TheCommanders said:
First of all, thank you for actually taking the time to write a whole post in response. I get tired of laying out a detailed argument only to have someone later reply something like, "Uh, no, because... you're dumb." If they don't have anything constructive to say, they shouldn't even bother. Anway:
That is one hell of a post. I'll try and answer every single one of your issues. And thank you very much. I love a good debate, and you seem to be totally worth the time. So I'll try not to dissapoint.
I would agree, however I would add that many of the plot holes I've noticed in the ending simply can't be ignored or filled in, even when I'm in "the zone" of being emotionally involved in the story. They are simply too major, and jerk me right out of the experience, engaging the logical examination reflex that no one not watching a mystery really wants to have to use while experiencing a story.
Well you haven't mentionned "which" plotholes in particular, but I imagine I'll find out pretty soon reading the rest. All I have to say here is that some people really do need to understand everything in order to enjoy a narrative experience. I don't know if that's your deal, if you can't stand elements in a story that can't be explained. Either way that's fine. I personally didn't mind, but I think that's pretty clear. So let's see what didn't work for you...
Actually the main reasons the ending ended up sucking are twofold. Firstly, the original concept that Bioware had been going with involved dark matter slowing building up because of evolution, and the destruction of civilization was actually postponing the end of the universe as we know it (or something along those lines). This was vaguely prefaced in the mission where you recruit Tali in ME2, where the sun is dying much faster than it should because of dark energy. Having read more into this, I think it could have made a much better ending, but I'll discuss that later. Anyway, early unfinished drafts of this storyline got leaks and fans didn't like it (possibly because it was an early unrefined version). Bioware, in turn, decided to scrap that ending to try to appease the fanbase (funnily enough, this renders the arguments that refusing to alter the ending is a matter of artistic integrity moot as it wasn't the original vison anyway, but again, that's another story). So due to EA's rather inflexible deadlines, the writers had to start from scratch at a point when one would not normally be comfortable doing so in a development cycle. The second reason is that the ending was not subject to the peer review process that the rest of the content in Mass Effect was, which means that it was not the collective visions and efforts of the entire team, but rather the personal ending of Casey Hudson and one of the lead writers.
Huh, didn't know about all that. Well, whatever the case, I still don't see how dark energy builds up because of evolution. That still doesn't make sense to me...
In the end they decided to go with something else. I never had a problem with the "singularity" issue, I thought that was rather brilliant, considering how the center of many conflicts since the first game is always the Geth (and of course the Reapers), and how the Reapers are robots themselves... it just makes a lot of sense to go with that.
I never questioned the fact that Shepard decided to evacuate his squad mates (in fact, since I had my LI, Liara, in the party, it actually made a lot of sense). What doesn't make any sense is the fact that Normandy is hovering directly in front of Harbinger, who is currently in the process of raining red beamy hell down upon anything that moves in this entire approach to the beam. Yet, during this whole time he doesn't bother to even take a casual potshot a the ship of his greatest (rival? threat? whatever). His beams are shown to be powerful enough to blow tanks apart with a single blast, and destroy dreadnoughts, so it's not an issue of can he, but why the hell didn't he? The part where the Normandy slowly turns before leaving, and Harbinger just sort of stares at them really broke immersion for me. At the very least (if you're going to have the ship protected by protagonist plot shields) have him take a shot or two and miss. Ignoring them is completely nonsensical. Also, how the hell does Shepard survive the direct hit from the beam that is shown seconds before blowing a shielded gunship out of the sky. Whatever, plot armor, I got it, but that just ceases to be enough explanation for me after a while.
Well, yes... one could argue that this is all due to plot armor, but there are good explanations that help justify all this.
Firstly, the Normandy has a stealth system. Now obviously, Harbinger has eyes, since it's capable of shooting humans running towards the beam, so that shouldn't be a problem. It could have shot the Normandy, but in the end, it's possible it did not, because it didn't feel it was necessary. They were fleeing, not running towards the beam, so the Reaper AI controlling it didn't care.
