Tleining, I posted this thread because I think that changing Shepard's alignment score by a very large number of points without making the player aware of the award is a bug. I gave the Dantius Towers mission as an example because the awarding of a large number of renegade points at the end of that mission is hidden from the player. If hiding a point award in once case and showing it in another is not a bug then it is an irritating inconsistency in the game system resulting from poor design. But for now I'm quite content to give Bioware the benefit of the doubt and call it a bug.
I appreciate the points you have made, but they do not address this issue of hidden vs shown alignment awards. I'm pleased to go a bit off-topic and discuss your thoughts on the darker nature of ME2, but I'd hope to get some feedback on the main issue as well.
This game is darker than the last one, so some decisions are forced on you.
No problem as long as those forced decisions don't precipitate forced alignment changes. As I said, I'd prefer if Shepard's alignment score continued to reflect the decisions of the player and not the designer.
You need Jack (biotic? for the last mission?) in order to complete your mission.
Samara/Morinth works just as well as Jack.
The fact that renegade/paragon points are rewarded at the end of the mission is a game mechanic (see mordins recruitment mission, if you loot the apartments, you get renegade points).
If it's a game mechanic then why aren't all alignment points awarded at the end of a mission. Would be great... or at least it would be consistent like a game mechanic should be. Instead, Shep is condemned for looting Omega's slums, but soon after forgiven for taking 4000 credits from poor Garrus' safe. Inconsistent design if not a bug.