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#keep seeing posts speculating on why that happened and like its just kinda a pre-existing rule of the world the story takes place in
dead-patrol · 4 months
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quick psa that in the sandman universe souls only stay in hell when they believe they deserve to be there, hence why simon moved on after talking with edwin
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stray-tori · 4 years
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Making peace with TPN S02E04 (anime-only)
Post summary: my problems with the episode, possible explanations for why and how to minimize the problems. also some speculation.
The thoughts are mostly based on the anime in a bubble, aside from the segments where I mention otherwise.
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#0 - My mixed feelings about staying anime-only
This is strange, because... I’m not really hype for next week? I want more, but not in the same excited way I did before. Because I simply don’t know what to expect anymore.
I want to stick as an anime-only so I can deliver stand-alone thoughts as this... clunky and stumbling adaptation makes its way towards the finish line (obviously it won’t be done this season but, yeah ---- i mean, hopefully not, who knows what they’ll do at this point).
But another part of me is just... more excited to read the manga to see what it is like and what the differences are, after the anime is done (which was always my plan, but I was never really actively excited about it pff-). And I feel like your anime approach has failed when I’m moreso looking forward to reading the source material eventually. I do hope that with ep5 they’ll get back on track and this feeling will fade. That they have a meaningful plan and reason for why ep4 felt so messy and disjointed - a reason why it had to go this way, because I feel like they just wanted them out of the bunker, but this is not the way imo (more on that in the next segment)
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#1 - Leaving the bunker - mix of feeling “rushed” and “waste of time”
I feel like where the anime is going, they kind of wrote themselves into a corner in Episode 4. The story setup was leading them to this place (i.e. the bunker), but they obviously didn’t want them to stay there long.
What is the problem? / The way it was setup, we got about an episode of them being there (too few to have emotional attachment to the place) and then being chased out when things went well. In a way it is both too soon, but since nothing really worth the ~1 episode “fluff” happened there in the end, it feels pointless or as if we just wasted time, just for them to leave in the end.
Imo, the bunker is needed for two things, 1) being the first goal for them to go to, so the story isn’t aimless right away and 2) info dumps. Most of the children’s content can be repurposed during their forest time or doesn’t seem relevant right now.
For the record, I personally think that they got found out makes sense in-universe,
WM said he was found out, it’s not unlikely the farm knows that bunkers exist and might even have a vague idea of where they are
that there are multiple could be assumed by the army guy saying, “That’s how shelters usually are” -- If the world has been like this for 1000 years, what other purpose than human survival in a demon would could shelter even have? 
I don’t think the pursuers communicated it back (got lucky, Ray) because if they did, they wouldn’t show up a whole month later.
they could have just observed them, they’ve been on the surface quite a bit.
(though I also agree it should be confirmed how the farm found out)
I’m just questioning the impact it had on me as a viewer (which is little) - the world is rigged against them, they can’t catch a break in a system this powerful chasing them and I think part of the confusion and “wait we’re back at square 1??” (literally) is intentional, to evoke the feeling of something being lost. If possible, I would keep the spirit of this idea (see “it’s a trap” in the next segment)
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So what can we do to fix it?
Skipping the bunker / I don’t think we can remove the bunker outright. I suppose they could have had them just go straight for the new location by having the last keyword be another puzzle instead of the phone recording giving it away directly. But that might have too few things happening. That way they also would have gotten more time on their own to be wandering OR Mujika and Sonju might have been with them longer (which would honestly make sense from a meta point, too. I feel like they were a little short-lived.)
Less time in the bunker / if it feels pointless anyway, get it over with quickly
More time in the bunker / stay longer and have them do something else. Maybe they prepped to already go back to GF, time has passed and then they get raided. Problem: why did it take the farm force so long?
To be honest, I’m not sure that would have been much better so I’m personally more inclined to fix it with a very tightly connected problem, which will be the next segment:
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#3 - the HELP wall scare was pointless
What’s the problem? / the scare was used in between two segments of “the happy life in the bunker”(TM). The segments are the exact same feeling to me personally, just fluff. The scare changed NOTHING. Nothing that was revealed justifies it existing.
Pre wall scare: WM is an ally, the bunker is for escapees
Post wall scare: WM is an ally, he got discovered, the bunker is for escapees, there were escapees there before (?)
The wall doesn’t even have anything to do with WM. And we didn’t get enough details on the HELP wall, even on its own. Was the book and the “HELP”s from the same person? Why were they going crazy there? What did their siblings die from? It can’t be food, so it must have happened outside. Where they picked up by the Task Force(TM)?
The “don’t give up” is nice, but our crew didn’t need that pep talk I think - i guess with Minerva gone, they lost a hope for allies, but at the same time he gave them coordinates where to get support. If they didn’t get that and now were on their own, I’d get the whole uplifting book more, personally. I guess the tragedy here is that WM is dead? Maybe I’m not emphasizing with the characters enough on this.
. So what can we do to fix it?
Give more details to the wall / i.e. answering the questions posed above. Maybe show more of the diary. Maybe two were left and one killed themselves (they scribbled HELPs and were crazier) and left the other alone, and they decided they’re leaving for the human world. It doesn’t change that the scare doesn’t mean much, but it would at least be a little more personal.
Change the wall / remove the helps, leave the names and the counting. It would be a tragic reveal (instead of a over-dramatic scare) to see that people had died (around) here, making them scared for their own lives (I guess that’s kind of implied to be happening but since it doesn’t linger, I didn’t really notice.)
It’s a trap/they definitely know of the bunker / it’s not “help” but “run” which was a warning someone put there because they figured out the farms knew of the bunker (or they got attacked and one couldn’t leave). It being a trap would make sense because even as it’s now, I’m just assuming they vaguely know of the bunkers’ existence anyway. Then it wouldn’t be “yay bunker life! - scare - yay bunker life! - BOOM” but instead “yay bunker life! - it’s a trap... what do we do?” - you can still have the info dumps & the phone call and then they either realize it’s a trap and just leave (removing the problem of the....... interesting raid scenes), and BOOM (haha) you’re where the anime is now, since the troup got nom’ed anyway and aren’t a threat anymore. The mission would still fail since they’re gone, so Isabella’s plot is in tact too. I think this would also partly solve the bunker problem, because now something actually changed about the setup we know. It’s NOT the safe bunker anymore. It changes a lot about the world too - the farm knows of them so how much more of the WM support net is affected? It makes you think more about the larger scale implications (and ligns up nicely with the “I was discovered” talk from James, therefore making the wall shown at the same time relevant), + the bunker has another reason to be there, to reveal that. Personally, it would change our perception and understanding of the situation, which imo would make up for the lacking investment in the bunker itself. It would also prompt them to leave faster (likely), thus eliminating the “we spent so much time here for nothing” thing. If you really want to you can even have them stay anyway, since it’s the only thing they have and they opt to just leave on the first sign of someone actually being on their back. This requires a better night watch than Don though :D
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#4 - The little things
Missed drama - the episode was pretty casual about a lot of things; testing potentially dangerous food (fair because it was a nice segment), their new home being gone (fair because no attachment) and them seeing humans being eaten right in front of them (WHY WASN’T THIS MILKED). It makes it all seem like it’s not a big deal - which I guess in a survival story, it kind of isn’t. But I still feel like there wasn’t really any impactful moment this episode it just kinda went “brrr” and now we’re back to episode 1.
for real, please milk the wild demon eating people / he just kinda goes "nom" and the children are there and run. It feels like the anime itself barely takes it seriously - it's the first time (I think), they see a human get eaten by a demon and I feel like that could have used like a close up shot, and some more disgusted reactions by the children. I get that it's a world where that just happens but I feel like the anime just didn't take or see the change to do something more personal with it. I like it as an element at its core because it makes sense; they shot around, attracting the demon and I also like the irony of being saved by a wild creature. Even if that now chases you.
incompetent soldiers - why do they have guns? they can’t HARM / KILL the quality food, so WHY GUNS? -- People with guns are usually incompetent in anything because they just can’t hit anything, but that at least makes sense here. Still, what was the plan? Sheer intimidation? They’re the farms’ force right? Why don’t they know how to deal with wild demons? Possible answer: to prevent humans with guns knowing how to eliminate their higher ups :D doesn’t change that it makes them look stupid. Bro really got defeated by getting a cup thrown in his face. To be fair this specific one didn’t seem to be the brightest bulb, why the “huh?” when he found Don??? Is this relevant I’M SO CONFUSED.
where’s the character moments? - when they got to the bunker, everyone else kind of got the focus, and the main cast just didn't have any of those character moments anymore that made the previous episodes, especially episode 2, so touching and emotional for me. Don't get me wrong, I love the kind of fluff content with the children a lot but I kind of missed some.... it feels like it's more event driven (#BOOM) than character driven now, and idk how to really attach to that? Especially since with ep4 we didn't even really learn anything new (aside from a name and that he was indeed good and is now dead I guess).
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#5 - Why?
Warning: this goes a bit into comparisons (nothing concrete though), and I obviously don’t know more than I picked up from fandom reactions.
My guess is that
“So... I cannot at this point say that we are going to animate the entire story to the very end. We are not at a point where we can say that. Sorry. (Laughs)”
from the MAL interview might be a factor. It seems they wanted to tell their own spin regardless (which I personally respect) but maybe they thought that unless they had a two-cour, it would be hard to keep up the investment the first season set up with what was originally in the manga (I had heard that it would be a weird pacing to do 11 episodes and maybe they wanted to make sure viewer engagement was high).
> “We know that there are viewers who, after they watch the anime, want to continue on and read the manga, and there are viewers who have read the manga first and are now watching the anime.”
(I’m not sure if “after the anime” means after a season or after the the whole adaptation)
Their goal is definitely an “unique” experience. And they seem to at least be aware that some people watch the anime first, so it has to make sense in a bubble.
I can’t say if I would have preferred a slower start into whatever the manga has that caps off at 11 episodes (idk how much rewarding stuff could have fit in there), since they probably fear of not being able to do a complete adaptation too. And I feel like as I’m getting it, they are trying to quickly reintroduce what people cared about in s1 --- in Isabella’s case, maybe a bit too early. there was barely any time to really miss her imo.
But I’m also not sure if whatever they’re aiming for will be rewarding. I hope so, because I don’t want their efforts to go to waste. And I don’t want to come to dislike it.
I can admit faults, ep4 is definitely a lowpoint even without knowing the alternatives. Just that for me, it is annoying little things and not the shocking deviations from the manga.
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#6 - Hope
I have hope though because Isabella’s stuff was good, and now that they’re over the no-return divergence point, they might be able to... (meta spoiler) not repurpose manga scenes without any buildup (is what I’m getting) anymore :”D, because they really only set themselves up for disappointed with that. It might seem like a homage but it’s moreso out of place, the people who read it aren’t happy because you didn’t earn it (and of course they’ll compare) and the anime suffers from it because it can create unnecessary confusion forced in just to make a reference.
Ironically I think they’re too stuck in the manga too and could have benefited from a blind perspective.
I don’t really mind anything overall I think (world is against them, that’s fair, being out on the run again is fine, the demon “rescue” is fine), the execution / some details of episode 4 were just... strange. idk where they are going with it and maybe that really was the best way to transition but until I know where it goes, I can’t really judge that. Highly doubt it though.
I really hope they completely just do their own things now with some base elements from the manga.
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A lot of what I talked about in this post ended up making me appreciate the crumbs of intention. The realization that previous escapees didn’t make it (not all of them, anyway) and WM being dead, and then having that uplifting message. The message of “you don’t get to rest, you’re on your own again”. The irony of the wild demon being their (temporary) rescue. The past escapees.
Ironically, I wanted to dunk on the anime but really, all I feel is more content now. Would I have preferred some fixes? Yes, but I see some semblance of meaning in it even with the errors.
Thanks for reading this goddamn essay.
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dgcatanisiri · 3 years
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Welcome to DG’s Listing of Wish These DLC Existed, where I theorize, speculate, and just kinda generally throw ideas at the wall about DLCs for games I love that never happened and never will happen, but damn, I’d like to see them anyway.
Because I have ideas, I can’t get them made as mods, I don’t have time to make them into fic, and they’re never going to happen anyway, so why not put them up in a public place? After all, they’re tie ins to games I have no control over anyway, so it’s not like I’ll ever make money off of them anyway. And, as I’m not bound by any hardware limitations in terms of crafting ideas, or production cycles dictating when the game’s endpoint is, these can and do go on a great deal longer than the standard lifespan of a game.
A review of the format: There will be a name for the DLC, a brief synopsis, a reference to when this hypothetical DLC would become available/if and when it becomes unavailable, and then an expansion/write up of the ideas going in to them. Some ideas will have more expansion than others, because I’ve just plainly put more thought into them - in a lot of cases, I wrote them down just on the basis of ‘this idea seems pretty cool,’ and then gave them more context later on.
Feedback is welcome! Like an idea? Don’t like an idea? I welcome conversation and interaction on these ideas. Keep it civil, remember that these are just one person’s ideas, we can discuss them. Perhaps you’ll even help inspire a part two for these write ups! Because I do reserve the right to come up with more ideas in the future - these are the ideas that I’ve had to this point, but the whole reason this series exists is because I come up with new ideas for old stories.
So I HAVE actually been working on my ongoing series of hypothetical DLC to games that I love over the last year (it was the end of January 2020 when my last one of these got posted, this is going up at the beginning of May 2021). Which, yes, some is pandemic related because *screams* but... I was looking over what I’ve been working on, and realized that I was at about the combined length of my first two of these in my present examination, and I was only about a third of the way through the ideas that I had. I could either keep going and do these all at once in a massive post in like another year or two, or I could break it up into chunks.
So instead of waiting, this is going to be Part 1 of (I hope) 3 in an examination at ideas and possibilities of what additional content could have been made for Mass Effect 2, which for some is considered the best of the series. Me, I’m a little more critical of it. To me, this game is a textbook example of bridge syndrome, of the plot spinning its wheels to hold off on the payoff until the third part of the trilogy - the Collectors are, in practice, an entirely separate threat from the Reapers, even acknowledging the connection in the plot. We see this in the impact that the ME2 characters have in the next game - most are in side missions, all perform roles in the plot that literally can have them swapped out, even if it’s to the ultimate detriment of your War Asset count.
So in my mind, there’s a lot of room to make these DLCs, these glimpses into further areas of the world of Mass Effect at large. Because for me, what ME2 SHOULD have been was about making the alliances with the galaxy at large, rather than the big set piece of the Suicide Mission. We got some of this in ME2 proper, but that’s where the core of my focus and attention is with these DLCs.
Admittedly, I am aware of the difficulties of working around ME2 having both optional companions (Thane, Samara, and Tali don’t have to be recruited at all, Zaeed and Kasumi are DLC, many missions are available before you necessarily pick up certain companions...) and the ability to hold off on doing the DLC until after the Suicide Mission, where any or all of your companions may end up dying. However, for simplicity’s sake (because these things are long enough as it is without having a dozen variations apiece), we will assume that all companions are recruited and alive for the sake of plot advancement. Minds greater than mine can figure out how these would work without a given character – me, I tend to clear out the quest log before the Suicide Mission (aside from Lair of the Shadow Broker and Arrival, both of which are minimal on the squadmates from the rest of the game) and rarely let myself lose someone on the Suicide Mission, and since these are my ideas, we’re working in my framework.
Also, timeline note: Like ME2′s actual DLC, the fact that these would unlock at certain points in the game’s timeline does not necessarily reflect when they would best be played in the in-game timeline. Like Lair of the Shadow Broker and Arrival are (as I mentioned above), at least in my personal timeline, post-Suicide Mision content. BUT, they both become available to play after Horizon. Just because they unlock at certain points in the plot, that doesn’t mean that they best fit the timeline in that point. It was just a convenient way to organize things in my notes. So there will be ones that unlock at plot point A, but probably play best after plot point B. Players would be able to decide where they fit as it works for them.
