Mass Effect 3 SPOILER THREAD: LOTS OF SPECULATION FROM EVERYONE

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Does every ending get that odd (but cool) scene with the seemingly random trio of Joker, Anderson and Liara appearing as memories while Shepard is dying?

I wonder why those three.

I approve of Zeliard's class, squad, armor, and weapons choice as they are all identical to mine.

I love that lightweight shotty.
 
im in the depression stage right now. i gotta step away from all these mass effect thread. i just spent the last 8 hours of company time stressing over this shit. im gonna go home and get drunk. stop by somewhere and get some red stripes, blue moons, and heinekens.
 
All those screenshots are doing is reminding me that I loved everything up until the floating platform. Earth sequence owned.

Agreed. Bioware managed to combine the mechanical aspect, the narrative situation and the art style into a holistic experience that made sense in relation to what you previously had played. Right from the drop-off you get swarmed by enemies in order to incite pressure on you, the plot had set the stage up to be the big climax, and the illuminated black (insert shooter joke here) art style contrasted really well with the colourful 80's environments from earlier on. I think Bioware did a marvellous job with it in terms of establishing a more dreadful, wartorn, extinction-like atmosphere in most aspects of the game experience.

EDIT: Except the telephone boxes.
 
All those screenshots are doing is reminding me that I loved everything up until the floating platform. Earth sequence owned.

The part that got me was the imagery of the kid. It didn't work, it also didn't help the dream sequences were lame. Also, I get the lack of explanation and the reason to be vague but...

1. the other ends are the EXACT SAME
2. the post credits scene
3. YOU ARE LEGEND BUY DLC NOW

just soured me on how they ended it. It felt more business than writing.
 
The one thing that disappointed me the most is they never go into how the Reapers were created in the first place, why they created the mass relays, and why they must destroy organic life before they create synthetics to destroy organics (with contradictory evidence right before their eyes).
 
control_perks_by_aimlessgun-d4svcql.jpg
 
Not sure why my Shepard didn't just cloak his way to the beam, or you know not run right down the middle.

Or take cover and sneak around the side when he's not looking. What's the rush? You've taken like 2 hours to get to that beam, you can't put it off 5 more minutes so everyone around you doesn't get slaughtered?
 
Does every ending get that odd (but cool) scene with the seemingly random trio of Joker, Anderson and Liara appearing as memories while Shepard is dying?

I wonder why those three.

Possibly because every other character could have died in earlier games or wasn't a big deal (e.g. Vega).
 
Agreed. Bioware managed to combine the mechanical aspect, the narrative situation and the art style into a holistic experience that made sense in relation to what you previously had experienced. Right from the drop-off you get swarmed by enemies in order to incite pressure on you, the plot had set the stage up to be the big climax, and the illuminated black (insert shooter joke here) art style contrasted really well with the colourful 80's environments from earlier on. I think Bioware did a marvellous job with it in terms of establishing a more dreadful, wartorn, extinction-like atmosphere in most aspects.

and telephone boxes in 21xx, because it's like London and people never got to use omni-tools like everyone else. Poor sods. They were never even warned about those reapers, were they?

"I'll be outside. Gotta make a call"
"hey, what is th- aaaargh"

Yeah, no wonder all those bodies were piled up there. Those were all the suicide runs for the damn phone.
Or maybe they though that would let them exit the Matrix. Kinda makes sense.
 
I don't think even among the most ardent haters of the ending you'll find many people to support that notion.
The ending (in whichever of its three flavours) is perfectly fitting as far as I'm concerned: I found it to be about as smart and empowering as the rest of the game, and no less of a mess than the rest of the series' plotting. I am aware I am in a minority opinion, but give it a year or so and my corner will be a little busier.

Over three games we've got to watch the losing battle of videogames as it has played out this generation. The story of Mass Effect to Mass Effect 3 is of a (once rightly lauded) developer slowly reducing player agency in favour of an increasing number of increasingly 'cinematic' cutscenes, all the while jettisoning broken features instead of fixing them, and iterating on uninteresting third-person shooting that never reached the level where it could reasonably sustain a trilogy. This is literally a game where you grind cutscenes in order to win more cutscenes, with bad combat to spin those cutscenes out to 40 hours. When the writing doesn't engage (and for much of ME2 and ME3, I was frankly baffled by how often they tripped over their own lore and backstory while fumbling for something, anything, that made narrative sense), that's all the game is. But the actual videogame part is a janky, uninteresting, stripped-down mess, and it's staggering to me that people don't see it.

Don't get me wrong, it was more or less worth it for individual character moments from the likes of Thane, Mordin, and Legion. And there was some truly impressive and intricate decision trees that branched across three games (I say some, because the majority of 'choices' in this game are illusory, which is fine, whatever, if they sold it better), such that I was sometimes surprised by the variability of the experience.

More often, though, I was not.
 
and telephone boxes in 21xx, because it's like London and people never got to use omni-tools like everyone else. Poor sods. They were never even warned about those reapers, were they?

"I'll be outside. Gotta make a call"
"hey, what is th- aaaargh"

Yeah, no wonder all those bodies were piled up there. Those were all the suicide runs for the damn phone.
Or maybe they though that would let them exit the Matrix. Kinda makes sense.

