The Gentleman said:
I ask again because no one gave me an answer that justified the outsized response that this ending has garnered. I don't go out of my way to Forbes or the NYTimes for them to explain it to me or read the "dozens of articles" about it. I want to read, in their own words, why each player has a problem with it. So far, all I've gotten is: it wasn't conclusive enough, it ends abruptly/goes in a odd direction that disrupts the plot (I disagree with this one), and my decisions earlier didn't matter (also disagree).
Justify the outsized response? That really depends on what you think is justified and not. I think a big upcry about false advertising done by devs is pretty justified personally, but some people think it would require the last scene of the game to be a montage of Hitler's men killing Jews with the words 'Glorious Purity' written underneath for this to be justified. Just curious, what do you think would justify this level of outrage? Really, when it comes down to it, this is just all the hate from each individual player of the game coming together in an organised fashion. Were they able to not come together to do something, the same amount of hate would still be there, but you likely wouldn't notice it as they would have little way to express it - except with their wallets.
As for what was wrong with it?
From a Literary perspective: http://jmstevenson.wordpress.com/2012/03/22/all-that-matters-is-the-ending-part-2-mass-effect-3/
From a consumer perspective: Broken Promises by Devs regarding how the ending would be.
From a player perspective:
-Lack of closure
-Flimsy motive for the Reapers, that doesn't really stand under scrutiny
-The overall rushed feeling of the ending
-Plot holes and character inconsistencies
-Forced Diablous Ex Machina and Deus Ex Machina
-Lack of variety in the ending
-No play of choices into the ending
-Betrayed by Devs who promised things
Here's the thing: All of that could be said about DeusEx:HR, but it barely registered a blip. Why are people in arms around ME3 to such an extent?
Because, look at the type of game Deus Ex: HR is, then look at ME3.
One is a prequel, where the outcome of the ending is already known. Where your decisions don't change much - if anything at all - and weren't promised too, where you play a certain character with a certain background, you just choose whether they're a pacifist or not for the most part, and whether they support implants or hate them.
The Other is a sequel and conclusion to a series with a history of your decisions having an effect on the game, where they were promised to have an effect on the ending - and a rather large one for some decisions - where you play an undefined character with one of 9 semi defined backstories, where in the first game of the series you could choose an awful lot about who your character was - religious views, views on genetic modification, on risks and science, on law, on journalism, on crime, on the value of life. Whilst in HR you did get to do sidequests relating to some of these, Jensen's overall blank personality, and the shortness of the missions and how little emphasis was on them tended to reduce the effect a lot.
We didn't care about closure so much in HR as we knew what happened to everyone we knew about in one ending - they all died - and we had a reasonable base for speculation on everyone else. In addition, we knew how the whole thing turned out in the end thanks to it having a sequel. In ME3, no ending tells us what happened to anyone but Shepard, and there is no firm base to begin speculation with thanks to the destroyed Mass Relays.
In HR we didn't care about our choices mattering as they hadn't really before, and there was no promise they would. In ME3, we had played ME1 and 2 and seen our choices take effect, and been promised they would affect the ending. They didn't. Some things were shown, a lot wasn't, and even then nothing affected the ending other than EMS.
There is also quite a leadup to the abrupt ending in HR. Throughout the game are clues of this overall plan, and then how well done the ending sequence felt added even more to this. The final decision could somewhat be seen coming from a fair ways off. Whilst there was leadup to destroy and control in ME3, there was no leadup to Relay and Citadel destruction, no leadup to the Catalyst, nor its role, no leadup to synthesis, no leadup to Shepard's death until the Harbinger beam (Unless you count that stupid dream sequence near the end of the game) - a lot of stuff came out of the left field for little reason.
And here's my big problem: why is it bad? It's cliched and really predictable in its general scope once you're about 2/3rd through the game (you know there's definitely going to be a choice between control and destruction at the end, Shepard is dead no matter what happens, and the Reapers will no longer be a threat). That's not the same as being bad.
Read the literary link I provided. That is why it is bad. Personal opinions of why it is bad differs from person to person, but from a literary perspective, that post sums up nicely why the ending of the story quite simply didn't work.
jamesbrown said:
So, what choices are not addressed from ME1/2 that is not addressed in ME3? ME3 is not written as a stand alone game, it is a third act all its own and the entire game consists of Shepard wrapping up those decisions from prior games, from the romances to the lives saved. What is missing then?
Ok, excluding War Assets, only a few. The decision with Samesh Batier or W/E and his wife's body, the decision with that crime lord chick, and whether you helped her then killed her, or helped her then helped her retire from crime, or whether you helped her and took her money, or whether you didn't help her at all. The Vito decision had nothing on it when I got to ME3. There are others, but mostly minor. The thing is, most people don't count "+50 war assets" as really responding to your decision, much like they didn't like purely emails in ME2. In the ending, we were hoping to see at least some of these decisions come into play. We saw the Tuchanka one, the Geth/Quarian one, and the Destiny Ascension. Each had about a 3 second cameo, or a very short speech. We wanted to see the Destiny Ascension fighting, the Geth save her from destruction. We wanted to see the Salarian fleet fighting if we got their support, and Krogan ground troops charging. We wanted to see Geth protecting Quarians, and Rachni swarming Reapers. Even then, we would hope they would at least change the story. The more forces, the greater the chance of success right? Wrong. You always succeed, unless you hesitate for 20+ minutes or W/E at the Crucible, and the worst thing that can possibly happen is you get the 'bad' destroy ending. There is no promised Reaper victory. Having more war assets doesn't help you stop Harbinger from attacking you. It doesn't give you re-enforcements in the battle in London. Your decisions add up to almost nothing in the grand scheme of things; First they are converted into a meaningless number, then that number is mostly disregarded too. Honoured choices? Nope.
But that is not how this works nor is that how it should be. The precedent set if Bioware capitulates to you guys would be one where all creative control is lost to the mob. What's the point of being a game writer if everything you wrote (and, more importantly, the most essential element of it: the conclusion) could be rewritten by the mob outside because they didn't like it?
Why would you buy a game if you knew you weren't going to like it?
I'm all for Bioware deciding not to change the ending - or I would have been had they been independent. Thing is, they carry an EA label. They made this art as a commissioned piece for EA, promising it would please fans and move sales. It has moved sales, but that has begun to slow, and it has NOT pleased fans. The precedent that this sets is that if you want to sell a product, you make it the way the purchaser wants it. If you care about your art, you don't promise it will move sales, or please people, you don't make it for someone else, you don't make it because you want money. You make it because you want to make it, and because you believe that that's how it should be.
If someone made a sandwich for themselves, or for the sake of making it, I would not go and tell them they put the wrong fillings in - I just wouldn't touch the damn thing. If they told me it had the fillings I liked in it, and made it for me, I would damn well tell them they put the wrong stuff in it if they did.
One other thing to think about is that if you truly cared about your art, wouldn't you want to make it better? It has been pointed out how bad the ending is in numerous ways numerous times. Why would you not want to make your work better? The only reason is because you don't care about the work, you care about how you want the work to be. When you're trying to sell something, this point of view doesn't work, and that is why I will not support ME3 endings in this sort of debate.