The entire Suicide Mission boils down to (a mere) ten more choices that determine its outcome, as you are repeatedly forced to put your squadmates (including ones whom you might need later on) at risk of a Plotline Death in order to advance the mission. This part ends with the first true major choice of the game that finalizes the state of the 'deck', namely, the choice of when to enter the Omega 4 relay. This largest part of the game is very options-driven, meaning that you can do any missions in any order, mostly without fear of immediate harsh consequences. The puzzle aspect is owed to the complex but static set of rules that determine your success or failure in the Suicide Mission-rules that are pretty obvious if you pay attention to your squadmates beforehand.Ī bulk of Mass Effect 2 concerns the composition and enhancement of your 'deck'. which squadmates) you bring with you to the Omega 4 relay.
The deck-building aspect comes from the fact that the outcome of the endgame depends largely on what 'deck' (i.e. The entire game revolves around them, and the Suicide Mission is quite consciously a Final Exam Finale level, taking the form of a weird Puzzle/ Deckbuilding Game hybrid. SummaryThe main appeal, driving force, and resource of Mass Effect 2 are the thirteen recruitable companions (squadmates) of Commander Shepard note which includes both the two DLC-only companions and the secret squad member Morinth.