(Disclaimer:
At the time of writing, I have not yet played the Extended Cut DLC
because it has yet to be released. It may full well addressed the
concerns I elaborate on here. Also, Spoiler Alert for both the
original Deus Ex and Mass Effect 3. You have been warned.)
Recently,
I played through the original Deus
Ex, a game lauded for
its incredible story and ability to cater to a variety of different
playstyles. While I had a great time and would wholeheartedly
recommend it, this article is not about that. What I want to focus on
is the ending to Deus
Ex. Specifically, I
want to talk about its ending in comparison to the ending of another,
more recent game that was very similar, yet altogether different
ending: Mass Effect 3
(Because from the looks of my viewership, people are not sick of me
bitching about Mass
Effect 3 yet.). This
week I will present my opinion on my matter. Though I am aware that
this is not exactly treading new ground, I feel that it is worth
talking about regardless, especially with the new Extended Cut DLC
making it topical again.
But
before we can into any of this, it is important to detail the endings
and background information of both games so that viewers unfamiliar
with either or both franchises can keep up with those that are
familiar with them.
Deus
Ex takes place in the
year 2052 and has
transhumanism
and government controlled conspiracies as major control themes of the
plot. The player plays as JC Denton, the new nano-augmented agent of
the United States branch of the United Nations Anti-Terrorist
Coalition (UNATCO). The player begins by going against terrorists who
are withholding the vaccine, called Ambrosia, for a new deadly virus
called the Gray Death. When the player encounters the leader of the
terrorist cell, the leader says that he was holding the vaccine from
politicians to give to the people. After he has been apprehended, JC
undertakes several missions and quickly learns that the people
ordering him around might not be entirely honest with him. Once he
was ordered to kill a prisoner (an order the player can choose to
obey or not), he starts to go against UNATCO and work with the
terrorists. Denton learns that the Gray Death is a manufactured virus
and that UNATCO, along with many of the world's leaders, is involved
in a conspiracy revolving around it. After being taken into the
custody underneath the UNATCO base, Denton escapes with the help of
an AI codenamed Daedalus, learns that an organization named the
Majestic
12 is
running the show, and heads to Hong Kong where
Triad
Leader
Tracer Tong is trying to devise a way to cure the Grey Death.
After
completing some errands for Tracer and getting a sample of the virus,
they discover that the Grey Death is a man-made virus manufactured by
the
Illuminati.
(As dumb as this may sound, this makes sense in context and works
quite well.). Tracer sends Denton to Paris in order to enlist the
Illuminati and their technical expertise in the battle against the
Majestic 12. Upon making contact, JC learns that the Majestic 12 is
led by Bob Page, a former member of the Illuminati, and that the Grey
Death was nano-technology that Bob Page stole and repurposed for his
own ends. The Illuminati leader, Morgan Everett, realizes that Bob
Page no longer has the materials to build the virus and Ambrosia and
figures that he will go to an Air Force Base with former
Area
51
scientists in order to gain what he needs. (Yeah, this game is like a
conspiracy kitchen soup, but it is still awesome.) Once there,
Everett asks Denton to unleash Daedalus into the network in order to
fight Bob Page. Upon completion of this task, Page unleashes his AI,
Icarus, and the two merge to form the AI known as Helios. After
completing addition tasks to prepare to defeat Page, Denton
eventually tracks him down to Area 51, where he is being directed by
Tracer Tong, Morgan Everett, and Helios, who each have a different
strategy for defeating Bob Page. If Page is not stopped, he will
merge with Helios and gain total control over the world's network and
information, which is all being controlled from Area 51. Each of
these tactics has with them different consequences on the world at
hand and JC Denton has to choose who he will side with in the final
battle.
As
for
Mass Effect 3,
I have already covered most of the plot and premise of the series
before, so I will just link to the article where I went over it
here
to catch up the unaware. As for the events leading up to the ending:
The Alliance Navy and the other galactic military installations need
to get the Crucible, which is a magical plot device whose blueprints
have been added to with each passing Reaper death cycle by the space
faring species of each respective cycle. In order to activate the
Crucible, which everyone hopes will stop the Reapers and end the war,
they need to attach it to the Catalyst, which is revealed to be the
Citadel, which the Reapers moved to Earth and closed shut. The only
way to get to the Citadel and open it back up is by using an energy
beam that the Citadel is aiming at Earth in order to do something. To
get inside the Citadel, Command Sheppard leads a final charge into
the beam and most of the people involved die when hit by a Reaper
death-ray.
