![]() No, I wasn’t the camp that BioWare needed 50 different endings for every permutation of choices players made across 200 hours of three games, but the simplistic choice seemed overly reductive, which is why I wanted to believe in the more elaborate Indoctrination Theory, that this “bad ending” was really just a trick by the Reapers to indoctrinate Shepard, and the only correct answer was to destroy them. I simply don’t think the original endings worked at all. And fundamentally, the endings of the game never actually changed. Citadel was just a missing moment that should have been there in the first place. And in Mass Effect’s case, it wasn’t even a ret-con. But I’ve seen so many games succeed because they absorb feedback and work with fans to tell their stories. For many critics, this was the “death of art” where complaining could yield to story changes. The game was made better with the altered ending and the Citadel DLC, and represents a collaborative process that is a lot more common in gaming nowadays. I also think the ending is talked up too much over the rest of Mass Effect 3, which was an incredible game before that point. The protests were really obnoxious and occasionally unhinged, and no one at BioWare deserved the abuse they got for the ending. Looking back on it now, it was murky territory. That would be the now famous Citadel DLC, which takes place before the final mission and is more or less just a giant party where you get to talk extensively with almost every character in the series, getting some sense of closure with beloved members of your crew before you head into the breach, with special attention given to love interests.Ĭovering this controversy was one of the first “major” stories I got any attention for, given that I was siding with the idea that yes, the ending should be changed and improved, over most of the press which was calling gamers “entitled’ for wanting a different ending. First, they updated the game to flesh out the ending a bit more with extended cutscenes and a few other tweaks. The story will need to choose a canon ending of Mass Effect 3 to continue from - making it the Destroy ending could allow BioWare to use some of these original ideas from Karpyshyn.Eventually, BioWare tried to appease fans. Currently, BioWare is developing a true sequel to the original trilogy, as opposed to the oft-overlooked Mass Effect: Andromeda. The complete destruction of the Mass Relays would create a drastically different status quo for the Mass Effect universe for subsequent games in the series. ![]() While this isn’t as drastic as destroying the entire Relay Network, Arrival clearly took some inspiration from the original ending idea Karpyshyn was working on. To delay the Reapers Shepard resorts to smashing an asteroid into a Mass Relay, destroying it and catching the Reapers in deep space. The story follows Shepard on a mission to prevent an imminent invasion of Reapers with the help of a deep cover agent. The Arrival DLC acted as a prologue to the events of Mass Effect 3. However, as one Reddit commenter points out, the idea of luring Reapers through the Mass Relay and detonating the network on purpose bears a lot of resemblance to Mass Effect 2’s Arrival DLC.Ī new entry in the series is in the works and looks to pick up the story of the original trilogy. The Destroy ending of Mass Effect 3 also destroys the Mass Relays, much like this original idea from Karpyshyn. ![]() However, the idea of the Mass Effect relays being destroyed did make its way into the series. The journey from this idea to the endings players saw in the final game seems unclear. like what we would do in the next series of games.” But we still had to figure out a lot of the details, and there were some issues with that option. but also destroying/damaging the relays and isolating every galactic community from the others. This was the initial idea the team had: “It involved luring the Reapers through the Mass Relays then detonating the entire network to wipe them out. When asked how he would have ended the Mass Effect series, Karpyshyn shared that he was part of early planning for the end of the series. A fourth ending was added in the Extended Cut DLC that allowed players to refuse any of these options and let the Reapers wipe out organic life, restarting the cycle of evolution that has occurred numerous times in the galaxy. ![]() In Synthesis (Green) Shepard merges all organic and synthetic life in the galaxy, making the reapers' mission irrelevant. Control (Blue) has Shepard merge with the reapers, now controlling them Shepard uses them to rebuild the galaxy. Destroy (Red) sees Shepard destroying all the reapers, as well as all synthetic life in the galaxy. When Mass Effect 3 was released in 2012 players were met with three different endings. The original endings didn’t offer much choice for players. ![]()
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