JediMB said:
J.d. Scott said:
The reason you're being derided as immature children is because you are. The fact that you didn't like the ending, and to claim that this "ruined" the entire product and constituted false advertising is ridiculous. It's their story. More importantly, if you took the time to actually understand what they were trying to do with that ending instead of simply joining the knee-jerk reaction parade, you might realize that the ending is brilliant. It's a smart, creative, subtle ending - slightly flawed, but it literally reshapes 300+ hours and thousands of paths and choices in less then two minutes. It gives qualities to the plot and characters that were never there before, and makes you question every moment and every choice you ever made. The fact that they used a scalpel and not a sledgehammer seems to make inaccessible to people, and I think that any changes will simplify appeal to the lowest common denominator by simply explaining what was supposed to be thought-provoking and diagramming what was once philosophical.
People keep saying these things, but they never go into detail to explain their reasoning. Meanwhile, the fans arguing against the current ending have produced detailed deconstructions of the ending, compared the stories and themes both between the games in the trilogy and with celebrated traditional literary works, and explained why it's unfitting for the genre and emotionally unsatisfying.
It would seem you can't really counter the arguments, so instead you attack the ones making them, all the while spouting vague nonsense about finding subtle brilliance in a sequence of events that are proven to suffer from last-minute cuts, rewrites, and complete displacement of several important subplots.
Fine. I'll do your homework for you.
The basic idea is that ending of Mass Effect 3 turns each individual game of Mass Effect 1-3 into a seperate version of a monomyth. The concept is that you're not experiencing the events as they happened or when they happened but a retelling several thousand or hundred thousand years in the future, after the effects of the reaper invasion.
Quoting Joseph Campbell, who came up with the concept: A hero ventures forth from the world of common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man.
The idea here is that basic patterns from a monomyth when moved into the future becomes interwoven into several different narratives, via cultural biases and constant retelling. Details become lost, new details get added, things get changed. They all end up slightly different from one another.
You are not playing as Shepard. You're playing as somebody's version of Shepard from the future. In this way, all the choice you made were right, and all the choices were wrong, because nobody knows exactly what happened. It allows for deviation from game to game while simultaneously keeping all ideas the same. There was somebody named Shepard. He/She saved humanity from Saren and Sovereign. He/She built a crew from all the intelligent races in the galaxy. He/She defeated the Collectors. He/She stopped the reapers from destroying all life.
That's it. Each individual choice you made - male/female, renegade/paragon, gay/straight, relationship/no relationship, who you fell in love with, Krogan hero / Salarian hero, Quarians/Geth/Peace is just the splintered variant effects of time and personal choice. You're telling the story, so you get to tell it the way you want but you at the core still some facts to build you story on.
The endings have to be similar because the details are not completely lost. The Citadel was there. The crucible was used. The Reapers were stopped.
There are some notable plot holes. Shepard should have ordered Joker and Edi from the crucible to take the crew and run. Obviously they were supposed to flee to set up the green-side new creation mythos (with Joker and Edi as representative of the new origins of the organic/synthetic unified race). The destruction ending should have destroyed Victory Fleet (the Sol Relay exploding should have blown them to shreds) and the blue and green endings should not have destroyed the relays. The Blue ending is especially bad because destroying the relays left Victory Fleet stranded. If Earth was destroyed, there isn't even a habitable planet. They could clean the Citadel, but that's a lot people. Turians/Quarians need special food. At least Green side they could say that the changeover alleviated these issues, but the blue side left everyone to die. Disabling the mass relays (with the knowledge of the reapers or combined advanced races to repair them) would make more sense.
They could have done a slightly better job of expounding on their concepts. A simple text/VO narrative after each cut-scene would have done wonders. They can still effectively add this type of thing. Or they could extend the storyteller/child against blue snow scene to add some individual dialogue for each ending, or at least give a slight representation that each ending, no matter how brutal, lead to a future.
I also wouldn't be too averse to two special endings that involved both a rather advanced military and extensive paragon/renegade choices that didn't just have Shepard survive as a five second cutscene of a broken soldier on a dead ship with virtually no way out, but allowed you to utilize your primary skill to convince the "child" (he also could have used a touch of explaining - is he a VI controlling the reapers, the physical manifestation of an advanced consciousness, a representation of a reaper collective - what?) that you were either capable of coexisting with synthetic or capable of subjugating synthetic races. In both cases, Shepard could survive and thrive, allowing for Bioware to DLC to its heart content, while simultaneously obtaining the final objective - Shepard becomes a legend, Reapers are stopped, and lots of people died.
(As a final note, everyone who's wondering about the Citadel being moved seems to be ascribing an particular intelligence or subtlety to the Reapers that they never showed in the game. When you land on Palaven and discuss strategy with the leader of the Turian ground forces, he says bluntly that the Reapers could care less about proper military strategy. The Turians set a flanking maneuver and the Reapers walked right in and simply used their sheer technological advantage as well as their mass and ability to take damage to simply overwhelm the Turians. The reaper that died on Rannoch basically attempted to solo overwhelm the home of either the largest synthetic race in the galaxy or the most powerful fleet in the galaxy, or both. They obviously don't plan things out. Why wouldn't they move the Citadel to where they were most powerful? Since they failed the last time they tried to archive humanity in reaper form, why not start production again? The Reapers are really powerful genetic archives/genetic vacuum cleaners. Assuming they viewed the current cycle as any more of a threat and worthy of alternate strategies is silly.)