Sheppard survives and keeps limping towards the energy beam. He/she
ends up in a part of the Citadel that no one has seen before. Then
Admiral Anderson contacts Sheppard through the radio and says that he
followed Sheppard into the beacon when there was no trace of him
during the limping scene. He somehow beats the player to the Citadel
control console when the Illusive Man somehow arrives as well and
paralyzes both Sheppard and Anderson in some biotic field. The player
can have a conversation which ends up with both Anderson and Illusive
Man being shot and killed. (Side-Note: While the scene is pretty
poorly written in my opinion, the concept of having a final boss
conversation over a final boss battle is a very good idea and quite
clever on the count of Bioware's writers, especially considering that
the dialogue is the most important part of Mass Effect.) Sheppard
limps to the console and activates it, opening up the Citadel and
allowing the Crucible to dock.
He/she is then magically transported to the top of the Citadel where
he meets a magic god-child. God-child explains that he is the true
Catalyst and leader of the Reaper forces. He says that the Reapers
were created to kill all space-faring organic life every 50,000 years
and turn them into Reapers so that synthetic beings do not kill all
organic life because the created always rebel against the creators.
(Note: Depending on what the player did over the course of the game,
he/she will have several ways to refute this claim.) Sheppard blindly
accepts this, but tells god-child that he is taking away “their
hope”. The catalyst tells Sheppard that he/she has up to three
choices (depending on the player's galactic readiness) for ending the
conflict and saving organic life from the Reapers. The player's
choices are explained and Sheppard makes a decision that should have
wide-reaching, galactic consequences.
Now
that the stage is set for both games, I will now go over the possible
ending choices, listing one from Deus
Ex and then its Mass
Effect 3 equivalent.
The first ending option in Deus
Ex is given to the
player by Tracer Tong. He explains that as long as global
communication remains a reality, the rich and powerful will always
try to assert their will on the people and that even if Denton
defeats Bob Page, someone else will take his place. Tong explains
that all of the world communications are controlled and sent through
Area 51. The only way to give the people freedom would be to destroy
Area 51 and the network, plummeting humanity into a New Dark Age.
This will bring government down to a small, local and much more
manageable scale free of the ruling class. The cost is that global
communication would be disabled meaning that humanity would be
scattered without the ability to connect. When choosing this option,
the game shows a scene of Area 51 blowing up with JC running to
escape. It is unknown what happens passed that.
The
equivalent option from Mass
Effect 3 would be the
Destroy option. As god-child explains, choosing this options destroys
all synthetic life. The Reapers, the player's AI squadmate, even the
race of AIs that the player may or may not have spared would be
destroyed. Furthermore, since Sheppard is also partially synthetic
(the beginning of Mass
Effect 2 makes him/her
a cyborg), it is implied that he/she may die as well once the power
is unleashed. Making this choice also destroys the Mass Relays,
disabling super long-range transportation and plummeting the galaxy
into a sort of Dark Age. If the player chooses this option, Sheppard
is seen destroying a red panel on the Crucible and the machine fires
off a red, cherry-flavored explosion that spreads throughout the
galaxy, leading to some nonsense scene with Joker trying to escape
the Crucible's energy beam.
The
second possible ending in Deus
Ex is given to the
player by Morgan Everett. The Illuminati's leader tells JC that it
would be best to just kill Bob Page outright so that he cannot merge
with Helios and even extends an invitation to Denton to join the
shadow organization should he do this. When Denton questions this,
Everett explains that it is ideal for humanity to be guided by the
invisible hand of a benevolent dictatorship. If Denton chooses this
option and kills Page, then the game cuts to a conversation between
him and Everett. He says that worldwide Ambrosia shipments have been
proceeding as scheduled, but it could be expedited by doing it
directly. Everett explains to him that the Illuminati operate
indirect, subtly influencing the world with an invisible hand. When
JC asks what people will think of all that happened and how the
Illuminati will say hidden, Everett goes into detail describing how
people have short memories and that overtime they will begin to
forget the events and move on.