Shit, you reminded me of the fucking telephone boxes. Statement retracted.
 
The ending (in whichever of its three flavours) is perfectly fitting as far as I'm concerned: I found it to be about as smart and empowering as the rest of the game, and no less of a mess than the rest of the series' plotting. I am aware I am in a minority opinion, but give it a year or so and my corner will be a little busier.

Over three games we've got to watch the losing battle of videogames as it has played out this generation. The story of Mass Effect to Mass Effect 3 is of a (once rightly lauded) developer slowly reducing player agency in favour of an increasing number of increasingly 'cinematic' cutscenes, all the while jettisoning broken features instead of fixing them, and iterating on uninteresting third-person shooting that never reached the level where it could reasonably sustain a trilogy. This is literally a game where you grind cutscenes in order to win more cutscenes, with bad combat to spin those cutscenes out to 40 hours. When the writing doesn't engage (and for much of ME2 and ME3, I was frankly baffled by how often they tripped over their own lore and backstory while fumbling for something, anything, that made narrative sense), that's all the game is. But the actual videogame part is a janky, uninteresting, stripped-down mess, and it's staggering to me that people don't see it.

Don't get me wrong, it was more or less worth it for individual character moments from the likes of Thane, Mordin, and Legion. And there was some truly impressive and intricate decision trees that branched across three games (I say some, because the majority of 'choices' in this game are illusory, which is fine, whatever, if they sold it better), such that I was sometimes surprised by the variability of the experience.

More often, though, I was not.
Excellent post.

Would read from again.
 
I'm just surprised we didn't also get a short scene/image in London showing Buckingham Palace getting eviscerated by a Reaper too. I would have thought that would be a more obvious thing to go for than a near 200 year out of date phone box.
 
I remember saying that the vent kid in the demo ruined the demo.

I could have never comprehended that he would undo the entire franchise.


YOU SEE THIS BIOWARE?

THIS IS WHY YOU LEAVE KIDS OUT OF SCI-FI.
 
I've been thinking: Do Bioware have any editors? Like employees who go through what the writers have drafted? Because I cannot see any editor ever approving the whole Vent Kid in the beginning and killing him off in the span of 5 minutes in order to foster empathy in the player. The whole thing just screams that the writer is a complete hack.

EDIT: Lol @ vamphuntr. The exact same thing I was just thinking.
 
Is this true?
If you give Legion to Cerberus in ME2, you fight him in ME3 as a Geth Assassin.
Morinth is a named Banshee and if you fail to save Jack in Grissom Academy (I didn't even know that was possible) she reappears as a Cerberus Phantom.

What happens if you don't open Grunt's storage in ME2? Do you fight him too?
 
I've been thinking: Do Bioware have any editors? Like employees who go through what the writers have drafted? Because I cannot see any editor ever approving the whole Vent Kid in the beginning and killing him off in the span of 5 minutes in order to foster empathy in the player. The whole thing just screams that the writer is a complete hack.

You would think Casey Hudson would be the one who would see what they came up with, being the director and all. Or the doctors, who say they play through every game they make multiple times before release.

Who the hell knows what goes on over there now. Feels like a clusterfuck.
 
I've been thinking: Do Bioware have any editors? Like employees who go through what the writers have drafted? Because I cannot see any editor ever approving the whole Vent Kid in the beginning and killing him off in the span of 5 minutes in order to foster empathy in the player. The whole thing just screams that the writer is a complete hack.

EDIT: Lol @ vamphuntr. The exact same thing I was just thinking.

If what I've heard is true it's the two head writers and it wasn't vetted by the other writers sooooooo
 
I've been thinking: Do Bioware have any editors? Like employees who go through what the writers have drafted? Because I cannot see any editor ever approving the whole Vent Kid in the beginning and killing him off in the span of 5 minutes in order to foster empathy in the player. The whole thing just screams that the writer is a complete hack.

So, we have no real concrete information about that. The little we know seems to indicate that Mac Walters was the lead writer and pushed the "YOU WANT EMOTIONS? HERE IS A DEAD KID" line.

But, it would be absolutely unfair to just point the finger at him. Because, at the end of the day, Casey Hudson and Jesse Houston and the two Bioware Doctors both approved his design. No one told him that it didn't work, that it was kind of dumb and that it had no real impact on the overall narrative.

Yes, the entire design from Mac Walters was flawed. But it's the job of the producers to actually make sure the content is approved. A task which they obviously failed at.
 
Is this true?
If you give Legion to Cerberus in ME2, you fight him in ME3 as a Geth Assassin.
Morinth is a named Banshee and if you fail to save Jack in Grissom Academy (I didn't even know that was possible) she reappears as a Cerberus Phantom.

What happens if you don't open Grunt's storage in ME2? Do you fight him too?

The part about Grunt: Don't take it as gospel, but in my brand new ME3 playthru, Grunt's name is not on the Death Wall, but he didn't show up in the Rachni mission, or the Genophage mission. I assume ME3 defaults with Grunt never coming out of the tank. I've not seen him mentioned yet (just got past the Cerberus attack on the Citadel.
 
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