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Mass Effect Mass Effect Series Retrospective by Shamus Young

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Joined
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Messages
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Location
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Mass Effect Retrospective 47: Space Magic Nonsense
splash800_takebackearth.jpg


We were all prepared for some exposition that would explain what the Crucible is, what the Catalyst is, and how it can beat the Reapers. We found the VI on Thessia, but before it could tell us anything useful Kai Leng showed up and stole it in a cutscene.

Kai Leng has a gunship protecting him. Apparently the writer totally forgot that the Reapers were blowing the hell out of the planet and that gunships were getting shot down in droves. I guess that doesn’t apply to Kai Leng? He can just stroll in here without being killed by either the Reapers or the Asari military?

“But Shamus, Kai Leng is indoctrinated so the Reapers leave him alone!”

That’s certainly an explanation a writer could have put in the game if they had the ability to think about more than one concept at a time. But this is a one-concept writer who tried to write a three-way fight, which leaves the rest of us to patch over the gaps and holes with conjecture. And if you head-canon that excuse in this scene, then the very next mission destroys that notion by showing the Reapers attacking a Cerberus base. It’s not so much “The Reapers won’t attack Cerberus” as “The Reapers only attack Cerberus when it’s convenient for the writer”.

After the big “Kai Leng Wins The Whole Universe Because He’s the Best” cutscene, everyone gathers on the Normandy to discuss their next move. James of all people – who I realize I’ve never covered in this write-up but he’s our meathead space marine squaddie – asks why we don’t hit Cerberus back.



That’s a Really Good Question
me3_cerberus10.jpg


Really? This is a new idea? Up until this point I’ve assumed Cerberus was simply “hidden” – you know, the way one might hide all of Texas – so that we couldn’t find them. But now the game seems to be suggesting that Cerberus does indeed have bases. And nobody in the entire galaxy has ever gotten the idea to find these bases and blow them up? Really? Apparently so, because it takes just one person to track them down, and she does it without leaving the meeting or even using a computer.

Look, if they’re impossible to find, that’s ridiculous because they have armies that rival the council races so their burgeoning infrastructure should be trivial to find. But if they’re trivial to find, then why haven’t any of their enemies done so, since they have been going out of their way to pick fights with basically everyone? Not only is the game telling us two contradictory things about Cerberus, but both of these contradictory ideas are completely nonsensical. The writer can’t even keep track of which nonsensical bullshit excuse they’re using at any given moment.

Sure, you could make this work. This could be sloppily patched over by saying Cerberus is hiding in some politically difficult area, or they have a secret Mass Relay, or some cloaking bullshit, or a nebula, or some other lame excuse. Heck, at least make it sound like the Alliance has been actively looking for Cerberus bases and shutting them down whenever possible. You could say that Cerberus bases are like drug dealers: Remove one, and another one replaces it. It would still be dumb, but it least it would show that somebody in this universe was doing something. It would show that there are people in this universe who make decisions and do things, even if they’ve never met Commander Shepard.

But the writer never bothered because the main plot of Mass Effect 3 runs on contrivances and idiocy. The writer has extreme tunnel vision and can’t imagine the parts of the world that aren’t directly in front of them. Cerberus has been our most direct antagonist in the game, and until now we’ve never been given the impression that anyone in the story was doing something about them, or that anyone had ever tried.

Sanctuary
me3_cerberus11.jpg


Fun trivia: This takes place on the same planet as the Horizons mission for Mass Effect 2. So that’s TWICE we’ve been here without meeting anyone or experiencing any worldbuilding.

One strange thing that the game keeps doing is that it repeatedly has our heroes react with shock when it’s revealed how stupid and pointlessly evil Cerberus is. I thought Cerberus was stupid and evil at the very opening of Mass Effect 2. The game then proceeded to show us many instances that could only reinforce this perception. Then Cerberus went into full-on antagonist mode at the start of Mass Effect 3. And yet for some reason our characters still continue to be surprised at this, as if this idea is wholly new to them.

Shepard, do you remember Mass Effect 2? Jack’s loyalty mission? The science team on the derelict Reaper? The part of your own backstory where Cerberus fed your squad to a Thresher Maw? The Mars base at the start of this game where Cerberus murdered all our scientists and tried to erase the Prothean data? The bullshit you just saw on Thessia? It’s long past time to stop being shocked.

The only shocking reveal here is the scope and scale of the endless Cerberus military might. Instead of having Liara ask, “How could The Illusive Man do this?!” someone should be asking, “Where is this clown getting all his ships and weapons?”

