Over the past few months, players of Helldivers 2 have been faced with some pretty tough decisions as the Meridia Singularity advances on Super Earth, leaving a trail of devastated planets in its path. The Galactic War rages on, but there’s been a sticking point for Arrowhead: players just don’t seem keen on squaring off against the game’s third faction, the ominous and squid-like Illuminate.
The Illuminate made their grand entrance, catching everyone off guard with a surprise reveal at the end of the 2024 Game Awards. They entered the southern quadrant of the galaxy with a bang. While the Terminids are infamous for their swarming melee aliens and heavy units, and the Automatons excel with artillery, lasers, and flamethrowers over long distances, the Illuminate carve out a niche right between these two extremes. Their ranks include the Voteless, zombie-like creatures that, although fragile, appear in overwhelming numbers. Then there are the armored Overseers, armed to the teeth, and the intimidating Harvesters, reminiscent of War of the Worlds-style walkers.
The concept is undeniably intriguing, and the alien invasion theme adds a refreshing twist alongside factions inspired by classics like Starship Troopers and Terminator. For a time, the excitement of venturing into new urban environments and tackling the looming squid threat captivated players. In the storyline, they are a formidable adversary — having obliterated two planets and with Super Earth squarely in their crosshairs!
However, there’s a catch: they feel like an incomplete faction. Their available units pale in comparison to the bots and bugs. Within the lore, this is explained away as them being a vanguard force, only poking their noses into the galaxy before bringing out the big guns. Yet, this means battling them can become monotonous, and they’re notably less challenging than the Terminids or Automatons. Plus, urban maps aren’t their exclusive domain anymore; now, all three factions can contest cities.
Adding to their woes, the Illuminate don’t hold any permanent territory. The only opportunity to confront them is during a brief planetary defense mission, typically lasting a day. Once the mission concludes, whether through victory or time expiration, they vanish, only to reappear elsewhere. Completing a Major Order against the Illuminate demands a well-timed, coordinated effort, as players scramble to cover every necessary defense. It’s not exactly easy to rally the troops, especially when there’s the choice of battling a more exhilarating opponent elsewhere.
Fortunately, it’s apparent Arrowhead is brimming with ideas to spice up the alien roster and roll out new units. They’ve previously introduced surprises like the flying Terminid Shriekers and the impressively efficient Automaton Factory Striders. There have also been short-lived versions of familiar foes that shake up gameplay dynamics. Consider the Stalker, a considerable threat on its own, but when altered by the Predator Strain, it becomes part of a swarming nightmare. The Automatons recently got a major boost, showcasing new, larger fabricators, an Incineration Brigade, and terrifying Factory Striders equipped with Stratagem Jammers.
Right now, the Major Orders are centered around the Meridia Singularity, overseen by the Illuminate, but Arrowhead clearly appreciates the need for diverse gameplay. Lately, Major Orders have refocused on the core two factions instead. At launch, the Terminids were seen as the entry-level foes, and the Automatons were less popular. It stands to reason that as Arrowhead continues to refine and adjust the game, the Illuminate will eventually find their unique groove. But, at present, they lack depth and diversity. I’m eager to see their take on something like a Bile Titan, but in the meantime, I’ll stick with the familiar battlegrounds against our old foes: the bots and the bugs.