Yeah, considering that was written before the extended cut came out, that's exactly what you'd expect from a delusional fanboy. I only wish I could see the look on his face when the "definitive edition" that came out showed him it was all intended to be shit all along, no indoctrination, just lazy writers phoning it in.
Actually, there were still a bunch of IT whackjobs like that spewing the same shit after the EC and even claiming that had more "clues" in it.
Didn't one of the writers do an interview, where he said that they had actually played around with the idea of Shepherd being indoctrinated, and that they'd written test drafts incorporating the idea, but then ditched it? Even that actually undercuts the whole EC thing, in that it illustrates how Bioware would have actually done a 'shephard is indoctrinated' arc - i.e. with a generic mid-game that's bland enough to be remapped onto whatever interpretation they want ('shall we say that all this just happened in Shephard's head?' 'maybe, I'll raise it with Bob and Sarah at the design meeting - no rush, it isn't like we have to change any of the content'). The idea that Bioware would drop subtle hints throughout the game is just delusional.
If they were doing IT, it would be like KoTOR (notice how little of KoTOR they'd have to change if they had decided to ditch the 'you are Revan' twist?) - a couple of totally unsubtle cinematics punctuating 'plot chapters', a few genuinely subtle hints in dialogue (changing 1 line of dialogue is an acceptable and expected cost, so there's much more room for it), and then a 'big reveal' before you find out the truth and get your action-hero ending.
It's not even just a Bioware thing. The kind of 'hidden clue' storyline the IT fans want is almost universally rejected by designers. The only exception I can think of is the team that did Pathologic and The Void (Troika's liked their 'unanswered mysteries', e.g. the half-ogre quest in Arcanum and Bloodlines' suggestions that there's something unusual about the PC's bloodline, but they're far less central to the plot and in Bloodlines it seems likely it's the left-overs of a partly implemented story component that was cut for budget reasons). Crpg designers are already worried that they'll have worked for ages on a particular mechanic/class/quest only for 90% of the gamers to overlook it. In any plot-oriented AAA game, they're expecting their writers to communicate the material to the player - withholding key information even after the game has finished (like making Shephard indoctrinated, but only telling the player through a series of subtle clues and an ending that maybe 10% of the fanbase will interpret 'correctly') is the last thing they'd permit.
Edit: Now if only game writers could learn how to write narratives that organically create tension, instead of relying on withholding information to create a false mystery, throughout the rest of the game. Out of the last 10 games you played, how many relied on hiding the true stakes/motivations from you for most of the game? Waaayyy too many. (by 'withholding information', I don't mean having to discover whodunnit, and working out the agendas of different characters, when you're solving a murder. I'm talking about withholding the fact that you're solving a fucking muder to start with.)