This base shows that The Illusive Man is researching indoctrination by taking war refugees and turning them into husks by the thousands. That sort of explains the size of his ground army, but unless he’s “indoctrinating” shipyards, factories, and steel mills then Cerberus is still a cartoon villain that runs on fairy dust and unicorn dung.

At the end of Sanctuary we face off against Miranda’s father, who is holding her sister hostage. Once that’s resolved, we’re given the location for the main Cerberus base. And here I want to stop nitpicking and ask an honest non-rhetorical question: Why couldn’t we have obtained this information from Miranda after she betrayed Cerberus? We know she’s been to that base, because she was there in the opening cutscene of Mass Effect 2. I’ve never had Miranda survive the suicide mission[1], so I don’t know if this was explained or not.

I’ve always been left with the feeling that I’m missing something here, and I was never sure if that was an actual problem with the story, or if I was missing key exposition due to missing Miranda[2]. So I don’t have more to say on this mission. Let’s just move on to…

The Cerberus Base
me3_cerberus13.jpg


There are a couple of good moments in the Cerberus base. Shepard finds out just how dead he was, and begins asking what it means to come back from that. Granted, this introspection is about 1 ¾ games too late, but it’s a nice gesture.

You also find the ruins of the baby Reaper from Mass Effect 2. This happens even if you destroyed the entire base in a nuclear explosion. The only reason people wanted to blow up the base at all is to keep Cerberus from having it, and yet here it is. Somehow.

Why? Why would the writer negate the big end-game decision like this? It’s not like this Reaper tech is required to make the story work[3]. Why would you spend money on scripting and voice acting and environment design to put this scene in the game, when the only thing it accomplishes is to undo a rare moment of player agency? And for what? To remind us of the lame terminator robot that we would have been happy to forget about? It is amazing the lengths the writer is willing to go to in order to do the wrongest thing possible.

Then at the end you have another conversation with TIM. Like all your other debates with him, it goes in circles and comes down to cliches rather than an exchange of viewpoints. He even claims that Cerberus is an “idea”, and then refuses to say what that idea is. Once again, it’s clear that our dialog choices cannot persuade TIM and that he’s not going to tell us anything interesting. It’s an argument about nothing, and this is the third time we’ve had to sit through it.

Afterwards, we recover the Prothean VI, who will hopefully make sense of the Crucible for us.

It’s Dumber than You Could Have Guessed
me3_catalyst1.jpg


The VI reveals that the Crucible was developed over many cycles by many different species. Each species finds the plans and adds to them, but nobody has yet used the plans to defeat the Reapers. The “Catalyst” we’ve been looking for – the last piece of the Crucible – is the Citadel itself. I picked this idea apart way back in 2012, but for those that missed it:

How are the races collaborating? The Reapers surprise attack, kill everyone, and then leave no traces of their work. Does every single race just happen to never find any hint of the Reapers until after the Reapers attack? And then once the attack is begun they find ruins, or old computers, or whatever, and try to build their own Crucible, even though nobody knows how to use it or what it’s for? And then they somehow add to this design, even though they don’t know what it does or how it works? And then they bury their modified plans in such a way that the Reapers won’t find them, but the people of the next cycle will find them, but only once it’s too late? And the Reapers have never heard of this idea, even though they must have destroyed previous versions of the Crucible, and even though espionage through indoctrination (literal mind-control!) is a major tool of their invasion?

Imagine that the first race, facing the Reaper threat and having no idea how to defeat them, sits down and designs a trigger guard. And that’s it. Then they bury the plans for the trigger guard and they die. 50,000 years later, the next race is getting pulverized. Before they die, they find the plans for the trigger guard. They have no idea what it’s for or what it does, but they design a handle to go with it. They add it to the plans, and re-bury them.

And so it goes. 50,000 years. A safety mechanism. A rifled barrel. A magazine. A rear sight. The trigger. A front sight. A muzzle. An ejection port. Nobody knows what any of this does.

me3_catalyst2.jpg


Then Shepard & Co come along. They follow the plans, which builds a Glock 17 pistol. Admiral Hackett points to the chamber. Something goes in there, but we don’t know what it is or what it does.

Then you meet the Star Child, who just happens to be a 9mm bullet, which miraculously is a perfect fit for this pistol, even though the people who built it have no idea what a bullet is or what it does.

Then the Star Child explains that the next step is to put the bullet in the chamber, aim the weapon at your foot, and pull the trigger. That’s how you “win”.

