Here’s the second part of my rethinking Mass Effect 3 after re-reading Shamus Young’s lengthly analysis of the series’ flaws. Last time, I spent a lot of time pointing out that the previous two games had made it clear that if the Reapers showed up, it was game over, which was undone in the third game. I hypothesized that that was probably because they wanted to make the Reapers central enough to the conflict to allow them to resolve it, but also agreed with Shamus that it really seemed like The Writer wanted to play with Cerberus instead. Here, I posit that Mass Effect 3 would have been a lot better if it had just done one little thing: Left The Illusive Man’s (henceforth to be known as TIM in accordance with Shamus’ comments) plans intact, and instead merely not had the Reapers actually show up as a force in the galaxy.
In ME3, TIM seems to be indoctrinated by the Reapers. He also has a grand plan to somehow control the Reapers, even though he doesn’t have any real reason to think that it would work. He wants the Crucible to be built so that it can do this, but then has to rely on Shepard and allies to actually get it built. In the meantime, he’s interfering in a lot of local politics by sending troops to shoot things and get involved, all while the Reapers are reaping the rest of the galaxy. There’s no explanation for where he’s getting all his troops and material, and for the most part he really seems to be doing nothing more than impeding the work that he needs to get done for his plan to succeed. But I think we can make this a lot better if the Reapers aren’t out reaping while he’s trying thing.
In looking at this, I’m not going to do an exceptionally deep dive and look at all the aspects and how they’d be affected by this, but will look at the set-up, ending, and some of the more problematic aspects that wouldn’t fit in this, but the big thing is to use this to repair a lot of the problems that Shamus had with ME3 (his comments on that game specifically start from here).
A big problem he had was with the beginning. For some reason that is never explained, Shepard is in some kind of custody on Earth. He goes to some kind of meeting or hearing, and then suddenly the Reapers show up. After meeting some kid for false pathos later, and then escaping on the Normandy somehow, he’s sent to Mars where Cerberus is attacking the facility. They had an agent in place — that’s a synthetic perfectly able to mimic being a human so that no one catches on — and she was trying to escape with the data from artifacts found there. She was trying to destroy the data, but failed, and so once she’s stopped Shepard finds out about the Crucible, and this kicks off the game.
As Shamus noted, why was the agent trying to destroy the data? You don’t need to destroy the data in order to copy it, and she could have easily simply copied it and left. So Cerberus didn’t need to destroy the data or wipe out the civilians on the base (which, as Shamus notes later, conflicts with later comments that Cerberus doesn’t normally target civilians), and yet did it anyway. Even worse, there’s no indication that TIM was capable of building the Crucible himself, so it looks like he tried to stop Shepard from having the information that Shepard needed to build the thing that TIM needed to enact his plan, making TIM seem like an idiot.
The new framing lets us get past that, because it allows us to have TIM get the information that a Crucible could be built and hints that it could be used to control the Reapers, and then have TIM want to build it himself. So the basic plan would be for him to build the Crucible himself to bring the Reapers into the galaxy, but under his control. Thus, he would certainly want to get the information himself, but he’d definitely want to ensure that no one else had that data or, indeed, even an inkling that that was his plan, which would require destroying the data and eliminating anyone who might have had access to it and might remember these things. Add in that the data points out that the Crucible can also be used to seal the Reapers away, and it’s clear why TIM would destroy the data and kill everyone at the site. This, then, could give TIM a specific reason to do that and so justify a claim that Cerberus doesn’t normally target civilians for no reason. They had a good reason here to think that these specific civilians were a threat, and acted accordingly.
How did TIM know that the information there was important? If you didn’t destroy the base in ME2, he gets it from the base. If you did, then he got the data when EDI accessed it earlier. She wouldn’t have given it to him, but surely he would have had some kind of backup way to get the data just in case EDI or Shepard didn’t want to share with him. The latter is actually the better way to go because it presents TIM as competent and forward-thinking instead of a bit of a goof.
