I’ve spent most of this series complaining about aspects of Mass Effect 2 that a majority of fansCompletely anecdotal. I have no idea what the “real” consensus is out there. don’t see is a problem. So let me briefly be a contrarian in the other direction and defend something everyone complains about: I think the Suicide Mission was a really interesting idea. I think it was a thematically appropriate way to wrap up a game that focused so much on preparation and team-building. It was the first time the series really did anything with the concept of Shepard being a military commander aside from him always leading 3-person teams into gunfights. It justified the large team size and it gave you an in-game reward for doing all those loyalty missions.
Sure, there are problems with how the suicide mission plays out. But unlike the problems with the plot, premise, and dialog, these aren’t baffling failures at basic tasks. The suicide mission was a new idea not just to BioWare but to AAA RPGs in general. It was challenging, it was different, and so its shortcomings are a lot more understandable in a game design sense.
The Suicide Mission
The Normandy goes through the Omega-4 relay to the collector base. There’s a little space battle that reacts to the decisions you’ve made regarding your ship. If you’ve been doing the research, talking to allies, gathering resources, and paying for the upgrades, then the characters will respond. “Gosh! Good thing we upgraded the anti-decombobulator!” If you haven’t, then the bad guys blow holes in the Normandy and maybe some squad members might die.
After that the Normandy lands on the Collector base and you get to divide your people into teams and tasks. If a job calls for someone with technical skills, then you can select anyone with any technical knowledge. This, combined with whether or not you did their loyalty mission, determines if they survive performing the task.
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