The choices don't all need to be resolved at the same point, and I don't think I said that (although it might have come across that way, so forgive me if it did), but they need to affect the ending. EMS value influences the cutscene at the end, sure, and to an extent the choices (although unless you speedran the game you'll get up to 2800 EMS without breaking a sweat), but that doesn't really affect what you're given. Whether you saved or cured the Krogans, except by showing an arbitrary number that can be overcome with ease, doesn't affect what choices you get at the end. If you killed the Rachni Queen or saved her, again except through an arbitrary number, it doesn't affect that there are only three doors you can go through. That was my point; in the other choices, if you earned a character's loyalty, if you did enough Paragon or Renegade options, if you chose correctly in the games/scenes beforehand, you would get a different option than you would otherwise. In the end, however, you don't really get that.ThriKreen said:Why must the choices be resolved at the end in some dénouement? They came full circle during ME3 - the genophage, the geth, the rachni. And they still influenced the ending slightly via the EMS value for their completion.Apollo45 said:They throw out all of the themes and options you were given throughout the series in order to have you walk through one of three doors.
While yes, they mentioned The Catalyst vaguely without any idea what it really is, except for after they thought it was the Citadel. That doesn't constitute a reference to the God-Child that is really the Catalyst. The mention of a random name that really doesn't mean anything doesn't constitute foreshadowing. Harbinger mentioning that he wasn't the leader of the Reapers, as was previously thought, would be foreshadowing. The research team finding references to another enemy, or how the Reapers seem to follow something that knows more about them than they should, or anything like that would be foreshadowing. Saying "The Catalyst!" isn't foreshadowing. Likewise, a MacGuffin is a plot device, something that drives the narrative forward. The God-Child isn't a MacGuffin because he doesn't drive the narrative forward, he ends the narrative with god-like powers that "solve" the problems of the protagonist. That is exactly the definition of a Deus Ex Machina.Lily Venus said:From very close to the beginning of the game, you're told that the Crucible has to be combined with the Catalyst in order to be used. The Catalyst is just as much a MacGuffin as the Crucible is, and ignoring the foreshadowing for something doesn't make the foreshadowing magically cease to exist.
That's exactly the thing though; it doesn't have to let you choose it. It never had to bring you up to the platform in the first place, it never had to tell you anything. The thing is, quite frankly, an idiot. especially for an omnipotent AI. The ending paints the Catalyst in a much different light for me, which, again, is reinforced by it telling you to go screw yourself when you shoot it in the Extended Cut. He doesn't have to do anything, and while he is letting you choose, he's letting you choose his options. Why else would, when you decide to essentially not play half the game and get below 2800 EMS, you not get the option for Synthesis? With few exceptions, whether or not you have more ships or whatever doesn't affect that the Crucible does the same thing that it would do otherwise, does it?Lily Venus said:Tell me this, then. If your options were completely up to the Catalyst and the Catalyst alone, why would it let you choose Destroy? Destroy not only undoes everything that the Catalyst achieved in preserving organic life in Reaper form (by destroying them), it also leaves the galaxy without any means to prevent galatic civilization from creating more synthetics which it believes would inevitably rebel against and wipe out their organic creators. Destroy isn't a solution to its problem. Control isn't much of a solution to its problem either, since it would be based entirely on Shepard's perspectives. The only option that actually resolves its problem is Synthesis.
The Catalyst does not say "I am the Catalyst! Here are my three options for you!" The Catalyst says "I am the Catalyst! I know you heard about destroying and controlling the Reapers, and that is indeed possible; not too big on Destroy myself, though. But I have a different idea: Synthesis!"
If he chose to he could stop the Reapers from attacking without you blowing up a glowing-red glass tube. He could hand over control of them to you without you being electrocuted. The only one he can't do without you is Synthesis, so really that's the only one that is partially your choice.
The Catalyst references itself as the "collective intelligence of all Reapers". Now, that might at first sound like it just has the knowledge that the Reapers do, but knowledge and intelligence are two vastly different things. What the Catalyst is saying is that it is the brains behind the entire Reaper operation. It consistently refers to the Reapers and itself as "We", meaning that he is an active part of the cycles that he created.Lily Venus said:And how do you know that? How do you know that the Catalyst has direct control over the Reapers? From the ending, nothing gives me that idea; rather, my impressions were that the Catalyst created the Reaper cycles to be fully autonomous, so the Catalyst itself has no power over it - it needs an outside force, Shepard, to put an end to the cycle.
Of course. Destruction, which is what they were going for in the first place, albeit with more precision than a massive wiping-out of all synthetics and part-synthetics in the galaxy. But the entire series continually reiterates how controlling them doesn't work, much like controlling other species/races rarely works for the long run. The Catalyst's solution runs counter to that huge part of the series. Likewise, the Synthesis choice feels like it runs counter to the rest of the freedom presented in the game. It's a game about choices, and that solution deliberately takes away all the choice that the rest of the galaxy has. I find that rather disturbing, frankly.And how does it "throw out all of the themes"? You are aware that there are options presented?