Ghost of the Machine
A phenomenon is spreading across colonies in Citadel space. Machine cultists are cropping up on planets. Shortly thereafter, these colonies go dead quiet – often overrun by husks. To Admiral Anderson, this sounds like Reaper tech, and there’s only one person who he trusts to investigate the truth of the machine cults...
(Post-Freedom’s Progress)
So back to the machine cultists. In our last installment, there was Evolution, which featured them. Here, though, we’re looking at something that kinda resolves this little storyline. Y’know, since ME3 isn’t really going to have the time for this sort of thing. Which, sure, I’m saying this becomes unlocked before you can unlock this game’s machine cultist sidequest, but shush – just because it unlocks at this point doesn’t mean it has to be played at this point. This time, it’s not just about learning about the problem, but we’re also going to see what we can do to understand it, especially since we’re now acknowledging that this is a recurring problem within the universe and maybe we want to find a proper solution to it before stumbling blindly into it gets more and more people killed.
So this takes Shepard to a planet that’s making its first steps at colonization, yet again (because I am trying to be cognizant of what practical realities exist in the game development, even acknowledging that this is a hypothetical thing anyway – early colonization means limited extras wandering around out in the open and a self-contained area to play around in). Those seem to be the places where these devices mainly get uncovered, so that’s why this is here.
Of course, we have a situation where the devices are known about, so there’s an immediate lockdown, and the reason that Shepard and crew are getting sent out is because Reaper experience is needed – in the event that this colony can have anyone saved, who is it and how do we get them out safely?
I kinda look at this as revealing the process – the previous encounters were the parts that told us the existence of the metaphorical monster of this story, here we’re getting to see the “monster” properly in action. And I feel like this should be about also introducing some of what will become ME3’s foot soldiers among the Reaper armies – we know about the husks from ME1, now we’re going to encounter another for the first time. Probably the marauders. Given that they and the cannibals (who are so numerous in part because of the batarian worlds being first in the invasion path) are the most numerous in ME3 aside from husks, we should at least get to see them be pre-established because of their involvement ahead of time – they don’t get any proper introduction as is in ME3, just accepted as being there.
The honest general idea in this one is tying off this thread that was seemingly built, by way of being a repeated thread in both ME1 and ME2, but goes entirely unmentioned in ME3. Obvious reasons are obvious, but that’s why these hypothetical DLCs “exist,” to address things that the games didn’t have time for. (And that’s a big part of a lot of these, so... buckle up.)
Obviously, we have some of the supplementary material to work off of here – I’m specifically thinking of the Illusive Man’s comic series, Evolution. (Side note, TIM’s involvement there should probably also be part of the reason he’s quick to send Shepard in here – he knows what these artifacts can do.) You can read the wiki page as easily as this, but to quickly detail the important part, we know what these are through them, artifacts meant to ease the way for the eventual arrival of the Reapers by doing the huskifying work ahead of time, without the need for things like the Dragon’s Teeth (which... I want to bring these into this in some fashion, considering they seemed to have importance in ME1, but as the numbers of husks increased in the later games, they fell by the wayside – ME3 claimed that they were basically just to increase a subject’s adrenaline and spread the Reaper tech through the victim’s body quicker from the fear of impalement, and that seems like a lot of effort for little reward, since nothing indicates a way to come back after infection anyway).
So why are these on far-flung colonies, especially when the husks definitely don’t have the mental capacity to control ships and spread out that way?
Since, again, there’s no way to come back after infection anyway, that’s going to be one of the core questions. This seems like a highly inefficient way to set about conquering the galaxy. Why spread this if there’s no reliable method of getting it to go beyond any singular world? (Obviously, the original idea seems to be a) BioWare shock value and b) something to horrify the audience with no reason attached – so it’s time to add that reason). What is the purpose?
So that’s going to be a running thread, probably the major subplot of the story. Obviously, though, the first priority is Shepard trying to escape getting caught up in this colony that is descending into Reaper control. Also, since I said we’re introducing the marauders here, I think we need a turian contact on the ground – I almost said make them a female turian, introduce them to the world of Mass Effect well ahead of the DLC for ME3 (a-HEM!), but I also think that we’ve got another situation of seeing them get infected and die as a result – it IS a consistent point in this series that coming back from Reaper infections Is Not Done. And repeating that here makes it a consistent theme, considering Nyreen.
So while I still say there should be female turians making their appearance among the turians of the colony, our turian buddy is going to be a guy, just for the sake of not stuffing another named female turian in the fridge. I’ll get to a more proper introduction of a female turian later, promise. (And, I like to imagine, with the number of DLCs I’m writing up here, there’s some kind of ability to retroactively introduce female turians into the crowds in the base game as a “patch” through at least one of them, as well as into ME3 proper... Hey, this is all fantasy as it is, let me have that one.)
Anyway, the turian contact is going to be frosty with Shepard – he (I don’t have a name for him at this point) not only doesn’t trust Cerberus, he was also friends with Saren, making him distrust Shepard. While Saren was a traitor, it’s got an element of ‘guilt by association’ to have had close ties to him, so Shepard’s kind of a living embodiment of the hit to his good name. Even if he didn’t do what he did because of Shepard specifically, they’re still associated. But he is still on a mission and Shepard is here and willing to assist him, so...
That said, he’s a Cerberus contact – Cerberus may be human first, but, given the ME2 crew, they can cultivate non-human contacts and aid, and under the circumstances of this colony, being a joint endeavor of humans and turians (probably throw in some callbacks to the last edition of these hypothetical DLCs and mention Ambassador Goyle and the Planet of Peace story). He’s been influenced by Cerberus operatives because hey, it’s good for humanity and turians to make peace if there’s a greater threat, right? Shepard meets with him on the outskirts of the colony proper – in order not to be influenced, they’re acting as much outside of the colony as possible. (Come to think about it, it might be a good idea to make recruiting Mordin a pre-req for this, at least handwave him having come up with a measure meant to protect from Indoctrination and the effects of these artifacts.)
The artifact is already influencing colonists, of course, and our turian friend is ready to write them off immediately – they’ve read the reports, and indoctrination can’t be reversed. I picture a brief discussion about how horrible indoctrination is as a weapon, making the Reapers enemies into their servants, and so warping their minds and perceptions that they’d never be able to trust that any thought they have afterwards is their own, even if they could be saved. Because seriously, that’s one of the most unsettling things for me in this franchise.
The idea is, of course, to get in to where this artifact is and destroy it unseen. That probably means a stealth segment through this colony – honestly, do it like the batarian base in Arrival, I don’t think that it would be so bad. That offered some nice variation, if a little spare on interactable things. Here are going to be some interactable things, things you can get to if you’re good, pay enough attention to the line of sights and such, but will still risk discovery.
Those interactable things are going to be some of the background of the artifact and what’s the whole deal – y’know, codex stuff, things that aren’t essential to the story but good background. Lay some groundwork for the idea of what the Reapers want out of these things being left behind.
Stealth section comes before the inevitable action section, of course. Here, the artifact is in underground caverns (like normal) and our turian buddy sets out to make some quick scans, get the information they need. And, of course, it activates at his approach, zapping him with energy. He tries to shake off any effects but... Well, I already said that he was gonna get infected and die.
So here’s where we start seeing the husks show up. It’d be really nifty if we could get them in varying states of their evolution (or devolution, depending how you look at it), some people just having glowing eyes, others being full on huskified.
And, of course, our turian contact is now in the process of becoming a marauder. I’m thinking we’re having something of the same thing as with Saren here – now that the Reapers made contact with him, they’re framing him as their “herald,” the one who’s going to act as their instrument. Shepard rightly gets to point out the comparison, which does at least get some hesitation – he’s being indoctrinated, is in the process of becoming a pure Reaper tool, but isn’t all the way there yet, the process isn’t 100% immediate.
Also I figure this is a good time to really establish (in terms of ME2’s plot) that the Reapers are so interested in Shepard and why. Like, yeah, sure, we do get Harbinger’s whole thing, but that’s not really a dialogue where we get to ask questions. It’s not even an interrogation where Harbinger demands information. Harbinger just spouts out dialogue of “this hurts you” and such. That’s not really telling us anything. So, yeah, there’s the basic “Shepard defeated a Reaper,” but hey, let’s just get a little more out of it.
I mean, we can intuit what Shepard means for the Reapers, sure, but if it’s important enough to be a major motivation, it’s important enough to say outright, you know? So Shepard is a pinnacle for this cycle – they killed a Reaper, delayed the advancement of the cycle for a few years, that’s a bit of a big deal when it comes before the harvest proper starts up – and the Reapers (like Leviathan will later) want to better understand what makes them tick. If this is unique to Shepard or the human condition, and, if it’s the later, how to break this down to its basic chemical composition and make it their own.
Turian buddy is also here to mouthpiece the explanation for what the Reapers even expect to gain from this. Slaves who can’t operate the mechanisms that they’ll be using are poor servants. I figure it’s as much an intimidation matter as anything – prompt the effective burning of a colony without deeper investigation, sow some fear about the unknown and keep people staying to the comfortable and familiar areas of the space that they live in, corral them in the familiar patterns. It’s a plan with the intent of intimidation – it isn’t until the harvest that they need the servants, so until then, they just want the borders firmly established.
Seems simple enough, sure, but this is still a mystery as far as the game proper is concerned, and I am trying to work within the established structure of the trilogy, rather than come up with some massive reveal that changes our understanding of everything – if I WERE just going to rewrite the franchise, I could do that, instead of writing up synopses of add-ons to the main game, y’know?
Of course Shepard’s gonna get free – I’m thinking that it’s a rescue effort by some of the other crew on the Normandy (because it really bugs me that, when the game is focused around Shepard gathering up the “Dirty Dozen” for their “Suicide Squad” (look, I had to get that out of my system), they only take two members out on missions at a time, so hey, look, they get up to something while Shepard’s busy doing the dirty work. This being ME2, we have to shoot our way out even further to get back to the artifact, which is where our turian ‘friend’ waits.
Paragon/Renegade choice here – do we try and reach out to him, get him to help us blow the artifact to hell, or just jump straight to the boss fight? By this point he has some additional help, by way of our introduction to a harvester – these were dropped into ME3, on Menae, with no exploration, and non-Reaper ones were meant to be enemies during the development of this game, so call this the natural evolution of matters. We’re introducing the marauders and the harvesters ahead of time, explaining the lack of fanfare that these enter the “proper” storyline with. The difference is if our turian friend is aiding us or the harvester, the harvester being our big end boss for this DLC.
The harvester gets killed, the artifact is blown up with the turian (he chooses to remain if Paragoned, a reminder of the permanent effects of the indoctrination process and how this is something that can’t be fixed – hammer home some of the fear and anguish that will be impacting those left behind from the inevitable fighting). Shepard returns to the Normandy for a debrief (I do kinda picture Miranda being involved in that, because, again, squadmates get additional dialogue here, and she IS the ranking Cerberus officer). Also some set up about discussing about Cerberus efforts to better understand indoctrination (foreshadowing for Henry Lawson’s experiments on Horizon next game).
Post Game Followups:
ME3: Indoctrination has seen further study, providing a war asset. Dialogue changes to reference Shepard having encountered marauders and harvesters before.
 Commander Shepard
The Suicide Mission is coming, and the Illusive Man has asked for all of Shepard’s companions to have their heads cleared. Now it’s Shepard’s turn. Their burdens have remained – the loss of the Normandy, the death on Virmire, and their death at the hands of the Collectors. The rest of the team has to clear their heads, and now so must Commander Shepard.
(Post-Horizon)
Yeah, why is it that, while we’re dealing with having to clear the heads of our crew, our PC, who has canonically been killed and resurrected, does NOT have to do this? So, yeah, Shepard needs a good head clearing. (For the record, I have written a fic of this: Lazarus Risen, and that’s effectively where I’m going with this, so if you’re so inclined, check it out instead of reading this, since while the recap is shorter, the fic itself is not too long.)
So, if you don’t want to read that, my idea when I made the fic was to explore both the idea of “Commander Shepard’s loyalty mission,” or the one where Shepard clears their head, AND the thought of just what the heck required Shepard to take all their companions on a mission and leave the Normandy vulnerable to the Collector attack after obtaining the IFF. Now, I’m saying that this mission unlocks after Horizon, but in my mind, that’s when and where this mission takes place. I just don’t know how to implement it within the game design that presently exists, so we’re gonna leave that open to player interpretation.
So the starting point of the fic (and thus, this DLC – like I said, that’s effectively where I’m going with this) is that Kelly Chambers, in her role as the Normandy’s official unofficial counselor/therapist, has recognized that Shepard has a lot of trauma associated with their death and resurrection they have not worked through, and so that’s gone into her reports to the Illusive Man. Mister Illusive contacts the Normandy, declaring that Shepard’s going in to a Cerberus facility, along with their crew, for a full psychiatric workup – the mission is too important to not have all these issues dealt with before going into things.
A bit of fun with this, on the basis of it being why Shepard is taking their whole squad off the ship, is that there’s the opportunity for some banter and genuine crew interaction, something that is sadly missing from the base game itself. Since I’m me, and this is about what I want from these, this is also an opportunity for some character stuff with Shepard, both playing referee (maybe getting a chance to recover some of the loyalty divisions from the confrontations if need be?) and getting to be able to better build and display the growth these characters are going through from seeing their loyalty missions resolved (cuz you DO resolve all the loyalty missions before activating the Reaper IFF, right?). The whole point of doing them was to clear their heads, encourage growth, and the thing is, we don’t get much of that forward arc in ME2, with ME3 just catching us up later. At least half the point of these is some retroactive continuity to smooth out the trilogy’s edges, after all.
Moving on. The arrival at the Cerberus Station (I am assuming this is the same one from the early part of the game, the one Miranda and Jacob take Shepard after they escape the Lazarus facility, though it doesn’t have to be, just a convenient use of model reuse) is uh... complicated. After all, Shepard’s motley crew is not exactly Cerberus approved (even if TIM authorized it – remember how Brooks in Citadel will mention that “Cerberus was a human organization bringing in aliens”?). There is a stir. A handful of situations have to be defused before everything properly gets under way.
This isn’t in my fic because that was focused on the one thing, while, as DLC, this would have to fill out some additional content to justify the time spent and the resultant price tag players spend to buy it, but I kinda figure this is where we can start seeing where the dissent is for Miranda in particular (probably Jacob too), given her Cerberus loyalties. This is a Shepard-focused mission, but I do see Miranda having a relatively decent role in any sidequests, character bits, and dialogue, given that we presently have in her a Cerberus loyalist right up to the point that she sees the human Reaper in the endgame. Especially if she isn’t part of the endgame squad, I feel we should have some material that connects those dots somewhat. I mean, I expect all the characters SHOULD get some, but Miranda in specific is the one with the almost explicit arc of taking her from Cerberus loyalist to her “consider this my resignation” remark to the Illusive Man at the endgame.
The Cerberus station director (my fic said her name is Doctor Nuwali, so we’ll be going with that) tries to organize the chaos that is Shepard’s squad (Shepard being as helpful or obstructionistic as the player chooses to allow, because Cerberus and authorities figures are always fun to poke at, and we’re getting both of those rolled up in one). Building off the above point with Miranda, there’s also clearly tension between her and Nuwali – Nuwali is, in many ways, a reflection of who she was at the start of the game, the pure, uncompromising believer to the cause and the results-driven focus without acknowledging the human cost, while Miranda has been in the position of growing and developing and questioning (Like I said, connective tissue for her character arc).
Nuwali directs Shepard into a private room for their psych evaluation, insisting on the separation of Shepard from the squad. (Just go with it, it’s for plot purposes.) Within is a prothean artifact, and it begins to react at Shepard’s arrival. It flashes-
-and Shepard finds they’re now in the Virmire facility. This is the requisite combat segment stuff that I can brush past during the recapping. The point is that they’re making their way through the geth to the area where the bomb was deployed, to find Ashley or Kaidan, whoever was left behind on Virmire (even if they were left with the distraction team and Shepard didn’t go back for the bomb, Shepard is guaranteed to have been at the bomb site, not the other area, so...).