Actually, I think my explanation makes the setup sound cooler than it really is. A situation where you’re tricked into building the weapon of your own downfall would have been a great twist. This isn’t that. This is just a mess of contrivances and bizarre “plot twists” trying to sound profound. This isn’t just a couple of annoying plot holes. This entire concept is nonsensical to the point of being surreal. This device is at the very center of this story. The entire plot turns on this thing. And it’s complete horseshit.

The Mass Effect universe was originally named after the technology that makes all space travel possible. A large part of the first game was spent establishing rules, technology, history, and political relationships of numerous peoples and factions. And yet here at the end, the entire plot revolves around a device of unknown purpose with a nonsense history with no connection to our hero that – even if it worked on a logical level – is still nothing more than a brute-force deus ex machina.

At the end of the conversation, the VI reveals that TIM has fled to the Citadel and alerted the Reapers to the plans to use the Crucible.

Wait, What?
me3_tim10.jpg


Why would TIM do this? It only jeopardizes his plans! If he hadn’t said anything, then presumably the Crucible could have been taken to the Citadel and deployed without incident. By telegraphing your plans, TIM made it far more likely that the Crucible would be destroyed.

We now have a three-way war in which nobody makes any sense:

The Reapers usually attack the Citadel first. The first game established this. It’s where galactic power is focused. It’s the center of all intelligence, leadership, communication, and also the entire mass effect relay network. Capture it, and the galaxy falls apart, making conquest much easier. But the Reapers decided to ignore this and attack homeworlds first, and the writers didn’t offer an explanation. Heck, they didn’t even lampshade it. Shepard never says, “I wonder why they changed tactic this time around? Why did they leave the Citadel alone?”

They spent the entire second game messing around building a terminator robot that didn’t advance their goal of galactic conquest. The entire first game was built around the idea that they were trapped in dark space, asleep. And then they just woke up for no reason at the end of the second game, and showed up for no reason at the start of the third.

Cerberus / TIM spends the entire game trying to thwart your plans, despite the fact that his plan requires your plan to succeed first. He needs you to bring the Crucible to the Citadel and deploy it. Yet he tried to deny you the plans for the Crucible. He attacks the Alliance at every turn. He tips off the Reapers. Heck, if he was being clever he could have offered to help build the Crucible with his endless resources, and then tried to take control of it at the last moment.

Yes, he’s indoctrinated, but that doesn’t really fix this. Saren was indoctrinated in Mass Effect 1, and his struggle against Reaper control was a major part of his arc. He worked towards his goals for most of the game, and made some blunders that could – if you’re feeling generous – be attributed to his internal conflict. Here TIM is sort of indoctrinated, although it’s not clear what particular Reaper is controlling or influencing him or what they’re trying to accomplish with him. Saren’s plans are flawed in retrospect, and excused by indoctrination, which was a major part of his character’s arc. TIM’s plans are brazenly idiotic and contradictory on the surface, and indoctrination is used as a lazy excuse without really forming a coherent arc.

me3_tim11.jpg

Lines like this wouldn't be so infuriating if we were allowed to call him on his bullshit. I could get behind the idea that he's killing all these people, driven entirely by a sunken costs fallacy that says if he gives up now, then all of his previous atrocities will be for nothing. But the game won't let you go there. Instead you can be threatening or sanctimonious, which makes it feel like the writer is saying that TIM is right and you don't have any good arguments against him.
Fine, he’s indoctrinated and acts at random. His actions don’t serve humanity, himself, or the Reapers. The indoctrination excuse means this isn’t a plot hole, but it doesn’t fix the fact that having major characters operate entirely at random is still bad for a story, particularly when the nonsense isn’t really addressed or even noticed by the other characters.

The Good Guys are confused and mostly devoid of agency. They’re building a device of unknown purpose, designed by unknown people, at an unspecified location. Shepard spends the game rounding up fleets that he doesn’t know he’ll need until the end. Sometimes the good guys act like Reaper tech is so evil it must be blown up and never looked at. Other times they put Reaper Tech in charge of their ship, and then turn around and condemn TIM for using Reaper Tech.

I’m frustrated that Mass Effect went from details-first to drama-first, but I could get over it[4] if the game was actually capable of sustaining drama. Drama requires clarity, and everything here is so hopelessly muddled. Everyone is either lacking clear motivation, or they’re working towards their goals in the most roundabout way possible.

Shepard’s relationship with TIM doesn’t work because they don’t have a specific idea to fight over. They just gainsay each other. The rivalry with Kai Leng doesn’t work. We have no emotional connection with Earth. We have no emotional connection with the Crucible, the people building it, or even the Prothean VI. Our relationship with Some Kid doesn’t work. Our adversarial relationship with Udina doesn’t work because it comes out of nowhere and is introduced and resolved in the same scene. The only relationships that work are the ones established in previous games.

