Reviews

Where Helldivers 2 Stands Two Years On

It launched into chaos, spent a year alternating between triumph and self-inflicted crisis, and is currently in better shape than most of its 2024 contemporaries.

Helldivers 2 launched in February 2024 and immediately became a story about servers rather than a story about the game. Arrowhead had built for a fraction of the audience that arrived, queues ran into the tens of thousands, and the studio spent its first fortnight apologising for being too successful.

More than two years later, it’s worth looking at what happened after that, because the arc has been unusually eventful even by live service standards.

The two crises

The account linking episode

In May 2024 Sony announced that PC players would be required to link a PlayStation Network account to keep playing. The problem wasn’t the requirement in principle. It was that the game had been sold in a large number of countries where PSN isn’t available, meaning those players had bought something they were about to be locked out of.

The response was one of the largest review bombing events Steam has recorded, the game was delisted in over a hundred and fifty countries, and Sony reversed the decision within days. It remains the clearest demonstration available that PC players won’t accept an account requirement retrofitted after purchase.

The balance war

Longer running and more damaging in the end. Arrowhead spent much of 2024 nerfing weapons that players had found effective, on a stated philosophy that no single loadout should dominate. The community read this as being punished for finding fun, and the patch that hit the flamethrower and several favourites became the low point.

What’s genuinely notable is the recovery. The studio changed leadership on the game, published a public sixty day plan, and then largely delivered on it: broad buffs rather than nerfs, enemy adjustments, and a stated shift toward making players feel powerful. It worked. That kind of course correction is rare and it’s the main reason the game is still here.

Where it is now

Healthier than the middle period suggested it would be. The Illuminate faction arriving gave the galactic war a genuine third front rather than a rotation between two. Content has kept arriving on a regular cadence, and the Xbox release widened the population without splitting it, since crossplay was there from the start.

The clearest recent signal came in February this year, when a major update pushed concurrent players on Steam back above a hundred thousand for the first time in months. Day to day numbers since have settled well below that peak, which is the normal pattern for a game of this type: a large spike on a content drop, then a decline to a stable core across the following weeks.

That core has held for two years, which is considerably longer than most of the live service releases it launched alongside managed.

The community’s verdict

Broadly positive, with a persistent thread of caution underneath it. The recurring themes are that the moment-to-moment gameplay has never been the problem, that the galactic war is compelling when it feels like it responds to players and hollow when it doesn’t, and that the studio’s willingness to reverse course has bought it a great deal of goodwill that it has been careful not to spend.

The friendly fire, the stratagem input system and the sheer chaos of a badly coordinated squad remain the reason people play it, and none of that has been diluted.

Worth buying now?

Yes, with a caveat. It’s a game that requires other people, and specifically requires you to tolerate other people making terrible decisions with orbital ordnance. Played solo it’s competent and considerably less interesting. Played with three friends on voice chat, it’s still one of the best co-op experiences available.

The population is comfortably large enough for matchmaking at any hour, and the entry price now sits well below what it was at launch during most sale events.

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