See this post for the opposing view, yes this reply is late, and yes there will be SPLOILERS!
Showing posts with label Trial Format. Show all posts
Showing posts with label Trial Format. Show all posts
Tuesday, June 18, 2013
Saturday, June 15, 2013
Prosecution: Should Season 3 have stopped where it did?
Tune in tomorrow for the Case for the Defense. Naturally, there will be massive spoilers for Season 4 of Game of Thrones.
Sunday, March 18, 2012
Mass Effect 3 critique (Defense)
Of course it was going to end this way. Harbinger was too powerful and the Illusive Man was too weak for either one to be the final boss, which is why the game doesn't really have one. But then, this chapter in particular was less a video game and more an interactive story.
Contrary to what was said in the Prosecution, there are actually only a handful of choices you can make here; whether to sabotage the genophage cure, how to end the quarian-geth war (though your options are limited based on stuff you did in 2), and what to do with the Catalyst. Everything else was set in motion by the things you did in the previous two games. Your choices are limited considerably if you scrapped the genophage cure, Tali was exiled or you didn't preserve the Collector base. And while this game is considerably more "on rails" than the previous two, and while that is a disappointment, the fact that it builds inexorably towards its climax is kind of the point.
The fate of the universe hinges on you delivering the Catalyst, so there just isn't time for the freeform exploring on the previous games. The music reinforces this: whereas it was upbeat and heroic in 2, now it's mournful and elegaic (at least the new music that was composed for this game is). The entire game feels like a slow-motion pre-emptive funeral, a bit like Doctor Who's "Logopolis." Watch the end cutscene the first time and you might go "yeah, that was kind of crap." I know I did. But then it all started to make sense. A great deal of the 82+ minutes of cutscenes in this game set the stage for Shepard's death. Mordin dies ("Had to be me. Someone else might have gotten it wrong"), Thane prays for you on his deathbed, Legion sacrifices itself to upgrade its species... with so many supporting characters making their peace with the universe, it's not at all surprising that Shepard's death is woven into the end.
It should have been obvious that there was not going to be any post-game exploration the way there was in ME2. Since this is the end of the trilogy and of Shepard's story, that means Shepard's death is on the table. But the game goes further than that. The Reaper threat is eliminated one way or another. The Mass Relays are destroyed. The world that the survivors face is a very different one than the one that existed when Shepard first set foot on Eden Prime. The entire nature of the galaxy has been changed. Shepard - our Shepard, the doomed death-seeker who was wracked with guilt - doesn't have a place in this brave new world.
By the way, a word on Shepard's new characterization. Largely that's been up to the player before now, but since this is the last game in the franchise (we hope - and I mean that in a good way, more on that later) they can take risks. I like the more realistic approach that's been taken towards Shepard's psyche ever since "Lair of the Shadow Broker."
The "synthesis" option, obviously the "golden" option since you can't get it unless you have a very high score, is the giveaway. The "nonsensical" revelation that EDI was Hannibal actually means that EDI and Shepard are linked in a greater way than is readily apparent. EDI gained self-awareness at the same time that Shepard got a class specialization. The Illusive Man put EDI and Shepard (back) together at the same time. EDI tries to become more human, while Shepard must choke back their emotional responses and become more machine simply to deal with the enormous stress on their shoulders. It's pretty much canon that the only reason Shepard survive's Harbinger's laser is because (s)he recieved so many cybernetic upgrades courtesy of Cerberus - and just in case you forgot, there was a fairly pointless scene reminding you about this half an hour ago (because Shepard apparently forgot what happened at the beginning of the second game), and the Star Child reminds you of this fact five minutes later. Meanwhile, the reason EDI doesn't turn on you and rejoin the Cerberus fold has nothing to do with logic - note that fulfilling the Illusive Man's plan is the Paragon choice - and everything to do with the fact that this machine empathizes with her crewmates. And then the only ending where Shepard might survive - the Renegade choice - is also the only one that kills EDI.
As I said, this was never a video game as much as it was an interactive piece of fiction. It hurts, gameplay-wise, and the lack of closure makes the backlash understandable. But as the third part of a story you the player had a huge hand in writing, it's not surprising that the game was heavily dedicated to closing off branches rather than opening new ones.