Fine, the story doesn’t make a lot of sense. Other stories have worked despite being riddled with plot holes like this. The problem isn’t the plot holes, it’s that the the writer used all these brute-force storytelling shortcuts to give us cheap pathos, but it was all for nothing because the game doesn’t work on an emotional level, either.

Kai Leng Part 2: The Revengening
me3_kaileng8.jpg


After we’re done talking to the VI, Kai Leng shows up. He spouts some more one-liners, and then you have a boss fight where he cheats his ass off, summons mooks, and generally acts like a boss for a completely different genre of videogame. Also he engages you in little quicktime event driven sword duels.

But the writer can’t bear the thought of those lame dirty players beating their precious villain with stupid gameplay. So after the fight, Shepard stupidly turns his back on Kai to sit down and use the computer. Why? Why would Shepard be using this computer? What’s he looking for? Aren’t we in a hurry to get back to Earth? Wouldn’t it make more sense to have EDI doing this? Why are both companions staring pointlessly out the window?

But of course, it doesn’t matter what Shepard is doing. This scene is here so the writer can give Kai Leng a proper cutscene send-off like a horror movie villain. He gets back up, and makes tons of gasping, grunting, stumbling sounds as he tries to sneak up behind Shepard. Which works, because Shepard is busy shitting his pants and his companions are drooling on themselves.

me3_kaileng9.jpg


After all the Kai Leng bullshit the player has put up with, his death finally offers a moment of gratification. But it’s gratification for the author, not the player. This scene isn’t about Shepard, it’s about Kai.

You get a little renegade prompt to finally kick this non-character out of your videogame.

“This is for Thane, you son of a bitch!” Shepard shouts.

Oh yeah. I forgot about Thane. I guess it’s just as well the writer didn’t give me a dialog wheel to let me choose my one-liner. I’m sure I would have just screwed it up and picked the wrong thing. Better to leave all the roleplaying and decision-making to the writer and I’ll handle the quicktime events and shooting.
 

Bumvelcrow

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Yup, Kai Leng sounds utterly shitty.

The worst part is, as Shamus says, the game won't let you beat him. You can be blasting his arse off the planet with one arm tied behind your back and one eye closed and suddenly <CUT SCENE> Oh, he's won. Somehow.
The other worst part is that he comes out of nowhere, for no good reason. He's obviously meant to be your replacement since you so badly failed TIM in ME2, but all the sibling rivalry and sexual tension is replaced by frustration due to the fact that he cheats his way through every fight and slouches around like some emo teenager when not spouting unimaginative one-liners. He makes you hate the writer, not the character. It's that bad.
 

Gord

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I stopped playing ME after part one (which was decent enough space opera if lacking in the gameplay department), but lost interest in the series after I saw what they went for in ME2 and 3. It really does look like they have a completely different team in each instalment that doesn't care one iota about what came before.
Which is an idiotic and incompetent way to do a trilogy...
 

pippin

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I don't know why people refer to ME as a "space opera". It's a noir plot in a sci fi setting. Everything that could make ME as a space opera is there as flavor text/sounds/plot/whatever. You're actually doing detective work, and few things beside tha actually matter in any sense of the word.

I can't actually put my hatred for Kai Leng into human words more than I have in the past. People got offended at the creatures/androids having cameltoes, but I'd say that seems tasteful in comparison to that fucking mess.
 

Atomkilla

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It's not noir, but there's some neo-noir elements.
It's not space opera either, except in, as pippin said, flavor material.
It's not military sci-fi either, even though it obviously has a lot of combat and military related stuff.
It's not pure space fantasy, despite having space magic.
It's not hard sci-fi, even though reading though the game's Codex it would want to make you believe it is.
It's not eldritch, otherworldly abomination sci-fi, despite it being a huge part of the game.
It's not futuristic political thriller set in far future, even though politics plays a part in the game.




And that is, for me, one of the biggest problems with ME franchise in general. It tries to be all over the place, all the time, but thematically, story-wise and gameplay-wise, and it almost universally fails in every of those aspects. The only difference is how hard it fails - granted, there are cases where the games shine, but those are not plentiful, and by the rule of thumb, the further you progress in the series, it gets worse. And the saddest thing is, of all the thematic elements I've mentioned there (there are more, I'm sure), most of them were off to a good start. ME1 set a proper stage for developing the in-game universe, but that was pretty much the highest point that the series reached.
 

