^ @JeffZero
While I agree with you in that the Suicide Mission could maybe have done with some more death... I find it infinitely more impactful if a character death is due to the choices I've made in the game. It makes me feel responsible for their deaths, you know, which is why the Suicide Mission is so utterly brilliant - in my opinion - and why I think it's been praised by fans and critics alike.
Especially the first time through - sure, you get told that you need to get there as soon as possible, but so many games say that to add dramatic tension. When I first played Mass Effect 2, I had no idea how impactful all my choices would be and I didn't do enough missions before going on to get the ISS - of course, drama ensued. On top of all that, I botched Legion's Loyalty Mission, and lost him as well. And that hurt.
And every time through, I keep getting nervous. Even though I know I've done everything correctly, there still is that fear that I assign the wrong fire team leader or biotic, or that I maybe I botched up some Loyalty anyway. It's absurd, I know, but it still makes me feel like that.
If the game were to kill off 2-3 squadmates anyway, that would probably be as impactful on the first playthrough, but on the second, third, fourth and ongoing, that wouldn't happen anymore. I'd know their deaths would be coming and it wouldn't phase me anymore. It'd feel more like a 'normal' game, making a character die for emotional value and drama because you need that. But games can be so much more. An interactive medium, where your choices define the direction a game takes. Depending on the player, ME2 can end in a very lonely way, or have the player emerge victorious.
Of course, it could be so that the game kills of a squadmate anyway, but who it is depends on your choices. But, I don't know... there's something immensely satisfying about proving everyone wrong - everyone who said the mission would be 'suicide', that is. So basically everyone.