The
equivalent ending in Mass
Effect 3 would be the
Control option. As god-child explains, choosing this option means
that Sheppard will sacrifice him/herself and “lose all the he/she
has” (I am assuming this means that he/she downloads him/herself to
the Reaper sub-conscience, but this is very ambiguous, so I do not
know), but the Reapers would obey his/her will. The Catalyst also
explains that overtime, Sheppard might come to accept that the
Reapers were right all along and the cycle would continue, but he
cannot confirm this. Making this choice also destroys the Mass
Relays, disabling super long-range transportation and plummeting the
galaxy into a sort of Dark Age. If the player chooses this option,
Sheppard is seen grabbing to electrical conduits on the Crucible
which appear to melt his/her flesh and give him/her glowing blue eyes
before he/she disappears. The machine fires off a blue,
blueberry-flavored explosion that spreads throughout the galaxy,
leading to some nonsense scene with Joker trying to escape the
Crucible's energy beam.
Lastly,
the final possible ending for Deus
Ex is the option given
to JC Denton by Helios. Helios knows that Bob Page wants to merge
with it and believes him to be insufficient. Its mission is to make
the world as good and safe as it can and does not believe fusing with
Page will give him the best ability to do that. By contrast, Helios
thinks that by merging with JC that it will become better equipped to
protect humanity and use its power over the world's network in the
best, most efficient way possible. Helios shares Morgan Everett's
belief that people will not be able to take control of their
government and that the enlightened few would need to guide them,
however it thinks that Morgan and the Illuminati are also not
enlightened enough to guide humanity. It explains that since it is an
AI designed to protect people and has no stake in anything beyond
that directive (meaning it cannot be bribed or influenced), it is
most equipped and prepared to keep humanity safe and secured at the
cost of privacy and free speech. When choosing this option, Denton
steps into Helios' AI core and fuses with it. They then say some
cryptic stuff about having things to do before the scene ends.
The
equivalent option in Mass
Effect 3 is the
Synthesis ending. As god-child explains, Sheppard has the choice of
throwing him/herself into a glowing energy beam. If he/she does this,
then Sheppard's essence would be fused with the Crucible's energy.
Unleashing this energy would imbue every life form, synthetic or
organic, in the world with a “new DNA”, turning them into
half-synthetic/half-organic hybrids. The catalyst explains that this
is the final evolution of life and that doing this would force the
Reapers to stop their attacks. Making this choice also destroys the
Mass Relays, disabling super long-range transportation and plummeting
the galaxy into a sort of Dark Age. If the player chooses this
option, Sheppard is seen jumping into the energy beam. The player
watches as Sheppard is torn apart on a molecular level and fused with
the Crucible. The machine fires off a green, lime-flavored explosion
that spreads throughout the galaxy, leading to some nonsense scene
with Joker trying to escape the Crucible's energy beam. As you can no
doubt see, there are parallels to be draw between these endings. They
are similar in a number of ways. However, one was very well received
and the other is known as perhaps one of the worst endings in video
game history. Why is that? Well, there are a number of key
differences in the games that explain the difference between fan
reactions.
The
first thing we need to go over are the key differences in the endings
themselves and the lead up to them. In Deus
Ex, the themes of
control of a few over the masses and technology influencing the world
are brought up again and again. The endings do not come out of
nowhere and are a logical extension of the world in question. Tracer
Tong and the terrorists play their role in the plot because they are
sick of a few powerful people taking control. The Illuminati, while
equally opposed to the Majestic 12, believe in an invisible hand
guiding the world. Even the AIs that compose Helios give the player
their viewpoints via transmissions well before the ending. There is a
lead in to every choice. Take this in contrast with Mass
Effect 3. In that
game, the Reapers are always top priority. Synthetic and organic life
opposing each other are not major themes in the main plot at hand.
When god-child comes and asks Sheppard to resolve the situation, it
comes out of left-field. The Crucible is never established to have
any of these abilities. It is only thought to be a Reaper kill
button. Never once was it hinted at that Sheppard would be able to
fuse organic and synthetic life and while the Illusive Man thought he
could control the Reapers, he was confirmed to be indoctrinated at
not of the best mental health. The goal was always to destroy the
Reapers and that was only one possible path to take at supposedly
grave consequences.
