I don’t know what happened in the last few moments of development for ME3 – writer Patrick Weekes left a post online that might give a little insight, but things can only be left to speculation. But I certainly know this – BioWare could have done better. They did such a marvellous job with the rest of the game that it’s simply inconceivable that they could have messed up that badly and completely forgotten how to tell a story in the last ten minutes.
UPDATE June 02, 2012: Good news, everyone! It looks like Shepard will have more dialogue in Mass Effect 3's “Extended Cut” DLC after all. Whether or not this addresses any of the endings many, many problems has yet to be seen, but this seems like a step in the right direction.
Major spoilers for the Mass Effect series below!
Now that it’s been several weeks since Mass Effect 3’s release—decades in Internet Years—there have been plenty entries in plenty mediums explaining exactly what is wrong with the game’s final 10 minutes. And it really does take plenty of entries in plenty of mediums to explain—there’s a lot wrong with those final 10 minutes. I won’t go into the specific plot holes here because they’re big—big enough to drive a whole space ship through while it deserts the biggest battle in human history to go… somewhere with a crew that should either be on the ground with me or vaporized. However, there’s one particular problem with the ending that has niggled at me since my first playthrough. This angry little itch has only gotten worse now that I’m approaching the ME3 hat trick and the game critic community continues to chew on the same problem. My main beef with ME3 boils down to the apparent lack of choice in the eleventh hour and whether we as players in Mass Effect’s vast sandbox really had any choice to begin with (and contending with the occasional addendum of “we didn’t have any so stop whining, losers”).