firehawk12
Subete no aware
I think ambiguity can work as a narrative device if there aren't a million different hanging threads that are left ambiguous all at once. It doesn't help your cause either when a great deal of the ambiguity is caused immediately beforehand by a heretofore unknown plot device or character.
And, if you're going to ask me to fill in blanks on my own, you need to have a consistent enough set of rules in your universe that allows me to have a reasonable chance at guessing what might happen.
This game just introduced a pseudo-deity who enables you to rewrite the DNA of everyone in the galaxy.
After that kind of curveball, how the fuck am I supposed to fill in the blanks?
The super easy way this could have been fixed is if they tell you right up front that if you build the Crucible, you will end up destroying the galaxy. Then it becomes a question of whether the ends justify the means and whether or not you - and the rest of the species in the galaxy - are willing to make the ultimate sacrifice in order to stop the Reapers one and for all.
That's it. If the whole game was built around that premise, people would have no problem with the ending.
What game are you talking about? Yakuza 3 did children fairly well, because they were actual human beings that you came to care about and not because "children are kawaii".Come to think of it, there's only one game I can think of that pulls of a child dying, and it's because it spends nearly the whole game building your relationship with them and then making their death and absence feel like a true loss. It's absolutely crushing.
You can avert the situation by getting a better ending, but that just makes the worse ending in which they're permanently dead even sadder.