Zim said: I'm sorry but if you didn't notice the loop holes then you can't really have played the games. There are SO many and a lot of them are ridiculously big. The only way I can see anyone not noticing them is if they had only played ME3. |
I've sort of made this argument. In ME1, you seemingly can decide whether the council lives or dies which seems to have big implications for ME2. But, It doesn't.
See here's the thing. I think Bioware botched it for themselves a bit. because the endings do differentiate. Depending on the readyness rating which is dependant on prior decisions in mass effect games. It affects the outcome of the ending, and isn't a simple button press. So what they said wasn't really a lie, just misleading.
http://www.justpushstart.com/2012/03/mass-effect-3-endings-guide/
The problem is, is that you have less direct control, if you just max out the readiness rating. Your decisions of the past just come down to a small number which can be nullified by playing multiplayer for an hour.
All you could really control, in ME2 at the end was who lived or died (which you can in ME3 mostly, and entire races, but this occurs throughout the entire game, which you could argue is better), and whether you give the destroy the collectors base (just like whether or not you save the council, just like what outcome you press in 3).
I'm not arguing plotholes, as there some in the ending and through out. I'm arguing (possibly for the sake of arguing :P), and that ME3's plot devices was the norm for bioware.