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10 Things From the First Helldivers We Want to See Return
Vehicles
{链接已删除} First and foremost, Arrowhead should bring back vehicles. Motorcycles, APCs, tanks, and exosuits eventually made it to the original twin-stick shooter, and with the Patriot and Emancipator Exosuits already having made their way to the sequel, it wouldn’t be surprising if more mobility options follow.

The larger size of Helldivers 2 maps compared to Helldivers 1 lend themselves even more to ways to get around them expeditiously. From the {链接已删除} for the lone wolves, to the {链接已删除} and {链接已删除} with their heavy firepower, there are tons of exciting ways Arrowhead could retrofit these vehicles from Helldivers 1 to fit within the gameplay context of the sequel.

Not only would vehicles bring new ways for players to traverse maps more quickly, take down larger enemies more efficiently, and strategize in new and interesting ways, but the opportunity for hilarity cannot be understated.

Social media (or at least my social media) has been full of people recording ridiculous moments of friendly fire, Stratagems gone wrong, or watching as their fellow Helldivers jump off cliffs just to showcase the amazing ragdoll effects the game has. It’s that physics engine that would make for even more laugh-out-loud moments with the addition of vehicles, as you accidentally run your friends over, tumble away as you attempt to exit a moving vehicle, or watch, powerless, as your teammate drives headfirst into a Charger, launching you both into the air. They could even go a step further and introduce something like a rideable rocket that requires your sacrifice, but allows for a truly targeted strike. Who knows! The possibilities are endless.

Different Stratagems
{链接已删除} But a rideable rocket would be less of a vehicle and more of a stratagem. Well, they’re all Stratagems, but you know what I mean. Stratagems for heavy weapons and tactical deployments are some of the game’s most interesting mechanics, and honestly the thing Arrowhead seems most keen to add more of over time. We’ve already gotten the two Exosuits, and the Airbust and Commando rocket launchers since launch. But there are still a bunch more from the first game and even some gameplay mechanics that have yet to be introduced in Helldivers 2.

For instance, the {链接已删除} was a support weapon stratagem in Helldivers 1 that spat toxic sludge like a flamethrower, giving the Terminids a taste of their own medicine. There was also the {链接已删除} mortar, which would give players control over their mortar strikes, and more emplacement turrets like the {链接已删除} and {链接已删除}. There were drones that {链接已删除} and {链接已删除}, {链接已删除}, and even {链接已删除} that uses air-to-air missiles. Honestly, every one of these feels interesting and worthwhile for certain situations that would apply to Helldivers 2, and I hope that each of them make their way to the game eventually. Especially that last one, so I finally have a better way to deal with Shriekers and Gunships.

More Weapon Types
{链接已删除} While there are already a good, healthy number of weapons available to Helldivers in the second game, there are still a few from the first that could shake things up for the meta if implemented. For instance — HELLDIVERS 1 HAD A SWORD. It was called the {链接已删除}, and it was everything you could ever dream of. Please give us a sword, Arrowhead. But beyond that, there was also a {链接已删除}, a {链接已删除}, and even a {链接已删除}. But my favorite has to be the hilarious and useless M2016 'Constitution' that’s just a copy of the classic M1903 service rifle from WW1 with a bayonet for melee attacks. There are a ton of fun ideas for weapons and I think we’re starting to see them get weird with it since the recent introduction of {链接已删除}.

Another, smaller element that Helldivers 2 could improve upon with input from the first game is the idea of Loadouts. Having to manually equip everything from armor to guns to Stratagems and boosters for every mission is tedious, and a Loadout system would be huge. It’s a wonder why that wasn’t one of the features that made its way over immediately from the first game. Whatever the case, I hope they’re able to implement that one really soon.

AND MORE ENEMIES
{链接已删除} In terms of new enemies, that’s the one place where everyone is looking to the first game for answers. The Illuminate were the third faction of Helldivers 1, and were another robotic life form like the Automatons, but more sleek and sophisticated rather than Terminator-esque. They rode around in circular, floating vehicles and used energy- and electricity-based weaponry, as well as energy shields. They were difficult, and required players to change strategy (and Stratagems) in order to take them down. It’s this kind of diversity that will keep players coming back as new and intriguing things are introduced. The Illuminate, however, I could see being a further-off plan, one for an even larger expansion. Maybe a big “year two” type deal.

In the meantime, there are ways to breathe new life into the Terminids and Automatons. In the upcoming Escalation of Freedom expansion, both the Terminids and Automatons will see new members join their respective factions, with the Impaler Terminid making its return from Helldivers 1. From what we’ve seen in the trailer, they’ve reworked the Impaler to better fit the context of a third person shooter, with tentacles that cut off escape routes and force you to stand your ground. So it’s already begun! More and more ideas from the first game get to make their way to the second. You love to see it.

Ultimately, there’s also a lot in terms of inspiration that Arrowhead could take from games that share more modern elements with Helldivers 2 now that it has changed its formula in a few important ways from the original. Having larger enemies with weak points, or multi-stage boss encounters that evolve as the fight goes on is something that both of these kinds of games do incredibly well.

