So you shoot the baby Reaper in the face until it falls down and goes boom. Once it’s gone, you can access the Collector power core or whatever, and you can either set it to explode, or set it to irradiate all life and leave the technology intact. The Illusive Man wants you to leave the installation so his scientists can study it. But Paragon Shepard objects because…
This place is an abomination?
Ending Choice
Shepard, you can't destroy this installation! Do you have any idea how many scientists we could kill with this thing?
This is some messed-up superstitious thinking. He seems to be suggesting that learning about our enemy is inherently evil. Your companions also take this position, too. Even #1 Cerberus apologist Miranda suddenly does an abrupt heel-face turn saying, “I’m not so sure. Seeing it first hand… Using anything from this base seems like a betrayal.” And not because of indoctrination, but because of some completely un-articulated principles.
The last game ended with us beginning a quest for knowledge. That idea was wiped away to fight the Collectors. And now at the very end of the game we finally return to the question of “How do we stop the Reapers from killing us all?” except the narrative frames the acquisition of knowledge as an inherently evil and irresponsible thing. As a fan of sci-fi, I find this idea to be repugnant. The first game gave us a quest for knowledge and the second one is going to follow up with caveman science fiction?
Shepard says, “It liquefied people. Turned them into something horrible. We have to destroy the base.”
Continue reading 〉〉 “Mass Effect Retrospective 31: Choices Matter”
Shamus Young is a programmer, an author, and nearly a composer. He works on this site full time. If you'd like to support him, you can do so via Patreon or PayPal.