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The Allure of Ambiguity: On the Power of Uncertain Game Endings

Guest writer tomcat discusses why the endings that stay with him the most are often those that shy away from offering traditional resolutions.

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I was planning to write about the ending of BioShock Infinite, but it's fair to say that the internet is already saturated with analyses of it. Still, thinking about the ending of Infinite led me to think about game endings more generally, and what kinds of game endings I enjoy the most. There is a definite type of ending that resonates with me more than any other: the open or unresolved ending. My favourite game endings are those that lack closure.

The vast majority of games are geared towards a kind of narrative finality that requires a very definite resolution. There's a structure of objective-completion-reward that necessitates closure: you have a task, you complete the task, and you get the reward. It's a closed process. Games with open endings, however, challenge this structure. An unresolved narrative contrasts with a completable, objective-based game. As a result, there's a dissonance inherent in games with open endings, a tension between the lack of closure on the one hand, and the traditional objective-completion-reward structure of video games on the other.

It's this dissonance that makes the open ending the most interesting type. Unresolved endings are often sadder, more challenging and more memorable than endings that tick all of the boxes and tie up all of the loose ends. They linger in the mind, asking questions and demanding analysis. They encourage deeper philosophical investigations into the roles and responsibilities of the player. I've had many more long discussions with friends over unresolved endings in games, books and films than I've had over neat, definite, happy ones.

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One type of open or unresolved ending is the projected ending. In literature, a projected ending is one that takes place hypothetically after the end of the book. (A famous example would be in David Foster Wallace's novel Infinite Jest; the denouement takes place after the work has ended.)

One of my favourite examples of a projected ending in gaming comes from Final Fantasy VII. For various convoluted reasons I won't go into, the villain Sephiroth has summoned a meteor to scar the planet. The heroes have cast a spell called Holy to counteract Meteor. The player defeats Sephiroth at the game's climax, leaving Holy free to do its stuff. But there's a catch: in addition to destroying Meteor, Holy will judge humankind and, if it finds them to be a threat to the planet, will cleanse the planet of the human race; a twist in-keeping with the game's eco-focused ideologies.

The unknowable qualities of Final Fantasy VII's ending definitely contribute to its impact.

The final moments of FFVII consist of a brilliant white flash, a brief image of Aeris as she exists in the lifestream, and then… nothing. The ultimate judgment of Holy is left for the player to ponder. It's projected outside of the game's narrative: it happens after the ending. Did Holy destroy the human race? The epilogue, set 500 years later, shows us the prominent city of Midgar now overgrown and ruined. But even this fails to answer the significant question: what happened to the humans? Did they merely abandon the city, or is Midgar in ruins simply because there are no people left to inhabit the place? The quiet, post-credits laughter of children is a similar source of heated fan debate.

The most significant aspect of the ending is the way it upsets the traditional narrative expectancy for a grand heroic action that saves the world and wins the day. It changes the identity of the player from somebody who completes an objective and saves his heroes to somebody who may be complicit in the downfall of the human race. The world is, most definitely, saved, but at what cost? The unknowable qualities of FFVII's ending definitely contribute to its impact.

It's unfortunate, then, that Square Enix decided to answer the question of FFVII's ending by developing various sequels, making something that was once unresolved and highly original into something run-of-the-mill: the Holy spell worked, and it saved the day.

**

Team Ico's masterpiece Shadow of the Colossus offers a different kind of unresolved ending. The defining characteristic of SotC is its minimalism. The game refuses to satisfy the player with any detailed information, character biographies or helpful moralising. Who is the protagonist Wander? How did Mono die? What the hell is Dormin? The most striking thing we can say about the game's setting is that its an empty and forbidding landscape, one so old that it has forgotten even its own history, leaving the player free to apply whatever interpretation he or she deems best.

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Indeed, as the game progresses it becomes apparent that the Colossi aren't violent "bad guys" in the usual sense of the term, but are, in fact, sad, ancient, moss-covered guardians standing watch over nothing but ruins. This forces the player to morally reconsider her notions of the standard objective-reward videogame structure. As the player slays more and more Colossi, the pervasive tone of the game changes from one of noble questing and honour (kill the Colossi to resurrect the maiden) to one of sadness and selfishness (lay waste to these giants to satisfy your own desires). It wouldn't be especially controversial to suggest that Wander actually fulfils the narrative archetype of villain (albeit under the guise of the bereaved adventurer). I like to think of Wander not as a naive but well-meaning warrior, but as a foreign invader, come to plunder the land's magic and to slay its inhabitants. You, then, as the player, are complicit in this evildoing. Lord Emon, who pursues Wander but arrives too late to stop him slaying the Colossi, is the game's real hero.