They assist Shepard in clearing out the geth and then go into confrontation mode – “you’re working with Cerberus now, what the hell?” You know all the fan debates about why is Shepard working with Cerberus, given the horrors they uncover in ME1, especially if you roll a Sole Survivor (and, considering that is the default Shepard background, that’s clearly BioWare’s preference, so it’s not even like this shouldn’t come up – DLC is better than nothing, you know?).
Yes, we’re doing a “defending your life” style thing here. Hey, the game could use that, considering how Cerberus is the bad guy and we’re working with them. We deserve a more critical examination of this concept.
It’s a bit of a verbal joust – Ashley/Kaidan question what Shepard’s doing, their purpose in working with Cerberus, why they aren’t just leaving, how they could have tried to turn them in to the Alliance and the Council after they were given the Normandy and use the information in the ship’s databases as evidence of the Collector threat? There were ways for the story to progress that weren’t this deal with the devil. Shepard gets to acknowledge their points, struggle to justify what they’re doing. Emphasizing that this IS a deal with the devil, and if Shepard doesn’t find a loophole out of it, they’ll be condemned alongside Cerberus as well – not blowing them to hell in the here and now can make them culpable for their future activities, especially if Cerberus tries to bank on the idea of “Commander Shepard worked with us” (like they do with Conrad Verner in ME3).
Call it “preempting the ‘we should have been able to side with Cerberus’ discussion” that cropped up after ME3 – people, we ARE talking about a xenophobic terrorist group, how were they EVER gonna come out of this series looking like the good guys in the final analysis?
The ultimate point is that this is not a good situation – whatever good might come of Cerberus in general, Cerberus cannot be trusted. Ashley/Kaidan point blank ask can Shepard truly justify staying with them, doing the Illusive Man’s bidding, regardless of their good intentions. And I don’t really think there’s a good answer here – again, in my head, this plays as the mission Shepard’s on when the Collectors attack the Normandy, and, because I make sure to do all the loyalty missions before going to the Collector Base, Shepard is about to cut ties with Cerberus by way of a massive explosion (because I’d never trust the Illusive Man with the Collector Base), this is basically laying groundwork for that moment.
If you don’t do things that way... Well, sorry, but this is my hypothetical DLC, so we’re playing things my way.
Anyway, this sends Shepard on their way to the next installment of “defending your life.” Because we’re absolutely following the Rule of Three here, so there’s more than just the one segment. More requisite combat stuff happens, this time fighting through the Citadel tower again. At the end is Saren. Because why wouldn’t we have an encounter with him when Shepard is doing questionable things in the name of defending the galaxy?
He, of course, is rather smug about the fact that Shepard is allying with the devil in the name of fighting the Reapers – to him, it comes across as something of a victory, because here Shepard is, the person who came after him for his alliance with Sovereign, having made his own deal with the devil. If Ashley/Kaidan were the angel on Shepard’s shoulder, the voice of their conscience, telling them that they are making a mistake working with Cerberus, Saren is here to be the devil on the other shoulder, pointing out all the value there is in working with them, in doing whatever the mission calls for to put an end to the Collectors and the Reapers.
One would hope that this kind of rhetoric from the villain of the first game would make it very clear that Cerberus are the bad guys. As if to drive the point home, Saren also brings up that Shepard was rebuilt by them – with what is certainly Reaper tech. Shepard has begun the process of ascending to the Reapers level, what’s some more, melding more with their tech, bringing that melding, that joining, that unification of organic and machine, to the people of the galaxy, of doing the Reapers a favor and acting as their instrument in raising up galactic civilization?
Things of course descend into a firefight (because we’ve got to have our action quota). This time, Shepard gets to pull the trigger and personally kill Saren – sure, I get satisfaction out of persuading him to shoot himself, and I can always take the other options if I’m really pressed to face off against him, but I want the visceral satisfaction of having Shepard standing over Saren themselves and pulling the trigger.
It’s the little things, you know?
Anyway, because Rule of Three, this proceeds Shepard to the third point. They are back on Lazarus Station. No combat this time, just proceeding through the halls until they find themselves in the spot where they met Jacob in the prologue. Here, they see Miranda and Liara, discussing the act of giving Shepard to Cerberus to rebuild. While at first they’re talking to each other (whether or not you want to interpret this as Shepard somehow having heard the conversation or this just being Shepard’s interpretation, that’s up to you – we’re already in the center of Shepard’s mind here, does that really need explaining?), eventually, Shepard gets to speak, raise concerns, raise their voice.
Shepard gets options – do they understand and appreciate what was done to them, the resurrection and effective drafting into Cerberus? Or are they angry and pissed off – they were dead, and then someone else comes along and decides not to let them rest. For me, this has always been an issue of bodily autonomy, where, with Liara using the reasoning, and I quote, that she “couldn’t let [Shepard] go,” SHE is the one deciding what to do with Shepard’s body. Whatever you might say about what that did to make the galaxy a better place... Was it what Shepard would have wanted done with their corpse, to be handed off to a terrorist group culpable in acts of horrific deeds so that they could play Frankenstein with it? This is, in the games proper, just completely ignored – the one option to be angry is about Liara hiding this from them, not about her DOING it, and in ME3, Shepard – without player input – frames Miranda and the Lazarus Project as “giving them back their life.”
Yeah, no. I can forgive Miranda’s actions, given her characterization is actively about her going from looking at Shepard as a resource to be tapped to a friend (or possibly lover). It’s not perfect, but it’s still part of her arc, and she does at least make an apology (even if the writing doesn’t focus on the part I want it to, that ME3 conversation being focused on her wanting to implant Shepard with a control chip).
But I NEED to be able to express anger at Liara in some way just to like her, considering her canonical reason for doing this is all about HER – not that she considered Shepard the only one in the galaxy who could stand against the Reapers, but that SHE couldn’t let Shepard go. When in my games, she has no right to that. She’s not the one my Shepard’s are in a relationship with. So what those who romance her probably see as an act of love and devotion, I, not romancing her, can’t see it as anything but an act of obsession. And, even if I have to limit myself to a mental simulacrum of her, because there’s not a better place to include such a thing in these DLCs, it will help me, because it’s at least acknowledgement that hey, maybe Shepard is kinda pissed about people making decisions about them for them.
*ahem*
Right, so, where were we? Right, the reaction to Miranda and Liara discussing what to do with Shepard’s body. So as Shepard reacts, this prompts appearances from Ashley, Kaidan, and Saren, all of them playing Greek chorus about the decisions made about Shepard and how Shepard is reacting to them all. And yes, now we have both Ashley and Kaidan, regardless of who was left on Virmire, because why not – if we have one of them showing up for this DLC, why NOT include both of them? You’d have both actors in the studio anyway, so... Basically this is the big character confrontation where they all make the points that fans can debate and nitpick over when they bring up this topic, until finally the question gets put as, effectively, “well, however you feel about it, it has been done, so what are you going to do now?”
And to answer that, Shepard has to reenter the room they woke up in. Because we’re not quite done here yet.
Yeah, that whole conversation piece? THAT was the third “fight” or “combat” scene of this sequence, done in dialogue. Think the Atris confrontation in KOTOR 2, a verbal standoff. The actual interaction that Shepard has to face in the operating room... is themselves.
And their mirror image is offering similar questions, now wanting Shepard to respond, rather than having other characters voice opinions for them. How do you play Shepard’s reaction to their death and resurrection? To the fact that they are spending this game working with Cerberus, who is responsible for a traumatic event in roughly one third of all Shepard histories? Who Shepard uncovered multiple instances of their mad science in ME1 that crossed every ethical line? Who have it repeated rather consistently, is a humanity-first organization who will put human interests (and Cerberus interests, claiming they’re the same) ahead of galactic ones? If the Collector Base has (or is) a Reaper weapon, do they legitimately trust the Illusive Man with this power? Does Cerberus or the Illusive Man REALLY deserve any loyalty from Shepard?
Think of this as “stage two” of the verbal boss battle.
So, the confrontation with themselves concludes with, effectively, Shepard making their decision for going forward – the idea is that it has all been a mental debate, Shepard talking to themselves and coming to a conclusion that they needed to make. The general idea probably is one that, if you’re an obsessive fan with a penchant for filling in the gaps of canon (hey how are you?), you may have imagined these kinds of thoughts and discussions and conversations happening, but isn’t it more satisfying to actually have them take place on screen? And two, Shepard confronting themselves is, in and of itself, always a big deal. As I said at the beginning, this is Shepard’s loyalty mission, done to clear their head. How could it not result in Shepard facing themselves and asking themselves these big questions directly?
When Shepard officially makes their decision for the forward march, you know, figuring out how to handle Cerberus from here on in, which basically come to, effectively, use them for their resources and cut them loose at the end of the crisis or cut ties now and let the chips fall – since, after all, aside from Miranda and Jacob, whose loyalties to Cerberus are already wavering, Shepard has a squad full of the most dangerous people in the galaxy, so they could handle a mutiny of any kind (and, on the player end, there’s the knowledge that, while all this is taking place, EDI is getting unshackled and effectively is capable of running the ship) – they’re kicked back to reality.
And yes, those are the only two results of this, because, just to hammer it home, Cerberus is NOT. THE GOOD GUYS. The Illusive Man is not secretly good, he’s just using the “humanity needs protection” line to justify his actions and attitudes that are about seizing power. And anyone who thought that we would, should, or could side with Cerberus come ME3 was kidding themselves.
Granted, with this line of thinking, I’m not sure what the motivation would be to give Cerberus the Collector Base at the endgame (I mean, I never have, so...). Maybe the idea of “indoctrinate yourself, get taken in by the Reapers, you bastard,” but... That doesn’t seem right for Shepard’s characterization. Eh, like I said, much of this is based in how I play in the first place, so if you want to try and figure that out, feel free, but my list, we go by my way of approaching things. Because that’s just how I roll.
So I haven’t explained what, exactly, this prothean artifact is. Well, it’s effectively nothing more than a plot device, but let’s say there’s a note that becomes interactable, that basically talks up the artifact as being what I’ve called it so far, something that is meant to allow the user a chance to directly interact with themselves, face the truths they deny. Again, this really is a plot device meant to allow the circumstances of the plot, and while I could go into the details of how I assume it works, it really just needs to exist, but that’s my handwave excuse to justify how it worked. It works very well, thank you for asking. The reality is the how is less important than what it brings up.
So, Shepard is back in the physical world, and sets about putting the ideas into motion – the Illusive Man wanted them here? Yeah, no. Not doing that anymore. Shepard gets their crew out of there, upsetting doc Nuwali (giving the impression that there were some sketchy ideas in mind for Shepard’s companions when they were alone themselves, invasive procedures that they’d knock them out and see if they could take them apart and put them back together, now loyal to the Cerberus banner that sort of thing) and has a brief chat with Miranda as they fly back to the Normandy.
...You know, which, based on my time table, is currently under Collector attack. Fun times!
Post Game Followups:
ME3: The artifact as a war asset, reports about Nuwali being captured by Alliance officers while in the process of having attempted some of those ‘sketchy ideas’ she’d meant to enact on Shepard’s companions.
The Lights of Klencory
The planet Klencory is rumored to hold secrets regarding ‘the machine devils.’ Admiral Hackett of the Alliance has suspicions these are references to the Reapers, and has been secretly investigating these. Now, a team of Alliance soldiers have vanished out there, and he’s calling in Commander Shepard as a specialist, along with an old friend...
Bonus Companion: Ashley Williams/Kaidan Alenko
(Post-Horizon)
So back on the old days of the BSN, before Arrival came out, the speculation was, after Lair of the Shadow Broker, that the successive DLC would feature Ashley or Kaidan, give them the same treatment Liara got by featuring them in a DLC. One of my favorite ideas featured the concept of the “machine devils” of Klencory. You know, the planet blurb from ME1 where a volus is digging into a planet in search of evidence of “lost crypts of beings of light,” the indication being that he’d had his mind scrambled by a prothean beacon. So, hey, guess where we’re going?
I mean, obviously Illium, duh.
Actually, that’s not a bad starting point. Illium in general seems to be fairly neutral territory – sure, technically a planet in Citadel space, given its an asari world, but with many Citadel laws relaxed, it makes for a place where “an Alliance operative” will meet with Shepard (We’re starting by way of a letter from Hackett, for the record) without it being considered suspicious behavior by those looking in who are not in the know about the tacit support that both Hackett and Anderson are offering Shepard. There’s a lot of questions coming into this on Shepard’s part, given that, at this point in time, they’re not really an Alliance officer, and yet this is apparently something that is getting them called on? Probably means Reapers.
It gets complicated once Shepard arrives for the meeting and finds Ashley/Kaidan is their contact.
So, before we go further, I want to acknowledge, by the nature of having any real contact between Shepard and Ashley/Kaidan between the encounter on Horizon and the opening of ME3, I am effectively breaking one of my cardinal rules for these, namely the idea of not screwing with the pre-existing structure of the games’ plots in allowing Shepard and Ashley/Kaidan SOME form of genuine contact and communication, to the point of a chance for a legitimate conversation about things and where they stand with one another (Yes, the previous entry was bending that rule, but this is an outright breaking of it).
Thing is, this is one thing that really SHOULD have existed in the games proper, I shouldn’t have to have built something up to include here, and I will 100% die mad about it. Ashley and Kaidan got shafted by BioWare’s handling of things, and I’m not willing to forgive it (if you follow my liveblogs of replaying the games, you’ll know I frequently complain that Arrival really was gift-wrapped to serve this function, and yet it doesn’t so much as mentioned Ashley/Kaidan). So yeah, we’re having an opportunity to address this stuff right off, it’s taking place in the game “proper” (for a given value, considering all of this is made up, but...). I’ll get into how this will impact their interactions come ME3 in the “Post Game Followups” section, for now, we’re just going with this.
Also on the “to note” element, I am mostly going to refer to Ashley/Kaidan in the sense of swapping them into place for one another, since, obviously, they are mutually exclusive at this point in the trilogy. But I do want it understood that I am not viewing them as interchangeable characters but as individuals. Just... If I stop to explain all the little differences of how they interact with Shepard in this, the variations of what they say and do on the character level, I’d basically be writing this out twice, which this is going to be long enough as it is, you don’t need to read the plot summary twice, and I certainly don’t need to write it twice. Assume that, even if not explicitly indicated, there ARE differences in behavior and dialogue that are reflective of them as separate characters and people, even if the overall plot must go forward regardless of how differently they’d react as individuals.
And you might want to pay close attention, since there will be a lot of use of “they” pronouns ahead, since Ashley/Kaidan is more awkward to write and I make it a point to not address the player character (in this case, Shepard) by one gender or the other in these write-ups, given that that’s variable, so things might get a little confusing if you’re not paying close enough attention to the context.
So... The meeting with Ashley/Kaidan begins... awkwardly. They’re uncertain how to really react to Shepard – sure, the encounter on Horizon means they know that Shepard is back, but now they’re really having to deal with this particular reality. So they’re going to aim to jump to business. Alliance intel has intercepted some messages from mercs hired out near Klencory, which got Admiral Hackett paying attention to things happening out there – like Shepard will acknowledge, between the circumstances of this meeting and the quick summary of the reason for the mercs all being out there, this sounds like it’s connected to the Reapers. Hackett wants to have Shepard as a “special consultant” as the Alliance has someone (re: Ashley/Kaidan) investigate (“consultant” since Shepard may not have had their Spectre status restored, so it gives them legitimacy either way). It could, potentially, just all be a massive coincidence. But since when are things ever “just” a coincidence?
