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With their technology, he believes he can help find a way to destroy the Reapers. He asks you to utilize a radiation pulse that will kill the Collectors but preserve the base. You’re on your way to destroy the Collector Base in Mass Effect 2 when you receive a transmission from the Illusive Man. Give the Illusive Man the Collector Base or Destroy it – Mass Effect 2 Mass Effect: The First Trilogy’s Ending & the Futility of the Hero By Megan Crouse 5.
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We’ve seen other games treat the ability to romance other characters as little more than a gimmick, but there are two things that separate the Mass Effect series from those other games: the quality of most of the characters you can romance and the ways that romancing characters allow you to better understand them. So far as that goes, this is still one of the best examples of an “obvious” choice that isn’t nearly as obvious as it may seem. The thing that makes a Mass Effect decision so tough is weighing the value of your instincts against the consequences of your actions and your emotional investment in the outcome. Who wouldn’t want to save the “good guys?” However, actually playing the game will likely make you wonder if the council is more of an annoyance than an asset and if it’s worth sacrificing so many lives and resources to save them.
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If you’ve never played Mass Effect, the decision to save the Citadel Council at the end of the game probably seems like an easy one. Of course, destroying the Geth may still be what you simply prefer to do as part of your roleplaying experience, which happens to be the kind of emotional conflict that makes these games so great. Many members of your squad think the right decision is to destroy the Geth (for various reasons), and it’s only through investigation and soul searching that you start to see the value and ethics of the other option. That’s actually part of what makes this choice so fascinating, though. The decision to either destroy the Geth in Mass Effect 2 that have been aiding the Reapers or to rewrite them and convince them to rejoin the hivemind is sometimes criticized for being a decision that has a “right” answer in terms of the payoff. Destroy or Rewrite the Heretic Geth – Mass Effect 2 That choice is made all the more difficult by the fact that the consequences of each decision can play out differently enough based on your previous actions to make you wonder whether the choice you make at that moment is also the one that will honor what you’ve done before. There is a lot to be said about the decision to effectively whittle Mass Effect’s story down to three choices, but the feeling of having to make that choice at that moment after everything you’ve been through is hard to replicate.
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While our look back at Mass Effect‘s toughest choices accounts for the consequences of those choices and how they impact the game’s dynamic story, it’s important to also remember how those choices felt in the moment they were presented and the ways they made us question how we were ever going to force ourselves to make a decision that could very well hang over our head for the rest of the game and beyond. The trouble comes when you try to look far enough ahead to see all the possible angles and decide which decision is the right one for you. In many cases, there is indeed no “right” decision. Granted, the Mass Effect franchise sometimes struggled to achieve that lofty goal, but many of the best moments in Mass Effect history come down to a tough choice that leaves you staring at the screen wondering what to do. Unlike Star Wars: Knights of the Old Republic where your decisions often came down to whether or not you wanted to be “good” or “bad,” BioWare wanted Mass Effect to be the kind of game where you were rarely sure what the right decision was (if one even exists). BioWare knew from the start that they wanted Mass Effect to be a franchise about tough choices.
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