Shadow of the Colossus' ending is exceptional not in spite of its vagueness, but because of it.

The striking ending isn't unresolved as much as it's unexplained: the uncharacteristically frantic sequence of dramatic events and sudden plot twists doesn't explain itself in any coherent, rational way. Instead, it invites the player to extrapolate an explanation that best fits his or her interpretation of the game's events. Accordingly, the internet is rife with myriad interpretations of what is going on.

But as much as we can glean from the ending, there are many questions that remain unanswered. Is the horned boy revealed in the final moments Wander reborn, Wander punished? Is it even Ico, in a twist that would establish SotC as a prequel to the developer's earlier game? And why is the world of the game forbidden? Is it because the Colossi are dangerous, or because they are sacred? Or (my favourite interpretation) because the landscape of SotC is actually a prison for Dormin, and the Colossi his jailors? My interpretation: Wander's death is very definite, a penance for his murder of the Colossi, a denouement that establishes the game as a traditional revenge tragedy, with both Wander and Emon acting as revenger.

Alternate interpretations, however, remain valid: maybe Wander killed Mono himself, and his quest to resurrect her isn't one of selfishness, or even love, but one of guilt? My point being that Shadow of the Colossus' ending is exceptional not in spite of its vagueness, but because of it. This enables the player to conceive of an ending that best suits her own moral and aesthetic proclivities. I like to think of SotC as an anti-hero narrative, one which questions the usual role of the player as a doer of good. But the alternative reading, that Wander is a mistaken, misunderstood but ultimately noble man, is valid, too.

**

Playdead's 2010 puzzle platformer Limbo is even more narratively minimalist than Shadow of the Colossus. The brief synopsis describing a boy looking for his sister makes up the full extent of the game's narrative certainty; everything else one might say about the plot is pure speculation.

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The player guides the boy through various landscapes until, a few hours later, the game abruptly ends. The final sequence consists of the boy being flung through what I assume is a pane of glass, before re-entering the forest in which the game began. There he encounters his sister, who, though facing away from him, looks up as if she senses his presence. The credits then roll and the game is over.

Limbo's ending willfully disregards the sense of player entitlement and the expectancy of reward.

I'm aware that Limbo's refusal to explain itself is the source of much frustration among certain players, who like to label the ending as anti-climactic, as if the player is due a set of clear answers. Limbo's ending willfully disregards this sense of player entitlement and the expectancy of reward. This is just one of the many ways that Limbo expresses a disinterest in the usual narrative structure of videogames: there's no dialogue, no tutorials, no characters as such, no villain and only one potentially endless and cyclic level. The ending is, in itself, the game's final puzzle, just as minimalist, brief and beautiful as any of the other obstacles the player encounters.

Thus any satisfaction the player derives from Limbo's ending is entirely dependent on his or her willingness to creatively engage with the limited material available. My particular reading is that the boy is himself dead, but since arriving in limbo he has forgotten his own death. The ending, with the boy breaching a pane of glass, serves to violently remind him of his death. Now, having accepted his fate and his place in limbo, he's able to see his sister (who's alive) tending his grave. The way in which she gently lifts her head implies that she can feel his presence in some way. Maybe he's a ghost? This ending suggests a kind of loneliness that's reflected in the game's overall aesthetic: the minimal use of music, the black-and-white palette, the absence of dialogue, etc.

**

Of course, there are many other highly successful types of game ending. Not every great ending has to be unresolved, or even unpredictable. Everybody knew how Halo: Reach was going to end. What intrigued players about Reach wasn't what was going to happen, but how it was going to be executed. Six's last stand was interesting not because it was unexpected, but because it was ingeniously well designed: moving despite its obviousness.

**

The future will doubtless see even more creative handling of endings, as developers are increasingly faced with a major dilemma: game plots and characters are being examined with more and more scrutiny, but developers want us to keep playing and playing and playing their games, so where does this leave us in terms of closure, resolution and narrative coherency?

Many thanks for reading. I'd love to know what kinds of game endings you enjoy the most, and what kinds disappoint you.

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bgna8980

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Although the ending to Final Fantasy VII was ambigious, it isn't only good final fantasy game out there. Everyone hypes FFVII although it was a good game, I preferred 8&9 over it. Although everyone is entitled to their own opinion, I'm just putting it out there play the FF games and not just VII.