Ashley/Kaidan are willing to use the Normandy as transport – Hackett figured that, between the stealth systems, and the lack of official Alliance authority in the area, the Normandy is the better option for getting there without being told to get lost. The bigger question is how they’ll be received – it’s not like merc gangs take well to outside interference, and the Alliance having any jurisdiction out there is questionable at best. But they should at least TRY to go in with civility. If this volus billionaire spending all this money on this (his name, for the record, is canonically given as Kumun Shol, so hey, less work for me, having to come up with a name!), then if he hears from someone who seems to be taking him seriously, it might get them invited in explicitly.
Obviously, though, if they’re hitching a ride on the Normandy, if things remain unspoken, the trip out there will be very awkward and seem longer than it is. So they have to address Horizon. They’re not going to apologize for not joining Shepard – Shepard is still operating on a ship flying Cerberus colors, even with good intentions, that is a betrayal of their oaths to the Alliance, Cerberus are terrorists and xenophobes, who want to secure human dominance. But they will acknowledge that they reacted to Shepard’s return in a way that wasn’t their best. I am not going all the way to “they admit that they were wrong,” because based solely on the information that they had, they handled things as best as they realistically could. But they will regret that things ended on the terms that they did.
Shepard gets to respond to that – are they accepting that it was a bad reaction to unexpected information, do they still hold a grudge, whatever. The conversation continues to a point of conclusion – Ashley/Kaidan don’t trust Cerberus, they want to trust Shepard, but the connection between the two at the moment makes that difficult, and they don’t know how to bridge that gap as things stand, but they’re going to try this.
We will be coming back to this, never you fear. But, of course, that’s more for the ending than it is the beginning, and this one conversation is far from the end.
Klencory is a world with a toxic atmosphere, so they first have to gain access to a semi-decent landing zone near where Shol has established himself. Because, naturally, he’s not interested in visitors – the brief communication we get with him is him effectively talking himself into the idea that Shepard is “the agent of the machine devils,” which... I mean, considering the prothean beacons and communications with the Reapers, it’s not crazy that he goes there, even if (by the rest of his actions), Shol’s gone a little nuts.
Shooty shooty bang bang, fight through the exterior guards and into the facility proper. Ashley/Kaidan are a little uncomfortable about what’s gone on – this really isn’t how they pictured things going, given the legitimate credentials they were supposed to be coming in with, and they can recognize the fighting is because of Shol not giving them an alternative, but it does still make them feel like they’re acting as little more than the thugs they’re dispatching.
Call this a reaction to the fact that Shepard doesn’t exactly get much of a differentiation in the game themselves. Particularly when they can call out looters on Omega while swiping whatever’s not nailed down.
This is another conversation that’s going to be part of that “coming back to” thing – assume there’s some kind of tracking metric for all of this in the same vein as how ME3 tracked how Ashley/Kaidan responded to Shepard as a lead in to the confrontation during the coup. Just, I’ll get to how that all plays out at the end.
Because a band of mercs aren’t enough to hold off Shepard, Ashley/Kaidan, and the third companion (yay party balance), they reach Shol’s central command. He’s a little batty, but it finally gets through to him that Shepard is not the agent of the machine devils. He is skeptical of Shepard being the savior from them, though. Instead, he wants Shepard and company to do something for him.
There is a vault. A vault none of his men have come back from. Shol declares that, if Shepard can enter, learn its secrets, and survive, then they will have proven themselves to be salvation from the machine devils. Since this is the advancement of the plot, Shepard will have to go ahead with this, even with the natural objections of Ashley/Kaidan (and, probably, Shepard themselves).
Another pause for a dialogue – Ashley/Kaidan are skeptical of Shol’s motives, and believe it may be too dangerous to just do what he says. Especially considering that he’s clearly not entirely stable. This is a situation that really calls for calling for backup. But there’s really not the option of waiting, because if they don’t do as Shol says, he’ll throw all his mercs at Shepard – even if we’re assuming that Shepard versus countless mercs ends well for Shepard (because, after all, it’s Shepard), it’s just a senseless loss of life.
Going in is a set piece of suspense. Think the Peragus mine, with a dash of Korriban for good measure, from KOTOR 2 – lot of littered corpses, this creeping and foreboding unease and feeling of being watched, this overbearing expectation of SOMETHING appearing down every dead end... Build the tension. This is a place that, the littered dead aside, no one has entered in thousands of years, it should absolutely be a place that could chill you to the bone. The examination of anything should feel like it’s disturbing the dead.
You know there’s some ancient security device active, right? I mean, something’s killing the people who trespass here. Obviously, it has to be something that will put up a fight as our end boss, and it needs to be something that is able to last a long time. I’m thinking an ancient robot (my mind is going in the direction of something similar in design to the ancient droids of KOTOR’s Star Forge), a last defense, left behind by a precursor to the protheans.
Yeah, it feels like an underwhelming result to me too, but it makes logical sense all the same – we have some evidence of things from prior cycles, not just the prothean cycle, making it through to the next ones, not the least of which is the plans for the Crucible. Seeing as how that bit of intel is just dropped into our laps come ME3, this is at least making it functionally foreshadowed, if indirectly, by actually showing us ancient technology that is still functional and viable even after more than fifty, a hundred thousand years. Plus the foreshadowing of things surviving to this cycle in the vein of Javik. Things lasting this long in forms beyond just ruins at least makes all of that happening in ME3 at least have some groundwork laid in these prior games – otherwise, we only have a few codex references to ancient civilizations, as opposed to it being an actual component of gameplay, things that the player MUST interact with.
But yeah, the threat may be underwhelming, but the payoff is what it guarded – the last remnants of this ancient culture. The corpses have been preserved, given that it’s a bunker into the planet’s mantle – the toxic nature of the atmosphere now came about because of the Reapers, though, of course, this is only spoken of in the material available as “the machine devils.” There could be a great wealth of information among this stuff.
Thing is, now that the threat’s dealt with, Shol wants his prize. He spent years of his life and a great deal of his money on this, and now he wants to use it – and, because he still is a paranoid bastard, he’s not particularly inclined to uphold his end of the bargain, having expected to have Shepard and the “guardian” of the tomb (for lack of a better term) kill each other. He just wants all of this to increase his own fortune – he’ll sell everything within to the highest bidder and damn what the Alliance, the Citadel, anyone might be able to get from the archives. Giving it to private collectors – like, say, the Illusive Man, or even any interested faction of capital-c Collectors (as in “the enemies we fight throughout ME2”) – will enrich him and it doesn’t matter what that information might do to help make the galaxy ready for war against the Reapers.
Now, normally you would think this would lead to a Paragon/Renegade choice. BUT, instead, we’re going to have a variation moment for Ashley and Kaidan. They’ll deal with Shol, but in unique ways. Ashley, having marine hand to hand combat skills (as she mentions in character discussion during the first game), manages to get close and disable the volus’s suit enough to render him unconscious, while Kaidan uses his biotics to get the same result. So they get to have a moment of protecting Shepard (not necessarily “saving” them, because a volus getting the drop on Shepard would certainly be an embarrassing way to go, but definitely helping them sidestep a situation).
NOW’S the time for the Paragon/Renegade choice, dealing with Shol himself. He is an obstacle, considering that dealing with the legal claim to this cache of information leaves the door open to some sticky situations as a result – the last thing they need is to have anything that might be useful be wrapped up in the legal battle. But he DOES have a valid claim. Just unilaterally taking this place from him is questionable at best – even if Shepard’s still a Spectre, are they REALLY able to just come in and declare the location to no longer be the property of the individual with the legal claim on it? Likewise, there’s a lot of sticky issues with the idea of killing him – after all, as mentioned above, he does have a bunch of trained mercenaries on hand, and it’s reasonable to try and walk out without adding to the bloodshed. But if it’s made clear that his madness has overtaken him (which, I mean... it kinda HAS), then there’s room for the Citadel to be able to legally seize his assets, including his claim on Klencory and its vault. But this still means institutionalizing a person because they’re inconvenient.
That’s the choice – institutionalize Shol and seize his assets, despite the subsequent legal battle that he and his kin can draw everyone in to, or cut through the red tape preemptively, kill him, and claim what amounts to squatter’s rights, since with him dead, no one else is there to take charge of the archive, whatever it contains. Ashley/Kaidan are going to say they have no intention of letting Shepard kill Shol (because that would certainly always be a line for them), but there will be a Renegade interrupt to take that choice out of their hands anyway, and Shepard can make an argument that, if they don’t do SOMETHING, Shol’s men will come in and try to kill them, while if he’s dead, that denies them their paycheck (because for one time ever, can we just have the mercs give up and run off once the source of their paycheck is dead?!). Shol certainly isn’t going to tell them to back down, and “survival instincts” have never been at the top of their hiring priorities.
Ashley/Kaidan will have some words about the decision Shepard is making, but they can be swayed to understand Shepard’s motivations, at least, in the moment, though any disagreements they have are more in the “waiting for a more opportune moment” than “what you say goes, Commander.” More on that shortly. With that matter resolved, Shepard calls for a pickup.
Back on the Normandy, Shepard and Ashley/Kaidan are having an informal debriefing in Shepard’s cabin (save the jokes for the end of the scene everyone, we’ll get to that). They do a brief discussion of what the likely followup will be – the fact is, the Reapers are probably already uncomfortably close at the moment already, so there’s not likely to be much opportunity to examine this place too much before they show. Still, every little bit is going to help.
The big thing is going to be how Shepard’s handled things through to this point. This was an accumulation metric (in the same style as Aria showing mercy on Petrovsky or not during Omega), so the various Paragon/Renegade decisions through to this point will lead to their reaction. Paragon Shepards get Ashley/Kaidan acknowledging that Shepard is still someone they respect, and that perhaps this whole Cerberus alliance was one of necessity. Renegade Shepards are leaving them questioning what Cerberus is doing to them, and are they really the person that they once were.
That leads to the question of where they stand if they’re a romance – like with Liara in Lair of the Shadow Broker, this leads to a romance rekindling, but only for Paragon Shepard, because that’s the version that has shown that Shepard is still the person they followed to hell and back, still the person they loved.
Yes, while I try and offer reasonably similar options for both Paragon and Renegade versions of Shepard, this is dependent on that. Because it’s about setting their concerns at ease, about listening to them and allowing them to be angry and upset and come around. Renegade Shepard will have shown they don’t care about that, so why WOULD Ashley/Kaidan take them back?
Anyway, insert “debriefing” joke here.
And, y’know, a reminder that, in these DLCs I’m writing, we’re going with the assumption that Ashley and Kaidan both were bisexual romance options back in the first game, and it’s an option to rekindle for both gendered Shepards.
After the interlude (however it plays out), there’s the discussion of what’s coming next for Ashley/Kaidan. They’re returning to the Alliance, of course – with Shepard’s official ties still in limbo, taking them out of the official chain, Hackett has made them a floating troubleshooter at points where he suspects Reaper involvement in some fashion, be it machine cultists and husks, Collectors, or what have you. However they feel about Shepard, Hackett is still seeming inclined to trust them on this, so they expect that the intel will still reach Shepard as they do their work. They make it clear they expect this to be the calm before the storm, and when the fight starts, they know Shepard will be on the front line. Paragons get them promising to back Shepard up when the time comes, Renegades get them hoping that they’ll still be on the same side when that happens.
Post Game Followups:
So here’s the part where, typically, I’d talk about how this impacts War Assets for ME3. But this is giving the ability to resolve the major Ashley/Kaidan element of ME3 before we even get there (like we should have in the first place...) and that means we have to deal with that. To that end, I obviously have left the door open for the lack of trust by way of Renegade Shepard, and that’ll go through things as they are, the same as if this DLC didn’t exist (I mean, it doesn’t exist anyway, but... You know what I mean!). The alternative for a Paragon completion is that there will be a distinct lessening of the tension between Shepard and Ashley/Kaidan in ME3, leading to some serious dialogue changes on Mars – more of an acceptance, instead of distrust.
I’m also thinking that, with the air cleared, there’s no moment of hesitation among them during the Citadel Coup, that it basically defaults them to trusting Shepard, regardless of how much they interact with them in Huerta and “clear the air” of Horizon. After all, Shepard already allayed their concerns with their practical involvement, gave them the chance to see them as the person they were, rather than the possibility that they were no longer the person they trusted. This changes the dynamics of their earlier interactions, and if you have rekindled the romance during the debriefing (no I’m not going to stop using that gag), then the dialogue will have more romantic undertones, the conversations more focused on matters of both them and the future together, trying to figure out if they even have a future, what with the invasion commencing, let alone where they stand with one another in that future.
I feel like I should have more done here, really, but I am really, genuinely TRYING to remain within the basic structures of the games as they are with this, because I totally could trash them and rebuild them from the start, but that’s defeating the purpose of this as additional material to the games, so that’s the most I’m offering on that. I want to do more, Ashley/Kaidan deserve a bigger and better role in ME3’s plot (which I’ll be trying to address further when we get to the ME3 hypothetical DLC, but that’s not here), but I’m trying not to totally rewrite ME3 as it is, that would probably be its own long involved project, and this is already ongoing. The original version of events can still be involved in the game proper, as the Renegade version, but that won’t be the only version any more.
Oh, and, we’re getting some war assets out of the place we discovered. That feels like an afterthought here, though. This has been about Ashley/Kaidan and their relationship with Shepard, more than anything, and we really did deserve this as much as Lair of the Shadow Broker.
 The Omega Heist
An old contact of Miranda and Jacob’s draws them – and Commander Shepard – back to Omega, where, with the merc bands decimated, an old threat they thought they’d dealt with long ago has reemerged. With Commander Shepard’s help, they must try their utmost to put this genie back in its bottle before it’s unleashed on the whole of Omega – and, potentially, the rest of the galaxy!
(Post-Horizon)
Considering Omega’s status as the dark reflection of the Citadel, the answer to it in the Terminus Systems, I just really want to explore it some more. Tie in to that, Miranda and Jacob have great prominence when they’re literally your only crewmates, but the second you start picking up the rest of the crew, they start falling off the map. Given that they’re our viewpoints into Cerberus as an organization, this feels like a mistake. Cerberus spends both the preceding and following game as enemies, and I think we need to spend some time at exploring why either of them would even fall under Cerberus and the Illusive Man’s sway.
It begins with Miranda asking to speak to Shepard. I’m gonna assume that, considering the unlock pattern of loyalty missions, this is most likely going to be played post-loyalty mission for both of them, since they’re both the first to unlock. Just to firmly establish where the characterization is going in to this. So both of them are at a point where they’re starting to question their loyalty to Cerberus (hence why I’m considering it a default that, in particular, Miranda’s loyalty has been obtained).
She’s heard from a contact on Omega about something that she wants to get Shepard involved in. The meeting moves to her office, where Jacob joins them. This concerns a mission they’d both undertaken shortly after their first mission together (see Mass Effect Galaxy, the mission Jacob talks to Shepard about having lost his faith in the Alliance over). They had an assignment to dispose of a biological sample – their assignment had been not to ‘get curious’ and investigate what it was, just get rid of it. The orders had come directly from the Illusive Man, so they were actually obeyed.
Jacob had been suspicious of the whole thing – when you’re moving something that you’re not supposed to investigate, it’s usually something that could blow up in your face. He opted for a little extra security monitoring, with Miranda agreeing and having kept track of it. That’s why this is now coming to her attention. They still don’t know what this was, but they can’t imagine that it getting let loose where any idiot could stumble across it would be a good thing.
So we’re returning to Omega. Personally, I’m disappointed that there’s no real change in Omega as ME2 carries on, even though you have to both clear out merc gangs and an active plague in the course of the game – recruiting Garrus and Mordin are mandatory quests, after all, so their joining the crew, their recruitment missions, these have to happen regardless of anything else Shepard may decide to do. So we’re getting another hub area on Omega besides Afterlife and the Gozu District market place. If Omega is the Citadel of the lawless Terminus Systems, then it can certainly fit in more of this (plus give more life to this place that, we know, will have people threatened come ME3 and the Omega DLC there).