Regardless of what happens after you choose Red, Blue or Green, during the scene you're only given three choices that don't change no matter what you did in any of the previous games.
That's true, but I was referring to the three choices in themselves. As I said before, getting 2800 EMS involves playing through the game and doing a couple of extra missions, nothing difficult at all, and in that it's about as much of a choice as deciding whether you're going to move around over the course of a day. If you're exceedingly lazy you can probably go without getting out of bed for a day or two, yes, but unless you're writing this from bed you've moved around today, and it's the same way with getting up to that much EMS. You'd have to actively try to get as little as possible to eliminate the blue ending, and even eliminating the green one is a chore. So as far as "choices" go, getting to relatively low arbitrary number isn't as much a choice as playing the game, and in my mind that doesn't change my argument.And I'm guessing you have no clue that if you don't manage to unite the galaxy sufficiently, you don't get the "Green" option? And potentially neither the "Red" or "Blue" option?
Yes, your Effective Military Strength impacts the final outcome. It influences how much damage the galaxy takes from the activation of the Crucible, if any. It influences the fate of the Normandy's crew. It determines whether the squadmates you take with you on the run to the beam survive or are killed by Harbinger. It determines how many options are available to you in the end. And it even determines if Shepard can survive one of the options.
And what determines your Effective Military Strength? All of the choices you've made in the series. Past choices influence which War Assets you can obtain in ME3, can grant you additional War Assets, or even have a negative impact on your Effective Military Strength. The ending sums up how well you managed to unite the galaxy and gather an army to fight for the Crucible based on the choices you've made throughout the series.
[quote[Other than dialogue differences (which don't have any impact on the outcome), there's three ways that Mordin's scene at the end of Priority: Tuchanka can go. Two of those options - letting him cure the genophage and shooting him - are invariably available to you. Only one outcome requires you to have made specific choices in the previous games.[/quote]In the third game it comes during Mordin's sacrifice, where you're given more and more options based on what you've done in all the previous games. You can stop him or you can let him go. Or you can inform him of the danger, or you can hide what you did, and so on.
Those dialogue options make much of the difference though, especially since they center around a storyline and a group of characters that I actually care about. We get to see the resolution of three games of work in that moment. We see how Mordin reacts depending on your choices, we get to see the aftermath in the Krogan's reaction depending on what you did. That those dialogue changes, along with the third option, are extremely well written and meaningful to someone who's gone through all three games with the Genophage at the back of their mind only adds to that. That's an example of good writing and good choice direction. Having your choices based off of, again, an arbitrary number system isn't good writing or choice direction.
Here's where I get annoyed with people who are defending the ending. Discussing this with you isn't bad, but it's when people simply jump to conclusions.I'm going to finish off on this quote, because it demonstrates the two main reasons that people complain about the ending:
1. ignorance (as I've already explained how your EMS affects the ending); and
2. the fact that none of the options are perfect, sunshine-and-flowers outcomes.
The EMS isn't a meaningful choice that leads you to the ending. There are thousands of combinations of things that you can do to get to 2800 EMS, and, as I said, it's almost more difficult to get below that number than it is to get above it, and it's not something that's meaningful to the series as a whole. It's just a number that you're shooting for as you play along, and over the course of the game you get more numbers to add to it. Contrast that with the choices at the end of ME2, where over the course of the game you're going through your crew's loyalty quests, learning more about them, and at the end that all resolves into choices you make as far as who you're taking along with you, who's going to go lead the second team, who's going to take the crew back to the ship (assuming you rushed straight through the relay after the Collector's boarded your ship), who's going to defend while you take out Reaper Jr, and so on. Those are meaningful choices that change based on whose loyalty missions you did, whether or not you rushed to save the crew or did other side missions, and so on. Earning "points" towards a nebulous goal isn't meaningful, it's busywork, and it's not much of a "choice".
As far as the sunshine-and-flowers, there is not a single place where I mentioned that I wanted everything to turn out all nice and dandy like nothing happened. I never even remotely mentioned how I would liked the ending to have gone, in fact. That's a conclusion you're jumping to because I don't like the ending, and it's another reason why the BSN forums are so toxic. I was fully expecting Shepard to die at the end, and I would have been happy with that outcome if it had been done right. If the relays ended up being destroyed, Shepard and the crew died, and everything is essentially going to hell I would have been more than happy with it if it was well written. The fact of the matter, no matter how much people may blubber on about "opinions!" (and I'm not saying you are, it's just something that I ran into a lot on the BSN forums), is that the endings were poorly written by any standards used in the modern world.
Hopefully all that makes sense. I'm a bit tired, so I might have gone on a tangent or two here and there, but I think the overall message is coherent.