So, I finally beat the Mass Effect trilogy, and have some thoughts on the ending. I'd read the Indoctrination Theory, which seemed pretty.. accurate. However, there were some issues in it that didn't make a whole lot of sense. Everyone suggesting that Shepard never made it to the Citadel should have issues with the fact that the Citadel's arms actually did open to attach the Crucible, and it did fire. This was all impossible without someone opening it. There are other clues that we have, as well, which, 'Holy shit! Someone actually made it into the Citadel!' (not two people -- just one) Anderson was definitely wiped out by the last shot from the Sovereign-class reaper.
Posted by3 years ago
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So here's my little spin on it:
I think that Shepard actually did make it to the Citadel, but when s/he was pulled up into the tractor beam, it had two purposes. The first, of which, is to teleport something up into the Citadel. That part is fairly obvious. The second is to indoctrinate anything that goes through it. The idea being that as the Reapers pull up any sapient species, it indoctrinates them, they comply, and can be dealt with accordingly. We already know that the Prothean relics can apparently rewrite a biological signature (Shepard) to have Prothean DNA -- and getting near a relic can give them visions. The Reapers are exponentially more advanced than the Protheans were -- why can't their tractor beam have a similar effect? Furthermore, I believe the Reapers wanted Shepard to arrive -- they know who s/he is and have been fighting Shepard for the last three years. The point was to finally end the resistance.
While in the beam, Shepard's conscience is connected into some kind of Matrix/projection technology, much like when entering the Geth's 'world,' on the prior mission with Legion. That's why Shepard believes her/himself to be so damaged/injured. I think s/he did get seriously screwed up in the beam attack, but that it didn't actually incapacitate him/her all that much. Just made her/him pass out. Shepard's armor is seen at the end in-tact, albeit damaged. I believe it is likely that Shepard could be back in London or still aboard the Citadel. I've seen lots of speculation as to the 'architecture' matching London, but we have to remember that the Citadel has tons of 'concrete' that was damaged (when Cerberus attacked) -- and we saw some of that.
So, Shepard is in a giant mind game (or fighting indoctrination in a dream-like state), potentially in something like the Geth's mainframe.
This is where Shepard encounters the Illusive Man and Anderson. The interesting thing is that I noticed (I watched some PC playthroughs to confirm) that Shepard's mouth doesn't move when s/he talks to Anderson sometimes. Perhaps this was just oversight and the ending was rushed, but there are too many unusual bugs for the ending sequence of confrontation to just be what it is presented as. There's a ton of symbolism -- we see the Reapers/Illusive Man try to exert control over Shepard. However, when Anderson is shot, Shepard is bleeding moments later from the exact same state. This is Shepard fighting indoctrination -- he, Anderson, and the Illusive Man are all the same. Likely, the Illusive Man was already absorbed into the collection of Humans (and Anderson, perhaps, too) to make a Human reaper, and Shepard is resisting this fate. The sequence plays out, Shepard passes out and gets transported again -- but wakes up.
This is where I believe Shepard actually 'wakes up' from passing thru the tractor/indoctrination beam. Yes, Shepard is still damaged, but is just coming too -- likely being controlled. S/he meets the Starchild and is given the options. There's tons of symbolism in the voice of the Starchild, since I could definitely hear Harbinger in the background, but I've been told Fe/Male Shepard also are in there as well. This is where you're truly given the choice to do what you will. The Reapers have no real defense here -- nobody should make it past. My guess is that Shepard actually is able to hold on a bit, due to her/his enhancements -- Shepard became more deadly by becoming something far beyond a normal Human, Synthetic, or Prothean. This was unexpected.
Notice, now, the three paths -- they each represent one of the player's hands/thoughts in the war. You have the Illusive Man's Control; the Reaper's Synthesis; and Anderson (representing Humanity)'s Destroy. I think this is an ideological war at this point. The Starchild continues to point out that pretty much, 'Shepard will die.' The Destroy option suggests that all Synthetics will be destroyed as well. This is all a lie, because in the ending sequence, we see several races that require Synthetics to survive (Quarians with their suits, Turians, Humans). Any biotic has some Synthetic enhancement -- and likely it would cause long-term issues with survivability to just be inert. In the Quarians case, they would flat-out die without it. They didn't adapt that quickly.
