Drew Karpyshyn [Allegedly] Talks ME3 Ending

Former Mass Effect Lead Writer Defends Series Conclusion

Contrary to what you might assume, I’m not interested in the “defense” of the endings. This is what got my attention:

The Reapers’ goal was to find a way to stop the spread of Dark Energy which would eventually consume everything. That’s why there was so much foreshadowing about Dark Energy in ME2.

The Reapers as a whole were ‘nations’ of people who had fused together in the most horrific way possible to help find a way to stop the spread of the Dark Energy. The real reason for the Human Reaper was supposed to be the Reapers saving throw because they had run out of time. Humanity in Mass Effect is supposedly unique because of it’s genetic diversity and represented the universe’s best chance at stopping Dark Energy’s spread.

The original final choice was going to be “Kill the Reapers and put your faith in the races of the galaxy in finding another way to stop the spread with what little time is left” or “Sacrifice humanity, allowing them to be horrifically processed in hopes that the end result will justify the means.”

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I Like the Way Mass Effect Ends

There has been a huge shit-storm in Mass Effect fandom over the way ME 3 ended. I can’t say I’ve been on the forefront of these… discussions, but some of my friends have been affected by the depression and have kept me informed on the hopes and fears boiling within the community. Like I said elsewhere, I think the particular ending(s) have little to do with the high emotions; I think the fans are mourning the passing of the entire series.

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Mass Effect 3

This is not a review. In fact, I don’t know if I’ll ever have the stamina to write one; you know, with objective criticism and all that. That would be exceedingly difficult, because, see, this game pulled on all my strings so hard. Other than some minor annoyances, I’d say that everything was done exactly right. Or, to allow for some weaseling, everything was done exactly to my taste.

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Quests – Design, Theory, and History in Games and Narratives

by J. Howard

A bridge-building book that connects the literary genre of the romantic quest narrative (exemplified by the Arthurian legends), and the wide category of “quest games” that includes, but isn’t limited to, RPGs and action-adventure games. The parallels are undeniable and familiar to any person who enjoys playing such games, but it’s a real pleasure to see someone publish a book filled with good arguments and examples to use in debates with game critics who dismiss games as an art form and just a “waste of time”.

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