Our central hub sector will be a safehouse established near the Kenzo District (picked because beyond existing as where Garrus had his run-in with Garm, we know nothing specific about it, so it can be used however the plot needs it to be). Under the circumstances – meaning “since we stored dangerous material on Omega without even speaking with Aria on the subject” – the idea here is stealth. Shepard, Miranda, and Jacob arrived via a transient shuttle rather than via the Normandy, and did so hopefully with some element of stealth. It’s not that Aria is going to be a threat here, just that she wouldn’t be happy learning about this going on under her nose and Cerberus is trying to cultivate some of her resources (sort of tie-in to the Cerberus takeover of Omega come ME3).
Their contact is my chance to get that female turian I mentioned a ways back into things – a turian trader who I’ll name Naevia (what, I’m a Spartacus fan and the reference makes me smile). The biological sample has fallen into the hands of a gang that’s trying to take up the space left by the biggest gangs of Omega losing their leadership (I’m thinking one of the gangs from our last edition of hypothetical DLCs, from “The Clean-Up,” because continuity!).
It’s around here that Shepard does ask the most important question on the subject that I think we’re all thinking – why the hell was this dangerous and hazardous sample kept rather than destroyed? Naevia admits she thought the same thing, but she was paid enough not to care, just to watch it. Miranda states that there was a possibility of using it for something in the future – this is a sign of her beginning to waver, because she can’t really justify the use of this sample, the fact that, though they’d been told to get rid of it, the “disposal team” had kept it, and were keeping it in a place with a population.
Granted this is a long standing tradition with dangerous science, but still, it needs to be called out.
The important thing is that it’s there, on Omega, and in particular when the station is already in the recovery process of a plague that targeted every race except humanity – there is still a lot of anti-human resentment on Omega, and the last thing that Cerberus should want is a human-spawned crisis breaking out (because no matter where the sample came from, a human organization, known to have a humans-first bent to it, was the group that stashed it here on Omega). Hence our presence.
We’re gonna have plenty of time to talk with Miranda and Jacob, so assume character conversations sprinkled here throughout (much as I cite it as reason that I don’t particularly care for their loyalty missions in comparison to others, that their loyalty missions also only have one ending, that once you start the mission, the only resolution is obtaining their loyalty, makes for a useful method of characterization trajectory here). This is here for the sake of exploring and deepening their character arcs, their division with Cerberus from the endgame, given that they’re both set against Cerberus come ME3, so we’re going with that.
We also get to spend some time with Naevia and getting a new perspective with the turians – she is a free agent, sort of like Vetra ended up being in Andromeda, in the sense that she’s a rebel to the status quo of turian military discipline. She’s looser and less rule-bound. She lives on the fringe of society and that shapes her reactions. She has no need for the turian rules of combat and prefers to take preemptive action – the rules of combat are a great idea in theory, when you have enemies who will respect them. But the Terminus is full of people who won’t. And, while she hasn’t been read into the Reaper matters, she is clearly picking up on the undercurrent between Shepard, Miranda, and Jacob.
Now if you’re assuming that this is leading to Naevia turning out to be involved in matters with this sample... Well, that’s definitely going to be a thing to follow, but let’s just keep going for now.
And yes, I have been cagey about what this sample even is. Remember, that’s because it’s a mystery even to Miranda and Jacob – they were still in a point where they were willing to listen to the Illusive Man’s orders without questioning them. The assumption was that the team they were giving it off to was a proper disposal team, and the failure of either of them to investigate it beyond his word. Y’know, the idea being they’re both starting to push themselves to look beyond the word they’re officially given by their boss and question him.
So… investigative work. We’ve already been over how in these summaries, that’s not where I focus on, not having a layout or anything to work with and such. So I’ve given the core ideas of character work and plot that plays out over the course of things, let’s cut to the climax.
The sample is being held by one of the gangs and a member of the Cerberus disposal squad. Because hey, look at that, a Cerberus agent went rogue and started killing all their guys, Commander Shepard, can you take care of that? He explains just what this sample is – a contaminant that can devastate a planetary atmosphere, hence why it was being kept on Omega, a space station. Of course, the problem with it is that it won’t discriminate and a rapid atmospheric dissolution will kill human lives as well. This is one of those things that it’s actually entirely justifiable that the Illusive Man didn’t want to use... y’know, if it weren’t for the fact that he still kept it, but...
Anyway, here’s where we come to Naevia’s sudden but inevitable betrayal, citing the profit to be earned – it’s easy enough to live on ships instead of a planet, so she’ll come out of this fine. Shepard gets the chance to shoot her with a Renegade interrupt, and look at that! She WASN’T betraying the team, just pretending to in order to slide a knife in the bad guy’s gut. It doesn’t kill him, and it still leads to a fight, but it’s easier if you don’t take the interrupt (because as much as I like the interrupt system, I think there should occasionally be consequences for taking a quick and reflexive response rather than the more considerate and thoughtful and examinative approach to a situation).
A multi-stage boss fight ensues – basic ground troops, interspersed with standard LOKI mechs, a YMIR mech joining the fight with reinforcements, and then a gunship. Maybe the gunship peels off midway and lets in another YMIR mech, just to really hammer the ‘boss fight’ element, or at the least let that be a higher level difficulty challenge. I mean you can only do so much with the mechanics of the game to create boss fights, right?
Anyway, Naevia is either dying, laughing at how her turncoat act was too effective, or she’s made it through with a few scratches and is patching them up as Miranda and Jacob are recovering the sample. Here’s the expected Paragon/Renegade choice of destroying the sample or storing it somewhere else – I can even see a reasoning for keeping in the idea of ‘once knowledge exists, it can’t just be destroyed, we need to study this to be able to devise a countermeasure.’ It’s a sucky one, for the record, but it’s a way to justify the Renegade stance.
This is where you see the culmination of Miranda and Jacob’s development. Jacob is open about wanting to correct their prior mistake of leaving this sample around to be used by anyone who might try to actually use it. No matter what, he sees no possible good coming from it and wants it destroyed. Miranda is conflicted. Her trust in the Illusive Man tells her that it would be right to hold on to this, it’s a weapon that could protect humanity if the aliens were to attack them – which is something that can’t be discounted as a possibility, considering the batarian hostility and the general aggravation of other races like the turians (see the previous Hypothetical DLC entry for more expansion on why I consider that a thing gets brought up). But she also knows that if this exists, then there’s a chance humanity can’t control it. She is looking to Shepard for guidance on this – she’s not turning to the Illusive Man’s standing orders here.
When the group returns to their safehouse, they find Aria there. Because this has been happening on Omega, and it’s her business to be fully aware of what’s happening on Omega. She thanks Shepard for disposing of that little business – if the sample was spared, she does imply that she knows about it, but, so long as it’s leaving Omega, she’s not going to be concerned about it. After all, she only cares about Omega’s interests. But, as a reward for what Shepard’s done for Omega, from the plague to Archangel to this (plus, potentially, dealing with Morinth, given that was the presence of an Ardat-Yakshi on Omega), she is offering a reward for Shepard – a penthouse suite.
Yes, I’m letting Shepard get an Omega apartment. I mean, okay, having one right before the Cerberus takeover of Omega come ME3 is not exactly the most prime real estate, but hey, Shepard deserves a place to relax, right? Plus it also comes with access to a special Omega market, a place where Shepard will be able to purchase any weapons or upgrades they might have been missed in the course of their missions (and any that get added through the DLC, including these). Because really, we should be able to have access to those things somehow, as in the game as is, if you miss it, it’s gone forever.
Anyway, Miranda and Jacob will also have follow up conversations when they return to the Normandy, discuss the way that things have played out and how they’ve evolved as people in the course of the game. Because as I said at the start, the two of them, in terms of their character development, kinda falls off the map in the course of the second half of the game. So they get a little additional content that helps fit them into the big picture of their character arcs.
Post Game Followups:
ME3: If Naevia survived, she’s an available war asset in regards to her underworld connections and such to send help Shepard’s way. If it’s kept intact, the sample also has some benefit for Alliance scientists in the study of reversing its effects and how to restore ravaged worlds. Also some additional content in the Omega DLC, though I’m not sure about the details of that right now.
And, y’know, since Naevia’s existence means that we have a female turian model built and developed circa ME2, this SHOULD mean that there are female turians scattered throughout both further DLC (as in ‘assume their existence in further installments, even if it goes unsaid’) and (because now they’d “exist” prior to the release of ME3) there would be numerous turian females in ME3 as assorted extras and such. Should go without saying, but I’m saying it. There will still be a few important female turian NPCs I introduce in further installments, but these are now part the standard background NPC collection.
 Battle Scars
Alliance officers on shore leave have been disappearing from the Citadel with no trace. Ambassador Anderson suspects there’s more to this than the standard dangers of a space station that’s practically its own world. Though Shepard is in a questionable position among the Council, they’re the one person Anderson can trust to solve this.
(Post-Horizon)
The Citadel being so limited a space in ME2 always bothered me. Y’know, I get the thematic idea, that ME2 was about exploring the darker underside of the galaxy at large. But I liked the Citadel. There was a lot about it to explore, all things considered – we’re talking about the galactic hub of politics and commerce. This really should be a major location, no matter the game. And as I’ve said elsewhere, there could be a whole game set on the Citadel with room for more. So yeah, we’re doing this here, exploring an area of the Citadel that we never got to see before.
There are Alliance officers going missing and Anderson gets Shepard involved. Obviously, the synopsis covered that bit. The idea here is that we’re going into areas of the Citadel that normally, Shepard has no business in, and in areas that are more like vacation areas. You know what this means? It means we’re going to have non-combat segments, in the same vein as Kasumi’s mission. There’s gonna be an extended sequence of Shepard out of combat armor in this one, because Shepard is not being called on to be a soldier but to infiltrate and be seen as a civilian more than a combat fighter. (I’m thinking this is going to involve a new casual outfit as well.)
And we’re gonna say that this is happening at an exclusive resort, meant to be a location that’s relaxing – a resort on the Citadel, effectively. It’s primarily a place for Citadel-aligned soldiers (Alliance and other races) to recover after combat, a therapeutic place for soldiers to get treatment for their PTSD (think a place where they’d probably have sent the PTSD asari in ME3 to if there wasn’t an existential war on). It’s why it’s a popular place for these Alliance soldiers to be, and we’re also going to rate it as having the highest success rate as a psychological and therapeutic facility in the known galaxy (because, being on the Citadel, why wouldn’t a place like this have a reputation of being the best, given how the Citadel is effectively the metaphorical center of the galaxy) and it’s a bit of a mixing bowl of Citadel culture, which allows for the rest of the party to come along.
I’m going to stick with mandatory companions here for a handful of reasons – one, Shepard’s got an eclectic band, and I feel like if they walk around a Citadel resort with Grunt and Legion, for example, that’s probably going to blow their cover. For two, I like the idea of mandating some pairings and developing the relationships more. Last entry was about Miranda and Jacob. Here, I’m thinking... For a resort, I honestly lean towards Samara and Kasumi, characters who, respectively, can blend in with “high society” and can pass through unseen by others. Kasumi, of course, does her cloaking to accompany Shepard – she does prefer going unseen. Samara, though, is playing at being a Matriarch – given the setting, let’s say that she’s pretending to be looking for a facility for her rambunctious daughter who is ‘disgracing’ the family name – sort of playing on her own history with Morinth (because Samara’s method that way), while still being a role she plays.
Yes, I’m aware that Kasumi is a DLC character, not everyone necessarily has her, but hey. If you’re playing DLC in the first place, you’ve probably collected other DLC, particularly a new companion, we’re just gonna roll with it, because I’m not going to develop an alternative without her, so consider them connected – I don’t know, say they got packaged in a sale together or something. This is all hypothetical in the first place, remember, does it REALLY matter that she’s not in the base game?
Shepard, of course, is going in as what they’re looking for, an Alliance officer looking for leave. This way there can be a solo segment, and the tension of “will Shepard run into trouble they can’t handle on their own before their companions come to their rescue?” Obviously, there does have to be some addressing of Shepard’s fame and notoriety, but it’s not like Shepard’s not doing other things that are putting their famous mug in places they shouldn’t be, particularly when it comes to involving Kasumi (The Hock heist, anyone? How, exactly, was the most famous human in the galaxy supposed to keep a low profile there?). So we’re just gonna handwave that, like you do.
As always when these are investigative sequences, I’m just gonna gloss over that part for the sake of convenience – the basic facts are that we have a lot of suspects with no clear motive at the outset of things. You know, get your basic archetypes wandering around – look at any show that features a recovery center, you’ll find them, I’m not gonna go into detail on the incidental characters.
The trick is that Shepard is going to be doing their initial investigating solo – they have to get entrenched before their companions show up (given that Samara’s cover is going to have her supposedly only there to look the place over, rather than sign herself in as needing “treatment” and Kasumi is going to be cloaked, searching for the things that Shepard can’t get access to – yes, for the record, I’m setting up for a Big Damn Heroes moment, I would think that would be obvious). They’ll meet with the above mentioned archetypes, learning details.
The details are more for the flavor – how well does Shepard figure out the scheme (which I’m getting to) before the villain shows up to explain in a monologue? Because, y’know, what villain doesn’t love explaining their nefarious deeds with a monologue? Shepard figuring out more and more of the plot before they confront the bad guy will impact the way the end fight goes down – figure it all out, you can sidestep the big final confrontation, figure most of it out, the fight’s significantly easier, stick to the bare minimum, it’s the hardest it can be.
This of course gets Shepard caught by our villain of the piece. So, what’s going on? Well, it’s an attempt by one of the doctors at this facility at cooking up the same shady shit Cerberus has, in the form of cyborg soldiers – the soldiers who have been kidnapped have been converted into these cybernetically enhanced soldiers. Problem is, they’re mindless automatons – higher brain functions didn’t survive the implantation process. So while these six million credit men are superior soldiers for combat, able to shrug off the kind of injuries that would cripple any other organic soldier, probably even have like nano-tech that speeds up any kind of healing and recovery process, they’re ONLY for combat, there is no human mind, no individual still alive in these shells – they’ll do as ordered because of the computer control chips in their heads, but only because those chips fire off the impulses needed.
“No glands, replaced by tech. No digestive system, replaced by tech. No soul. Replaced by tech. Whatever they were, gone forever.”
This is a point that I wanted to bring up in Miranda’s chat about “disposable soldiers” – the concept of soldiers being disposable is the kind of thought that cleans up war, something that the very idea is MEANT to be “dirty.” When you have these disposable soldiers, something that replaces the flesh and blood troops, you’re now in a position where going to war is not a difficult choice – you’re not sacrificing anything in the fight, because your best and brightest are safely out of the line of fire. When you don’t fear war, you’re going to turn to it as the first option, not the last. And, as pointed out by the use of Mordin’s quote above, at some point, your “disposable soldiers” become exactly what the Collectors are, mindless automatons who perform the duties of their masters, and, because of that distance, their masters’ own humanity erodes, because they never have to get their own hands dirty, while their servants are incapable of arguing with the orders.
This is when we get the aforementioned Big Damn Heroes moment, where Samara and Kasumi rejoin the party – since I’m assuming Shepard is being restrained at the moment, we have Kasumi Overload the controls and get them loose while Samara covers her by biotically handling the guards (because there are always guards).
So we get to that ending of how the boss fight can go down – Shepard gets to argue about the whole “disposable soldier” thing, bringing up and expanding on the above argument. If they uncovered all the details of the plot prior to the point they’re found out and taken captive, they can talk the doctor out of the inevitable fight (they still can choose to fight, of course, but the option is there to avoid a fight altogether) and have them shut down the project, effectively take their “prototypes” of these cyborg soldiers off life support and let them all die out (because, again, it’s the cybernetics that are even keeping them alive at this point), they can try and fail because of a lack of information, or they can actually agree with the idea, just that this doctor isn’t the one to be controlling them – it’s a valid choice, after all, to have a viable standing army to face the Reapers with.
