The original Mass Effect game was released in 2007, and most gamers who picked it up remember the game’s WHAM! moment. At that point in the game, the gamer had likely visited the planet of Noveria and was presented with the choice of what to do with the Rachni Queen. No matter the consequences, any gamer who was playing for the first time probably popped off their choice and didn’t pay much mind to it before hightailing it back to the Normandy. The Rachni are essentially a race of spider people, and their Queen was responsible for starting a war because her mind was raped and she wasn’t fully in control of her actions. When the hero of the series, Commander Shepard (John or Jane – players create the character themselves and give them whatever race or gender they like and select from a handful of backgrounds to help shape them), arrives to chase off the villain controlling her, Shepard is given the choice of putting the Rachni Queen out of her misery or sparing her. But that wasn’t THE moment – spiders aren’t cute and cuddly and Mass Effect players were still early in the series, so I don’t believe the fate of the Rachni Queen evoked much sympathy from players no matter which way they went.
The Rachni Queen, however, was a disturbing foreshadowing of the sort of thing the series would become known for. The BIG moment, as everyone who’s ever played the game knows, happens on Virmire. In that mission, Shepard has to split their crew into squads, and two crew members, Ashley and Kaiden, get separated. Once the mission is finished, the facility is about to blow up, and the cavalry only has time to pick up one of them. The game then hands control over to the player and asks “So which one is it going to be?” This was a legitimately shocking development because the narrative wasn’t giving Shepard a badass third option which saved them both. There wasn’t a choice to Kirk or Solo a loophole out of it. By the time Shepard’s squad left Virmire, either Kaiden Alenko or Ashley Williams was going to be dead without the possibility of revival, the player was being given the choice, and the consequences were going to follow the player through two more games. And yes, both games would present the appropriate callbacks.
10 years before Mass Effect, gamers who played Final Fantasy VII were so haunted by the moment when Sephiroth cut Aeris to shreds that the developers had to release an official statement saying that yes, Aeris was truly dead and no, there was no way to bring her back. It did nothing to placate anyone, and here we are 25 years after Final Fantasy VII, with a full reimagining being released for the Playstation 4, and there are STILL outlandish conspiracy theories about bringing Aeris back. So gamers developing similar psychological mechanisms to deal with Virmire shouldn’t be a surprise; only instead of conspiracy theories outright refuting the death, gamers have invented wild justifications to make the choice easier on them. Ask anyone who dealt the blow, and you’ll either hear about Kaiden being a whiny, self-doubting emo sponge (which isn’t entirely fair to him) or Ashley being the queen of the space racists (which is so farfetched that I could write a whole other essay refuting it). Both of those character interpretations require severe flanderization and sometimes even inventing character traits that weren’t there. But all of it boils down to a particular need for gamers to deny a truth in order to move ahead in the game.
The Virmire choice, though, was a groundbreaking moment for a lot of other reasons, and one of them was the fact that it’s the first time the Mass Effect franchise bends over in front of you so you can get a good look at its ass. Through three games in which the dozens of story paths are uploaded from one game to the next, the series begins to specialize in choices like this. No matter what the choices are over or what seems to be at stake in the immediate moment, gamers knew two things: The first was that EVERY option they were given sucked beyond belief. The second is that they would almost certainly have some sort of unintended consequence much later in the game – or possibly in one of the following games – which would bite them. Ultimately, the Mass Effect series gave an unprecedented amount of control over the narrative to gamers, but the idea was that gamers would slowly catch on to the fact that there was no such thing as an unequivocally GOOD option. Right and wrong were all but phased out of the equation and replaced by paragon or renegade options. At every choice that resulted in a new path being taken in the narrative, gamers could only fly blind. The best we could hope for was that the choice we made was slightly less bad than the other choice. Even playing through the whole trilogy being a shining example of everything right with the universe would result in loss or sacrifice of some sort. Hell, by the end of my walkthrough, I cured the genophage, brokered a truce between the turians and krogan, had every salarian behind me save their self-serving bigot of an ambassador, nicked a ton of defectors from Cerberus, and won support from the rachni, asari, and batarians. My Shep had created the greatest military force the galaxy had ever seen. And I STILL had to throw away the geth like tin cans for the quarians. I had come to respect and even like the geth a little in Mass Effect 2, but push came to shove and it seemed to make more sense to bring the quarians back to their rightful homeworld rather than let the galaxy take its chances on the geth again. (Why yes, Tali is indeed my favorite character. Why do you ask?)
By most accounts, I had gotten things to go as right as they possibly could in Mass Effect 3 for the push to win back Earth. I had completed all but two quests, neither of which was available to me by the time I tried to tackle them because of previous decisions I made. But I was all upgraded, everyone rallied behind me, and I walked around the Normandy accepting very touching and heartfelt bits of dialogue from my crew. Joker reassured me that I was gonna go in and kick some Reaper ass because it was WHAT I DID. Garrus called me the greatest soldier he ever knew. The most touching moment came from Specialist Traynor, who was in a relationship with my Shep, and the two of them talked about retiring to a house with a white picket fence with two kids and a dog – some kind of retriever. I was ready and eager to make my final assault on London, explode a few Reapers, activate the Crucible, and get celebration-hammered in the Normandy lounge.