Okay, Star Child's explanation seems to have some holes in it. Apparently, a "hey, don't create AI or we'll swarm in here and kill you" sign wasn't ever considered. I'm not sure why Sovereign thought he needed to start the Rachni war since the quarians hadn't created the geth by that point (maybe the Rachni found a Reaper artifact and went insane). If the whole point of leaving Mass Relays around was so that organic civilizations develop their technology along the paths the Reapers want, couldn't the Reapers have just chosen a tech tree that didn't lead to artificial intelligence? (Or were the Mass Relays not part of Star Child's plan, and the Reapers built them on their own, based on the technology of the Citadel relay, in order to make their inevitable exterminations easier?)
I do like that there are still questions. I didn't want the Reapers completely stripped of all mystery, and I'm pretty happy with the explanation that we did get. My random guesses in the paragraph above are nothing compared to the fanwank gymnastics I've gone through trying to guess why Baltar doesn't eventually divulge the identity of the final Cylon on BSG. Speaking of...
People who don't like religion in their sci-fi, I'm sorry, you were just playing the wrong game. Given the memorial wall(s), the dreams about chasing a little kid around, the "cycle must be broken" vibe, the protagonist who returned from the dead only to question who (s)he really was, the fact that the clingy girl (this is an unfair characterization of both girls in question, but you know who I mean) can end up driven to suicide (shortly after setting foot on the planet she was so desperate to get to), the mutiny by a slimy politician, and the sexy robot played by Tricia Helfer... well, why don't they just bring Kasumi (a thief) up to the Normandy and let her have that conversation with Joker?
One of the saddest things that can happen to a beloved franchise is that it can be exploited by money-mad producers, a la Star Wars and Star Trek. Thankfully, we don't have that here. Like this franchise, Battlestar ended on an extremely mystical game-changer that ensured there would be no soulless sequels or further stories to tell (despite The Plan and despite the inane "Stargazer" tag at the end of ME3's credits). While I'm happy to fault the way in which they ended, I'm also very happy that they had a definitive end.
By the way, note that both franchises end on the same shot: a survivor or survivors surveying an unpopulated landscape from a hill, with the camera above and behind them. Then there's a tacked-on epilogue where two characters have a brief and completely unnecessary conversation that blows away any sense of subtlety.
Contrary to what was said in the Prosecution, there are actually only a handful of choices you can make here; whether to sabotage the genophage cure, how to end the quarian-geth war (though your options are limited based on stuff you did in 2), and what to do with the Catalyst. Everything else was set in motion by the things you did in the previous two games. Your choices are limited considerably if you scrapped the genophage cure, Tali was exiled or you didn't preserve the Collector base. And while this game is considerably more "on rails" than the previous two, and while that is a disappointment, the fact that it builds inexorably towards its climax is kind of the point.
The fate of the universe hinges on you delivering the Catalyst, so there just isn't time for the freeform exploring on the previous games. The music reinforces this: whereas it was upbeat and heroic in 2, now it's mournful and elegaic (at least the new music that was composed for this game is). The entire game feels like a slow-motion pre-emptive funeral, a bit like Doctor Who's "Logopolis." Watch the end cutscene the first time and you might go "yeah, that was kind of crap." I know I did. But then it all started to make sense. A great deal of the 82+ minutes of cutscenes in this game set the stage for Shepard's death. Mordin dies ("Had to be me. Someone else might have gotten it wrong"), Thane prays for you on his deathbed, Legion sacrifices itself to upgrade its species... with so many supporting characters making their peace with the universe, it's not at all surprising that Shepard's death is woven into the end.
It should have been obvious that there was not going to be any post-game exploration the way there was in ME2. Since this is the end of the trilogy and of Shepard's story, that means Shepard's death is on the table. But the game goes further than that. The Reaper threat is eliminated one way or another. The Mass Relays are destroyed. The world that the survivors face is a very different one than the one that existed when Shepard first set foot on Eden Prime. The entire nature of the galaxy has been changed. Shepard - our Shepard, the doomed death-seeker who was wracked with guilt - doesn't have a place in this brave new world.
By the way, a word on Shepard's new characterization. Largely that's been up to the player before now, but since this is the last game in the franchise (we hope - and I mean that in a good way, more on that later) they can take risks. I like the more realistic approach that's been taken towards Shepard's psyche ever since "Lair of the Shadow Broker."