Lhynn

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It's not noir, but there's some neo-noir elements.
It's not space opera either, except in, as pippin said, flavor material.
It's not military sci-fi either, even though it obviously has a lot of combat and military related stuff.
It's not pure space fantasy, despite having space magic.
It's not hard sci-fi, even though reading though the game's Codex it would want to make you believe it is.
It's not eldritch, otherworldly abomination sci-fi, despite it being a huge part of the game.
It's not futuristic political thriller set in far future, even though politics plays a part in the game.

And that is, for me, one of the biggest problems with ME franchise in general. It tries to be all over the place, all the time, but thematically, story-wise and gameplay-wise, and it almost universally fails in every of those aspects. The only difference is how hard it fails - granted, there are cases where the games shine, but those are not plentiful, and by the rule of thumb, the further you progress in the series, it gets worse. And the saddest thing is, of all the thematic elements I've mentioned there (there are more, I'm sure), most of them were off to a good start. ME1 set a proper stage for developing the in-game universe, but that was pretty much the highest point that the series reached.
The first game kept all those elements fairly well interconnected. It must have taken a lot of work, but it worked.
On the others almost everything that could go wrong went wrong.
 

Atomkilla

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It's not noir, but there's some neo-noir elements.
It's not space opera either, except in, as pippin said, flavor material.
It's not military sci-fi either, even though it obviously has a lot of combat and military related stuff.
It's not pure space fantasy, despite having space magic.
It's not hard sci-fi, even though reading though the game's Codex it would want to make you believe it is.
It's not eldritch, otherworldly abomination sci-fi, despite it being a huge part of the game.
It's not futuristic political thriller set in far future, even though politics plays a part in the game.

And that is, for me, one of the biggest problems with ME franchise in general. It tries to be all over the place, all the time, but thematically, story-wise and gameplay-wise, and it almost universally fails in every of those aspects. The only difference is how hard it fails - granted, there are cases where the games shine, but those are not plentiful, and by the rule of thumb, the further you progress in the series, it gets worse. And the saddest thing is, of all the thematic elements I've mentioned there (there are more, I'm sure), most of them were off to a good start. ME1 set a proper stage for developing the in-game universe, but that was pretty much the highest point that the series reached.
The first game kept all those elements fairly well interconnected. It must have taken a lot of work, but it worked.
On the others almost everything that could go wrong went wrong.



Except for the gameplay part, which was horrendous, the first game kept most of the stuff in check, yeah, but it didn't go much beyond that.
 

pippin

Guest
I still don't understand how the gameplay for ME1 was in any way better than 2 or 3. In ME1, from what I remember anyway, everything was stiff and clunky, with the so called rpg elements being there in an extremely shoehorned manner. If anything, they did the better thing by just making it an action game. At least the interface for 2 and 3 was better, or more comfortable at least.
 

Lhynn

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Well, gameplay actually evolved in ME1. But yeah, gameplay itself was a lot clunkier in ME1. I still liked it better tho. Also the RPG elements were not shoehorned in, and how you built your character made a huge difference.
 
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Lilura

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I still don't understand how the gameplay for ME1 was in any way better than 2 or 3. In ME1, from what I remember anyway, everything was stiff and clunky, with the so called rpg elements being there in an extremely shoehorned manner. If anything, they did the better thing by just making it an action game. At least the interface for 2 and 3 was better, or more comfortable at least.

Hell yes, ME2 > ME3 > ME1.
 

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Mass Effect Retrospective 48: What Dreams May Dumb
splash800_takebackearth.jpg

If there’s anything that drives home how Mass Effect 3 is playing flagrant bullshit for profundity, it would have to be…

Dream Sequences


me3_dream1.jpg



At the end of each of the major chapters in the game there’s a long dream sequence. Shepard chases Some Kid That Died – a nameless character we have no connection to – through a forest that has no context or meaning except to be “spooky” in the most generic way possible. There’s no gameplay, no dialog, the plot doesn’t move forward, nothing is foreshadowed, and no information is conveyed.

While I think “playable dream sequence” is a terrible idea in the context of Mass Effect, this could have been greatly improved with some basic changes:

  1. Put the dream on the Normandy. (Or the Citadel, or some other familiar location.) It might actually be slightly unnerving to see the Normandy slightly off, the layout re-arranged, and totally devoid of people. The forest is silly and boring. We’ve never seen a forest in the game. It has no meaning or depth for Shepard, who either grew up in space or a big city.


