In recent months, players of Helldivers 2 have faced some challenging decisions. The Meridia Singularity keeps expanding across the cosmos, swallowing planets and moving ever closer to Super Earth. The battle against the Galactic War rages on, but there’s a hitch: players aren’t exactly thrilled to take on the third faction of the game, the spooky, squid-like Illuminate.
The Illuminate made a big entrance, taking over the southern galaxy after being revealed at The Game Awards in late 2024. They’re quite a contrast to the other factions; the Terminids bring swarms and tough melee aliens, while the Automatons specialize in long-range attacks with artillery, laser blasts, and flamethrowers. Nestled between these is the Illuminate, who launch waves of zombie-like Voteless, weak individually but numerous in hordes. Add to this mix the armored Overseers with their versatile arsenal and the frightening, War of the Worlds-style Harvesters.
Initially, players were captivated by this new alien invasion vibe—it felt refreshing compared to the Terminator and Starship Troopers-esque factions. Exploring new urban maps and battling the squid threat was engaging, not to mention that in the game’s universe, they’re the most menacing foe by far, having already obliterated two planets and setting their sights on Super Earth.
However, there’s a snag: the Illuminate seem like half a faction. Their lineup is noticeably scant compared to the bots and bugs. According to the lore, they’re only the vanguard, scouting the galaxy before the main forces arrive. Still, for now, this translates to the fight becoming repetitive since they’re not as challenging as the Terminids or Automatons. Moreover, every faction now has urban battlegrounds, diluting the uniqueness the Illuminate maps once had.
Another hurdle is the Illuminate’s elusive nature—they don’t claim territory. Engaging them requires defending a planet, a scenario that lasts for just a day before they vanish and reappear elsewhere. This setup makes coordinating a Major Order, which involves thwarting several Illuminate attacks, a logistical nightmare. It’s tricky to rally players when other battles, featuring more entertaining foes, call for attention.
Thankfully, Arrowhead has a knack for breathing new life into alien factions and unveiling fresh units. We’ve seen unexpected additions before, like the flying Terminid Shriekers and the daunting Automaton Factory Striders. There are limited-time enemy variants that spice up gameplay as well, such as the Predator Strain that unleashes mutated Stalker packs. Recently, Automatons got a hefty boost with larger, tougher fabricators, the introduction of an Incineration Brigade, and the formidable Factory Striders packed with Stratagem Jammers.
Currently, Major Orders revolve around the Meridia Singularity managed by the Illuminate, but Arrowhead is well aware that diversity keeps things exciting. Consequently, the latest Major Orders have featured the original two factions more prominently. At the start of the game, Terminids were seen as the easier faction, with Automatons not quite as favored. Yet, with Arrowhead’s continuous adjustments and tweaks, the Illuminate may soon find their footing. Until that time comes, their limited roster and repetitive tactics mean they’re overshadowed by the more established, engaging fronts of bots and bugs. While waiting for the Illuminate to show us their version of a Bile Titan, I’ll stick to the familiar battlegrounds.