The "synthesis" option, obviously the "golden" option since you can't get it unless you have a very high score, is the giveaway. The "nonsensical" revelation that EDI was Hannibal actually means that EDI and Shepard are linked in a greater way than is readily apparent. EDI gained self-awareness at the same time that Shepard got a class specialization. The Illusive Man put EDI and Shepard (back) together at the same time. EDI tries to become more human, while Shepard must choke back their emotional responses and become more machine simply to deal with the enormous stress on their shoulders. It's pretty much canon that the only reason Shepard survive's Harbinger's laser is because (s)he recieved so many cybernetic upgrades courtesy of Cerberus - and just in case you forgot, there was a fairly pointless scene reminding you about this half an hour ago (because Shepard apparently forgot what happened at the beginning of the second game), and the Star Child reminds you of this fact five minutes later. Meanwhile, the reason EDI doesn't turn on you and rejoin the Cerberus fold has nothing to do with logic - note that fulfilling the Illusive Man's plan is the Paragon choice - and everything to do with the fact that this machine empathizes with her crewmates. And then the only ending where Shepard might survive - the Renegade choice - is also the only one that kills EDI.
As I said, this was never a video game as much as it was an interactive piece of fiction. It hurts, gameplay-wise, and the lack of closure makes the backlash understandable. But as the third part of a story you the player had a huge hand in writing, it's not surprising that the game was heavily dedicated to closing off branches rather than opening new ones.
Okay, Star Child's explanation seems to have some holes in it. Apparently, a "hey, don't create AI or we'll swarm in here and kill you" sign wasn't ever considered. I'm not sure why Sovereign thought he needed to start the Rachni war since the quarians hadn't created the geth by that point (maybe the Rachni found a Reaper artifact and went insane). If the whole point of leaving Mass Relays around was so that organic civilizations develop their technology along the paths the Reapers want, couldn't the Reapers have just chosen a tech tree that didn't lead to artificial intelligence? (Or were the Mass Relays not part of Star Child's plan, and the Reapers built them on their own, based on the technology of the Citadel relay, in order to make their inevitable exterminations easier?)
I do like that there are still questions. I didn't want the Reapers completely stripped of all mystery, and I'm pretty happy with the explanation that we did get. My random guesses in the paragraph above are nothing compared to the fanwank gymnastics I've gone through trying to guess why Baltar doesn't eventually divulge the identity of the final Cylon on BSG. Speaking of...
People who don't like religion in their sci-fi, I'm sorry, you were just playing the wrong game. Given the memorial wall(s), the dreams about chasing a little kid around, the "cycle must be broken" vibe, the protagonist who returned from the dead only to question who (s)he really was, the fact that the clingy girl (this is an unfair characterization of both girls in question, but you know who I mean) can end up driven to suicide (shortly after setting foot on the planet she was so desperate to get to), the mutiny by a slimy politician, and the sexy robot played by Tricia Helfer... well, why don't they just bring Kasumi (a thief) up to the Normandy and let her have that conversation with Joker?
One of the saddest things that can happen to a beloved franchise is that it can be exploited by money-mad producers, a la Star Wars and Star Trek. Thankfully, we don't have that here. Like this franchise, Battlestar ended on an extremely mystical game-changer that ensured there would be no soulless sequels or further stories to tell (despite The Plan and despite the inane "Stargazer" tag at the end of ME3's credits). While I'm happy to fault the way in which they ended, I'm also very happy that they had a definitive end.
By the way, note that both franchises end on the same shot: a survivor or survivors surveying an unpopulated landscape from a hill, with the camera above and behind them. Then there's a tacked-on epilogue where two characters have a brief and completely unnecessary conversation that blows away any sense of subtlety.
Mass Effect 3 critique (Prosecution)
When the history of Mass Effect is written, fandom will incorrectly assert that the disaster that was Mass Effect: Deception was the first major chink in the armor (note to the PC police: can I still use that phrase?). Well, actually, BioWare's response to fan outcry about Deception opened a whole new floodgate, because now we've got what is quite possibly the first internet petition to change the end of a video game. Wow.
But, no. Deception was just the canary in the coal mine for everyone who loved this franchise a bit too much. The problems started well before then, and the problems with ME3's story are not limited simply to continuity errors.
In fact, the biggest problem with ME3's story is not limited simply to the third game.
Let's talk a bit about the three-act structure, because this is writing 101 here. Act one: investigation. The protagonist wants something. No, really. There's this myth that villains act, heroes react, as if heroes wouldn't be heroic if there wasn't evil to fight. Nonsense. The protagonist wants something. Maybe it's just to stop the antagonist, maybe it's fortune and glory, maybe it's a girl. Maybe he just wants to get two robots to Alderaan or a ring to Rivendell. Whatever. The protagonist wants something and sets out to get it.
