idea and whatever you think happened is how the story ends in your mind. To say that it's a bad ending because of that is to be like the idiots who are poring through the production documents of Inception to find out whether or not the spin stops at the ending. It's not important, because there isn't supposed to be a definitive answer, and that's the point.
Imagine that there's an Inception sequel that explains without any leeway whether or not the previous movie's ending is a dream or not. Most people would hate it and call it a cash grab, probably rightly. That's exactly what Advent Children is: a cash grab that has no respect for the original ending and just wants to make more money. I'm not sure why gamers are the only media consumers who demand that everything be explained to them: that's a stupid, self-defeating way of thinking that leads only to make sure games with proper symbolysm and subtext are never made.
Since everyone is talking about ME3, here's a parallel: I've seen people flat out reject Indocrination Theory because 'Bioware has to say it's canon'. That's not how it works, dudes! Once a work is released, the author's analysis of it has no more say than the fanbase's, because a work has to stand on its own. If the work supports the theory, then Bioware saying it's not true does not change the fact that it's plausible and therefore a valid interpretation. That's what made me so angry about Retakers: not that they didn't like the ending, but that they departed from the assumption that they had to force Bioware to make a new ending, when in fact any ending they created themselves was exactly was valid as the canon one under any theory for the study of creative works.
Kyle, on the other end, is also wrong. GTAIII was the first game to mesh true sandbox and at least a pretension of narrative, so it should get a pass as the devs were technically testing the waters to see what works and what didn't. Plus GTAIII was about some lowlife scum running around and killing hookers (hoooraay!) so what should change in the city once he finishes killing some people he didn't like? I hated GTAIV, but it did have an ending that had some finality for those who were playing for the story, without preventing them from continuing on the gameplay. On the other hand. Fallout 3 had an ending that was certainly final but gamers hated it. (I didn't - it happened to be an excellent ending for my character, who was a goody two-shoes and didn't have anyone on her party who could have done the deed for her, but were you playing an evil character who had a robot and a mutant for sidekicks I'd understand how it doesn't fit in.)
So if both are wrong, who wins? Dan. Dan always wins. Woooo Dan!