This move also allows a shift in Shepard. Because we don’t need to have the Reapers show up at Earth to kick off the plot, we don’t have to have Shepard be there. He can be out at another site and get information about that site and about what he might be able to find there. If you don’t want to make it contrived that Shepard would arrive at the same time as TIM, make it so that the beacon Shepard is using notes that the one there is active, which is what draws both TIM and Shepard there at that time. Once he’s aware of the information there and that it’s under threat, he can rush there through the Mass Relays and get there in time to save the information. This would alleviate Shamus’ complaint that Shepard is not an active figure in the game, as here he would be going there of his own accord and because he realizes how critical that information is.
So, from this, we realize that TIM wants to build his own Crucible. He can be using Reaper technology to improve his manufacturing capability, and have that hidden behind a Mass Relay that no one knows he’s opened (this is a suggestion Shamus made). This would also explain how he could make such a lifelike synthetic, and also where he’s getting the fleet of ships and weapons that he’s using (you might still need to explain where he’s getting all his troops from, but you can have him use more husked troops or even synthetics to make up for that).
But then you need to explain why TIM is involving himself with the Salarians, the Turians, the Krogan, and Council politics. The answer is simple: he’s forced to do this because Shepard saved the data and the Alliance, at least, is preparing to build their own Crucible, with the help of the other species. TIM does not want them to get there first, so he needs to at least delay them until he can build his. Giving them other things to deal with and keeping them from uniting in a common purpose suits his plans. He would have rathered not have to get involved as directly, but he needs to ensure that he builds the Crucible first.
This also then can tie the War Assets into the plot. All War Assets are for the Crucible, either directly or through freeing other things up so that those resources can be used for the Crucible. At the end of the game, if your War Assets are low, then TIM builds his Crucible and Shepard knows next to nothing about it at the climax. If they’re in an intermediate state, TIM builds his crucible but the research into building it is shared with Shepard and so he knows a lot about it at the climax. If they are high, then the Crucible that was build belongs to the Alliance.
It also can explain why TIM is willing to throw away so many of his troops. As Shamus notes, it really seems like he’d need them and as they are people and not mechanicals he can’t just build more. This set-up lets us explain that: he doesn’t really care. He won’t need them for shock troops or to enforce his will once he controls the Reapers, so he can see them as expendable tools to distract Shepard and Shepard’s allies in service of that greater goal. His whole strategy, then, would hinge on building the Crucible and controlling the Reapers before he runs out of expendable troops to distract his opponents with.
More on the endings later, but let’s return to the start of the game. After saving the data and stopping Cerberus’ attempts to destroy the facility, Shepard also explains the significance of the data to the Alliance, and they decide to build the Crucible. Given his information and link to the other species from the other games, they also accept Shepard back into the fold so that he can rally them to help support the project and also to hamper Cerberus’ plans. This, then, brings us to the main plot of ME3: convince the other species to work with the humans on this project, and foil Cerberus’ interference with that.
This can also make sense of another plot that Shamus found incomprehensible, the coup on the Citadel. But if we note that the Citadel is the Catalyst that makes the Crucible work, and note that TIM knows that, then TIM would know that he’d need to take control of the Citadel at some point. The negotiation with Udena could be on that basis: TIM is using him to get what he really wants, the Citadel. This can even be seen as a bit of a Xanatos Gambit: if the coup succeeds, then TIM will have the Citadel for when he needs it, even if the other species decide to ignore all directives from that Council. If it fails, it will at least have sown confusion and distrust among the Council races, and particularly towards the humans, which is what TIM wants so that he can build his Crucible first, and we can even use the failure to plant the idea that TIM left something behind in the Citadel so that he could take it later when he needed it. And then we can see that Shepard’s involvement in breaking the coup is critical, because he’s a human and so could ameliorate the distrust towards humans, and having put his life on the line for those Council members shows that he, at least, doesn’t have an ulterior motive here and since he’s the one publicly advocating for the Crucible it would actually help the others want to provide resources for it. So we remove a puzzling element and, again, make Shepard pro-active and important in the actual resolution.