Act two: complication. Something goes wrong, the protagonist is forced to adapt to new circumstances. New information is revealed. The protagonist reaches his/her lowest point at the end of this act. Maybe he finds out the villain is his father, or he's poisoned by a giant spider and captured by the bad guys. Act three: resolution. The protagonist recovers, saves the day, and lives happily ever after.
Now, the original Mass Effect (hereafter referred to as Mass Effect 1) had this structure down to an art form. Shepard wants to stop Saren, Shepard has a bad day on Virmire and gets grounded, Shepard stops a Reaper invasion and saves the galaxy. Mass Effect 2 was a bit more complicated, but the overall structure was still there. Act 1 is spent putting a team together, but it ends with a bittersweet reunion on Horizon. Act 2 is spent refining your team and earning their loyalty, but it ends with collectors attacking your ship and capturing your crew. Act 3 has you ripping them a new one.
This structure is completely absent from Mass Effect 3, replaced instead by a roller coaster of ups and downs. (SPOILERS FOLLOW.) Earth is conquered; the genophage is cured, but Mordin dies in the process; Thane gets kebabed, but you get reunited with your Virmire buddy; the geth-quarian war ends, but Legion and possibly Tali die... but then all the pathos hits after your mission to Thessia fails. Because it's Hotter and Sexier and Lighter and Funnier and Darker and Edgier all at the same time, and the tone varies dramatically from scene to scene with no overall coherence.
The doctrine of epic science fiction is that you never go to the same planet twice unless you have to, in order to make your universe look as big as possible. Unfortunately, the knock-on effect here is that you've never been to any of the planets the Reapers invade. The one time this rule is broken (and Noveria doesn't even count), Horizon looks completely different than it did in Mass Effect 2. And for all Liara's whining about Thessia being conquered, none of the ruin in the third game had the same emotional impact of running through the gutted, burning interior of the Normandy at the beginning of the second.
Now, I could go on about the deus ex machina ending, but what did you expect? The last piece of space opera that featured a galaxy-wide conflict and didn't end with magic was Deep Space Nine, which ended more than a decade ago, and even that had a mystical footnote after the main battle was over. Battlestar Galactica ends with a well-planned and intentional deus ex machina, followed by half an hour of the most contrived stupidity ever committed on that show in order to wrap up the loose threads. (on that subject, note that the most meaningful difference between BSG and ME3's endings is the amount of closure.) Doctor Who ends every season by running up the stakes so high that only magic can ever set things right again. The setup given to us by the previous two games is no different.
But why was there a trilogy in the first place? Remember, Mass Effect 2 didn't have any big plot twists in it (other than you finding out that the collectors used to be protheans, or how Reapers breed), nor did the protagonist reach their darkest point, other than the fact that Shepard died at the beginning and was promptly reconstructed. It's like the whole reason for ME2, from an overall standpoint, was to introduce Cerberus. And to re-build Shepard as partly synthetic, so that the ending would make some tiny amount of sense.
Except that Cerberus was introduced in ME1. They were a splinter group there, though, and they weren't connected to the main plot. What, you were too busy making corporations look bad? You couldn't have had Cerberus be behind the rachni or the thorian infestations? So the whole point of ME2 is to retcon Cerberus, which means that the ball was dropped all the way back in ME1.
So then we're on to ME3, and we learn the following:
-The protheans have conveniently given the protagonists everything they need to stop the Reaper invasion.
-There's an ancient artifact (whose name starts with the letter C) that everyone thinks was built by the protheans, but actually pre-dates them by quite a while.
-The Citadel is a supremely important part of the villain's plan.
If any of that sounds familiar, it means your attention span is at least six years long. Good for you. Those are all plot elements from Mass Effect 1.
But it's not all recycling. Sometimes they blatantly ignore previous information. For example, Samara tells you there are only three Ardat-Yakshi left in ME2. You kill one of them in ME2 (probably). In ME3, you find a monastery that used to be full of them. And I don't mean it used to be full of them in the distant past, I mean it used to be full of them about a week before you showed up. Go figure.
So just as Return of the Jedi was a bigger version of the same plot as Star Wars (sorry, I mean "A New Hope"), just with more stuff going on, so too is ME3 just a bigger version of ME1. But there wasn't any major revelation in ME2 to justify any of this, the way there was with Empire. In order for this series to work as a trilogy, all the factors needed to be in play by the end of ME2. Remember, no new information was introduced in Jedi, beyond the confirmation that Vader is indeed Luke's father and the whole Death Star plot recycled from the first film. In ME3, we're suddenly handed an anti-Reaper superweapon on a silver platter, and it's only our own special neuroses that prevent us from assembling it in time.
