In recent months, players of Helldivers 2 have been navigating some challenging decisions while the ominous Meridia Singularity looms closer to consuming Super Earth, leaving only chaos on the planets it devours. As the Galactic War trudges on, Arrowhead Studios is facing a predicament: players aren’t quite eager to engage with the game’s third faction, the bizarre and squid-like Illuminate.
The Illuminate made their grand entrance in the galactic conflict after a surprise reveal at The Game Awards at the tail end of 2024. Unlike the Terminids, known for their aggressive heavy assault units and swarming melee aliens, or the Automatons, which prefer long-range combat with artillery and lasers, the Illuminate strike a balance in tactics. Their forces feature large hordes of Voteless zombies—numerous yet easily felled—alongside heavily armored Overseers wielding diverse weaponry. And then there are the daunting War of the Worlds-style Harvesters, casting a long shadow over the battlefield.
This fresh take on an alien invasion offered a thrilling respite from factions that draw heavy inspiration from Starship Troopers and Terminator. Initially, players enjoyed navigating the new urban landscapes and confronting these alien invaders. In the game’s broader narrative, they pose the greatest threat, having already obliterated two planets and now setting their sights on Super Earth.
However, there’s a catch—the Illuminate’s presence feels incomplete. Their lineup pales compared to the bots and bugs. Within the game’s lore, this is logical; they’re just the scouting party, paving the way for bigger forces. But in practice, it makes encounters with them feel repetitive and less challenging compared to battles against the Terminids or Automatons. Urban warfare, once their niche, now sees all factions vying for city battlegrounds.
Another twist is how the Illuminate refuse to hold any territory. Battles against them are limited to defense missions over a planet, timed at around a day. Once this time elapses, whether in victory or by the clock’s expiration, they vanish only to reappear elsewhere. A Major Order to fend off multiple Illuminate attacks makes for a logistical headache, especially since orchestrating coordinated defense efforts from players who might rather clash with more engaging foes is quite the feat.
On the bright side, Arrowhead has a history of rolling out innovative ideas to diversify alien factions and introduce exciting new units. Remember when the devilish Terminid Shriekers or the formidable Automaton Factory Striders took to the field? They’ve also experimented with short-lived variations of standard enemies that significantly change the game style. For instance, the already lethal Stalker becomes far deadlier under the mutated Predator Strain. Similarly, the Automatons recently upped their game with more resilient fabricators, a fearsome Incineration Brigade, and, most menacingly, Factory Striders equipped with Stratagem Jammers.
Currently, Major Orders are spotlighting Meridia Singularity, a domain under Illuminate control, hinting at Arrowhead’s understanding that diversity keeps players engaged. Recent events have revisited the initial two factions. Once, the Terminids were considered the beginner’s choice, while the Automatons didn’t earn much favor. However, as Arrowhead fine-tunes and rebalances the game, it’s likely only a matter of time before the Illuminate get their moment to shine. Until then, they’re a bit too sparse and repetitive. I have my fingers crossed to see their take on a Bile Titan soon. In the meantime, I’ll continue focusing on the familiar foes—the sturdy Automatons and relentless Terminids.