  2. Each dream should reveal something new. The dreams are all basically identical. Shepard chases the little kid around, and at the end the kid stands there motionless while he’s consumed by fire[1]. If nothing else, the dreams should tell some kind of one-minute story. The first time, the story gets cut off just as it gets going. The second time, it gets cut off just before the audience sees some big reveal at the end. The third would be the full dream, which would complete some thematic idea or give Shepard something to think about when he wakes up[2].
  3. Put characters in the dream. The writer is trying to build up the Star Child. It might help if Shepard’s lost friends showed up in these dreams. Perhaps they could die trying to save the kid? Sure, that’s sophomoric, but at least it’s something. These sequences have the opposite of the intended effect. The kid shows up and interrupts your game. You then have to chase the kid around while moving at agonizingly slow speeds. There is no gameplay, no decisions to be made, no dialog, no story progression, no characterization, and no greater meaning. By the end you’re not feeling angst about the loss of this one child, you’re pissed off the little shit keeps showing up and wasting your time.
Once again, the writer is clumsily grasping at old tropes without understanding what those tropes are for and how they’re used. A dream is supposed to be where the writer turns the protagonist inside-out and we get to see into their heart and mind. It could also be a chance to do a little character-building by letting us see into their past. But this isn’t a nightmare for Commander Shepard. This is a nightmare for Bella Swan.

Earth


me3_earth1.jpg



The Citadel has been moved to Earth. The story never hinted that it could do that, and in fact it makes no damn sense. What did it look like with something that massive taking a ride on the relay? Did it? Why would the Reapers move it?

The Prothean VI claimed it was moved to Earth so that it would be in “Reaper controlled space”, which kind of overlooks the fact that anywhere the Reapers show up automaticallybecomes Reaper controlled space, and they have every reason in the galaxy to want to capture the Citadel first.

According to the first game, capturing the Citadel allows them to shut down the mass relay network, which would basically halt all fleet movements and communication. Which would have foiled Shepard’s plan before he ever left Earth. Again, these are ideas that are part of the struggle against the Reapers. Retconning stuff isn’t ideal, but sometimes you need to. But retconning things that are central to the story and doing so without comment is incredibly destructive to our connection to the world. It makes it feel like anything can happen at any time without reason.

The writer thinks “unexpected” means “plot twist”. But plot twists are interesting if you foreshadow them so they can be understood in retrospect. Or if you spend some time exploring their ramifications. Or if they resolve a longstanding mystery. This is just the writer nakedly contorting the universe to suit their purposes.

In any case, Shepard summons the fleet to Earth for…

The Final Battle


me3_earth2.jpg



We need to dock the Crucible with the Citadel, but the arms of the station are closed. Last time someone needed to access the arms of the station, they used the Conduit. In fact, that was the turning point of the plot of the first game, and was the answer to the long-standing mystery of “what is the conduit?” that had been established in the first act.

I’m not saying it’s a plot hole that we can’t use the Conduit again[3], I’m saying that the writer could have offered some sort of acknowledgement of this in dialog. It was a solution to this problem before, so it ought to come up in conversation now, if only to explain why it won’t work this time. Show us that Shepard is proactive and looking for alternatives.

So how can we board the Citadel? Well, maybe we could use the magic door that let a Cerberus army into the station, or the other magic door that let Kai Leng escape? I kid. That was hours ago. Who could remember back that far?

The Citadel is over London[4] and the Reapers are gathering up bodies and throwing them into this beam of pure energy that leads up to the Citadel. The story seems to suggest this is how they’re going to harvest humans. It’s a dumb idea and it’s pointless to take it apart, so I’m going to let this point go without making a fuss or nitpRENEGADE INTERRUPT!!



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This is how the Reapers plan to harvest humanity? Even if people VOLUNTARILY marched to the beam en masse, it would take bloody ages like this. Most of the city would die of hunger or thirst while standing in line for the beam. Not to mention that nothing is capable of processing such volume on the other side.

Let’s imagine humanity decided they wanted to be harvested by the Reapers. So everyone converges on the beam. 24 hours a day, 7 days a week, people jog into the beam at the rate of 2 a second. It would take 81 days just to shove the measly 14 million people of the London metropolitan area though this single chokepoint.

And all of this ignores the fact that there’s nothing on the other end of the beam that indicates the Reapers could possibly process people this fast. In Mass Effect 1 Vigil said that harvesting took centuries, but I sort of assumed that was because the galaxy was huge, not because the Reapers just had really shitty tools. These machine gods harvest civilizations, and yet when its time for the reaping they’re like a guy who shows up to cut the grass at St. Andrews with an eyebrow trimmer.

No, this isn’t a plot hole. It’s just yet another example of how random ideas are being thoughtlessly thrown together. There’s lots of room to make excuses to explain this. The point is that nobody cares. This scenario is just here for shock value, and not a reveal of the nature and purpose of the Reapers. Why do they harvest? How do they choose who gets harvested? Why this beam? Are they making another baby Reaper somewhere? Who cares? Shoot the bad guys!