So, Shepard has three choices. S/he can enact the Illusive Man's ideology of control. Shepard will lose her/his body, but be able to watch over everything. I think this is just a way for the Reapers to kill Shepard. Shepard dies. The second of which, is to integrate all Biological with Synthetic life and vice-versa. The unusual thing about this is that in this ending, we don't really see ANY CHANGES to the Synthetics. Biological races look different, but the Synthetics look.. the same. Did they just randomly get internal organs or something? It doesn't really make any sense that something could rewrite DNA, etc. In this ending, I believe that Shepard actually just joins the Human Reaper. After all, s/he would be walking RIGHT BACK INTO the giant tractor/Indoctrination beam (for ROUND 2)! We have the third option, which the Starchild continues to say is 'the wrong choice.' Shepard will die, so will the reapers, and so will everyone else.
When manipulating someone, you tend to start with the first thing on their mind. You have to confront the known solutions to an issue (the only two known by Shepard are Destroy and Control). It never crosses Shepard's mind to actually 'integrate' with the Reapers. The Starchild does those two first. The Starchild also points out that they'll result in Shepard's death and that s/he will no longer be able to see people -- and that it'll kill tons -- and that they are not a 'good solution.' Then -- we have the one the Reapers and the Starchild really want -- Shepard to comply with their programming all along. Go join the Human Reaper. This is the 'better solution,' but Shepard is more than welcome to choose any solution.
I think it was passive-aggressive manipulation on the Reaper's side. I think that, perhaps, all endings are canon. In the Destroy ending, the others are just manipulation on behalf of the Reapers. In the Control ending, Shepard does realize that, perhaps, s/he shouldn't just wipe out all synthetics AND force everything to integrate -- so the best choice is to control them all (but if that was the case -- why didn't Shepard use the Reapers to help rebuild civilization and project something like, 'This is Shepard and this is my favorite place in the galaxy to help rebuild!' [or something like that]). In the Synthesis ending, perhaps Shepard realizes there needs to be a different way than what has been known -- but this seems rather unusual, since HOW CAN ENERGY REWRITE DNA? It seems really unusual, but we can take it as it is. Though, the Starchild says, 'There's not enough time to explain.' Yeah, nice one. So my enemy is telling me to walk into the pretty blue light/bug-zapper.. But you know, hey, whatever!
So, all of the ending's are essentially canon. However, I think there is good reason to believe that Indoctrination was definitely in full effect during the Anderson/Illusive Man confrontation. I think it was up to the player to really decide what was the correct ending -- because all of the endings could be correct for different players. Perhaps that was some of the joy of it. If you wanted to destroy everything, you could. But in the same theme, Shepard was miserable on Earth and when not in the military (referenced several times throughout the games). If Shepard weren't fighting the Reapers, would s/he just be sitting in C-Sec like Bailey? I think the other endings, where Shepard does 'die,' are just as important -- because Shepard doesn't have a life outside of the military, to some degree. I think s/he COULD, but does it fit the story? Yes/no. Essentially, the endings for ME3 are representative of the games ME1, ME2, and ME3. In ME1, the goal is to wipe out the Reapers. In ME2, the goal actually becomes to control the Reapers (and prevent them from arriving). Depending on how you played ME3, the goal was to unite everyone (SYNTHESIS).
For someone playing since ME1, it makes sense that so many people are drawn to the Destroy ending -- and personally, that's the way I kind of see it. The other endings could have been adjusted a bit -- with Control showing the Reapers helping rebuild and becoming part of the Alliance (if Shepard is controlling them -- why not). If Synthesis, showing some of the Synthetics with biological features. Maybe laziness on behalf of the developers, but it could've helped. I realize that in Synthesis, the Synthetics were to gain 'understanding,' but that seems kind of silly. EDI 'learns' to understand. The Geth 'learn' to understand. Why could the Reapers not just be reprogrammed like the Geth? It doesn't make a whole lot of sense.
