@patrickklepek: This dialogue between you and Jensen is severely off-base. As others have said, the issues that most sane people (i.e.: Not Bioware's most ardent fanboys and girls, the Indoctrination theorists, nor the people that are just demanding a better ending for the sake of it) have with the ending is that it is a huge step down in terms of the general quality of writing and presentation. The game introduces a holographic deus ex machina in the last ten minutes of the game that tells Shepard he needs to pick a color in order to stop the reapers. Oh, and the mass relays will be destroyed in the process. And you're probably going to die, too.
Unless the writers at Bioware were planning the ending as an experiment in cognitive dissonance, it's evident that they failed to conceive an ending that could be considered satisfactory by most people in any reasonable context. Casey Hudson and other Bioware representatives made very specific promises regarding how the trilogy would end. Hudson himself said that the ending would not come down to choices A, B, or C. But it does. Either things changed dramatically between the time that Hudson made that statement and the game's release, or Hudson was misleading everyone this entire time.
Look, I'm fine with an experimental ending. I don't mind the metaphysical, existential ending to Neon Genesis Evangelion, but a lot of people did. So much so that Gainax and the show's creator Hideaki Anno were compelled to create a movie that changed the ending. Not necessarily completely, as the movie's ending is much more physical and grounded in reality than the existential strangeness of the original TV ending. But even so, the new ending could almost be seen as Anno's decision to troll the whiners, with violent character deaths left and right, any semblance of rationality being thrown out the door, a staunch refusal to explain itself, and a finale that's just as ambiguous and quixotic as the TV show's comparatively happier ending. To be honest, I don't mind this ending, either. Neither are particularly forthcoming with answers, both are are filled with symbolism to the point of wanking. It's sad that Gainax and Anno felt the need to make a second ending, though this does present the notion that fans should be careful what they wish for.
But that being said, the way that Bioware chose to bring the game to its conclusion is not good in the narrative nor the experimental artistic sense. It is an ending that sweeps the themes and messages that the series stood for for two full games and most of a third under a rug so that Space Child can tell you to pick the flavor of Reaper Defeat you like and prevent the annihilation of organics at the hands of synthetics as a result of some conflict that you've already established thematically isn't an inevitability. There is no basis in logic nor reason for Shepard to be given any of the three choices, nor is there any logical reason for his apparent refusal to argue about how ridiculous the choices are.
Have you seen 2001: A Space Odyssey? It is, in a number of ways, one of the most scientifically accurate science fiction films that has ever been produced, and yet the entire plot is driven the discovery and research behind giant black space rectangles. The events of the earlier parts of the film up to and including the confrontation with and deactivation of HAL are all hard science fiction. And then Dave goes on the Magical Mystery Monolith Tour before turning into the star child at the end of the film. How does any of this make sense? How is this better than Mass Effect 3's Space Child?
Simply put, the monolith was never explicitly explained. No one has any idea what the monoliths truly are, what their purpose is, or who built them. And we shouldn't expect anyone involved in the Jupiter mission to have that knowledge. It's not until Dave has his close encounter with one that he's able to have an understanding, and yet it's still up to us to interpret what happened because of the nature of the way the narrative is presented to us. HAL doesn't suddenly pop up just before the credits to spell everything out for us. But Space Child shows up at the end of Mass Effect 3, explains things away, tells you to do this one other thing, and then expects you to go along with it because he told you to. In 2001, Dave reaches a point where he can't ask questions; there's no one there to answer them for him, even if he could articulate what he wanted to ask. In Mass Effect 3, Shepard has the perfect opportunity to ask questions, and fails to engage in any meaningful dialogue.
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