Now was that so hard?
There’s nothing all that great in the extended Mass Effect 3 endings. Lots of sad solemn music, mildly tinkered graphics and material that suggests the Bioware people are coming as close as they dare to mocking their audience. But all that stuff aside the three endings are… endings.
When you tell a story, it’s supposed to come with an ending. If you want to sell a game based on players being able to control the outcome, then your endings should be different, rather than exactly the same.
The three/four Mass Effect 3 endings actually clarify what happened and what effect your choices had. Even if you don’t think the effect is important, the “what the hell happened” part is.
The Destroy ending is straightforward. You destroy stuff. The end. Also Shephard might actually be alive in this version.
The Control ending looks a lot like the Synthesis ending, except Shephard is immortal and everyone in the universe isn’t a Borg. Also the Reapers make great construction equipment.
The Synthesis ending is everyone becoming a Borg. But it’s sort of neat in its own way.
The fourth ending is kind of interesting in its own way and dramatically the strongest. It also explains everything that came before.
It might have been better and simpler if there had been only two endings all along. The synthesis or the refusal. Become one with the machine or the cycle continues.
After Dragon Age II’s non-endings, it was nice to see players hold Bioware accountable over Mass Effect 3. With developers pulling Spec Ops: The Line type crap that gives players false choices and a miserable experience just to act out whatever the writers came up with, this is a reminder that the story has to serve the needs of the player first.