Now, I'm not trying to claim that ME3's ending would have been improved if ME2 hadn't just marked time, but let me digress for a moment here. What if ME2 had ended with the Reapers invading Earth? EA would never do that, of course, because it would have meant that ME3 had to start immediately and there was no time for any DLC (or so I thought, but then there's the "one more story" nonsense at the end of 3). What if Shepard had to sell out everything s/he stood for, and had to turn the Collector base over to the Illusive Man and his terrorist buddies? What if the game ended with the revelation that Cerberus and the Reapers were in league with each other? Shepard watches Earth burn, goes "what have I done?" and the credits roll. If you want to claim that the three-act structure works when applied to the entire Mass Effect story, then that's how ME2 should have ended.
One of my favorite parts of ME3 (and by the way, I would never dedicate this much thought to a dissection if I didn't truly love my subject matter) is this sidequest you do early in the game where you can recruit a bunch of mercenary gangs to join your grand army, but they all want favors you really shouldn't provide. It's a nice dilemma: if you actually believe in "victory at any cost," then put your money where your mouth is. That should have been a bigger part of ME2. Instead, everybody side-steps the moral implications of working with terrorists - who are constantly portrayed on-screen in a positive light, and your only negative impressions come from other people or sidequests in the first game.
The problem, of course, is that the three-act structure (introduction, complication, conclusion) could never work in a 3-part video game. Nobody's going to shell out $50 just to see how all their decisions in the first two games payed off (although if you didn't take very specific steps at certain points in ME2, you're screwed). But in addressing this issue, we're left with a second game that looks like very beautiful filler, and a third game that seems like a fancy re-hash of the first, just with a more imminent threat.
And that, ultimately, is the problem with Mass Effect 3 and the franchise as a whole.
But, no. Deception was just the canary in the coal mine for everyone who loved this franchise a bit too much. The problems started well before then, and the problems with ME3's story are not limited simply to continuity errors.
In fact, the biggest problem with ME3's story is not limited simply to the third game.
Let's talk a bit about the three-act structure, because this is writing 101 here. Act one: investigation. The protagonist wants something. No, really. There's this myth that villains act, heroes react, as if heroes wouldn't be heroic if there wasn't evil to fight. Nonsense. The protagonist wants something. Maybe it's just to stop the antagonist, maybe it's fortune and glory, maybe it's a girl. Maybe he just wants to get two robots to Alderaan or a ring to Rivendell. Whatever. The protagonist wants something and sets out to get it.
Act two: complication. Something goes wrong, the protagonist is forced to adapt to new circumstances. New information is revealed. The protagonist reaches his/her lowest point at the end of this act. Maybe he finds out the villain is his father, or he's poisoned by a giant spider and captured by the bad guys. Act three: resolution. The protagonist recovers, saves the day, and lives happily ever after.
Now, the original Mass Effect (hereafter referred to as Mass Effect 1) had this structure down to an art form. Shepard wants to stop Saren, Shepard has a bad day on Virmire and gets grounded, Shepard stops a Reaper invasion and saves the galaxy. Mass Effect 2 was a bit more complicated, but the overall structure was still there. Act 1 is spent putting a team together, but it ends with a bittersweet reunion on Horizon. Act 2 is spent refining your team and earning their loyalty, but it ends with collectors attacking your ship and capturing your crew. Act 3 has you ripping them a new one.
This structure is completely absent from Mass Effect 3, replaced instead by a roller coaster of ups and downs. (SPOILERS FOLLOW.) Earth is conquered; the genophage is cured, but Mordin dies in the process; Thane gets kebabed, but you get reunited with your Virmire buddy; the geth-quarian war ends, but Legion and possibly Tali die... but then all the pathos hits after your mission to Thessia fails. Because it's Hotter and Sexier and Lighter and Funnier and Darker and Edgier all at the same time, and the tone varies dramatically from scene to scene with no overall coherence.
The doctrine of epic science fiction is that you never go to the same planet twice unless you have to, in order to make your universe look as big as possible. Unfortunately, the knock-on effect here is that you've never been to any of the planets the Reapers invade. The one time this rule is broken (and Noveria doesn't even count), Horizon looks completely different than it did in Mass Effect 2. And for all Liara's whining about Thessia being conquered, none of the ruin in the third game had the same emotional impact of running through the gutted, burning interior of the Normandy at the beginning of the second.
