"A game for everyone is a game for no one."

To not lose yourself in the evolutionary process and to be true to your concept even after such substantial changes, it is not a small feat to accomplish.

Helldivers 2 competently achieves that, and even if some stuff is (rightfully so) "lost in translation" in the transition from a twin-stick shooter to a third person shooter, it stills lands as a remarkably confident exercise in game design.

The original Helldivers is pure commitment: every single choice in the moment-to-moment gameplay has a weight and a price to take in account for. Shooting requires standing still, reloading removes an entire magazine from your inventory, support takes time to be called in, friendly fire has to be taken in account, camera is shared between the four players, take too much damage and you're out, or on the ground, and so on. It's a constant knowledge check when it comes to enemies, weapon behavior, environments and mission objectives. So, how do you translate such a well-balanced 2D formula in a 3D game?

More commitment. More involvement. Simply put, "more".

Do you want to escape from the enemies? Unlike the original, stamina's so prominent it's almost always shown in your HUD. Almost depleted? Well, it takes time to recharge, and there's no cardio accelerator, or even all-terrain boots. Do you want to refill it, like, now? You can use a stim, but only if you're wounded. Isn't the stim also used for healing, though? Yeah, right.

Do you want to resupply? Unlike the original, the supply call-in is shared between all the players. It fills half of your resources. You have four charges. Are you empty, and in dare need of ammunition? Better tell your comrades.

This whole dance in between being proactive and reactive applies for, I kid you not, every single action in the game. Arrowhead Game Studios has flipped upside down the original game leaving no feature untouched. It's a "systemic" approach on every prop, element and feature, like how certain enemies interact with specific weapons, the physics, the (funny) rag-doll, the butter-smooth movement, and the crispy gun-play. There's literally nothing that gets in the way of fun and challenge, every single thing you see in your screen has a purpose, and the game-play's so unbelievably tight on both pad and mouse and keyboard.

It looks good. It plays good. It feels good. It's frustrating, it's fun, it's challenging, it's non-stop action, it's relentless. This thing can stand proud alongside the likes of Deep Rock Galactic as far as I'm concerned.

I went in with literally zero expectation and I was constantly blown away by how the game slowly and steadily reveals itself to you the deeper you dig in. The comedian tone is even more emphasized than the original, without feeling obnoxious. How did they manage that with what's basically Starship Troopers (derogatory) on steroids, it's beyond me.

If you want to suffer, go alone. If you want to have fun, go with randoms. But if you want a team-building and friendship-ending experience, bring your pals in. I swear, this thing has no right of being that much fun.

Must-play.

Reviewed on Feb 11, 2024


2 Comments


2 months ago

Great connection between 1 and 2.

1 month ago

This is probably the best review on this game that I have read here