I did debate making that last an option, just because I am morally opposed to the idea, but I am trying to respect that the Paragon/Renegade division was meant to be more than “goody-two-shoes versus puppy-kicking-monster,” and approach it from a level of “win with morals versus ends justify the means” – if you’re looking for something that can face the Reapers, like Shepard is aiming for throughout the trilogy, then a pragmatic approach says “we can use this resource, and I’ll deal with the moral weight of it later.”
Thinking about it, this does kinda make a flaw of the Kasumi-Samara team, because I do struggle with seeing how they’d just casually go along with Shepard saying “zombie cyborg army? Sign me up!” But maybe the Justicar code says that, regardless of origin, their existence has purpose and use, while Kasumi is horrified at the idea of using – and defiling – the dead like this. Basically, I want there to be a shoulder angel-devil scenario here, but I may not have selected the right companion pairing for this. Still, I’m not going back and rewriting this to make that work, so we’re just going to acknowledge that and move on – they’re both on the team, and there are other Renegade choices Shepard has available that they both just accept, so we’ll accept that.
And, y’know, I have a personal preference for Paragon at these decision points, and would probably stick to choosing to wipe out the zombie cyborg soldiers myself, and these are my ideas so I roll with what works for my decision making process, so nyah.
This still leads to the question of what, exactly, should be done with this facility – this is the head of the place we’re talking about as being responsible, with them out of commission (either being killed by Shepard or taken into C-Sec custody, depending on your choice), it’s entirely possible the place will be shuttered, or at least in chaos for a time, and that means all of its current residents are going to be kicked out – this is one of those “well intentions doesn’t change negative results” scenarios. Of course, Anderson will try to step in and do something, but... He can only do so much. Especially with having to clear out the devices and secret lab material and such, there’s a lot in this that just... is not going to have this place in a condition to be what it’s meant to be. Especially if things turned into a fight with the doctor and trashed the place.
Shepard themselves can only do so much – they can make a recommendation, but ultimately, there will be a board decision. They can offer a suggestion, a way for the staff to try and focus going forward, but it’s going to mean downsizing their care in some fashion – either they focus only on the immediately at-risk patients, going in the way of ‘if you’re not an active threat to yourself or others, you have to find somewhere else to seek treatment,’ or they limit themselves to just the care of a single species, because the psychological experts for multiple species is a resource drain.
And this one is NOT a Paragon/Renegade choice. It’s player’s best take on the subject, because there is no “right” choice in this scenario. Either way, someone is getting screwed over. You can hope sending the not at-risk patients won’t exacerbate their conditions, but you can’t be sure of that – especially when it comes to people who have been there for some time, PTSD and other conditions won’t just go away, they need to be managed and treated, and if you go from one facility and one medical professional to another, that can throw off your recovery. And you can specialize in the treatment and wellness of a single species, but what about the members of the other species? What about the “melting pot” nature of the Citadel and how, realistically, reinforcing those barriers between species only makes it harder for these species to get along with one another?
It’s a “no good choice” scenario, and I think it’s worth a discussion with Anderson at the end (rather than back on the Normandy with all the companions, just because I don’t think the game can really account for everyone there having an opinion). Though let’s also give a follow-up conversation with Kelly – y’know, the therapist – and let her have more to do in this game.
Post Game Followups:
ME3: If the doctor was taken in to custody, they’re among the Cerberus scientists during the mission on Gellix – Mister Illusive stepped in to get their work under his banner, and, like Gavin Archer, Shepard’s involvement eventually made them hesitate to do his bidding. If the cyborgs were kept on, they’re a decent strength war asset.
 The Batarian Connection
A Cerberus vessel goes missing out near the batarian border. While the Collectors are still the first priority for Commander Shepard and company, the Illusive Man is concerned this may be the first stage of a batarian incursion of Alliance space. He tasks Shepard and company with recovering the missing ship. The batarians, however, have other ideas...
(Post-Horizon)
We hear a lot of talk about the batarians making slave grabs throughout the first two games, and the Colonist background has this as a part of the things Shepard has been through. But we don’t actually see it. And we probably can’t manage to see the absolute worst horrors of the batarian slavers, but that’s not the full point of this.
No, the point is to start showing another face to the batarians. See, we’re going in with the idea of the batarians slavers we’re after handing off the captives they take – of various races, though krogan and turian are not likely, given their own, more aggressive nature (maybe useful in gladiatorial rings... We might be coming back to that before these DLC are done), and the quarians aren’t going to be as numerous, that still leaves humans, asari, salarians, and other batarians. And we know from Mass Effect 3, having the Cannibals being introduced in the first segment of the game, the Reapers have access to a lot of batarian genetic material, so they’ve already spent a lot of time developing how they intend to repurpose the batarians into the servants they need to wage war in this cycle.
Codex material speaks of how the Collectors want certain specific types of people to collect, and that is going to be what’s happening here – while the Collectors main focus in the game is to gather up humans to turn into Reaper slurry, we’re also looking at the other races, because there’s a history of the other races being taken by the Collectors for various unknown reasons. It wasn’t clear if there would have been an intent to build additional Reapers out of the other races – an asari Reaper, a turian Reaper, etc. - or if they’d just be left to rot, possibly slurried alongside the humans and just put in the same shell. To build off the idea of “organic preservation” of the species who consist of a cycle, I’m going to assume that they would be fused into a Reaper of their own, though there’s room to argue they were going to just be pulped into the same Reaper or left as the Collectors of the next cycle. But my ideas, my interpretation of things. And if BioWare wants to fight my interpretation, hey, should have included it in the game.
So yeah, the batarian slavers we’re coming across were going to offer the Collectors more of those captives of various races and such. The idea here is to not just have a look at the horrors of batarian slavery, but also an upfront acknowledgment that the batarians do this to their own people as well. The crappy situation for your average batarian is reduced to codex and one-liners, so we don’t actually have this knowledge available for the common players, and this is a thing that needs correcting.
We’re also going to have an encounter with a different Collector ship (just to avoid too much of the whole “small universe syndrome” of the same ship dogging Shepard for two years – it wasn’t until ME3 and James’s backstory that I got the impression that the Collectors had more than the one ship, since they made this one ship out to be this major force). Because, really, if the Collectors taking colonies was something of a plan B when the Citadel didn’t open, then they should be readying themselves for more than just humanity to be taken.
Among the batarians is a sense of distrust – batarian propaganda says the galaxy hates them, and, because we get the slavers and mercs running around in the games, the audience is probably not inclined to disprove that theory (particularly if there’s a Colonist Shepard doing the run – because I say so, there can be plenty of statements from them on the subject that fit the background specifically, because it’s nice that these are all theoretical and I can throw in whatever I like). Still, the general idea is that Shepard does feel a moral responsibility to save them, even if, as in the case of Renegade Shepard, it’s just in the name of preventing the Collectors get their claws on them.
But, thing is, ME2 offers no ship piloting mechanic, and I’m not bringing that in. And, y’know, I still get war flashbacks of getting ambushed by Sith fighters in KOTOR. So that means that the Normandy heads off, Shepard ordering them to find help (we’re gonna say that this is taking place somewhere near the batarian-turian border, so the Normandy can go find a few turian ships – going back to my idea of “shaking up companions” concept, I don’t have any particular choices to go with Shepard this time, but this makes it almost mandatory for a companion other than Garrus to come along, since Garrus can sway the turians to come to the rescue of alien nationals – and this ship ends up crashing, with Shepard and companions still on board – as are the freed slaves.
And we’re not crashing on a habitable planet. Because while there’s the helmets and all, I feel sometimes like the franchise as a whole underplays how much the atmosphere of planets being conducive to life as we know it is kind of rare. So while the cargo hold, settled in the heart of the ship and surrounded by the various additional decks of the ship, makes it through, there are portions of the ship that have been vented into space.
And the Collectors are coming.
Shepard gets to make a Paragon/Renegade “inspiration” speech to the captives, recommending that they get to trying to save themselves. Paragon will get a majority on their side, Renegade only a particularly brave soul. This one would be the Paragon’s contact/coordinator, just so that I can have a clearly identifiable person to turn to. And, yeah, we’re punishing Renegades here, but here’s the thing about this – we have stolen people, taken prisoner, made into slaves, about to be handed off to aliens who are only known to the galaxy as kidnapping and experimenting on people who never return, and then crashed on a deadly planet, with their only shelter pocked with holes letting out the valuable atmosphere that keeps them alive. I’m sorry, but being an asshole to these traumatized people? Even in the name of saving their asses from said kidnapping and experimenting aliens, they are NOT going to be ready to take up arms and fight. Read the room.
So, it becomes a game of causing enough losses to the Collectors for them to retreat for the Normandy to arrive with rescue vessels. Cat and mouse combat, with interspersed dialogue with our batarian coordinator (Making a name up on the spot... Kahvahr). That’s giving the expansion on both him as a character, talking about himself – a political exile, he spoke out against the Hegemony’s attitudes and practices, that they are so isolationistic that the necessary trade with the Citadel races, trade that could reduce their reliance on slavery, is killing them, which led to him attempting to leave, an attempt that ended up putting him into the hands of the slavers he argued against, and he’s certain that the Hegemony’s leaders basically gave him up. Talk about the beauty of Khar’shan, as a planet and place, something more tangible for us the audience of this place that we never get to go – he speaks longingly of these natural wonders he doesn’t expect he’ll ever see again.
The aid of the batarians Kahvahr leads can offer some combat segments getting avoided, but I do want to include some elements of the Collector faction from ME3 in combat segments all the same, the Collector Captain in specific. Because these things never appeared in ME2, so let’s remedy that.
And our end boss is going to be some variant of the Collector drones we see in Paragon Lost, which are these giant sized Collectors. So they get some additional tricks and are a clear case that Shepard is now facing the worst forces the Collectors can throw at them. Because I figure you can give them some interesting additional boss tricks.
The turians arrive and the Collectors withdraw, so Shepard gets to pass on what to do with these batarians – treat them as refugees who are seeking asylum in Citadel space or ship them back to batarian space. Because the thing is... batarians in Citadel space are probably not going to have things pretty well. Like there’s a reason we see batarians on Omega but not the Citadel. And a lot of these batarians still have families in the Hegemony. So there’s a very real argument to the idea that they’d be better off going back. It’s probably bull, considering the Hegemony’s leadership (and definitely bull on the basis of the Reapers being about to steamroll the batarians in between games), but... It can be made.
And it also speaks to how well Shepard is responding to Kahvahr – Kahvahr makes it clear, batarian slaves tend to be those who speak out. How much good can they really do going back to the Hegemony? Sure, you can argue that it’s in the name of encouraging rebellion against the Hegemony’s leadership, but realistically? It’s signing a death warrant – if this attempt at silencing him didn’t work, the Hegemony will likely just go straight to killing him.
And maybe Shepard’s okay with that – the whole reason we’re doing this is because the portrayal of batarians through the rest of the series is almost exclusively them as an always chaotic evil antagonistic force. What do they contribute to the galaxy, right? But this whole thing has been to help paint the batarians in a new light – now, shipping these batarians back to their people isn’t a mercy but a death sentence. What can I say, I like that script-flipping. But, as always, it is a choice for Shepard, for the players. Because apparently, people who play these games like the chance to play the asshole. Fine, you can, but you’re definitely getting judged for it.
Post Game Followups:
ME3: If given asylum, a batarian militia will have formed, both the survivors of the crash and of batarian refugees, wanting to aid the Citadel forces, Kahvahr himself as an asset.
 Shadow Dance
Shepard’s connections to Cerberus have not gone unnoticed. A Spectre – Vexx Liranus – has decided that they are a key component to Cerberus plans (not untrue) and that their capture or death would be useful in combatting Cerberus (definitely untrue). With a fellow Spectre nipping at their heels, Shepard has to face what should be a comrade in arms in a deadly game of cat and mouse!
(Post-Horizon)
We meet three other Spectres in the trilogy, and only one of them, Jondum Bau, in ME3, is actually an ally. This is turning that on its head – all things considered, Vexx Liranus should be an ally. After all, we’re talking about a fellow Spectre, working for the Council, and Cerberus IS using Shepard for their plans, so taking Shepard out would make sense.
It’s just Shepard is a good guy, working with Cerberus as more an alliance of necessity, rather than any ideological alignment. And while I’m sure if you had a chance to sit down and talk to another Spectre, they’d probably eventually come around to the idea, well... Where’s the fun in that.
So Vexx. We had Naevia above in “The Omega Heist” as our “first” female turian for the trilogy, though she does potentially get killed. So we’re gonna have another female turian here, just to really sell the “no fridging female turians” concept. She is a badass turian soldier, like I want a planet with an “r” name to say she had a major incident on so that she can be “the Raptor of [wherever].” Because I love alliteration. I picture her being voiced by Claudia Christian (who was a favorite of mine to voice a female turian back before we knew anything about Mass Effect Andromeda, and while I’m absolutely a fan of Danielle Rayne’s performance as Vetra, I still regret that lack, so I’m making this happen here).
As for the actual plot, we’re gonna start on a small waystation location. It’s a standard resupply place, in the vein of like those Fuel Depots or something, a place like the Citadel but smaller. Because I think that space stations are an underdeveloped aspect of the Mass Effect universe. Like in Star Trek, there are Starbases and Deep Space Stations (such as DS9). Surely the various militaries of the Citadel races are doing the same, building their own stations that act as refuel and resupply, as well as standard rest and relaxation – Spacer Shepard will talk about living on ships, but I don’t see a child actually being raised on military vessels. But a space station that acts as a rallying point and home base for a vessel? That I’ll buy.
So this begins with the Normandy pulling in to one of these types of stations. You know, a little bit of a supply run, something simple. Things do not go according to plan, though, because, y’know, why would they, we wouldn’t have a plot if they did.
It begins simply. They settle in for a resupply, Miranda suggesting that the operational crew get a chance for some break time, Kelly adding that crew like Rolston and Hadley should have an opportunity to contact their families. That’s how we get here. As Shepard proceeds to look through the market, we get other angles of Vexx monitoring and observing Shepard. Shepard will begin to get that feeling of being watched, and that’s when she makes her first strike.
Now, yeah, I say right off in the synopsis that Vexx is a Spectre, but in the story proper? This is going to be kept quiet for a while. Sorta like how Vasir gets this intro that kinda clearly marks her as someone who we’re going to have to fight later, Vexx is getting the appearance of being a straight up antagonist. Because in her mind, she IS an antagonist to Shepard. She just believes that she’s the protagonist of the story, specifically because of Shepard’s ties to Cerberus, coming to this place in a vessel flying Cerberus colors, operating with a Cerberus crew. In her mind, she has discovered a threat to the Citadel and the Council.
While I’m still on the “give the companions more of a role” train, in this case, we’re going to see Shepard cut off from the crew – they come under fire from Vexx, they give the command to evacuate the station, return to the Normandy, and get out until they give the signal. Paragon Shepard wants to minimize casualties, Renegade Shepard wants to handle this themselves – Vexx interrupts their leave? It’s on now.
This leads to a chase through the station, and finding that she’s gotten things pretty well set up for this chase – I figure at some point, Shepard comes across like a secured bunker she’d been using as a command base, finds logs that have been tracking them since they landed on Omega at the start of the game. (Timeline being what it is, meaning as variable as it is, I’m gonna say that this is taking place functionally around, say, the Collector ship mission.)
That discovery is also when her Spectre status is made clear. Now, while there’s a good chance that Shepard’s had their Spectre status reinstated (thank you Dad!miral Anderson), well, we still need a plot here. Vexx doesn’t believe Shepard’s claim to have Council approval – after all, she certainly can’t just casually check this out while on a mission, Spectres are supposed to function independently of the Council. And she’s pretty good with the “better beg forgiveness than to ask permission” approach – Shepard helping Cerberus, even as a double agent, is a threat (for a less competent example of why, see how Shepard helping Cerberus in ME2 leads to Conrad Verner preaching Cerberus values in ME3).