Now, I could go on about the deus ex machina ending, but what did you expect? The last piece of space opera that featured a galaxy-wide conflict and didn't end with magic was Deep Space Nine, which ended more than a decade ago, and even that had a mystical footnote after the main battle was over. Battlestar Galactica ends with a well-planned and intentional deus ex machina, followed by half an hour of the most contrived stupidity ever committed on that show in order to wrap up the loose threads. (on that subject, note that the most meaningful difference between BSG and ME3's endings is the amount of closure.) Doctor Who ends every season by running up the stakes so high that only magic can ever set things right again. The setup given to us by the previous two games is no different.
But why was there a trilogy in the first place? Remember, Mass Effect 2 didn't have any big plot twists in it (other than you finding out that the collectors used to be protheans, or how Reapers breed), nor did the protagonist reach their darkest point, other than the fact that Shepard died at the beginning and was promptly reconstructed. It's like the whole reason for ME2, from an overall standpoint, was to introduce Cerberus. And to re-build Shepard as partly synthetic, so that the ending would make some tiny amount of sense.
Except that Cerberus was introduced in ME1. They were a splinter group there, though, and they weren't connected to the main plot. What, you were too busy making corporations look bad? You couldn't have had Cerberus be behind the rachni or the thorian infestations? So the whole point of ME2 is to retcon Cerberus, which means that the ball was dropped all the way back in ME1.
So then we're on to ME3, and we learn the following:
-The protheans have conveniently given the protagonists everything they need to stop the Reaper invasion.
-There's an ancient artifact (whose name starts with the letter C) that everyone thinks was built by the protheans, but actually pre-dates them by quite a while.
-The Citadel is a supremely important part of the villain's plan.
If any of that sounds familiar, it means your attention span is at least six years long. Good for you. Those are all plot elements from Mass Effect 1.
But it's not all recycling. Sometimes they blatantly ignore previous information. For example, Samara tells you there are only three Ardat-Yakshi left in ME2. You kill one of them in ME2 (probably). In ME3, you find a monastery that used to be full of them. And I don't mean it used to be full of them in the distant past, I mean it used to be full of them about a week before you showed up. Go figure.
So just as Return of the Jedi was a bigger version of the same plot as Star Wars (sorry, I mean "A New Hope"), just with more stuff going on, so too is ME3 just a bigger version of ME1. But there wasn't any major revelation in ME2 to justify any of this, the way there was with Empire. In order for this series to work as a trilogy, all the factors needed to be in play by the end of ME2. Remember, no new information was introduced in Jedi, beyond the confirmation that Vader is indeed Luke's father and the whole Death Star plot recycled from the first film. In ME3, we're suddenly handed an anti-Reaper superweapon on a silver platter, and it's only our own special neuroses that prevent us from assembling it in time.
Now, I'm not trying to claim that ME3's ending would have been improved if ME2 hadn't just marked time, but let me digress for a moment here. What if ME2 had ended with the Reapers invading Earth? EA would never do that, of course, because it would have meant that ME3 had to start immediately and there was no time for any DLC (or so I thought, but then there's the "one more story" nonsense at the end of 3). What if Shepard had to sell out everything s/he stood for, and had to turn the Collector base over to the Illusive Man and his terrorist buddies? What if the game ended with the revelation that Cerberus and the Reapers were in league with each other? Shepard watches Earth burn, goes "what have I done?" and the credits roll. If you want to claim that the three-act structure works when applied to the entire Mass Effect story, then that's how ME2 should have ended.
One of my favorite parts of ME3 (and by the way, I would never dedicate this much thought to a dissection if I didn't truly love my subject matter) is this sidequest you do early in the game where you can recruit a bunch of mercenary gangs to join your grand army, but they all want favors you really shouldn't provide. It's a nice dilemma: if you actually believe in "victory at any cost," then put your money where your mouth is. That should have been a bigger part of ME2. Instead, everybody side-steps the moral implications of working with terrorists - who are constantly portrayed on-screen in a positive light, and your only negative impressions come from other people or sidequests in the first game.
The problem, of course, is that the three-act structure (introduction, complication, conclusion) could never work in a 3-part video game. Nobody's going to shell out $50 just to see how all their decisions in the first two games payed off (although if you didn't take very specific steps at certain points in ME2, you're screwed). But in addressing this issue, we're left with a second game that looks like very beautiful filler, and a third game that seems like a fancy re-hash of the first, just with a more imminent threat.
And that, ultimately, is the problem with Mass Effect 3 and the franchise as a whole.
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