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At any rate, at this point in the story nobody has any way of knowing what the beam does. Maybe it liquefies you? Maybe it drops you into a machine that liquefies you? Maybe it drops you into a prison cell for later liquefaction? Maybe it instantly husk-ifies you? Or maybe it will drop you off in one of the wards and you’ll have to wander around the “Manhattan size x 5” station on foot, looking for a control panel that you don’t even know exists yet.

But Admiral Hackett apparently got a copy of the script, so he knows that if we can reach the beam on foot, then we’ll be transported up to the Citadel and appear right beside the controls that can open the arms of the station. Nobody asks what would happen if you flew a shuttle into the beam. Or perhaps just flew a ship through the beam way up in space, far from the battle. Everyone seems so intent on doing things the hard way.

But whatever. If the rest of this stuff worked, little details like this would be filed under the category of “Why don’t the Eagles take Frodo to Mt. Doom?” level nitpicks. It’s generally harmless and the only reason I notice is because the rest of the setup is such an illogical disaster. I’m overthinking it because the game is making me think too hard about it. This is the point in the story where all of the pieces should suddenly snap together, and instead it’s a big shapeless pile of topes and half-baked ideas that don’t have anything new to say.

Whenever we talk about the ending, people are always so quick to point out how good it was to get one last goodbye with all of our friends. And yes, that bit is nice. But I don’t think this is actually a point in favor of the ending. It’s not like these little character moments are a byproduct of the ending. It’s not like all these gaps in continuity and breaks in immersion were done in service of making these character moments possible. We could have put these conversations into literally any sort of ending scenario and they would have worked equally well.

The ending isn’t good because of these goodbyes, the goodbyes are good in spite of the ending.

Extended Cut


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It’s been a long journey. 48 entries and about 115,000 words, but here we are. The messy, controversial, confusing ending to the Mass Effect trilogy.

Shepard leads his team towards the beam and gets blasted by a Reaper eye-laser. He stands up again, barely alive. His armor is melted. He’s wounded, he can’t use his powers, and all he has is a pistol with infinite bullets. The gameplay is essentially over at this point. The rest of the game is all about walking forward and watching as predetermined events play out. You don’t get to make any meaningful decisions for the next twenty minutes or so[5].

After the initial controversy, BioWare released the Extended Cut ending. Some people were mollified, others were ambivalent, others were even more outraged because the supposed fix didn’t fix any of their problems, and some people didn’t care because the original ending had severed their connection to the franchise and they didn’t care to return.

I think the Extended Cut was a massive improvement. It’s still hopelessly broken in half a dozen ways, but at least we can all agree on what the writer was trying to say. We no longer have huge codex-fueled arguments regarding basic questions like, “What happened to the Normandy?” and “Did Shepard blow up the galaxy?” We can at least agree on what we’re being shown, even if we don’t like it.

For the record, this write-up is going to focus on the Extended Cut. This series is negative enough without delving into the original ending.

TIM Possible


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Shepard steps into the beam and is transported to a blood-soaked hallway of the Citadel. Bodies are everywhere. Anderson is up here, too. Somehow. Shepard talks to him on the radio that somehow still works except in a few minutes when it doesn’t[6].

Shepard goes down a linear corridor to meet Anderson, who had no way of reaching this space without meeting Shepard. While you’re still pondering that little continuity puzzle, The Illusive Man walks in behind Shepard, even though there was no way he could do that unless you’d passed him in the corridor, which you didn’t. The writer has been gradually losing their grip on continuity and causality as we approach the endgame, and now the whole thing is coming apart.

And so now it’s time for one last conversational merry-go-round with TIM. He’s here to convince you that he’s going to control the Reapers. I don’t know why he’s bothering. I mean, if he’s got a plan then why doesn’t he just go and Do It Already and stop wasting his time arguing with Shepard? He doesn’t ask you to do anything. Like, try to imagine how the conversation would go if he somehow persuaded Shepard:

Shepard would say, “Okay, you win. Let’s control the Reapers. What should I do first?”



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And then what would TIM say? He doesn’t actually have a goal here. If he wanted access to the control panel, then that would be something for the two of you to fight over, just like Shepard and Saren raced each other to the Conduit and then fought over the control panel to open the station. TIM doesn’t know about the Star Child. He doesn’t know about the ending-o-tron. Does he know – or think that he knows – what the Crucible will do? How is he planning on achieving his goal of controlling the Reapers?