Secondly,
the endings in Mass
Effect 3 are much more
homogenous than the ones in Deus
Ex. As you can no
doubt see from my descriptions, the ending scenes that the player
sees are nearly identical with minor variations. They lack any real
contrast. This is particularly jarring when compared with Deus
Ex. In each of Deus
Ex's endings, the
scene played is radically different. Furthermore, the thing Denton
has to do in each ending is different as well. Tracer Tong directs
the player to move passed Page and head to the reactor, turning it up
to eleven and causing a meltdown. Everett advocates dropping Bob
Page's shields by turning off his four power supplies and then
finishing him off afterward. Helios tells the player to sneak passed
Page and turn on the systems that allow it to merge with people,
sneaking back afterward to complete the objective before Page's
cybernetic upgrades are finished. This allows for a greater feeling
of diversity with the endings because everything, including the
objective, changes.
Another
difference between the endings is that in the
Deus
Ex ending, there was
not an obvious alternative to the solutions at hand. The three
decisions cover the gambit of possibilities in this world. One allows
for people to rule themselves, another allows a shadow organization
to take control, and the last shifts rule away from humanity and lets
technology take over (like a literal
Deus
Ex Machina,
or “God from the machine”). On the other hand,
Mass
Effect 3 has one
glaring alternative: Why is Sheppard unable to convince god-child to
just call off the Reapers? God-child is confirmed to be the leader of
the Reapers, thus he has control over them. The fact that the player
cannot make the obvious choice results in an overall weaker ending.
This
ties nicely into my next point: While JC Denton questions each
choice, Sheppard blindly accepts the god-child's word. In Deus
Ex, when each faction
states what they want to do, Denton is skeptical, which is in
character for him. He forces each faction to explain their reasoning
and why their choice is the best. This forces them to not only
explain their own logic but why the other two choices are not ideal
solutions. All of them present their points well and the player's
choice is tough because of it. In Mass
Effect 3, all three
options are explained by the god-child. While Sheppard does ask
questions in the final scene, he/she accepts the answers given
without a follow up question and just accepts that the god-child is
sharing an unbiased opinion (which, as a side note, runs contrary to
Sheppard's character). While Deus
Ex leaves no doubt
towards the intent and bias from each side as well as the logical
consequences of each choice, Mass
Effect 3 has a very
ambiguous ending where the player is unsure of the consequences of
what he/she did. Too many questions are left in the player's head,
which is a problem. The ending should be a conclusion and tying up of
the events at hand. Questions should be answered, not added to, which
Deus Ex
did very well.
There
is one final difference between the endings of the two games and it
is an important one. Mass
Effect 3 only explains
the direct effect of the player's choice of ending. On the other
hand, Deus Ex
not only explained the direct effect of what the player chose to do,
but the aftermath and eventual consequences of the choice as well.
This is a very important and very subtle distinction to make.
God-child makes small hints towards what each ending would do, but
never directly states what the galaxy at hand might look like as a
result of what Sheppard does. What are the consequences to destroying
all synthetic life? Also, if Sheppard might die to due being a
cyborg, what about others with cybernetic implants like biotics or
Quarians? What are the possible repercussion of gaining control of
all the Reapers and could this new power corrupt Sheppard? How would
society change as a result of everyone become synthetic/organic
hybrids (ugh)? This is never explored or elaborated on. But in Deus
Ex, all three factions
go into express detail into what would come about. Tracer Tong's
destruction of the network would lead to small city-states and local
governments arising once more. While it would be difficult and many
would struggle to survive, they would be free of the influence of the
few. Joining the Illuminati would allow their reign to continue, but
JC's influence would allow the group to stay together and continue to
advance humanity into the future with nano-augmentation and new
technologies. Merging with the AI would free the world from the
Illuminati, but introduce a new ruler in its stead who is devoid of
any directive besides “protect and advance humanity”, leading to
a police state, albeit a benevolent one. These are all elaborated on,
so the player can decide for themselves what they want to shape the
world into. The ambiguity of Mass
Effect 3 leaves much
to be desired, which partially led to the backlash we saw.
