Helldivers 2Â is coming to Xbox Series X|S August 26.
Dive into details of the upcoming third-person co-op shooter, Helldivers 2.
Join our ranks and fight off threats to Democracy in an ever-evolving Galactic War.
A new dawn is upon us. Super Earth is expanding its operations and opening new enlistment centres. Xbox players, your opportunity to enlist is coming when Helldivers 2 deploys to Xbox Series X|S on August 26.
We spoke to Helldivers 2 Game Director Mikael Eriksson on what this launch means to the studio:
âWe know gamers have been asking for this for some time and we are so excited to bring more Helldivers into our game. We have so much more in store for the future months and years â and the more players we have the more stories we can tell! The fight for Super Earth has only just begun.â
Soldier, itâs time to get you caught up.
Tools of the Trade
Helldivers 2Â is a cooperative, third-person feast of destruction where you and up to three squad mates step into the boots of an elite class of soldiers whose mission is to spread peace, liberty, and Managed Democracy using the biggest, baddest, and most explosive tools in the galaxy.
You will have a host of superpowered, customizable primary weapons at your disposal, as well as the ability to call on more powerful weapons called stratagems during play â thereâs no limit to the damage you can do to the enemies of democracy.
The Ongoing War
Once youâre enlisted, youâll be our boots on ground, fighting in the Galactic War, a real-time metagame where players work together to complete operations, liberate planets, and spread Managed Democracy to the furthest reaches of the galaxy.
In 2184, after many years of peace, the enemies of Super Earth emerged again to challenge the supremacy of our liberty. The Helldivers, Super Earthâs peacekeeping force, have fought valiantly against these enemies.
The Helldivers have pushed back the scourge of the Terminids, a race of insect-like aliens whose only guiding principles are to reproduce and overwhelm. Theyâve faced down the Automatons, the collective of bloodthirsty robots coded for murder and socialist violence. And they fought for the freedom of Super Earth against the Illuminate, a race of mind-controlling xenophobic aliens aided by powerful technology and a will to destroy humanity.
August will be here before we know it, which means weâve got to get you officially enlisted â we start taking pre-orders for both the Standard Edition and the Super Citizen Edition of Helldivers 2 today! With cross play on all platforms, get ready to add your strength to our ranks.
Together Helldivers, weâll even the odds and show the bugs, bots, and squids the true meaning of democracy.
See you on the frontlines â Helldivers 2 is coming to Xbox Series X|S on August 26, 2025! Get ready to give âem hell.
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I know there's not a lot of Helldivers 2 content on this site but I wanted to share this video.
Eravin has been one of my favorite creators related to the game and the way the development studio has mistreated him is heartbreaking.
This, in addition to the game barely functioning on my computer anymore, has led to me finally uninstalling the game.
I'm also contacting Steam to see if there's anyway to refund my in-game purchases, since I am no longer able to access the content I paid for. I doubt much will come of it but it's worth a shot I suppose. I want to make AH see that what they did was unacceptable and the only way to do that is through money.
"Ancient Enemy" - Helldivers
Illuminate faction sketch
Full illustration will be going up on Thursday
As someone who really loved the first game, I can't wait for these guys to come back!! Although I wouldn't complain if they can't reverse your controls in this game lol
Helldivers, developed by Arrowhead Studios, published by Playstation Mobile, Inc. Available on PS4 and Windows (Steam).
Itâs interesting how I started playing Helldivers just this year, as the climate of North American politics becomes ever more absurd. Interesting because Helldivers is âStarship Troopers: The Gameâ in all but name. Not Starship Troopers, the novel, but rather the Verhoeven movie which satirized everything from fascist ideology to Hollywoodâs idea of battle strategy to military propaganda films. Like all good satire a good many people failed to see the joke, but thatâs another story. Luckily for us, Helldiversâ satire is very on-the-nose with its vainglorious musical themes, the defense of Democracy for Super Earthâ˘, and various Helldiver vocal barks such as âHow dâyou like the taste of democracy?!â, âFreedom delivery!â and âHave a nice cup of liber-TEA!â. Taking Helldivers seriously is like taking any aspect of the Warhammer 40000 setting seriously. Indeed Helldivers does seem to have some 40k in its rather Imperial Guard skulls-and-fascism aesthetic.
