Why put so much focus on the "endings"? Like I had said, the "choices" only affect the "paths" that bring us to the "endings". In this case, you could say the "ending" are fixed, each "choices" we make only deviate the "paths" towards the end. And this fulfills your so called "player driven storyline". You drive the storyline, but the alpha and omega are
fixed.
And please remember, Reaper is NOT synthetics; they cannot function with only steels and circuits; their fluids/bloods are organics, so they are synthesis beings.
There is no warning on the blast, but then, Normandy has EDI and perhaps she can detect the power surge and warns Joker on it? And no, Shepard did not do this all for Joker, I guess it was just merely a coincidence that Joker managed to escape because he had Normandy (the best Alliance ship) and EDI (full fledged AI) with him.
I agree there are some broken parts like how timmy appears in Citadel, the origin of Master AI, how our teammate appears back in Normandy at the end, etc; they need to elaborate more on these parts. Aside from that, what is really so bad about it?
What are you all looking for? A super epic ending where Shepard pilot the Catalyst and blows all Reapers away?
It is not a player driven storyline if the alpha and omega are fixed. What motivation would you have of driving the story if the final outcome is going to be the same anyways? Bioware promised much more pre-ME3.
“Experience the beginning, middle, and end of an emotional story unlike any
other, where the decisions you make completely shape your experience
and outcome.”
Interview with Mac Walters (Lead Writer)
http://popwatch.ew.com/2012/02/28/mass-effect-3-mac-walters/“[The presence of the Rachni] has huge consequences in Mass
Effect 3. Even just in the final battle with the Reapers.”
Interview with Mac Walters (Lead Writer)
http://business.financialpost.com/2012/03/...-all-audiences/“I’m always leery of saying there are 'optimal' endings, because I think
one of the things we do try to do is make different endings that are
optimal for different people “
Interview with Mike Gamble (Associate Producer)
http://www.computerandvideogames.com/33459...missing-in-me2/“And, to be honest, you [the fans] are crafting your Mass Effect story as
much as we are anyway.”
Interview with Mike Gamble (Associate Producer)
http://www.360magazine.co.uk/interview/mas...ferent-endings/“There are many different endings. We wouldn’t do it any other way. How
could you go through all three campaigns playing as your Shepard and
then be forced into a bespoke ending that everyone gets? But I can’t
say any more than that…”
Interview with Mike Gamble (Associate Producer)
http://www.eurogamer.net/articles/2012-02-...me-people-angry“Every decision you've made will impact how things go. The player's also the
architect of what happens."
“You'll get answers to everything. That was one of the key things. Regardless
of how we did everything, we had to say, yes, we're going to provide
some answers to these people.”
“Because a lot of these plot threads are concluding and because it's being
brought to a finale, since you were a part of architecting how they
got to how they were, you will definitely sense how they close was
because of the decisions you made and because of the decisions you
didn't make”
Interview with Casey Hudson (Director)
http://www.gameinformer.com/b/features/arc...s-effect-3.aspx“For people who are invested in these characters and the back-story of the
universe and everything, all of these things come to a resolution in
Mass Effect 3. And they are resolved in a way that's very different
based on what you would do in those situations.”
Interview with Casey Hudson (Director)
http://venturebeat.com/2012/03/02/casey-hu...fans-interview/“Fans want to make sure that they see things resolved, they want to get
some closure, a great ending. I think they’re going to get that.”
“Mass Effect 3 is all about answering all the biggest questions in the
lore, learning about the mysteries and the Protheans and the Reapers,
being able to decide for yourself how all of these things come to an
end.”
Interviewer: “So are you guys the creators or the stewards of the franchise?”
Hudson: “Um… You know, at this point, I think we’re co-creators with
the fans. We use a lot of feedback.”
Interview with Casey Hudson (Director)
http://www.gameinformer.com/b/features/arc...PostPageIndex=2Interviewer: [Regarding the numerous possible endings of Mass Effect 2] “Is that
same type of complexity built into the ending of Mass Effect 3?”
Hudson: “Yeah, and I’d say much more so, because we have the ability to
build the endings out in a way that we don’t have to worry about
eventually tying them back together somewhere. This story arc is
coming to an end with this game. That means the endings can be a lot
more different. At this point we’re taking into account so many
decisions that you’ve made as a player and reflecting a lot of that
stuff. It’s not even in any way like the traditional game endings,
where you can say how many endings there are or whether you got
ending A, B, or C.....The endings have a lot more sophistication and
variety in them.”
“We have a rule in our franchise that there is no canon. You as a player
decide what your story is.”
EDIT: Couple more interesting quotes I found, enjoy......or not.
Mike Gamble (Associate Producer)
http://www.nowgamer.com/news/1027650/mass_...in_bioware.htmlMass Effect 3 will shake up the player's moral choices more than ever
before, even going so far as allowing the Reapers to win the battle
for Earth, according to BioWare's community representative Mike
Gamble.
In an inteview with NowGamer at Gamescom, we asked if BioWare was taking risks with Mass Effect 3's
plot, including a negative ending in which the Reapers win. Gamble simply said, "Yes". We asked him again to confirm what he had just said and he said, "Yes".
Mike Gamble (Associate Producer)
http://www.nowgamer.com/features/1229983/m...ry_details.html"Of course you don’t have to play multiplayer, you can choose to play
all the side-quests in single-player and do all that stuff you’ll
still get all the same endings and same information, it’s just a
totally different way of playing"
Casey Hudson (Director)
http://gamescatalyst.com/2012/03/casey-hud...active-stories/“The whole idea of Mass Effect3 is resolving all of the biggest questions, about the Protheons and
the Reapers, and being in the driver's seat to end the galaxy and all
of these big plot lines, to decide what civilizations are going to
live or die: All of these things are answered in Mass Effect 3.”
Casey Hudson (Director)
http://www.computerandvideogames.com/33633...ly-good/?page=2“There is a huge set of consequences that start stacking up as you approach the end-game. And
even in terms of the ending itself, it continues to break down to
some very large decisions. So it's not like a classic game ending
where everything is linear and you make a choice between a few things
- it really does layer in many, many different choices, up to the
final moments, where it's going to be different for everyone who
plays it.”
EDI warning the Normandy is too far-fetched. From the cinematic, it was shown that the blast took everybody by surprise, even the reapers. And what if EDI was there in the last surge to the Citadel? She would have got blasted off by the Reaper as well. And the synthesis ending was a whole load of horse shit. The difference was that every living thing got circuit tattoos? That doesn't even make sense at all. Shows how lazy they were when they couldn't even remodel EDI to look more human and Joker more synthetic. They just slapped on circuit textures and skins on everything. It definitely shows that the ending was just an afterthought. Can't believe you would even want to defend the ending.