Over the recent months, players diving into Helldivers 2 have had their fair share of challenging decisions. With the relentless advance of the Meridia Singularity threatening Super Earth, it’s been gobbling up planets at an alarming pace. While the galaxy is locked in this epic war, Arrowhead finds itself facing a peculiar challenge: many players are just not drawn to fighting the game’s eerie third faction, the Illuminate, those unsettling squid-like creatures.
The Illuminate burst onto the scene with much fanfare, taking over the southern quadrant of the galaxy after a surprise reveal at The Game Awards in late 2024. While the Terminids pose a threat with their formidable melee-heavy units and the Automatons rain destruction from afar with artillery and lasers, the Illuminate sit in a middle ground between these extremes. Their ranks include the Voteless, who are essentially zombie hordes — weak but numerous — alongside the more robust Overseers armed with a diverse array of weaponry. And then there are the daunting Harvester walkers, with their War of the Worlds vibe.
This alien invasion brings a fresh, thrilling aspect to the game, especially compared to factions inspired by classics like Starship Troopers and Terminator. Initially, players found a thrill in delving into new urban maps to take on this squid-like threat. Within the game’s overarching story, the Illuminate are certainly the greatest danger, having already taken down two planets and setting their sights on Super Earth!
Yet, there’s a catch: they aren’t a full-fledged faction. Their lineup is notably sparse when compared to the machines and insects. While the storyline explains this by casting them as a vanguard group feeling out the galaxy before the main force arrives, this makes encounters repetitive and not as challenging as those against the other two factions. Plus, urban battlegrounds are no longer exclusive to them; all factions now vie for control of cities.
The tricky part is that the Illuminate don’t really claim territories. Instead, battles involve defending a planet against them, which only lasts a day. Once that period ends, whether the planet is saved or not, the Illuminate move on to another sector. Successfully fulfilling a Major Order against them demands precision and timing, as engaging in every defense is a herculean task — especially when players might prefer battling more engaging adversaries elsewhere.
Fortunately, Arrowhead has a knack for spicing things up with unexpected twists, often sneaking new units into the fray like those flying Terminid Shriekers or the formidable Automaton Factory Striders. The developers have also thrown in short-lived variants of enemies, drastically altering the game’s dynamics. Even frightening foes like the Stalker become more menacing with the introduction of mutated Stalker packs. Just recently, Automatons have received a significant upgrade with larger fabricators and the intimidating Incineration Brigade, not to mention Factory Striders now come equipped with Stratagem Jammers.
At present, the Major Orders mainly focus on the Illuminate-driven Meridia Singularity. However, Arrowhead recognizes the need for variety, as evident in the recent series of orders centered on the older two factions. When the game first launched, the Terminids were seen as the easier opponents while Automatons weren’t as favored. With continued updates and rebalancing, I’m hopeful the Illuminate will eventually find their niche. Until that day comes, they’re just not offering enough variety or excitement. While eagerly anticipating their version of a Bile Titan, I’ll be sticking to my battles with the ever-familiar bots and bugs.