The hunt continues. I’m basically picturing this functionally working a lot like a lower-levelled version of Arrival’s Project Base level, just with like security drones and such, and Vexx popping in and out of combat range. This is a hunting mission, on both sides, and the idea is that Shepard (and, by extension, the player) should feel like Vexx or her drones might show up around any corner. If nothing else, call it useful practice and experience.
Now, I said before I wanted to avoid stuffing our first female turian in the fridge. While Naevia could survive, she also could die. So I want to guarantee that at least one female turian of prominence is introduced without killing her off. That means that we’re going to have to find a peaceful resolution, as well as an alternative that allows the bloodthirsty playerbase to be satisfied.
That means an outside agent, a third party, getting in on this. I’m thinking a krogan merc with a grudge and a krantt and a blood oath against Vexx he’s more than willing to extend to Shepard, the Spectres, and the Council – with Vexx, it’s personal, having tangled with her before, with Shepard, they’re in the way, and with the Spectres, they work for the Council, and the Council gave the go-ahead on the genophage, so hey, it’s a good day to be him.
This eventually leads to, after some three-way combat, Shepard suggesting a truce for the time being – the krogan (Vargan, for want of a name) is a bigger threat to them both at the moment, since he’s distracting them and endangering the station as a whole. Vexx sees the wisdom in this and is willing to work with Shepard.
This gives a little more time to explore her, now that Shepard can talk to her. Vargan’s grudge stems from her disbanding his merc pack a while pack – they had ideas similar to the Blood Pack and Clan Weyrloc (re: Mordin’s loyalty mission), just without the aid of any salarian scientists. Maybe they’d sought out Okeer (possibly part of the reason that Okeer became a “very hated name,” as Wrex puts it? I don’t know, I’m spitballing here). Whatever the goal, however, she managed to put a stop to it, enough that Vargan was stripped of his clan name – given the structure of krogan society, I figure that in doing that, a krogan loses all right to even attempt to mate with the females, a big blow to a proud krogan leader, basically leading him to a voluntary exile from Tuchanka. That he still has a krantt after that still speaks to his skill and prowess, but also makes it clear that these are his only allies in the galaxy.
Shoot-y shoot-y stuff happens, yadda yadda... We’ve been over how writing about combat in these write-ups is boring. End result, we learn more about Vexx, develop and establish her further, give her this likeable air now that we’re on the same side, and get to Vargan, taking out his krantt in the process. Now that he’s alone, he is ready to die. He got everyone loyal to him killed, that means he’ll never regain a clan name now. He wants to die.
Typically, Paragon/Renegade decisions are a clear binary of “good means letting people live, bad means letting people die!” But here, Paragon is understanding the krogan mindset – he wants to die because he will never have a place in krogan society if he lives. He got his krantt killed, so he will never be able to gather a krantt again. He will never have that trust again, and so his death is the only way he can have an honorable ending. Meanwhile, Renegade is saying “no, I’m not going to grant you the mercy of death, live with your failure.” And doing that will likely mean he will strike out and go on some kind of suicide run (indeed, I picture that result being a news announcement overheard on the galactic news points).
Because I like the idea of twisting the Paragon/Renegade assumptions around – the idea behind it is supposed to be more nuanced than “good = blue, bad = red,” but in context, a lot of the use of the system through most of the series is a lot more binary. So this is showing the flip side of both ideas’ general attitudes – you are saving more lives and respecting his attitudes and beliefs by killing him, while knowingly leaving a threat to others that you KNOW he’ll act on by keeping him alive.
Vargan defeated, it comes back to Shepard and Vexx. She’s more impressed by Shepard at this point. Paragon Shepard showed an understanding of non-human mindsets, and that more than anything makes her hesitate to paint them with the same brush as Cerberus. Renegade Shepard showed enough martial skill that she’s concerned that things will only reach the point of a stalemate, and likely do too much damage to the station for it to continue operation.
So she offers Shepard what she’s going to call a deal – keep to the Terminus Systems, like they have been, and she’ll let things stand as they are, with the added note that, if their Council reinstatement is genuine, she’ll also send a letter with a fuller apology after the DLC concludes. Yeah, it’s basically going back to the status quo, but one, I’ve been clear that my goal is to make these slot in comfortably with the existing game, and two, back to the in-universe justifications, it also means that she can prevent other Spectres from coming after Shepard – after all, we learned with Saren, the only real way to respond to a Spectre going rogue is to send another Spectre after them. If Vexx is in Shepard’s corner, it prevents other Spectres from coming after them later.
Probably should lead to a line or two in reference to Vexx from Tela Vasir, depending on when Lair of the Shadow Broker is played – alternatively, I suppose Vexx should have some comments about Vasir’s death as well, but I did say above that I see this functionally being roughly around the point of the Collector Ship in the timeline, and I always view Lair of the Shadow Broker as taking place after the Suicide Mission, and my write-ups, my timeline. Moving on.
Shepard has to agree to this, because see above: not fridging female turians when the trilogy is so bereft of them in the first place. We don’t kill Vexx. Because, really, that would mean that Shepard would have killed three of the four fellow Spectres they encounter in the course of the trilogy, and their numbers are said to only go to about a hundred or so. That’s a three percent fatality rate for the Spectres, and a seventy-five percent fatality rate of meeting Shepard. Someone has to think those numbers look bad. So, in accepting the deal, Vexx walks away and Shepard calls the Normandy for a pick up.
Post Game Followups:
ME3: Vexx has a sidequest on the post-Coup Citadel, regarding her work with the unifying of turian and krogan forces. Given Shepard having contributed, she’s asking them to join in her efforts. Complete that and she gets to be an asset and there’s a boost for both of those groups as well.
 Underworld
Illium is home to many elite in the galaxy. It’s called the gateway to the Terminus Systems. But it’s equally a warning that there is as much danger in Illium’s shadows as on Omega. And now a high-profile Alliance official goes missing there. Ambassador Anderson asks Shepard to investigate as he keeps the disappearance quiet, and Shepard gets drawn into a web of conspiracy...
(Post-Horizon)
Illium seems like it should be a bigger deal, don’t you think? I mean, in ME2 we get three hub worlds in Omega, the Citadel, and Illium, but Illium is introduced after Horizon, being locked to (on console) disc two, and, while Lair of the Shadow Broker gave us more of Illium in general... Hey. Let’s explore more. Cuz now we can open up some new areas that can stick around and still be explorable after the DLC ends.
We open with a message from Anderson – “one of our people went missing out on Illium, I’d like you to look into this as a favor to me,” that sort of thing. This official is an ambassadorial figure from the Alliance to the asari (so, for the sake of a name, I’m in a Power Rangers mood right now, I’m gonna call her Kimberly Hart). She’s been attempting to shore up some diplomatic ties – I’d figure this would include matters like getting stronger ties between the asari in the name of gaining access to teachers for Grissom Academy, better relations in the name of biotic rights, that sort of thing.
Illium, being a free trade world, is a place where these kinds of negotiations take place without government oversight – I figure, based on things like the asari on Noveria in ME1 who wants to protect asari patents by getting Shepard to help her engage in corporate espionage, the asari government is extremely strict about their “secrets” while humans, who are still struggling to get a handle on what to do with first and second gen biotics, are willing to take on free agents more than like the commandos and such. Also, don’t want a repeat of Vyrnnus, so the turians are definitely out. It’s “asari free agents” who they’re looking at bringing on for this.
But with her having gone missing, that’s concerning – again, we have the asari being fiercely protective of what they view as their copyrights (which I do want to have a running theme here surrounding the idea “how do you copyright something that has this melding with the life it is bonded to?” – amps working as they do, mapped to biological systems as they are, this seems like it borders on trying to patent people in the process, since they’ll gain full maps of the people those amps are implanted in). Anderson wants Shepard to go in, since they’re off the official books.
Now we return to that earlier concept of mandatory companions. Because of the matter of biotics, this feels like a mission that Jack pushes her way in to – both because she’s been the subject of biotic experimentation, and she wants to ensure that this doesn’t turn in to the Teltin facility all over again, and to help give some foreshadowing for her becoming one of Grissom Academy’s teachers next game. Additionally, I’ll go with Thane as the other companion for this – he’s done work in Illium’s criminal underworld.
Now then, to our central hub of Illium. We’re on a different city than Nos Astra, but it’s going to have a similar flavor to it, in the same way that Azure still felt like it wasn’t all that out of place alongside the trading center. Nos Vidia, I’ll call it (sounds suitably asari, anyway). It’s not as major a hub of intergalactic trade and commerce, meaning that Shepard and company are going to stand out in the crowd.
This is also one of the more “crime” areas, where the black market has moved in. We have Eclipse symbols on the wall and, while they’re not wearing the uniform, many of the people around here are obviously in the gang. Which also makes Shepard stand out. Thane, however, manages to bring up a former contact, someone who has been able to stay alive this long, meaning they’re skilled enough that they’ve survived.
The contact is an asari I’m gonna call Kassria. Kassria has picked up some Eclipse chatter that references our missing ambassador. That means Eclipse has her, but it’s not clear so much if her being taken is because of her getting in the way of Eclipse as a gang or if the Eclipse are working for some asari company.
We pause for some talk about the various asari copyrights, explore that conversation, with Jack having quite a few words on the subject of trying to make people property. That kind of thinking creates situations that create the same kind of science as Teltin. Thane offers something of the drell perspective – he’s the one who argues that he was raised and trained as a weapon for the hanar, and that he was not responsible for the lives he took. Who owns the abilities, the user or the one calling for their use? (I mean, there’s an obvious answer, but Thane’s bringing up the alternative to this – the people who are broken down and made into weapons at the hands of others.)
Like actually, let’s make that aside a point of having Jack and Thane – in Jack’s eyes, Thane’s attitude towards the people he’s killed is much how Cerberus would have wanted her to have ended up, as a weapon for them to point, pull the trigger, and give no concern for the ways that it impacts the person who acts because of that order.
It’s the same argument that we have with Miranda – the idea of “disposable troops” does not make it a matter of saving lives, just a matter of how war becomes easier, having these weapons to unleash upon others with no risk to the people who are supposedly being protected by them. It’s a way of absolving yourself for creating slaves by giving them some higher purpose.
This really is going to be a turning point with Jack’s arc proper, with how it leads to her being a teacher, because she wants to protect the young biotics. It’s not just about her protecting the kids at the Ascension Project from ending up tortured like the kidnapped victims at the Teltin facility. It’s also about reclaiming and maintaining personhood.
And while it’s hard for me to really give the separation theory Thane speaks of (we ARE going to come back to issues of the drell in general a few DLCs from here, so consider this to be foreshadowing and set up for that bit), I’m going to try and offer his point of view – that of “if you hone someone to only be a weapon, to only look at the world from that perspective, is it really on them as an individual that they proceed to see the world from that viewpoint?”
Of course, yes, I’m aware that the inherent flaw of ALL of this is that we’re not talking about drell youths giving themselves up to the hanar in the fulfillment of the Compact or with “different brain structures” to humans. It’s the tangent that they end up on because they’re along for the ride, and Shepard eventually has to get them back on track – finding Ambassador Hart. Whether or not the asari corporations are intending to use people as weapons, the Eclipse sisters presently have her held captive, and this means staging a rescue operation.
I want to take this chance to get a better idea of Eclipse’s organization (which, by extension, showcases the ideas that are moving the other merc gangs in the series). Like, what goals do they really have – Blood Pack are basically chaotic berserkers who want the world to burn (which, fitting, considering the general krogan mindset following the genophage and the vorcha having a complete lack of survival instincts because they never needed to evolve them), while Blue Suns have the veneer of respectability, acting as private security. But when we meet Jona Sedaris in ME3, she’s a raving psychopath, ready to kill anyone in her way. So what does the Eclipse gang want? I mean, besides the obvious of money.
Kassria is a former Eclipse sister, so she offers this insight – Eclipse doesn’t even really know itself. The non-asari members are almost leaning towards biotic extremism, given how the other races tend to mistreat and look down on the biotics among them, which makes them angry and want to lash out at those who’ve hurt them. Meanwhile, the asari who join in are often driven by other motivations, given that all asari have biotics – some are outcasts (purebloods, in pureblood relationships, or people with the Ardat-Yakshi mutation – let’s just assume Samara will have shared about her loyalty mission by the time this mission is unlocked so we don’t have to have the characters explain this to Shepard), others are maidens looking for glory (think Elnora the mercenary from Samara’s recruitment mission), some are obsessed with killing (like Sedaris), and some are just looking for a purpose.
She suggests that, if given something better, Eclipse might be a valuable asset for Shepard – not just in biotics, but also in their mechs. It’d be something to use when the Reapers come calling, not that she knows about the Reapers, just that she can figure that whatever Shepard’s up to, they’ll want an army at their back (because we’re still ME2 here, so this means we don’t know that Aria will be assembling the merc gangs under her banner).
This leads to an assault on the Eclipse base and trying to reach Hart before anyone proceeds to try and kill her or worse. As we continue, we find out that there is a high-ranking Eclipse member among this group – Jona Sedaris.
Yes, that’s right, we’re going to be responsible for her getting locked up come ME3. Obviously, this does mean she’ll survive the inevitable conflict and boss battle, but hey, we’re gonna have other things to deal with in the final analysis, so hold all questions to the end.
The Eclipse sisters and the techs with their mechs are heavy throughout the place, but eventually, we reach the place they’re holding Hart. She’s been roughed up a bit, but she’s alive. She’d made contact with an asari firm who’d claimed to be willing to trade some “asari patents” in the name of cross-cultural cooperation, but Hart got suspicious of what was happening. Turns out, she was being used – the company (a minor company, not one of our major equipment suppliers from the actual games, that she had gone to them in the name of avoiding those big names) was going to give her access, only to revoke it and claim that she had stolen these patents. That would give them an opening to start consolidating biotic patents in a human market, because humans would now be running amps and implants with copyrighted asari material, and, by extension, that would mean the company would own those human biotics.
That, of course, gets Jack’s ire up, and she’s ready to tear the place apart – people aren’t things to be owned. Even Thane’s ready to join in – even accepting his claims of lacking a responsibility for the lives that his employers hired him to take (again, we’ll be digging deeper into this in the future), this is trying to force people to be under the control of this company – based on his reaction when Shepard suggests that the Compact between the hanar and the drell constitutes slavery, Thane’s definitely not on board with that idea. And even on Illium, a planet with legalized “indentured servitude,” this contract is definitely sketchy – but it would be just legal enough that the company leadership would be able to get their foot in the door, and make it harder for human biotics to be able to exist without “company oversight,” giving them access to the human biotics before they have a chance to stabilize their position in human society.
It’s some further asari haughtiness, the idea of asari like Erinya, the lawyer who holds the contract to the Feros colonists, that the asari are “better” than the other races. The asari in charge of this company are of the belief that only the asari “deserve” biotics, and want to keep all biotics in the galaxy under their control. These asari in particular don’t see any race other than asari as even deserving of evolving out of the primordial muck. Not a mainstream view, but one that we do have foundation for existing in the universe proper, and, let’s be honest, it’s not hard to imagine this being a thing anyway based on our world (We’ll touch on these themes in more detail later). And this idea, especially combined with the asari willingness to indulge in “indentured servitude” on Illium, if no where else, gets taken to its natural endpoint – they see human biotics as little more than pack mules, livestock.
Short step from there to going along with batarian or Collector ideas, but really, it’s not like we don’t know exactly where that endpoint is from our history.