The fact that Iâve only begun to play Helldivers in the recent few months is also interesting because the game is extremely focused on cooperative multiplayer, and my friends are three time zones away from me. Iâve had to mostly play Helldivers with random strangers, and while Iâve had some great moments of team triumph and disaster, itâs really not the same as experiencing those kinds of moments with friends. Helldiversâ co-op nature wonât be a surprise to anyone who has played Arrowhead Studiosâ claim to fame: a little game called Magicka, in which a team of between one and four incompetent wizards try to save the world. Part of what made that game tick was the spell casting system; you controlled your wizard using a top-down Diablo-like control scheme, and you could combine eight different magical elements on the fly in various quantities and combinations to create spells. Learning various spell combinations and unleashing over-the-top displays of elemental death was a big portion of the game. Either that, or youâd accidentally leave a crucial element out of a spell and set yourself on fire, or electrocute yourself, or heal an enemy instead of disintegrate them, or... well, letâs just say that thereâs a reason Magicka is known to many as the Mage Suicide Simulator.
The other thing that made the game tick was other players, since spells could interact with other spells, and there was no option to turn friendly fire off. Fire a beam of healing energy and if it accidentally touched your friendâs arcane death beam it would create an explosion, probably hurling your friend off a cliff. Cast a bubble shield to keep everyone safe while your friend is firing a blast of electricity and the energy would ricochet around inside the bubble, zapping everyone. What kept it from turning into a rage-fest were a couple of things. Firstly, the revive spell was very easy to cast even while you were being mobbed by enemies and it would bring all your dead friends back to life immediately. Secondly, a team of wizards who knew what they were doing would become a force of nature, combining elemental effects to devastating effect. Occasionally even a competent team of wizards would self-destruct in spectacular fashion (my âfavoriteâ is âexploding circle of electrified arcane ice wallsâ. Thatâs right, Thegiant, Iâm talking to you), but the results are generally as hilarious as they are explosive.
Helldivers, then, is a decent if finicky top-down shooter when played solo, but truly shines when you start playing it with others. It takes a little more nuance to play than you might expect from the seemingly standard twin-stick shooter template. Weapons have a fairly small amount of ammunition per magazine, the number of magazines you can carry is limited, reloading takes a long time, and whatever ammunition was left in your magazine when you reload is dropped forever. Itâs the kind of thing youâd expect from a simulation-focused game like ARMA, not from a twin-stick shooter. On top of this, your character can equip four âstratagemsâ - Â air support and special equipment dropped from orbit. These are called in by pressing a sequence of direction keys, a system which is a little reminiscent of the famous Konami code. Completing the sequence correctly gives your character a beacon which they then throw like a grenade. The stratagem will then arrive at the beaconâs location: generally a pod containing the requested equipment, landing at terminal velocity from space. As this is a game from the people who made Magicka, the pod (or airstrike, or vehicle) will kill anything it lands on. The contents of the stratagem usually need to be treated with care as well, since things like turrets and airstrikes will not care if you happen to be in the way. They wonât deliberately target you, but a turret can and will shoot anything thatâs between itself and its target. All in all, at this point Helldivers is a game that requires some finesse to play, but doesnât seem all that special. In fact, a lot of the things it does seem like small inconveniences for the sake of inconveniencing the player.
And then comes the point at which you call in some friends or strangers, or join someone elseâs mission in progress. On the easier missions, what usually happens next is pure chaos. Friendly fire is once again a reality of life, not an option to be turned off. Itâs easy enough to call in dead friends as reinforcements from orbit, but the stratagem beacon is damnably imprecise, and its resemblance to a grenade means that all too many people will throw it at a mob of enemies. Then again, the pod you arrive in will kill anything it lands on, but that can also include the guy who dropped the respawn beacon in the first place. Being killed by your own friends is a reality in Helldivers, even by complete accident. Even something as simple as waiting for the shuttle to pick you up at the end of the mission can become deadly as people start calling in spare mech suits, extra turrets, landmines and airstrikes whether theyâre actually needed or not. The shuttle itself will crush anyone incautious enough to be standing under it when it arrives.
But then you play enough games with the same group or with your friends, you start playing harder missions, and something magical happens: everyone starts working as a team. You start noticing how entire systems of the game are built to encourage, nay, require cooperative play. The camera itself, locked into a top-down view which forces all four players to be on the screen at once, ensures that everyone is always moving as a team. The risk of friendly fire means that everyone instinctively starts moving in staggered formations and will maintain clear cones of fire. Simply calling in an essential stratagem can take time and attention away from incoming enemies, and having friends to cover you when youâre stratagem-ing and reloading your gun is enormously helpful. Since each player can only bring four stratagems into a mission, this encourages specialization. One player might use two slots for mech suits so she has a spare if one is destroyed or runs out of ammo. Another player brings a personal shield generator and a repair gun to act as the engineer. Another one brings turrets and barbed wire. The fourth brings a variety of heavy weapon options.