In any case, I picked Destroy, since it lined up with me not liking the passive-aggressiveness of the Starchild and the Reapers trying to indoctrinate me. Yeah, not falling for that trick. But for people who believed that they were above it all and actually more powerful than the Reapers/Starchild, the other endings can work for them.
The wonderful thing, though, is that my Shepard lived. I wanted Shepard to live. I wanted the Reapers to end. The other possibilities were not in my interest or in my people (of the galaxy)'s interest. So, when my Shepard wakes up, he'll be looking for Tali. She didn't give up. She'll find out that he was injured on the Citadel, but alive. They're going to have a home on Rannoch, while Shepard works as an Admiral for the Alliance, taking the place that was left by Anderson. When he's not on the Normandy or Citadel (or his housing on the Citadel), he's going to be at home with Tali making weird three-fingered babies.
And for you.. well, Shepard may end up with Garrus, or watching him from afar. Maybe Shepard and Cortez tour the stars together. Maybe the rest of your crew can live happily because of the sacrifice you made for them. But the beauty of it is.. your ending is what you want of it.
..but Garrus still owes you that damn drink at the bar in Heaven.
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The team behind the Priority Earth Overhaul mod for Mass Effect 3 has released a brand new patch for it. In case you werenât aware of, Priority Earth Overhaul attempts to improve ME3âs final mission in every way possible, by restoring cut content, adding new scenes and dialogues, enhancing the gameplay, improving textures and more.
Priority Earth Overhaulâs development is divided into 3 thematically organized parts. Stage 1, Stage 2, and Stage 3. Stage 1, which is currently available, stands as a foundation for future phases and focuses on addressing the biggest issues.
Its latest patch fixes all subtitle length, further improves Andersonâs Death scene, overhauls the ambient battle SFX and overhauls a plethora of additional cut SFX pieces. 2015 tacoma canbus or not t.
Itâs worth noting though that prior to this update, the team released another one that added new unique 2K textures for the Alliance Medic in Liaraâs room, new 2K and 4K textures for the Mako, high-res 2K textures for the Sky and the Conduit clouds, high-res 4K texture for the London background, high-res 2K texture for the broken glass and high-res 2K textures for the flying paper.
This is a must have mod for those who want to replay Mass Effect 3 and you can download its latest version from here. Below you can also find the complete changelog for its latest update.
Mass Effect 3 Priority Earth Overhaul Patch 1.0 Release Notes
Mass Effect 3 Ending
- All subtitle length fixed
- Fixed Andersonâs Death Scene for Femshep
- Further improved Andersonâs Death scene
- Added a decloak SFX to TIMâs reveal
- Slowed down the Turian salute animation loop
- Fixed Wrexâs speech
- Bug fix: Captain Hartâs line will now trigger if Kaidan is alive.
- Overhauled the ambient battle SFX
- Restored a plethora of additional cut SFX pieces (3 for Hub, 4 for Conduit, 2 for Hammer Assault)
- Fixed the Conduit scrolling animation during Andersonâs Command Room convo
Mass Effect 3 ending debacle, which is one of the most fascinating gaming âdramaâ moments Iâve experienced in all my time covering the industry. Obviously spoilers for both Mass Effect 3 and Mass Effect: Andromeda will follow.
Back then everyone knew that Mass Effect 3 was the end for at least Shepardâs arc of the story, a culmination of twisting and turning plotlines that players had forged after 100-300 hours of gameplay across three different games. The hope was that the end of Mass Effect 3 would serve both as a fitting goodbye to these characters players had gotten to know and love over three games, and that their choices would result in a distinct ending all their own, or at least one that felt that way.
The rest is history. While I would argue that 95% of Mass Effect 3 was an exceptionally great game, and contained some of the finest moments of the series (Mordinâs genophage cure), it all fell apart at the ending.
First, players leave their crew behind without so much as a second thought or goodbye as they try to and stop the Reaper menace themselves. Then, after a (pretty good) scene between Anderson and the Illusive Man, thereâs the infamous âStar Childâ moment, where an artificial construct of a little boy gives you three color-coded choices, either you can choose to destroy the Reapers, control the Reapers or synthesize all organic and synthetic life.
