In recent months, players of Helldivers 2 have faced some challenging decisions as the looming threat of the Meridia Singularity creeps closer to Super Earth, devouring any unlucky planets that cross its path. The Galactic War presses on, yet Arrowhead has hit a snag: players just aren’t that interested in battling the game’s third faction, the eerie, squid-like Illuminate.
Introduced with quite the spectacle, the Illuminate exploded onto the scene in the galaxy’s southern quadrant following a surprise reveal at the end of 2024’s Game Awards. Compared to their counterparts, the Terminids, known for their brute force and swarms of melee aliens, and the besieging Automatons utilizing long-range attacks, the Illuminate settle into a middle ground. They deploy vast numbers of vulnerable zombies, or Voteless, alongside heavily armored entities like Overseers and menacing War of the Worlds-esque walkers named Harvesters.
It’s an intriguing premise, standing out as fresh amidst the Starship Troopers and Terminator-inspired factions. Players initially showed enthusiasm in exploring the new urban landscapes and confronting the cephalopod threat. In terms of the overarching story, they are by far the most formidable adversary — after all, they’ve already obliterated two worlds and now set their sights on Super Earth!
The trouble, though, lies in their incomplete nature. Their lineup is noticeably thin compared to the bots and bugs arsenals. In narrative terms, it makes sense — they’re merely a scouting party, probing the galaxy before unleashing their full might. Yet this currently results in encounters that feel somewhat repetitive and noticeably easier than facing the Terminids or Automatons. Urban maps are no longer their exclusive domain either; now they share city battles with all three factions.
What complicates things further is that the Illuminate don’t actually hold territory. The only option to engage them involves participating in a defense mission on a planet, which lasts around a day. Once the battle concludes or the clock runs out, they vanish, only to reappear in a different sector later. A Major Order requiring players to fend off numerous Illuminate attacks demands precise timing and coordination — a tricky feat, since many players prefer to redirect their energies to a more thrilling adversary elsewhere.
Fortunately, Arrowhead is well aware of how to spice up an alien faction with diverse units. We’ve already witnessed them introduce flying Terminid Shriekers and fiercely capable Automaton Factory Striders into the game. The developers seem keen on refreshing gameplay dynamics by adding short-term enemy variants. Consider the Stalker, a formidable threat any day, until the Predator Strain introduced vicious packs of mutated Stalkers. Similarly, Automatons have recently been bolstered with larger, tougher fabricators, the new Incineration Brigade, and the particularly dreaded Factory Striders equipped with Stratagem Jammers.
Presently, the Major Orders remain focused on the Meridia Singularity under Illuminate control, but Arrowhead seems perceptive to the need for variety. Recent Major Orders have revived interest in the original two factions. Upon launch, the Terminids were seen as the beginner’s challenge and Automatons were less favored, but with ongoing adjustments and refinements, it’s likely the Illuminate will eventually carve out their niche. Until these changes occur, however, their scarcity and sameness make them less appealing, leaving us eager for their version of a Bile Titan. Meanwhile, my attention remains divided between the familiar battlefronts of bots and bugs.