Shepard did not get the Reaper red laser straight in the face. In fact I think they modified the cutscene in such a way that you see it hit in front of him. So Shepard is not hit, but the following explosion does put him in a bad way. And of course, there is plot armor, and wanting to make this whole last chapter of the return to the Citadel all dramatic. They wanted Shepard to be severely damaged but not killed.
The british soldier is Major Coats, and he was the one who gave the order to retreat (despite just before the mission everyone agreeing this was to be an all out assault with no provisions for retreat). He believed the entire force destroyed, so it wasn't him. Both Anderson and Shepard do have working radios (we know this because they are able to communicate with each other). However, neither of them decided to point out that path to the beam was completely clear now, and there was no reason to retreat since Harbinger had left. Since neither of them bothered to communicate this rather important information, we can assume they didn't contact anyone. However, this was one of the plot holes that didn't actually bother me *while* playing the game, so I'm wiling to let it slide.
If Major Coats decided to retreat despite their past decisions, it's because orders can change, and characters have flaws. Now, why did Shepard not contact Coats? Probably because he was all beat up and focused on getting in the beam. Following him in, Anderson could have contacted Coats (who signals Hackett) and then jumped in the beam. Harbinger probably left because it thought every soldier was down, so one could go and theorize that Anderson was in hiding and the only one left alive after the attack, after Shepard of course.
I did find it a little strange that Anderson came up after me when he had been almost right behind me at the time when I was knocked out, and then still managed to wait around for me to regain consciousness, struggle towards the beam, fight off a few husks and the now infamous Marauder Shields, and THEN decide to come follow me, but whatever, it's not a plot hole, just strange. I will also say the Illusive Man scene, and the little bit after it with Anderson was pretty much the only part of the ending I liked. Martin Sheen is a terrific actor. I didn't even mention any of this as being problematic. Again it's strange, but not a plot hole, and I didn't even mention it so I'm slightly confused as to why you brought it up.
I know you didn't. I just brought it up to try debunk any "plothole" one might come across. Also agree with everything you're saying here. To me the ending could have ended just there with you sitting next to Anderson, both of you dying while the Crucible fires (or doesn't). It's an excellent scene.
I think you're missing the point slightly. Actually, a few points. Firstly, the very fact that a Reaper AI was in (and is show to be able to influence and interact with) the citadel renders the entire plot of the first game moot. Refer to my previous post for the full argument. That is not a matter of scientific explanation, that's a matter of a new, pointless, character they added in this game creates an enormous problem in a previous game.
Wait up. The Reaper AI is situated in the Citadel, and is capable of contacting the Reapers and directing them no matter where they are. So it's a really awesome server with awesome wireless control. No problem here.
I get the feeling you're saying that the Reaper AI could have opened the portal to dark space in the first game, because it's in the Citadel, and should have control of everything.
However let's remember one important plot point. The Catalyst/AI says it can't make Crucible fire by itself. It's not that it's impossible for the Catalyst to make the decision, but that it's impossible for the Catalyst to activate the Crucible at all.
The Citadel works through the bug guys whose name I forget... ... anyway, in the first game, they are the ones would have received a signal and opened the relay to dark space. The Reaper AI is situated in the Citadel, but it can't control it. Something physical has to operate the Citadel, like those bug things (curse their name) and the Reapers for example, who move it near Earth towards the end of the game.
Secondly, no, I don't necessarily want to know how the crucible works, but I want it to make sense, do you see the difference? Why does it work with humans when the previous cycles that built it had no knowledge of us? Why was it built with three options when it only had one purpose. And don't say that the Catalyst came up with new ways to use the existing build, because the control and synthesis "controls" were built into the crucible. That means at some point during the creation process (by the previous cycles) someone came up with these options, yet the Catalyst is saying they only became options when it observed them. Do you see the contradiction? The color coding is just nitpicking, but it doesn't make any sense either.
What do you mean why does it work with humans? There is nothing human-specific about it...