The only thing that really played into this endgame decision was your âreadinessâ factor, which would determine the fate of earth, your crew and Shepard in the briefest of cutscenes at the end of the game. The problem was that no matter what youâd done for three games, you only had these three choices, and choosing any of them resulting in practically the exact same cutscene as any of the others, just tinted slightly differently. No matter what, the Mass Effect relays were destroyed, Shepard was (likely) dead and your ship and crew were stranded on some random planet, if they were still alive.
Fans were not happy. They were livid, in fact, demanding simply âbetterâ from BioWare in a rare case of outrage over specific story elements of a game, rather than technical problems or microtransactions or what have you. The ending was just plain bad, and fans demanded that it be âfixed,â somehow, some way.
Many gaming outlets ridiculed fans for their aversion to the ending, calling them âentitledâ that they thought they deserved a new ending. I first attracted my first few followers because I was on the other side, I agreed that fans had a right to voice their dissent about a series theyâd invested so much time into, and BioWare had the power to âfixâ the problem, albeit in a somewhat slapdash way, the horse already having left the barn in many ways.
So they learned a few immediate lessons. They released an âextended cutâ of the ending, which altered the final cutscene and narration a bit to focus more on Shepardâs crew and the various decisions youâd made along the way. It felt like a step in the right direction, albeit still too little, too late.
But after that? It took a while, but BioWare released its âCitadelâ DLC, content that took place before the final assault on the Reapers, which did have a tiny amount of combat, but was more about getting to spend time with your crew, now knowing what was ahead, and that youâd be leaving them behind. The game allow you to have specific âmomentsâ with various members of your crew, including your love interest, as ways to say goodbye, and the focus is on a big party where you get to relax and chat with everyone before the big fight ahead. It sounds sort of weird, but it was exactly Kart seat padding. what the game needed, and it felt like a fitting goodbye for the series at last, despite the still-mangled ending waiting ahead.
So, enter Mass Effect: Andromeda. What did BioWare learn from the original ME3 mess?
Well, the situations arenât exactly parallel. I was originally operating under the assumption that Mass Effect: Andromeda might end up being a standlone game, as BioWare said they were not going to be pursuing another trilogy. But as I beat the game and found a number of loose ends, it seemed pretty clear more was planned. When I asked MEAâs producer for specific answer, nearly every lingering plotline was something that was going to be carried into future content and games, he said.
As such, itâs hard to compare the endings of MEA and ME3, though you can see what BioWare has learned, in a way.
The ending of MEA is more like the ending of the original Mass Effect, where effectively you have to get to the same end result, Saren had to die. In MEA, the Archon has to die. Thereâs no option to get him to talk himself to death like in ME1, so far as I can tell, perhaps a casualty of the dismantled Renegade/Paragon system, so instead you just have a big, traditional boss fight. Also unlike ME1, I think you actually have to finish the game with your crew alive and intact. Thereâs no âchoose between Kaiden and Ashleyâ moment here, so your final crew should be exactly who you started with, unless I missed some tragic plot turn somewhere.
However, you do see a lot of the Citadel DLC âfixâ in Mass Effect: Andromeda. That DLC was so good it calmed down an entire angry playerbase (for the most part), and itâs clear theyâve ported certain aspects of that here. Near the end of the game, you get a âmomentâ with pretty much every member of your crew before the final push. You go rock climbing with Vetra, you play soccer at an outpost with Liam, you get into a barfight alongside Drack, you have crazy asari sex with Peebee, etc. Itâs not a âgoodbyeâ per se, but it does feel very similar to Citadel in that youâre getting these nice little vignettes with these characters that doesnât involve just face-to-face âstop by their roomâ conversations, or shooting things in the wild.
Similarly, the Citadel DLCâs central party is sort of recreated in the gameâs long-running Movie Night quest, where youâre tasked with getting movies and snacks throughout the course of the game, eventually leading to a lengthy extended cutscene with your entire crew as you watch a Turian action flick and goof around while doing so. Itâs a nice moment, or at least it would have been had one of the gameâs worst bugs not cropped up for me, erasing the entire questline before I got to finish it. I had to watch it on YouTube. Sigh.
