On April 06 2012 09:37 turdburgler wrote:
his logic is flawed and his reasoning is too.
the fact that the shep voice people havent been contacted should tell everyone exactly whats going to be on the dlc. combined with the 'deleted scene' posted on reddit, and the twitter reply from someone at bioware it should be pretty similar to the following:
the final moments shep story ending are as they are. it will reveal that either your squad mates heard the order for the general retreat and left, or assuming you were dead or you told them to, they left. fighting through more reaper forces and possibly the reaper detachment that was en route your squad return to the normandy. believing all is lost hackett/liara order the normandy to make a jump through the mass relay to anywhere the reapers havent bothered with, aka an uninhabited system to drop off liaras 'clue box' for the next cycle. as they attempt to traverse the relay shep makes his/her choice and the relays fail. now although it says the travel on a relay is instantious, they either take some dramatic license here, or retcon in that it only looks instant to outsiders, people in the relay feel time progressing. this explains the explosion following the normandy.
the entire/some of normandy crew crash onto a new planet in this empty system and attempt to either live on or just make more plans for the next cycle, perhaps still believing shep failed or perhaps a radio signal followed them through the relay (idk how bioware say stuff like that works) telling them things worked out.
bioware has also stated on twitter that theres no reason the mass relays couldnt be rebuilt (even though it was said somewhere people dont even know how they work?) in that case its not unreasonable for your crew to be rescued for a reunite. perhaps this one will require the merge or control ending to get reaper assistance with rebuilding them.
on indoctrination theory in general. it has massive holes in the logic, and implies that indoctrination is a binary thing, you either are or arent. yet the evidence suggests that its more like 'traditional' suggestion rather than ASSUMING DIRECT CONTROL all the time. this is why comments like, why didnt tim just make you kill yourself or whatever make no sense. suggestion only works if people dont know they are being suggested to, doing crazy things, or things making no sense breaks their suspension of disbelief.
on the questions of "why does the citadel have the power to destroy the reapers/why does godkid come as a kid/why didnt they turn off the beam". the citadel/catalyst has the power to do all these things because thats what it already does. it is implied the citadel 'is' a reaper or perhaps an even greater being, that controls them. by controlling the citadel you can make them suicide or do what you want, this seems fairly obvious to me.
how did godkid know you would be suggestable to a kid? its implied the reapers are able to read your mind when they are in your shit even if they cant control you 100%, they know your fears and hopes and dreams. the kid struct a chord with shepard, whether you think its cheesey or stupid or whatever, they made it clear the kid mattered to shep, so appearing as a kid is fine. theres also a lot of social/psychological arguments you could make for appearing as a child.
why didnt they turn off the beam? i think its simply a case of unending confidence. the reapers just didnt place any value in non reaper life. this much is clear, even to the end you only had a chance vs them using reaper technology and who knows how many years work on the crucible. they believed you were no threat to them, really fucking stupid? maybe. but it never says the reapers are infallible.
i still think the ending has a ton of problems, aswell as gameplay and story wise. this game is far from a 10/10 that most sites give it, not that its bad. but indoctrination theory is pretty stupid too and 'believing' it wont address any of the problems with the game.
his logic is flawed and his reasoning is too.
the fact that the shep voice people havent been contacted should tell everyone exactly whats going to be on the dlc. combined with the 'deleted scene' posted on reddit, and the twitter reply from someone at bioware it should be pretty similar to the following:
the final moments shep story ending are as they are. it will reveal that either your squad mates heard the order for the general retreat and left, or assuming you were dead or you told them to, they left. fighting through more reaper forces and possibly the reaper detachment that was en route your squad return to the normandy. believing all is lost hackett/liara order the normandy to make a jump through the mass relay to anywhere the reapers havent bothered with, aka an uninhabited system to drop off liaras 'clue box' for the next cycle. as they attempt to traverse the relay shep makes his/her choice and the relays fail. now although it says the travel on a relay is instantious, they either take some dramatic license here, or retcon in that it only looks instant to outsiders, people in the relay feel time progressing. this explains the explosion following the normandy.
the entire/some of normandy crew crash onto a new planet in this empty system and attempt to either live on or just make more plans for the next cycle, perhaps still believing shep failed or perhaps a radio signal followed them through the relay (idk how bioware say stuff like that works) telling them things worked out.
bioware has also stated on twitter that theres no reason the mass relays couldnt be rebuilt (even though it was said somewhere people dont even know how they work?) in that case its not unreasonable for your crew to be rescued for a reunite. perhaps this one will require the merge or control ending to get reaper assistance with rebuilding them.
on indoctrination theory in general. it has massive holes in the logic, and implies that indoctrination is a binary thing, you either are or arent. yet the evidence suggests that its more like 'traditional' suggestion rather than ASSUMING DIRECT CONTROL all the time. this is why comments like, why didnt tim just make you kill yourself or whatever make no sense. suggestion only works if people dont know they are being suggested to, doing crazy things, or things making no sense breaks their suspension of disbelief.
on the questions of "why does the citadel have the power to destroy the reapers/why does godkid come as a kid/why didnt they turn off the beam". the citadel/catalyst has the power to do all these things because thats what it already does. it is implied the citadel 'is' a reaper or perhaps an even greater being, that controls them. by controlling the citadel you can make them suicide or do what you want, this seems fairly obvious to me.
how did godkid know you would be suggestable to a kid? its implied the reapers are able to read your mind when they are in your shit even if they cant control you 100%, they know your fears and hopes and dreams. the kid struct a chord with shepard, whether you think its cheesey or stupid or whatever, they made it clear the kid mattered to shep, so appearing as a kid is fine. theres also a lot of social/psychological arguments you could make for appearing as a child.
why didnt they turn off the beam? i think its simply a case of unending confidence. the reapers just didnt place any value in non reaper life. this much is clear, even to the end you only had a chance vs them using reaper technology and who knows how many years work on the crucible. they believed you were no threat to them, really fucking stupid? maybe. but it never says the reapers are infallible.
i still think the ending has a ton of problems, aswell as gameplay and story wise. this game is far from a 10/10 that most sites give it, not that its bad. but indoctrination theory is pretty stupid too and 'believing' it wont address any of the problems with the game.
BUT IT'S STILL BETTER THAN TAKING THAT SHIT AT FACE VALUE
I'm honestly willing to take anything that's even mildly compelling.