In recent months, players of Helldivers 2 have faced some challenging decisions, particularly as the ominous Meridia Singularity keeps encroaching on Super Earth, swallowing up any hapless planets in its path. The Galactic War rages on, but Arrowhead has hit a snag: gamers just aren’t keen on going up against the game’s third faction, the eerie, squid-like Illuminate.
When the Illuminate burst onto the scene, it was with plenty of drama, taking over the galaxy’s southern quadrant following a surprise reveal at The Game Awards in late 2024. The Terminids, infamous for their ferocious heavy units and swarms of melee aliens, and the Automatons, who thrive on long-range tactics utilizing artillery, lasers, and flamethrowers, were soon joined by the Illuminate who slotted nicely between these extremes. This new faction features hordes of zombies, known as Voteless, who are fragile but plentiful. In contrast, their armored Overseers come armed with a diverse arsenal, and the terrifying, War of the Worlds-like Harvesters roam among them.
Their introduction brings an exciting twist to the game’s alien invasion narrative, standing apart from the factions inspired by classic sci-fi like Starship Troopers and Terminator. Initially, players enjoyed navigating the new urban maps while battling the squid adversaries. Within the story arc, they’re by far the most formidable threat — having already decimated two planets with Super Earth in their sights!
However, the issue arises because they’re essentially only half a faction. Their forces are significantly outnumbered compared to the plentiful robots and creatures that make up the other factions. Lore-wise, it makes sense; they’re merely the scouts, hinting at larger forces yet to come. But this means that facing them can get monotonous, and they present less of a challenge than venturing against the Terminids or Automatons. Moreover, they no longer hold exclusive rights to urban maps; all three factions are now vying for control over cityscapes.
Adding to the complexity is the fact that the Illuminate don’t settle in territories. The sole opportunity to clash with them is during a defense mission on a planet, lasting just a single day. Once the defense is complete or time runs out, they move on, reappearing in another galaxy sector. Completing a Major Order involving multiple Illuminate attacks requires precise timing and coordination. Organizing this is no easy feat — especially when players might prefer battling on another front against more engaging enemies.
Fortunately, Arrowhead clearly knows how to spice up the gameplay by diversifying alien factions and rolling out new units. We’ve seen unexpected additions like flying Terminid Shriekers and the dread-inducing Automaton Factory Striders. Arrowhead has been known to introduce limited-time versions of familiar foes, shifting the dynamics of play significantly. The Stalker, already a formidable opponent, only becomes more menacing with the Predator Strain, which unleashes mutated packs of them. Automatons have also received a recent upgrade, with larger, more challenging fabricators, a new Incineration Brigade, and the terrifying Factory Striders equipped with Stratagem Jammers.
Currently, Major Orders are centered around the Meridia Singularity, controlled by the Illuminate, but Arrowhead appears to be aware of the need for diversity to maintain player interest. Lately, Major Orders have revisited the initial two factions. While the Terminids were once seen as the easier challenge and Automatons less favored, it’s likely that as Arrowhead continues fine-tuning the game, the Illuminate will eventually find their niche. For the time being, though, they remain too sparse and too similar. I’m eagerly anticipating their version of a Bile Titan. Until then, I’ll be engaging more with the familiar fronts of battling bots and bugs.