But the point is, you can see a lot of what made the Citadel DLC work here in Mass Effect: Andromeda. Elsewhere, the actual ending has very little to do with ME3âs multiple choices, and I would actually call MEAâs ending a little safe. I think they were trying not to rock the boat with the ending really at all, making it end much more like a traditional game than anything that required branching decisions or tough choices. What variance there was involved which allies came to help you, based on your decisions throughout the game, but your squad never seems to be in any real danger, and youâre not tasked with some big final choice at the end. Just kill the guy, expect to kill more guys later, thatâs really it.
So MEA avoids the nightmarish ending of ME3, but partially because itâs a totally different type of chapter, an introduction not an ending, and partially because it plays it really safe, creating an ending that itâs hard for anyone to really have a significant problem with. It worked for me, but I still wish more loose ends had been tied up, and I hope however Andromeda does end, that more thought is put into the finale this time.
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Modder âAraronâ and a team of dedicated modders have released the first part of their amazing Priority Earth Overhaul mod for Mass Effect 3. Priority Earth Overhaul attempts to improve ME3âs final mission in every way possible, by restoring cut content, adding new scenes and dialogues, enhancing the gameplay, improving textures and more.
Priority Earth Overhaulâs development is divided into 3 thematically organized parts. Stage 1, Stage 2, and Stage 3. Stage 1 stands as a foundation for future phases and focuses on addressing the biggest issues. Stage 2 will focus on expanding Earth hub to show all of your war assets and allies, updating the level design and vastly improving immersion. Stage 3 will focus on the bleeding edge of modding like new missions and gameplay elements.
Going into more details, Stage 1 restores all cut content (ranging from simple radio dialogue all the way to entirely missing cutscene pieces), restores cut SFX pieces and implements them throughout the mission, creating a far more immersive and audio rich experience, adds new music, dialogue and scenes, improves pre-rendered cutscenes, streamlines and improves many gameplay elements like horde modes, and re-balances the AI spawns for more explosive gameplay, adds much more variety to the Alliance Soldiers in the Hub, replaces Harbingerâs model with the one used in Mass Effect 2, and adds improved 1k and 2k textures to various areas in London.
Mass Effect 3 Review
Here are the key features of the first Stage for Priority Earth Overhaul:
- Content Restoration: All cut content has been restored. This ranges all the way from simple radio dialogue all the way to entirely missing cutscene pieces.
- Audio Overhaul:25+ cut SFX pieces have been restored and implemented throughout the mission, creating a far more immersive and audio rich experience. We also included new SFX created by our talennted audio editor.
- New music:Priority: Earth now features proper and fitting music in all places.
- New scenes: Two entirely new cutscenes built by hand: Garrusâ new intro, and the re-created Andersonâs death scene.
- New Dialogue: New, custom voice acted dialogue that enriches the experience. As well as reused lines from Mass Effect 2 and 3 for your old and new squadmates.
- Improved pre-rendered cutscenes: PEOM vastly improves on the Hammer Landing and Assault cutscenes, with new scenes, music and more variations.
- Gameplay improvements: Streamlined and improved many gameplay elements like horde modes, and re-balanced the AI spawns for more explosive gameplay.
- War Asset Notifications:Get notified on the status of your armies and which of your War Assets gets damaged or destroyed.
- Hub improvements: Added much more variety to the Alliance Soldiers in the Hub (new gear, ranks, animations, etc.)
- Level Events: Two exciting Level Events for the Destiny Ascension and the Rachni.
- Expanded Refusal Ending: A new cutscene rendered in 3DS Max that shows your destroyed fleets over Earth.
- Restored Harbinger: Harbinger now uses his original Mass Effect 2 model, and taunts the player during the Conduit Run. Taunts based on your EMS rating.
- Textures:London has received a new polish with improved 1k and 2k textures.
Those interested can download the mod from here!
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