The writer noticed that confrontations in this series involve red and blue color-coded dialogs, so they put that in. But the renegade and paragon dialogs are supposed to be how we resolve things between people with different or opposing goals. But TIM doesn’t have a discernible goal except to oppose Shepard.

He keeps saying stuff like, “Think of the possibilities, Shepard!” But he never actually articulates what any of those possibilities are.

I dunno, Timmy. Do any of the possibilities include a world where you’re not turning colonists into husks? What are you after? Power? Technology? Long life? Human Supremacy? What’s your vision? If you’re going to chew up five entire minutes of screen time could you at least spend one of those minutes saying something you haven’t said in our last three conversations?

The conversation is meaningless because TIM doesn’t actually have a point of view. We can’t argue about anything because he’s just a generic crazyperson who wants to kill everything. Nothing TIM did ever made any sense. He killed all those people to “study indoctrination”, but he didn’t need any of that knowledge here. He told the Reapers about the Crucible, even though that increased the odds that the Crucible would be destroyed and he needs it for his plan to work. And you can’t point this out to him. He’s nuts. Or indoctrinated. Or some other excuse that relives the writer from the burdensome job of characterization and motivation.



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Which… fine. The writer wanted their bad guy to play with. That’s selfish and obnoxious, but it’s not the worst thing about TIM. It’s these long, meandering conversations that really make the character a chore. The writer traps you in these long dialogs with him where he makes the same points again and again, and Shepard can either be a growling idiot or a sanctimonious idiot.

When you try to argue with TIM, Shepard always does so by talking about how “evil” Reaper Tech™ is. Considering both Shepard and his ship run on Reaper tech, this has the side-effect of making Shepard a dumb hypocrite. A much better line of debate would be to confront him specifically about his horrific deeds and their poor or negligible return on investment.

In TIM’s defense, he does seem to have mastered some kind of indoctrination. It doesn’t work anything like indoctrination as portrayed in the earlier games and it isn’t at all clear how it could possibly help him control the Reapers. But he does mind-control Shepard into shooting Anderson. So I guess he did get something. Sort of.

Shepard fights back, and through dialog or renegade interrupts, TIM dies. Shepard opens the arms of the Citadel and has a last moment with Anderson which, I grudgingly admit, is pretty nice.
 

Atomkilla

Arcane
Joined
Jul 26, 2011
Messages
715
Reading about ME3's ending only makes me cringe at remembering what a piece of turd that was. It almost made me believe that fan-made "indoctrination theory" is the way to go. In many ways it was better than the original ending and Extended cut combined.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,852
Indoctrination theory it is, the ending and the dream sequences are fully explained by it, and its well explained at that. I still sustain this because the level of nonsensical storytelling reaches critical mass, with blatant continuity errors that would be impossible to commit. Its so far removed from anything else in the game that theres literally no other explanation.
Not even the explanation that it was made by multiple people that didnt care works, this was made by two dudes, on request. Both of them wrote ME1, and we never saw anything like that on the first game.

The elements are simple enough to keep a track of. The forest dreams are described by the codex in the first game, the 3 choices represent the stances of shepard, saren and tim. if you decide to destroy shepards starts breathing again, he is still in london.
 

InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
5,424
Pathfinder: Wrath
Yeah, I also buy the indoctrination theory. As Shamus pretty much said, there is no way TIM and Anderson would suddenly appear there. And the destroy ending with Sheppard pretty much waking up in what seemed to be London ruins pretty much supported the theory.
 

oldmanpaco

Master of Siestas
Joined
Nov 8, 2008
Messages
13,609
Location
Winter
I think I convinced TIM to blow his own head off using the super-paragon option. Did he kill himself in all endings or was it just that wheel choice?

Also I remember going WTF when the Citadel moved to earth. I mean what purpose did that serve besides bringing it to where the Crucible was.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,852
I think I convinced TIM to blow his own head off using the super-paragon option. Did he kill himself in all endings or was it just that wheel choice?
Wheel choice i guess, anderson kills him otherwise i think.

Also I remember going WTF when the Citadel moved to earth. I mean what purpose did that serve besides bringing it to where the Crucible was.
This was all done for the sake of having the last mission on earth.
 

Jick Magger

Arcane
Patron
Joined
Dec 7, 2010
Messages
5,667
Location
New Zealand
PC RPG Website of the Year, 2015 Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 Bubbles In Memoria
...No, everything that Shamus' gone over still convinces me that the writers were just that incompetent. It's still a neat fan theory, and proof that a gang of fanboys can write this shit better in their free time than Bioware's team of paid professional writers ever could.
 

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