In terms of the individual stories, it’s difficult to see what Cerberus could be doing that would threaten the Turians enough that they would want Krogan help, even with Reaper tech. Still, it makes more sense than that the Turians are holding their own on the moon in that mission. It might be better to come at it the other way around: Shepard wants the Krogan for protection, at least, and they want a cure for the Genophage, which requires the Turians to agree (especially with the bomb they left on the Krogan homeworld). The Turians can then demand proof that the Krogan are willing to play nice with everyone else, which then could involve them working to clean up a distraction that TIM had for the Turians. As for the Genophage itself, that’s is exactly the sort of problem that TIM would want to cook up to keep everyone confused and separated and unable to focus on the Crucible.
There’s also an issue with the Quarians and the Geth, since it’s hard to see how Cerberus itself could kick that off. That being said, all you need is for the Quarians to think that with their extra knowledge of the Geth from ME2 and the Geth’s weakness after the events of the previous two games, that this would be the time to retake their homeworld, with a plan that could be kicked off before we find out about the Crucible, but one that the Quarians would be hesitant to abandon. The Geth, backed into a corner, could use the Reaper code themselves, perhaps helpfully provided by TIM (as he’s indoctrinated and in possession of Reaper information and technology). Then the subplot can proceed pretty much as it did in the game.
There’s also an issue with what was in the temple on the Asari homeworld that everyone wanted, as it wouldn’t be what the Catalyst is. Still, it’s easy to make that be the information on how to use the Catalyst which both sides would want and have to have for the ending … and Shepard could find out that the Citadel is the Catalyst from it as well, pushing us towards the final confrontation.
So, the endings. What’s interesting about this model is that you can use it to explain as much or as little about the Reapers as you want. The main goal here is not to stop the Reapers who are already invading, but instead to keep them from entering the galaxy. As such, you don’t need to convince them to please stop killing all the humans or to find a way to completely destroy them. You just need to seal off the entrance or at least put them to sleep. So at a minimum you need to explain that the Crucible can do those things. You don’t even really need to explain how. So if you want to keep their origins a mystery, you can do that and the fans will still feel a sense of satisfaction at having stopped them. But if you want to explain their purpose, you can do it without having to have it explained, and you can drop in pretty much any explanation that’s consistent with the games as a whole because, again, you don’t need Shepard to understand it or consider it credible or reasonable so as to be able to make the “right” choice. This would be far better than what they did do, I think.
This would also explain why the final confrontation is at Earth. TIM wants to dominate the galaxy, and has at least claimed to have a “Humans First” mindset. He’d obviously want the first to experience his greatness to be the humans, and the humans on Earth. So if he builds the Crucible, he takes it to Earth, and when you figure out that it needs the Citadel you learn that the Citadel can be moved and take it there. If you build the Crucible, then TIM activates his backup plan and moves the Citadel to Earth, and you have to take the Crucible there to hook up with it. In the former case, you can even hint that TIM would have moved the Citadel but once you find out about it — in the last set of data — you beat him to it. This will also explain why or how you get onto the Crucible: in all cases, you have something that TIM needs to complete his plan, setting up the final confrontation.
The only issue with this is that the choices that I think you can give to this lean pretty much in one direction, with the others seeming like bad ends. The three choices I see are: 1) be convinced by TIM and give him the Crucible to let him bring the Reapers in and try to control them (since he’s indoctrinated this will not go well), 2) bring the Reapers in yourself and try to control them (this may or may not go well, but it would be difficult to continue the story from this point) or 3) seal them off/put them back to sleep (the one that most sane people will choose and the one that it’s the easiest to build off of after). While these endings are a bit pedestrian and the latter doesn’t really lend itself to a bittersweet ending, at least they wouldn’t have created massive issues for a sequel, which the original ending did.