The Crucible was not built with options. You'll notice the options are actually situated on the Citadel. It was shifting and changing to accept the Crucible and see what it could do with it, so when you meet the Catalyst, it shows to you how you have three ways of using the Crucible (how you can manipulate its energy basically), but those were not designed along with the Crucible, it's just the way the Citadel reacted.
Also, the Catalyst does not decide any of it. The Citadel is reprogrammed for the Crucible, but it does so automatically and without the Catalyst's control (because it has none anyway). It basically adapts to the new situation.
Since the Crucible is a massive energy source (according to Catalyst), your only option is to basically release it, but the Citadel adapted in such a way that it provides you with three ways to release it, 2 out of 3 necessitating your personal input on a cellular level.
So you can unleash it as an undiscriminating synthetic destructive blast, unleash it as an electrical blast that carries your memories and thoughts, or unleash it as a DNA altering blast. Look, the last two sound stupid and farfetched, but so does the Element Zero and Mass Effect explained throughout the games. It's science-fiction, and if they wanted, they could give you Codex explanation of the Crucible's adaptive energy source, but that's not what they were going for.
By the way, you seem to think I'm talking about the explosions when I actually mean the red renegade lights illuminate the destroy option, and the blue paragon lights illuminating the control option.
In some way they make sense. The "Renegade" option destroys all synthetics including your own squadmate EDI. The "Paragon" option only kills you, but "ensures" peace throughout the galaxy.
The final "middle" option actually ensures peace through the understanding of synthetics and organics (and due to their full understanding of each other, none of them mind of the ultra DNA change, that is basically seamless it would seem). That wasn't all clear and obvious before the extended cut, but I think it's much more evident now. The "Renegade" says F*** this and blows the Reapers sacrificing companions, the "Paragon" says I will sacrifice myself to ensure everyone survives and remains unchanged.
I'm aware that Hacket is using blueprints, but someone made those blueprints, and decided to put them in. Explain why, or don't put them there. Also, you didn't address why the Catalyst gives you two options (control and destroy) that it doesn't want you to pick. Why did it tell you them? Why did it raise the platforms that allowed you to access the pannel that destroys it? That doesn't make any sense. It's not about the science, it's about coherence. This lacks any semblance of coherence. Not just for the reasons I've just listed. Every singe thing the Catalyst says raises more questions than it answers, and that is not good writing.
Again, the Catalyst does not raise the platforms or do anything for you. It simply observes how the Citadel adapted and tells you what's what. The choices appeared with the Citadel and were not in the blueprints. Of course that's all theories, but that's how I see it.
Yes I know. What I said was: "that is in there because apparently Bioware didn't think about the fact that showing explosions at each Mass Relay would cause many people to think that either everyone is obliterated or at the very least trapped." Basically, in the original ending, many people were confused by the colorful explosions, as the degree of destruction they inflicted on the galaxy was left unknown. In the Extended Cut they simply clarify that everyone is not dead.
Ahhh, I didn't break down your post last time, so I just answered after getting the general feel of what you were saying. I missed that I guess.
Ok, here I have to disagree. Showing us the people that we know died are dead and the people we know are alive are alive does not qualify as changing the ending based on your choices. Have you played Fallout: New Vegas? At the end there is a short slide for each companion character you interacted with. It's just a short little snippet about where they intended to go next, and maybe how they felt about their experience with the Courier. I would completely agree that you don't want to know their life story, just maybe a glimpse into what their life will be like now that the galaxy wide threat has been dealt with, because yes, I do actually care. For example, I can't even imagine what Miranda will be doing with Cerberus abolished, so maybe a hint that she's a fugitive, or granted immunity for her recent actions would be nice. In regard to the rest of the slides, saying that we rebuilt everything to how it was before is just a appeasement to fans who thought everyone was dead. A hint to the future of the galaxy would be a reminder that, say, that after their cure Krogan are still angry regarding the genophage, and without a temperate leader, future war is inevitable, or that because you didn't cure the genophage, the losses they sustained in the final battle might never be recovered from. This is one of the reason I actually like to replay Fallout: New Vegas and Dragon Age: Origins, because they give you an idea of what will happen in the world after you leave AND it's different every time depending on the choices you make along the way, not in the last 5 minutes. Not novels worth of text, but little snippets you can extrapolate from using your imagination. That's ambiguity used correctly. Mass Effect 3 says: Everyone is alive who is alive, most of the stuff is fixed, imagine the rest yourself. The problem is that as you point out, Mass Effect is fundamentally their story not mine, and I would have appreciated their imaginings on where the world and characters are likely to go next, as it is incredibly unlikely we will every see a direct sequel (nor should we).