Obviously, Shepard is a walking contradiction to those ideas, so combat is the only way through. Sedaris might be an unrepentant murderer, but we do still have to take her into custody – this is where Kassria comes in, taking her down and intending to hand her over to the authorities in the name of getting a slice of the Eclipse pie with her out of the picture. It won’t be a clean takeover, which will justify why Sayn is running things for Sedaris outside of prison instead of Kassria (who would DEFINITELY just leave Sedaris to rot and probably arrange an ‘accident’ for her), but it’s getting her more power.
As for the company, they’re JUST on the side of legality – the efforts of Eclipse on their behalf were by way of verbal contracts, and no lawyer on Illium is going to take the word of a mercenary over those of these high-ranking business officials. Hart swears that she can make things hell for them, lose them some very lucrative contracts with the Alliance. Thing is, that also makes her job all the more difficult, now that she’s been found out having attempted to make these grey legality ties for the sake of “getting an edge” in the biotics market – they have the resources to make this a fight that, meanwhile, would set the cause of human biotics back. (Which, as we’ve been over in other write-ups, actually is a bit of a thing that has some deeper ties in to the overall universe that the people of this setting are still working on figuring out.)
The Paragon/Renegade choice here becomes the rather obvious “do we take the option that handles this cleanly but lets the bad guys escape responsibility, or the messy alternative that may not even get the result we want?” choice. Because the thing about asari litigation is that they can afford to tie things up for decades without concern for the “short term” consequences. So if this DOES go to courts, they can wrap things up and keep them there for a long time – which will impact how things go for the human biotics, the whole idea of ‘owning’ people because they have these abilities. Because then their legality, their agency, their right to choose for themselves would be being litigated, and being done so in the court of aliens.
It doesn’t feel GOOD to me to have it left like this, honestly, but I don’t really see this as something that is supposed to have a conclusion that feels good – we’re talking about issues of corporate ownership of individuals, and the truth is... that exploitation just goes on, it doesn’t resolve itself with a few showy displays of violence. It gets caught up in red tape and paperwork, and people lose, even as they win. And the point of this has basically been, at its heart, to show that the “underworld” isn’t the black and grey markets that scrounge a semblance of society. It’s the businesses who will crush people underfoot then complain about the mess they stepped in. The design of a lot of the locations introduced in ME2 had this cyberpunk dystopia look to them, but only really focused on the criminal gangs – the core of this is approaching the white collar criminal element that was not shown off as much, how it encourages both further street crime and the depersonalization that comes from treating humans as a commodity.
Jack is pissed either way because this is all kinds of bullshit – it’s Shepard who points out that as angry as Jack defaults to, this is, for once, her being pissed at something beyond herself, where it’s not just that she wants to cause mayhem, but that she wants to make things different for others. To do something to protect future human biotics, kids who are in need. It’s her actively wanting to find a way to make a different, not just chaos.
As for Thane, he is still drell, still a proponent of the Compact (again, we’ll be coming back to this issue), but he does understand how easy it is to see something ostensibly done to the benefit of people turns around and is used by malicious actors to take advantage of them. It’s one of those things that he certainly understood in the abstract, but it’s another thing to see in practice. He leaves it on the note that “this has given me much to consider.”
As for Ambassador Hart, she knows that either way, she’s tanked her chances for getting the instructors that she’d been hoping for. Basically, the diplomatic ties she’d wanted from the asari government are off the table, given the combination of asari tied to the company and just general political embarrassment at the fact that all of this even happened – they want to ignore it, paint things over in pastels, and she is a living embodiment of the event to the asari, able to bring up the reality at a time of her choosing. The asari would rather that this go away, rather than have this constant reminder. Still, she’s grateful for Shepard’s rescue – the Eclipse might not have actively been planning on her death, but it wasn’t a good position. And, at this point, she can at least salvage a career going forward. Maybe not with the asari, but there’s a chance that relations with the turians have thawed out some.
Post Game Followups:
ME3: The fate of the company plays a part in War Assets – being tied up in legal red tape, they’re not able to contribute to the war effort, or, in a magnanimous show of “inter-species cooperation,” they’re sharing some patents with the other races. Additionally, Ambassador Hart shows up for a sidequest after the Cerberus Coup, making another go at the effort, now that Grissom is gone and the human biotics are here – might as well make the effort to get these asari instructors anyway, and she wants Shepard to help her out with smoothing the ruffled feathers (since this would still be in that period of time where the asari are still trying to avoid joining the active war effort).
Also, while this wouldn’t really impact anything via saved game import, I also figure this would at least tie in to Andromeda, that several human biotics joined the Initiative in the name of getting away from the corporations who want to hold them as “patented property” and such. Probably would be a way to help at least make Cora’s arc tighten up a little – it’s not just that she thought she’d only be a “useful freak” as a human biotic, as opposed to an asari commando or an Initiative Pathfinder, but that in getting away from Citadel space, she’d be allowed to just be, to find out who it is that she is beyond her biotics, rather than have to have her biotics “registered” with a corporation who’d exploit them and her. Not sure how to incorporate that into Andromeda proper, but it’s something that would be acknowledged.
End of Part 1, link to Part 2 forthcoming.
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lizacstuff · 4 years
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Edser/SCK anon asks (36 spec)
I accidentally deleted an ask that was interesting, if you don’t see yours here, resend it!
(Asks below the cut)
Anonymous said: Do you think that scene of Eda confronting Selin about it is the end of the episode? I'm so drained, Liza. When will this suffering end?
Oh honey, we have SUFFERED. We have. No doubt about it, but I’ll talk more about that in a minute. (We can overcome) 
First the fragman, could it be the end of the episode? I suppose so. It’s no fun thinking that it might be the cliffhanger and we have to live with that for 11 days instead of 4, but here’s the interesting thing, according to people who look closely at these things, the outfit Eda was wearing when confronting Selin, Hande was wearing that today while filming at Art Life. We also know that at Art Life the set was dressed for some sort of party or event. An event that had the word ‘love’ on the table. So which comes first? The confrontation with Selin or the Art Life scenes that do not include Deniz or Selin?? I don’t know.  The other wild card factor is Bige’s availability. I’m sure most people have heard by now that, sadly, her father passed away this week. This show does not work on a timeline where they can wait.  So they might have had to write her out of a few scenes already in this episode, and it’s unknown what her availability will be for next episode. That could end up changing things a bit, so we’ll see.  Maybe there will be a second fragman that gives us more context.
Now back to feeling drained by this storyline. I get you. I feel you. But here’s how you shake if off. Boil it down for yourself. Why do you continue to watch this show? I’m going to guess it’s for the same reason I continue to watch this show.  Edser. Eda and Serkan are still magic together in every single scene, and Hande and Kerem’s chemistry can turn even the most turgid, ill-advised story or scene into gold. They are worth watching whether they are looking into each other’s eyes or reading the phone book.  
So... my advice is to emotionally distance yourself from the plot. The plot is just the device to keep these two actors on screen together playing these two characters. And that sentence is truer for this show than for any other show I’ve ever watched (and I’ve watched A LOT of shows.) It’s all about these two characters and these two actors. So ultimately the plot doesn’t matter. Let the plot go. There is nothing to worry about, Edser is endgame, Edser is the reason this show exists, they are all the matters on this show. So knowing that, just enjoy their individual scenes, appreciate them for what they are and don’t tie yourself into knots over the nonsense these hack writers throw at us. It will all be fine in the end. 
Anonymous said: I kinda find it funny that what Erdem suggested turned out to be the way Serkan got his memory back. It was a scene fit for a romcom. Obviously it wasn't how I pictured him to remember but at this point I'll take it. Lol! Erdem should be a fortune teller or something!
You’re right. Erdem was on the right track. It would have been funnier if Erdem had hit him to get his memory back and once it worked, then Engin could have held Serkan down, while Erdem continued to bonk him in the head to bring back more memories.
Anonymous said: i totally feel the mixed feelings with the fragman, but it seems like its an ep with great edser moments where they're together and trying to solve this problem, at the same time they just couldn't keep the drama out of the fragman this time?! at a time where everyone is relieved and positive for the first time in weeks?! just seems like a bad move by the production imo and i'm not even that concerned with the plot like others are. another anon said this, but there is def selin fatigue
Selin fatigue is real!!!! But to be honest I was in Selin fatigue by ep 29. And it’s just gotten worse episode by episode. (though we had a bit of a reprieve from her in 34-35) but the fragman brought the fatigue back with a vengeance. The producer has tweeted before about how the show has to have drama, so, I guess that’s where we are. Drama. They think this is what sells, I guess?
They produce those fragman’s with the Fox viewer in Turkey in mind. So perhaps that’s the kind of tease that works well there? I have no idea. Honestly, I think they’re not worried about online fans and international fans because they know we’re so invested that we won’t give up. 
Anonymous said: Normally i would also calm down with the pregnancy thing, it’s probably selin’s last desperate attempt at keeping serkan BUT you know why it scares me? Because they’ll probably introduce the “Kemal is Serkan’s biological father” storyline and I hope that it’s not correlated to selin’s fake pregnancy...like, Serkan would never leave Eda but this Kemal thing will probably remind him how he never had a real father growing up so i hope this doesn’t push him to be by Selin’s side. However, it’s also true that I really don’t think that he and Selin had s*x so I also don’t think they can follow this path. I’m so confused I think we just need to wait and see haha
Yes, we need to wait and see. I see no reason to go down this speculation path unless we’re forced to, because it seems very unlikely to me. Clear it from your mind, and then, if the worst happens, we’ll deal with it then, not now. 
Anonymous said: Idk if u follow sck news on twitter but they posted pics/vids from set today in the office and it looks like a party with food and a sign that says “better together”. Someone commented a theory that serkan will orchestrate a surprise engagement party for eda while she talks to Selin and the ep will end with her turning down the proposal bc Selin is “pregnant” and then we have to wait for the next ep for serkan to tell her it’s not possible 🤡🤡 what do u think?
Yep, I follow sck news, who doesn’t? ;) I think this speculation is plausible, and as long as she’s upfront with Serkan about why and Serkan is able to shut it down immediately next ep, then I can live with this as a cliffhanger. 
Anonymous said: Part 1. You mentioned in a previous ask how Engin didn't tell Eda that Serkan remembered everything when he made it in time for the wedding. Honestly his lack of action was not surprising, upsetting or disappointing. That's just who Engin is. He's a talker, not a doer. Engin is Serkan's friend similar to how Ceren and Fifi are Eda's friends (I'm talking pre amnesia plot). They care about their friend's happiness. Engin has always talked reason to Serkan especially about his feelings for Eda.
Part 2. But Engin's reason for doing that is Serkan's happiness. Of course he wants Eda's happiness but mostly only because it's tied to Serkan's happiness. He has stood up for Eda before like when Serkan accused her of working with Kaan or when he said she deserves to know the truth about her parents death, but whatever Serkan says goes. He never acts in opposition to him. So if Serkan says he won't stop the wedding, Engin isn't going to do anything despite believing Eda should know the truth.
Here’s the problem with this, it’s not just him not caring about Eda. It’s him not caring about Serkan. He should have done it for Serkan, knowing that Serkan would regret his inaction the rest of his life.  It costs him nothing to tell Eda at that moment and let her make the decision. 
That’s one of my biggest problems with this cockamamie plot. From the first Fragman of 29, I said it was impossible that Selin could have hidden him away and rekindled her relationship with him because the other character wouldn’t allow it. Oh but they did. This storyline ruined pretty much every single supporting character, (outside of Melo) because otherwise, if they would have acted in-character or even like normal humans, it never would have worked. And that continued all the way up to this stupid fake/real wedding.  Writers... if you have to ruin every supporting character to bend and twist and make it so your antagonist isn’t immediately jailed or carted away to a mental hospital, that is a sign that it doesn’t work and you need to go back to the drawing board. 
Anonymous said: I have to say, they really do well with the casting on SCK. Especially when they want actors who look like they are related. Eda and her grandmother looked like they were related. It was great casting. Now Serkan and the new character look like they could be related. They have similar features. If the point is for us to speculate that they are father and son, I think they did a good job.
Yes, they really do. I’ve also always thought that Neslihan looks like she could be Kerem’s mother, they have the same coloring. Evrim looks like she could be related to Hande.  They have done a great job with that. 
Anonymous said: That fragman for ep 36...part of me wants to hope that it will all be solved pretty soon, since we got edser separated for so long we deserved them together now. But part of me also knows these writers suck so I’m expecting the worst. I just wanted edser together again 😭
You and me both, babe.  You and me both. 
In the meantime, lets remember to enjoy this show while it lasts. And if we can’t enjoy the plot, as I said above, let’s think about the things we can enjoy.  So if in this episode there are a dozen great Edser scenes and then one that rips out our hearts... let’s concentrate on the dozen, okay? The one that rips out our hearts will resolve itself soon enough. 
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thekaijudude · 7 years
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Reviewing the Ultraman Geed pre-series special
Now that the trailer with English subtitles are out, we can now understand the overall plot more accurately.
So let us recap and discuss the main points here:
1. Belial is mentioned to have destroyed a ‘world’ with the crisis impact bomb.
So as of now, we’re still not quite sure what significance this contributes to the overall plot.
But as we know later, it technically didn’t destroy the planet, only made it unhabitable to a certain extent as quoted by,’ Even the very waters of the entire planet were vanished from its surface’. Which kinda insinuates that the planet is still there, not gone. Probably just being reduced to a cold, dead rock floating in space more or less.
But my previous explanation on an earlier post kinda makes sense that since the crisis impact bomb was somehow gone, belial had to go into hiding, which kinda neatly sets up the beginning but we’ll see what TsuPro has planned for us.
And hey, maybe it’s due to the explosion of crisis impact that probably damaged Zero’s brace and the reason for belial’s disappearance, who knows?
2. The ultramen, in order to fight against belial, sealed their powers into ultra capsules.
…that makes what kind of sense again? Wouldn’t they want to KEEP their powers to actually FIGHT AGAINST belial???
Do they like somehow know that they can’t win the fight all alone individually with their powers isolated and is waiting for a ‘fated warrior’ that somehow has the ability to fuse their powers together to pull themselves out of their then predicament? Dosent sound like their actually waiting for Orb.
Did the writers just wanted to justify the creation and by extension, the first few arcs of Geed? Oh yeah and also merchandising.
But hey, maybe the Geed Series takes place in another Alternate universe where orb didn’t exist and the events of Mega Monster Battle Ultra Galaxy Legend never happened and Orb didn’t exist and thats why the conflict persisted for so long.
3. Kei is the ‘new evil who arises as belial has disappeared’. And he ‘wishes to fuse with belial’.
This kinda insinuates that kei is not belial but in the scans, it’s said that kei is looking for a ‘little star’ which might possibly mean Geed (or maybe even the crisis impact bomb cause maybe kei has plans to destroy earth using it???).
So can’t really speculate whether kei is belial or not as of now cause it can go either way.
And this has further implications on whether belial is going to play as an antagonist which will be further elaborated in the next point.
But why did belial disappear once the crisis impact managed to successfully detonate? I don’t think he died, but maybe was caught in the explosion for some reason and that’s why he went into hiding to recuperate or something that the plot hasn’t revealed to us yet?
4. The plan(that kei wants to fuse with belial), is shrouded in mystery.
This kinda blurs the line of many different possibilities altogether.
Could belial, lost the ability to transform into his ultraman form and being reduced to the lesser form that is kei, seeks to somehow use the fusion kaiju as a catalyst to somehow regain his energy to be able to transform again?
Could belial be somehow under kei’s control and kei is somehow trying to force-fuse himself with belial because he somehow caught heard of belial being the 'strongest and deadliest ultraman’?
There many more possibilities especially if you guys remember my post about the possibilities that belial may be within geed in one of my posts on the last episode of ultra fight orb.
But the phrase 'is shrouded in mystery’ suggests that the plot might be more convoluted or darker than what it might seem. So damn, IM PUMPED!
We shall see the official pre-series special on 1st July to see if we can catch onto any more details.
What are your thoughts though?
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