That’s what the IDEAL ending would have looked like. That’s how the ending would have panned out in basically any other series. When I finally got the chance to make a full-out Mass Effect walkthrough, though, I can’t say I was EXPECTING it. It was what I WANTED, but I’m not the sort of person who keeps his head in the sand, and I’ve known for years that there were so many people who had problems with the ending that BioWare released an extended cut of it to answer a handful of complaints. Hell, when I wrote about the series finale of the sitcom How I Met Your Mother way back in 2014, I even alluded to its reputation, adding that I would withhold my real judgement because I had only just started the first game at the time. (The explanation for the time lapse: I moved across the country and couldn’t take my games. My mother died, then my father jettisoned my games before moving across the country himself. I had to rebuild almost my entire collection from scratch.) Now that I finally closed out a complete walkthrough in Mass Effect, though, I’m qualified to make a judgement call.
The finales of both How I Met Your Mother and Mass Effect both left me feeling empty and hollow. But that’s about the only similarity between them. The show’s godawful ending appeared to be both created around misaimed expectations of what the fans wanted and shoehorned in around a narrative which veered way off course. The show’s creators had a master plan which seemed to apply to a five-year run. Then it became a hit and they were forced to drag it out, so it ran off course and sprouted a group of new plot threads. What happened was that it ended up losing a lot of its original audience, and newcomers in later seasons (like myself) got used to everything going in a whole other direction. So the finale turned into a last-second correction which retconned a lot of the show’s lore, barely made sense, and tried to tie itself to a narrative that was all but dead for at least three years.
The Mass Effect ending didn’t suffer from any such hubris. Yes, it left me feeling empty and hollow, but the wrinkle here is THAT WAS THE POINT. This is a video game series in which the main character’s choices were less about making things better than they were about making sure they didn’t get any worse. Every choice was about hoping SOMETHING would go right in the name of a small gain. I should also mention, along those same lines, that the choices about where the narrative went were never about being able to choose your own ending. They were merely about your choice of how to GET there and living with the consequences of that choice. Face it, Mass Effect was never going to give us a good ending tied up in a pretty little bow – the closest it offers to that is the Citadel DLC. There was never going to be Shepard wiggling through some clever loophole because Shepard had never done that. From Virmire to the Citadel Council to the Suicide Mission in Mass Effect 2 to the genophage cure, Shepard only had the choices offered to the player. Creative solutions where everybody got everything were never Shep’s thing.
One of the major themes of the Mass Effect series was the idea that sometimes, all-out sacrifice has to be made in the name of a bigger goal, and that even the bigger goal isn’t necessarily going to be exactly what you were looking for. So when Shepard stood at the heart of the Crucible and the Catalyst talked about Shepard’s options, the sense of dread and hopelessness we all suffered made sense. It was far from what we expected and a relay jump from what we all dared to hope for. That went doubly so when the full realization of what Shepard would have to DO finally dawned on us. The final choice of the trilogy didn’t differ from anything offered to players from before that point. We had three options (four with DLC content). All of them sucked beyond belief. All of them would have consequences we couldn’t even fathom. All of them resulted in a sacrifice of some sort. And Shepard wouldn’t be able to find a cool loophole where the Reapers were cleansed from the universe and everyone went home happy. As for Shep… No matter what the choice was, it was going to be a one-way trip.
The options, like those throughout the game, didn’t offer a choice about whether or not the end would suck beyond belief. It merely gave us a say in the WAY it would suck beyond belief. In the traditional three endings, Shepard was given the options to either succeed in doing what Saren wanted to do in the first game and synthesize with the Reapers. That choice would let all organic and synthetic life in the universe merge and live together in harmony. That would seem to be the ideal ending, but it does raise the question of whether or not Shepard has any right to make that call. The control ending is what The Illusive Man was pushing for. In that, Shepard takes control of the Reapers, giving up a human body in exchange for an omnipotent presence – which might one day turn evil itself. The third option is to destroy the Reapers outright; that was the object of the game. That would eradicate the Reapers forever but also destroy all good synthetic life too, including the geth and EDI. The final option is to just try and shoot the Catalyst, but all that does is piss him off, give the war to the Reapers, and let the Cycle continue. No matter the choice, though, Shepard is lost to the universe, the relays are destroyed, and the Normandy hits an unknown planet.
Did the ending provide me with warm fuzzies and a sense of greatness in my achievement? No. Was it an acceptable way to close the story that made sense within the context of the game and the game’s universe? Absolutely. In my work on the HIMYM finale, I had started the first Mass Effect game but wasn’t far enough into it to really get a sense of it by then. I wrote a few things based on its reputation and what little I had played by then. There are a few things which aren’t quite correct, and I own that. But in that same piece, I also said that people who defend the trilogy’s ultimate ending didn’t seem to be in much of a hurry to announce it. Well… Here I am, stepping forward.
Have at me.