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2bitSmOkEy

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@bgna8980 https://www.youtube.com/watch?v=IMdFOetwqyo

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deactivated-5b797108c254e

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@bgna8980 I guess it's very subjective. To me my favorite FF is 8 and it's not because it has the best graphics, best gameplay, best story or best music. It's because it was the first one I played and it'll always be a new beginning to me. It was actually my first "large RPG" and it opened a whole new world. Before that I had played a lot of games but never an RPG like that and it was a real eye opener. So in my opinion, it's not just about personal taste but what a specific FF did for you

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bgna8980

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@Korvus85 @bgna8980 I guess I can kind of relate as FFX was my very first final fantasy game and IX was the last one I completely beat. The story in 8 was almost immaculate, it had a sweet side to it too, the junction system was completely new and never before seen in an FF game. IX was my favorite cause it combined the best of the new and old, so I guess I could see where you are coming from.

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GOGOHeadray

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@bgna8980 No one said it wasn't the only good FF game; but in the majority's view it was the best one and surely a heck of alot better than anything we are getting today.

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Zelda99

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@bgna8980 Where's the love for XII?

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bgna8980

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Edited By bgna8980

@Zelda99 @bgna8980 I loved the complexity and story of FFXII the only problem I had with were the characters. I didn't have much love for them.

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bgna8980

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Edited By bgna8980

@finalkain @bgna8980 @Zelda99 Oh no I didn't mean that I loved balthier and Basch they were excellent characters especially Balthier. Ash wasn't bad but she felt too distant from the cast. Vaan is annoying as ****.

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finalkain

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@bgna8980 @Zelda99 Actually Basch and Balthier were excellently fleshed out and written IMO. Give the game another spin and see if it strikes you differently a second time. Basch , Auron and Sazh are 3 reasons to love the FFs they were in =)

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2bitSmOkEy

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Edited By 2bitSmOkEy

@bgna8980 my favorites are...

1. FF7

2. FF9

3. FF6

I really do think FF7 was the absolute best PS1 game ever made, and almost certainly the greatest JRPG of all time. Chrono Trigger is up there as well.

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RedLegZeff

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Edited By RedLegZeff

@2bitSmOkEy Yeah 7, 9 and 6 are just about the best ever, though 9 is underrated by most. My personal favorite is 4, but I think it comes at 4th in terms of quality. Partly because that was the one that really set the tone for ff to follow. Partly because it was the first I played, and was a comfort in a difficult time for me.

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2bitSmOkEy

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@RedLegZeff @2bitSmOkEy Yep, ff9 is extremely underrated. I really enjoyed it for it's upbeat tone and fun skill system. Great characters and story, lots of humor, cool scenery, epic scale, it had everything you could want from an rpg. Not to mention towards the end it got quite difficult surprisingly.

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Stebsis

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@2bitSmOkEy Have you played Xenogears, another superb JRPG? It's definitely up there with FF7 as one of the best games ever made.

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Edited By Kryptonbornson

@2bitSmOkEy It might have been lower budget than other Squaresoft games, but I think it was meant to be story heavy. I took it as a personally story why my brother thought it was about religion. A game I would definitely play an HD remake of.

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2bitSmOkEy

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@RedLegZeff @2bitSmOkEy @Stebsis Yeah the second disc for Xenogears screamed rush job. They like, completely threw out exploration, towns, gameplay, and everything for this strange narration story telling mechanic.

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LucentWolf

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@RedLegZeff @2bitSmOkEy @Stebsis Don't forget about Legend of Dragoon!

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RedLegZeff

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@2bitSmOkEy @Stebsis I really hated the last disc of xenogears. Up to then it was awesome, then kinda fell apart.

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2bitSmOkEy

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@Stebsis @2bitSmOkEy Yes I played Xenogears back in the day and it was awesome for its time, but I tried it again recently and had some trouble getting past the ultra preachy dialogue. Still, it was an amazing game.

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GOGOHeadray

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@Stebsis @2bitSmOkEy I liked the battle system in Xenogears better than FF7; But I liked the story in FF7 better than Xenogears.Both of them are great games though and it is sadding to see how far SE has fallen.

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wexorian

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Edited By wexorian

@bgna8980 Ofc honey V II was overhyped By Kids , I preffer Older games in franchise.

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GOGOHeadray

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Edited By GOGOHeadray

@wexorian I dont know why people say this; as if we cant make up our own decsions as too what FF game was the best. In my view it was 7 and I didn't even play that game till I got it on the PS3.

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bgna8980

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@wexorian Yeah I know what you mean I'd say the ones I enjoyed the most were FFVI , FFVIII, FFIX, FFX

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wexorian

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Xenoblade Chronicles ending anybody?

