Helldivers 2 key art

Review · 19 May 2026

Helldivers 2

The best cooperative shooter in years, and a case study in how quickly a live game can lose the room.

8.5out of ten
after 92 hours

Arrowhead Game Studios · Cooperative shooter · PC · released 08 Feb 2024 · Difficulty 9 cleared on both fronts, roughly 400 missions

This review92 hrs
Typical main story40 hrs

Played 130% longer than the game usually takes to finish.

Tested on RTX 4070 · 1440p · high preset · 90–120 fps

Friendly fire is always on. That is the design document. Every good thing about Helldivers 2 follows from the fact that your squadmates can kill you, will kill you, and that the game finds this funny rather than tragic.

Chaos with rules

The reason it works is that nothing is random. Your teammate did not kill you because of a bad roll; he called in an orbital strike and you ran into it. Every disaster in ninety hours had a chain of decisions behind it, and that is why the failures are funnier than the wins are satisfying.

The stratagem system is the mechanism. Calling anything down requires typing a direction sequence while under fire, which means support is always a decision about what you are willing to stop doing. In a genre where support abilities are a cooldown button, that is a real innovation.

Missions
~400
Teammates killed, accidentally
Well over 100
Teammates killed, deliberately
Fewer, but not zero

The war worked and then it did not

The galactic campaign — a shared front where the whole playerbase pushes or loses planets in real time — was extraordinary for about four months. Losing a planet meant something because you had personally fought for it the previous evening.

Then the balance patches came. A run of updates nerfed the weapons people enjoyed on the stated grounds that they were too effective, in a cooperative game with no competitive stakes, and the community reaction was immediate and correct. Arrowhead reversed course publicly and the design has been better since, but three months of momentum went with it.

Where it slips

Mission variety is thin. There are perhaps six objective types and by difficulty 9 you are executing the same three with more enemies attached. The progression also flattens hard around ship module tier four, after which the only reason to keep playing is the war, which puts a lot of weight on a system that has already wobbled once.

The verdict

Ninety-two hours, most of them laughing, and I still load it up when three friends are online. The score would be higher if the live-service layer were as well designed as the shooter underneath it — the moment-to-moment here is a nine, and the operation running it is a seven.

Play it with voice chat and people you like. Solo, it is a different and much worse game.

Accessibility

  • Subtitles are small with no size control
  • Full remapping, though the stratagem input is a fixed direction sequence
  • Colourblind modes for the three factions added post-launch
  • Friendly fire cannot be disabled, which is the design but also a barrier

Checked during play, not from a feature list. Tell us what is missing and it gets added.