Ghostmaster
Member
Ok, so let me make something clear right away, the ending of Mass Efffect 3 is probably one of the most disappointing endings I've ever had the chance to experience in any medium ever. The ending of Starcraft 2 isn't even close to that because to be fair the overall story in all of Starcraft 2 has been disappointing.
However, how the hell did Blizzard manage to copy not only just the story beats but also pretty much all the flaws of one of the most infamous story endings ever. How did none realize - "wait this sounds familiar, isn't this the same ending as the one that was so bad that they had to adjust it post launch".
So what are the actual endings - The precursor race (Xelnaga/ Creator of Reapers) are at their last legs and their final gambit is to (of course) transform one of the heroes (Shephard/ Kerrigan) into pretty much a God in order to stop one of their own who has betrayed them (Amon/ Reapers(this is kind of different but not by much, since the Reapers are actually doing what they are supposed to)). And by doing so the Hero manages to break the CYCLE (which is mentioned very clearly in both games) of creation and destruction.
And yet....in both games this resolution comes out of nowhere, seems to completely supersede the far more logical and at least coherent solutions and endings and is met with complete acceptance by all characters, even though there is zero reason for it. Shepard fought two INDOCTRINATED foes as final bosses in two games, but he sees a ghost child and he's like yeah...seems legit he is obviously telling the truth/ Kerrigan who has been betrayed(and has betrayed a bunch of people) is suddenly OK with giving up her life to right the wrongs of someone else (she even mentions how she doesn't care about the Xel Naga, but she has to right the wrongs).
How did this happen, did Metzen seriously look at ME3's ending and thought "Yeah, that looks great, let's do it"
Starcraft 2 ending
https://youtu.be/gCISR0T3grE?t=11780 Oh yeah, they both also use a ghost of a familiar character to communicate with the hero.
However, how the hell did Blizzard manage to copy not only just the story beats but also pretty much all the flaws of one of the most infamous story endings ever. How did none realize - "wait this sounds familiar, isn't this the same ending as the one that was so bad that they had to adjust it post launch".
So what are the actual endings - The precursor race (Xelnaga/ Creator of Reapers) are at their last legs and their final gambit is to (of course) transform one of the heroes (Shephard/ Kerrigan) into pretty much a God in order to stop one of their own who has betrayed them (Amon/ Reapers(this is kind of different but not by much, since the Reapers are actually doing what they are supposed to)). And by doing so the Hero manages to break the CYCLE (which is mentioned very clearly in both games) of creation and destruction.
And yet....in both games this resolution comes out of nowhere, seems to completely supersede the far more logical and at least coherent solutions and endings and is met with complete acceptance by all characters, even though there is zero reason for it. Shepard fought two INDOCTRINATED foes as final bosses in two games, but he sees a ghost child and he's like yeah...seems legit he is obviously telling the truth/ Kerrigan who has been betrayed(and has betrayed a bunch of people) is suddenly OK with giving up her life to right the wrongs of someone else (she even mentions how she doesn't care about the Xel Naga, but she has to right the wrongs).
How did this happen, did Metzen seriously look at ME3's ending and thought "Yeah, that looks great, let's do it"
Starcraft 2 ending
https://youtu.be/gCISR0T3grE?t=11780 Oh yeah, they both also use a ghost of a familiar character to communicate with the hero.