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Edited By Stebsis

@wexorian Everything before the ending was just superb, but ending, if ending means events after final boss, it was a bit meh, nothing really seemed to have been lost and they just live happily ever after. It's still the best game I've ever played.

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Chr0noid

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Edited By Chr0noid

.....and of course my comment is removed. This shit is getting real old

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Pre_ordered_PS4

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Edited By Pre_ordered_PS4

Sixth sense had a good ending. Oh wait..

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pohman

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Edited By pohman

anybody disappointed that there was no feedbackula this week?

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Kryptonbornson

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Edited By Kryptonbornson

@pohman They could use one for Revelations...or the Xbox One reveal. Maybe they're still working on it. Loads of good shit.

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Falzonn

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I generally like open ended endings, not only because they can often make you think and ponder, but because I often times dislike how a games writer(s) chose to close it off. With a vague or open ended ending, I generally get to pick the ending *I* wanted, instead of being forced to have an ending I don't approve of. It can go the other way though, as a well written story with an ending I wanted to happen can be awesome. I generally find that it depends largely on the type of game, and the type of story. Some stories can just fit better with a closed or open ending.

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RAD_RADIO

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@Falzonn I completely agree. Although my endings would probably suck to most people... mostly because they make sense.

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olegavi323

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Edited By olegavi323

!WARNING! Spoilers in the comments below me! LOL

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pohman

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@olegavi323 good work

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wexorian

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@pohman @olegavi323 Red wedding is Comming !!!

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wexorian

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@Adavanter @wexorian @pohman @olegavi323 Season 4 end with Tirion Grand Slaughter, that's what I think like in book.

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Adavanter

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@wexorian @Adavanter @pohman @olegavi323

Remember though they said they were dividing this book into two seasons. I'm starting to think Tyrion's plot line will be the big ending. While 2 or 3 episodes into next season may be the event we so cryptically speak of.

Don't get me wrong they've certainly set it up. It could happen... Jaws be on the floor for the non book readers lol.

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wexorian

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Edited By wexorian

@Adavanter @wexorian @pohman @olegavi323 it'l be in last Episode this season :)

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Adavanter

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Edited By Adavanter

@wexorian @pohman @olegavi323 I'm not so sure. You really think they'll fit all that into 2 episodes. That's like ALOT of character deaths for 2 hours lol.

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wexorian

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Edited By wexorian

@pohman @wexorian @olegavi323 Game of thrones season 3 ending Quite DARK :)

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pohman

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@wexorian @pohman @olegavi323 ?

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thorn3000

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mass effect 3 had a good ending....

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WantYouBad

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Edited By WantYouBad

@thorn3000 Mass Effect 1 had a good ending because you could convince Saren to commit suicide. Well, if that counts as an ending.

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wexorian

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Edited By wexorian

@thorn3000 Stop Cryng about that it had Good ending but just Bioware delivered it with Stuppid way, They should Had killed sheppard with every ending, Dao Sacrifice ending was Perfect so they should had done same thing.

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joke_man

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@wexorian

Delivered in a bad way and none of your choices through the entire series had any effect on the games final outcome. Ya, just plain bad--it doesn't even make sense.

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joke_man

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@wexorian @joke_man

You didn't read what I said: "none of your choices through the entire series had any effect on the games final outcome."

That is a fact. Reading comprehension is dead...

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wexorian

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@joke_man @wexorian Choices Had outcomes, Like Geth, quarrian co exitance, krogan genophage etc, again final scenes were too stuppid not much explanation about reapers, they did not thinked abut Reaper History when they realeased game.

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pohman

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@wexorian but still bad ending

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Adavanter

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@wexorian I loved ME3. All of it :P

I'm bummed the new games will go backwards... I don't care about Sheppard. I just kind of wanted to continue on with how the heck the aliens/humans etc are all going to get along... especially without gates.

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Kryptonbornson

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@wexorian You didn't care that it didn't fit in with the other lore in the series?

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wexorian

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@Adavanter @wexorian That was Most awesome thing after ending 20 h gameplay , I felt Emptiness when gates got blowned up, and Consequences Races while got stucked at earth, There could been interesting stories but They F ed up with DLC endings.

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pohman

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@thorn3000 loved the series hated the ending

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Edited By RedLegZeff

I definately agree with this. I really thought that the xbox 720 ending was great, open ended, full of possibilities. But then they ruined it by adding the xbox one ending to it. Man what a let down. Keep the open ending.

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Hey_Jay

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@RedLegZeff *Grins and claps*

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Pre_ordered_PS4

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@RedLegZeff The Xbox One ending disappointed me greatly. It was over before it started

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olegavi323

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@RedLegZeff I see what you did there XD

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