About Miranda, she is featured in the epilogue stills, so we know what she's doing depending on your choice. We could argue she is running and working with her sister away from society during Control and Destroy, but during Synthesis, they show her working on plans to build new things along with the rest of society, showing the additional understanding of the synthetics allowed her to fit right back in, because everyone understands each other on a whole different level now.
Sadly, the rest of your argumentation here is very much personal feelings and how you would have liked things to be. I didn't play New Vegas, so I didn't experiment your ending nor can relate on how it would feel or whatever. So it's all a matter of opinion here. They wanted to leave it open ended, you would have liked more. I still believe I know my crew enough that I know what they'll do next. I didn't feel the need for further explanation.
I touched on this earlier. They didn't decide to drop it, not really, it was decided for them by fans when it got leaked prematurely. I don't remember where, I did read an extrapolated plot from the dark energy angle, and it was actually quite similar, in concept, to a terrific science fiction novel. It's interesting and the end decision they had originally planned involving deciding whether to destroy the reapers and risk the catastrophe, find a compromise, or give in to the reapers, sacrificing humanity but possibly saving the universe was much more interesting, if still not consistant with themes in the Mass Effect universe.
Again, I could see this coming in a sequel. I'm sure they didn't drop the idea
To be fair if your only connection to Mass Effect is being in the same galaxy, you might as well start a new IP, but that's a whole different issue. I'm always one to cry foul when franchises overstay their welcome, and this being a definite end to the series is not something I have a problem with. It's that it was a terrible ending.
I'll argue that Mass Effect wasn't about the milky way galaxy so much as it was about the people, the science, that Babylon 5 feel that people often reference (I didn't watch the show), and that's something we could see in another galaxy, using roughly the same science. Of course, there wouldn't be any humans, unless one human manages to travel to another galaxy, and that becomes our new hero
Again, science isn't the important part. The ending needs to make sense though, which - objectively - it doesn't. That failing, it needs to be emotionally engaging, and the new extended cut with the voice overs is cheesy beyond belief, which renders that moot as well. I mentioned above that mystique and mystery are different than not telling anything. If the writers want the gamer to use their imagination, then it's their responsibility to set them on the right direction, which this ending fails to do. Lastly, regarding the ambiguity over Shepard's death (the breath scene) saying that not explicitly telling whether he is alive or dead is better storytelling is like saying that leaving it a mystery as to whether or not Luke Skywalker made it out of the Death Star before it blew up would make Star Wars a better story. No. No it fucking wouldn't. As you mentioned, they don't need to really worry about cannon, because having 3 endings negates the possibility of continuing this story canonically, so they have no excuse for omitting this detail.
Agreed on that last part. That last breath scene was a little retarded. But I think they left it like that so that people wouldn't pick "Destroy" as a canon ending. If it was clear Shepard was alive and well (as in more than just a breath), everybody would jump on the destroy ending, and that would just kill the whole mystery and "what happens now" feeling you get from all endings.
Again, for me it did the job, for you it didn't. I think I addressed every single one of your issues, providing good explanation for each of them, but if there's something more, do go ahead and tell.
Again, what I liked you didn't, and that's normal. I don't want to force down your throat that this ending was somehow beyond Awesome and you should kneel to Bioware you know. Everybody's got different tastes, and I have to respect that.