Plus, Helldivers II has already shown some interest in this kind of design, with Chargers and their breakable armor, the Bile Spewers and their burstable backsides, among others. Doubling down on this design language would open up enemy encounters and encourage new, thoughtful strategies to emerge amongst players. It’s exciting to think about what Helldivers II could build on top of the already stellar foundation of their enemy design.



With Helldivers 1 and 2, Arrowhead has showcased its incredible talents and creativity as a developer, and there are so many elements from the first game they can reinterpret for its successor. Their track record for making the right decisions about pricing, microtransactions, server issues, and patches has been rock solid so far, on top of designing a truly engaging video game. With the success they’ve now seen, I hope they are able continue making thoughtful and creative decisions that build the game into something even more engaging. I can’t wait to see what they come up with. And if I missed anything, let us know what you would like to see Helldivers II add in the comments down below.

For everything else about Helldivers 2, check out our guide for all the best Tips and Tricks to get started.

Tyler Robertson is a social media coordinator and producer for IGN.

Warhammer 40,000: Space Marine 2 – The Final Preview
Suit Up
As far as nailing the experience of playing as one of the Emperor's Finest, Space Marine 2 generally does a respectable job there as well. Titus and his buddies' Primaris armor is rendered in gleaming fidelity, with lots of moving parts, managing to feel imposing and maneuverable at the same time. Any time I got to remove an obstacle through pure super strength was a highlight. And most of the guns feel great to use, from the classic bolter to a plasma gun that makes enemy armor seem like a joke.

I wasn't totally sold on the melee stuff, unfortunately. Carving through gaunts with a chainsword is just as exhilarating as it should be, but Space Marine 2 has also tried to implement a Sekiro-esque system of telegraphed dodges and parries to counter enemy special attacks, and I'm not sure it works here. Maybe six hours just wasn't long enough to get the hang of it yet, but I got the sense that it really slowed close combat down with canned animations, breaking up the flow a bit too much.

You really can't argue with how awe-inspiring it is to see Titus rip a traitor marine's head off and discard it like trash Likewise with the Doom 2016-style finishing animations, though they are gloriously brutal in their spectacle. You really can't argue with how awe-inspiring it is to see Titus rip a traitor marine's head off and discard it like trash. Maybe they're just a bit too long, or they lock the camera in place too much. But they feel like breaks in the action, rather than part of it.

Pest Control
The main enemies in the missions I played were primarily Tyranids, though the forces of Chaos are definitely up to something behind the scenes, as they often are. And the variety of chitinous baddies is pretty impressive, from hordes of regular gaunts who mainly serve to show off your godlike power, to slippery lictors who require a bit more finesse to take down. These guys, likewise, have never looked better in a video game, with some of the more complex model updates from the tabletop shown off in all their creepy splendor.

The mode I spent the most time with, though, is the new three-player co-op, which seems to be where the meat of Space Marine 2 lies. There are tons of perks and weapon upgrades to unlock and – much to my delight, as someone who rolls their eyes at playing boring Ultramarines – character customization includes the ability to unlock armor colors and liveries from dozens of chapters, including both my beloved Space Wolves, and some fairly obscure ones. On top of this, you have six different classes to choose from, each of which has at least three primary weapons to level up, allowing for a huge amount of build diversity.

Battle Brothers
I probably had the most fun with the standard Tactical marine. I know, I know, right after I said Ultramarines are boring. The Assault Marine can be exciting, too, but as I never fully got comfortable with the melee combat, and I found the jump pack to also be a little bit fiddly to work with, it ended up being the build I wish I was good at but never quite got there. The heavy is also great fun when you can fire hose away with a heavy bolter and watch an entire swarm evaporate, but they don't have much to do when they're out of ammo, which isn't as big a problem for the other classes. I feel like some levels could use a bit of re-balancing in terms of ammo drops, at least if you have a Heavy on the squad. It can be a long time between resupplies.

The bot teammates just aren't very good. Since I was playing on a pre-release build, I was often paired with bots. And they're… really not very good, even on the lowest difficulty. The aforementioned Heavy marine just isn't that viable because you can't count on your AI teammates to keep strong melee enemies off of you. But when I did match with other humans, I was having a great time, so I imagine this issue will be resolved when the servers are open to everyone. The more linear levels and somewhat clunkier movement is definitely an adjustment when I've played hundreds of hours of Helldivers 2 already this year, but there's no mistaking that I could definitely see myself spending an obsessive amount of time unlocking all the cool visual and mechanical kit for my favorite classes.

And They Shall Know No Fear
Space Marine 2 has a real shot at being the quintessential third-person action game set in the 40K universe. It's exactly what it says on the cargo canister. You get to be an enormous, super strong, nearly invincible battering ram of post-human destruction, slinging retribution at uncountable hordes of xenos across beautiful and detailed battle spaces that bring this universe to life in a way it never has been before. Ideally, with a couple friends. You'll be able to check it out yourself on September 9.

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