Many weapons and vehicles themselves flat out work better if youâre playing with a team. Simply wielding a lot of the heavy weapons keeps you stationary, so youâre relying on teammates to watch your back. Mech suits turn slowly and have a weak point in the rear, so itâs a good idea for other players to keep enemies off of the flanks. The APC has huge blind spots in its firing angles unless a full team of four are manning all the turrets. The rocket launchers in Helldivers come with a support pack which carries all the spare ammunition. The player using the rocket launcher can carry the support pack themselves and reload their weapon solo, but this takes several seconds during which theyâre immobile. If another player carries the support pack and reloads the launcher for their friend when prompted, however, this only takes about half a second. A team of players who know what theyâre doing can bring a truly impressive amount of firepower to bear, and are all the more impressive for the fact that this represents a lot of trust, communication and genuine teamwork between them.
The final thing that makes Helldivers a blast to play is the way that the game throws in small bits of chaos. Mainly these involve the inherent lack of precision when tossing out stratagem beacons crossed with the abundance and power of friendly fire. The finicky nature of a lot of this gameâs mechanics at this point become points of failure, things that can and do go wrong when youâre under attack and just want to call in some more ammo, dammit! Â Small crises can cascade into larger crises, leading to panic and improvisation and the moments of triumph or disaster which make a good co-op action game shine. Two people reload at the same time, and suddenly cyborg dogs are eating your faces off. A stratagem beacon, thrown in the middle of a pitched fight, might bounce off a rock. Seconds later, your respawning friend arrives in a pod dropped from orbit and flattens your teamâs APC. The guy piloting a mech suit might step backwards at the wrong moment and take off most of your health. One enemy patrol might wander in while you were dealing with a persistent tank, extending the engagement long enough for two more patrols to wander in, and then what was only a small, controlled engagement becomes a full on brawl. A turret might get placed just a few feet short of where you had meant to put it, and your friends were paying too much attention to the incoming wave of enemies to notice that they were between the turret and its targets. Like Magicka, the ease with which dead friends can be brought back means that death is mainly a source of comedy rather than a major setback. Like Magicka, it is when youâre teetering right at the edge of triumph or disaster with a dozen small things that could tip you either way that the game is really at its best.
A knifeâs-edge of tension and a lot of balls to juggle isnât required for all cooperative multiplayer games, but it certainly seems to be an important element of the shooter ones at least. Left 4 Deadâs Director AI was designed explicitly to keep players constantly on their toes, and the composition of later waves in Killing Floor is tuned to overwhelm the players unless they prioritize targets properly. The famous Nazi Zombies mode of the later Call Of Dutys kept players running around performing damage control by putting up barricades to keep the horde at a manageable level. Helldivers accomplishes the same thing by giving everyone a dozen things to do and get wrong at the same time, but compensates by keeping the price for each individual failure fairly small. A great mission in Helldivers is one in which each small crisis leads into another just as the previous one is resolved, and you donât quite get the opportunity to recover and brace yourself for the next one. A great mission in Helldivers ends when the extraction shuttle lands on top of a giant alien bug and narrowly avoids crushing the player that the bug was about to eat. That player piles in just as another player dives out of the way of a badly placed strafing run and the third player sprints over from where heâd been taking cover next to his minigun turret and a pile of bug corpses. Finally, the shuttle takes off moments before the explosion of a nuclear bomb stratagem someone dropped just for the hell of it.
Tune in next time when Taihus thumps a rhythm somewhere out beyond the limits of sanity.
-Taihus âHow about a nice cup of liber-TEA?!â @raincoastgamer
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Helldivers 2: A Surprising Success Story in Multiplayer Gaming
The Unexpected Success of Helldivers 2
As Arrowhead Studios was finalizing the development of its highly anticipated multiplayer sci-fi shooter, Helldivers 2, Johan Pilestedt was meticulously preparing the gameâs online infrastructure. At that point, Pilestedt, who held the position of chief executive officer and now serves as chief creative officer, estimated that the game would attract betweenâŚ