Aside
from the key differences in the endings, there are also to more
abstract reasons why people respect Deus
Ex and its ending more
than Mass Effect 3
and its ending. The first one is that while both games have a huge
emphasis on choice, they emphasize different types of choices. Deus
Ex's plot is
inherently linear. The player has little influence on the events at
hand and how they play out. The choices are not involved in what
happens and what the player does. Rather, and this is another very
important distinction, the choice is in how
the player does what he does. Every Deus
Ex player will go
through the same plot and complete the same objectives, but they can
complete them in different ways. Does the player arrest a terrorist
leader by killing all his guards, sneaking past them and catching him
by surprise, finding a alternate path through lockpicking and
hacking, or some other method entirely? This is an important
distinction from Mass
Effect. Mass
Effect advertised
itself as a series where the player affected the plot through choices
with direct consequences on the events at hand. This is why Deus Ex
players loved the ending because it allowed them to express their
opinion and assert their will on the world whereas Mass
Effect players were
disappointed that the final choice did not have as much of a
perceived impact.
The
other non-ending reason people preferred Deus
Ex's ending is that
the audiences had altogether different expectations due to the time
gap between the two games. When Deus
Ex was released in
June 2000. At that time, people did not have a very high expectation
regarding games and their ability to comment on the world and express
viewpoints as an art form. Back then, games were just fun things that
people did in their spare time. Fast forward to March 2012, when Mass
Effect 3 was released,
and people have a different outlook on games. The audience for games
expect good and interesting stories in AAA game releases. We expect
the plot to make sense and contain few plot holes. We expect
characters with interesting personalities and quirks that
differentiate them from all the others. We are much harsher and
scrutinize games more closely now than we ever did before and in the
age of the internet, this scrutiny is magnified. While I personally
believe that Deus Ex
handled its ending better, this new environment can be directly
linked to the sheer backlash we have seen with Mass
Effect 3.
Upon
reflection, I am not entirely sure what the take home message of this
article is supposed to be. I just noticed the similarities and stark
contrasts of the two endings and wanted to comment on them. So for my
final message, I will say this with regards to the Mass
Effect 3 ending and
with the benefit of hindsight: Yes, the Mass
Effect 3 ending was
not really that good and it have very glaring plot holes and thematic
inconsistencies. No, it did not give closure to the narrative. Yes,
criticisms and analysis of the endings were a completely justified
and necessary part of the process. No, with the benefit of hindsight,
I cannot say that the sheer amount of hatred and backlash towards
Bioware was warranted in the least bit. And while Bioware does not
owe the fanbase anything, I do believe that expanding on the ending
is very good idea. Most creative endeavors are never static and
constantly in flux. Creators respond to critics and adjust all the
time, changing details, redoing certain thing, and so on. This change
that Bioware is promising (and that I am very optimistic for) is a
sign that games ARE becoming more of a valid form of expression, not
heading backwards as many people believe. Hopefully, we can all learn
and grow from this.
Edit: Now that I have seen all of the Extended Cut endings, I will go through and discuss how it changes the thoughts presented in this article.
- First, the endings still come out of nowhere when it comes to the ideas and themes behind them. There is still no buildup.
- Second, the added epilogues and monologues within them decrease how homogeneous the endings seemed. The epilogue also contains a slideshow that plays during the monologue. It changes depending on what the player did during the game, reflecting Sheppard's decisions and their consequences. This means that even if two players picked the same ending, they probably will not get the same epilogue. While there is still a degree of homogenization, each ending on it's own feels unique enough to stand out. Furthermore, they removed the part where the Mass Relays blow up on all three original endings.
- Third, the player still cannot take the obvious route of convincing the Catalyst to stop. This is a shame because it would have given players a good reason to build up their Reputation to Charm/Intimidate him.
- Fourth, Sheppard does not have to blindly accept the god-child's word now. He/she can question the Catalyst and even express skepticism towards each option. The player can even openly reject all three choices if they wish, dooming the current space-faring denizens of the galaxy but guaranteeing success for the next ones.
- Fifth, due to the new investigative option, the aftermath and long-term consequences of each ending are much more clear, allowing the player to make a more informed choice.
So basically, it nearly invalidates this entire article. I still have my complaints about the ending (even with the new explanations, it seems like space magic the way events unfold and the aforementioned inability to take the obvious route), but I am satisfied with Bioware's attempt to salvage the ending overall. Most of the problems were addressed.