And I see the last ending working with War Assets: if you have low assets, you don’t know enough about TIM’s Crucible to seal the Reapers away for good, and so have to settle for putting them back to sleep for another cycle. You also die because you don’t know enough about the Crucible to do that safely. If you have intermediate assets, you can’t use TIM’s Crucible to seal them away, but you can put them to sleep for another cycle, and know enough about how it works to survive the attempt. If you have high assets, you can seal them away “forever”.
And those quotes around “forever” there are actually pretty important, because with this it turns out that in sequels The Writer never needs to commit to what actually happened, since then going back to sleep for thousands if not millions of years is pretty much the same thing as being sealed away forever. The only issue is if you want to run a plot where someone is trying to bring them into the galaxy, but you can always lampshade that and if the threat from that group is big enough simply say that they don’t believe that that is really the case, and if they aren’t can always ramp up the threat by questioning whether Shepard’s information is reliable. Either way, you can actually carry on in this galaxy with these races and characters, and even with their questions, like fighting over whether we should feel more comfortable opening Mass Relays now.
Now, the game has been out for a while and it’s always easy to see things in hindsight, so on the one hand it’s not reasonable to say that The Writer should have done something like this, even though I think it both obviously better and obviously more in line with what they wanted to do. On the other hand, the big change here is simply to be consistent with the other games and accept that the Reapers showing up means that the fight is over, which makes it something that they probably should have considered. At any rate, I think it’s an improvement, and getting it down means that I can stop thinking about this idea, at least, so it’s done its job for me.
Thoughts on “Dynasty”
September 30, 2020I was a kid right around the time that the New York Islanders went on their run of four straight Stanley Cups, and I became a big New York Islanders fan. They’re still one of my favourite teams. So when I was looking for sports history/biography type books, I definitely wanted to see if I could get anything about the Islanders, and I found “Dynasty” by Greg Prato, which is billed as an oral history of the team from 1972 – 1984. So roughly from when they entered the league to the last couple of years after the streak was broken.
The book is an oral history, which means that it’s made up of segments of interviews with key people from the time arranged into what looks like one interview. I prefer narratives, so the book’s format doesn’t work as well for me as the more biographical or narrative based ones did. Still, the subject matter is interesting and you get a variety of viewpoints, with things mostly told in their own words. I would have rathered a narrative, but it works well-enough to be interesting. And I do get a lot of interesting personal stories out of each section.
One specific point that it mentions is about how the Islanders seemed to need to lose first and learn what it takes to win a championship in order to be able to win it and to them go on their streak. Their streak was also broken in part due to injuries and the like but also because the Edmonton Oilers had to lose to them to learn what it takes for them to win. And the book also referenced what was clear in the books I read about the Boston Bruins that they had to lose in order to learn what it takes to win. This is something that also seems clear today, as a number of teams that most people thought were more than strong enough to win fall short, often devastatingly so. The Islanders resisted the temptation to blow things up when the team was falling short of expectations, and they believe that that fact was crucial in them winning four straight. It’s about making the right moves and building a strong team, and not just trying to assemble a bunch of strong players.
Part of that was building a strong second line, which is why Butch Goring and John Tonelli were such key components of those championship teams. While the main line of Trottier-Bossy-Gillies would usually get its points, they note that you can mostly shut down one line, and so having a second threat is a huge advantage. This is something that I’ve noted myself for quite a while in Stanley Cup runs: if you only have one line scoring eventually teams will figure that out and focus on that line and shut it down, but if you have two scoring lines things are a lot more complicated for the opposing team.
Ultimately, it was a pretty good book about one of my favourite teams. It made me want to find a way to get to play as classic teams and pit them against each other in some kind of computer hockey version, and I can’t really find a good way to do that. Since I can’t do that, at least for now, I’ll settle for saying that I am likely to read this book again sometime.
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