When an orbital precision strike reflects off the hull of a factory strider and kills your friend, or eagle one splatters a gunship, or you get ragdolled for like 150m down a huge hill and then a devastator kills you with an impassionate stomp.
Those moments elevate the game and make it so memorable and replayable. It feels like something whacky and new is around every corner. Playing on PS5 I’ve been blessed with hardly any game-breaking bugs or performance issues, but my PC friends have definitely been frustrated at times
In fact, the whole point of their games is that they are coop games where is easy to accidentally kill your allies in hilarious manners. It is the reason for example why to cast stratagems you use complex key sequences, it is intentional so that you can make mistake and cast the wrong thing.
The dialing adds friction to tense situations, which is okay as a mechanic.
The game has semi-regular patches where they seem to fix some things and break others.
The game has a lot of hidden mechanics that isn't obvious from the tutorial e.g. many weapons have different fire modes, fire rates and stealth is an option in the game. The game has a decent community and people friendly for the most part, it also has the "feature" of being able to be played for about 20-40 minutes and you can just put it down again for a bit and come back.
i want to play the game, like now, and i'll read the forums after i figure out that i'm missing something imporant
The missing information also encourages positive interactions among the community - newer players are expected to be missing lots of key information, so teaching them is a natural and encouraged element of gameplay.
I stopped playing the game awhile ago, but the tutorial always struck me as really clever.
People make much more smooth and complex experiences in old engines.
You need to know your engine as a dev and dont cross its limits at the costs of user-experiences and then blame your tools....
The whole story about more data making load times better is utter rubbish. Its a sign of pisspoor resource management and usage. For the game they have, they should have realized a 130GB install is unacceptable. It's not like they have very elaborate environments. A lot of similar textures and structures everywhere.. its not like its some huge unique world like The Witcher or such games...
There is an astronomical amount of information available for free on how to optimise game engines, loads of books, articles, courses.
How much money do you think they have made so far?
"Arrowhead Game Studios' revenue saw a massive surge due to Helldivers 2, reporting around $100 million in turnover and $76 million in profit for the year leading up to mid-2025, significantly increasing its valuation and attracting a 15.75% investment from Tencent"
75 million in profit but can't figure out how to optimise a game engine. get out.
If anything, it's a testament to how good a job they've done making the game.
Is that supposed to be praise?
I played it a bit after release and have 230 hours. I liked the game and it was worth my money.
I have almost 270 hours in Helldivers 2 myself. Like any multiplayer game, it can expand to fill whatever amount of time you want to dedicate to it, and there's always something new to learn or try.
> Like any multiplayer game, it can expand to fill whatever amount of time you want to dedicate to it, and there's always something new to learn or try.
Generally at this point I normally do runs where I go full like gas, stun or full fire builds.
For some reason, though, I tend to compare everything to movie theater tickets. In my head (though it's not true anymore), a movie ticket costs $8 and gives me 1 hour of entertainment. Thus anything that gives me more than 1 hour per $8 is a good deal.
$40 / 4 => $10/hr
$40 / 8 => $5/hr
Thus, I think Helldivers is a good deal for entertainment even if you only play it for under 10 hours.
It's the kind of game where some people spend thousands of hours in, well worth the $40 to them.
A fun game is a fun game.
The fact it is un-optimised can be forgiven because the game has plenty of other positives so people like myself are willing to look over them.
I've got a few hundred hours in the game (I play for maybe an hour in the evening) and for £35 it was well worth the money.
Was it a bad game? Or jankey? What parts of Helldivers are "making sense" now?
You cast spells in a similar way as calling in strategems in hd2.
The spell system was super neat. There’s several different elements (fire, air, water, earth, electricity, ice, ands maybe something else. It’s been a while since I played). Each element can be used on its own or is combinable. Different combinations would cast different spells. Fire+water makes steam for instance. Ice + air is a focused blizzard, etc.
there’s hundreds to learn and that’s your main weapon in the game. There’s even a spell you can cast that will randomly kick someone you’re playing with out of the game.
It’s great fun with friends, but can be annoying to play sometimes. If you try it, go with kb/m. It supports controller, but is way more difficult to build the spells.
Water, Life, Arcane, Shield, Lightning, Cold, Fire, and Earth. [0] It's worth noting that, though you can combine most of the elements to form new spells (and with compounding effects, for example wetting or steaming an enemy enhances lightning damage), you cannot typically combine opposites like lightning/ground, which will instead cancel out. Killed myself many times trying to cast lightning spells while sopping wet.
In my experience, though, nobody used the element names—my friends and I just referred to them by their keybinds. QFASA, anyone?
But the sense of humor/tone between the two games is very visibly the same thing.
I just shared it because it's sort of like learning Slack started life as the internal communication tooling for the online game glitch, or that a lot of the "weird Twitter" folks started life as FYAD posters - once you know that, you can draw the lines between the two points.
I do credit their sense of humor about it though.
More or less nothing is optimized these days, and game prices and budgets have gone through the roof. Compared to the other games available these days (combined with how fun the game is) I definitely give HD2 a big pass on a lot of stuff. I'm honestly skeptical of Sony's involvement being a benefit, but that's mostly due to my experience regarding their attempts to stuff a PSN ID requirement into HD2 as well as their general handling of their IPs. (Horizon Zero Dawn is not only terrible, but they seem to try to force interest with a new remake on a monthly basis.)
Not true, lots of games are optimized, but it's one of those tasks that almost no one notices when you do it great, but everyone notices when it's missing, so it's really hard to tell by just consuming ("playing") games.
> I'm honestly skeptical of Sony's involvement being a benefit
I'm not, SIE have amazing engineers, probably the best in the industry, and if you have access to those kind of resources, you use it. Meanwhile, I agree that executives at Sony sometimes have no clue, but that doesn't mean SIE helping you with development suddenly has a negative impact on you.
I don't mean this is a counter-argument -- I'm really interested. What are some good examples of very recent optimized games?
Thanks for the list!
Yeah, Unreal Engine (5 almost specifically) is another example of things that are unoptimized by default, very easy to notice, but once you work on it, it becomes invisible and it's not that people suddenly cheer, you just don't hear complaints about it.
It's also one of those platforms where there is a ton of help available from Epic if you really want it, so you can tune the defaults BEFORE you launch your game, but hardly anyone seemingly does that, and then both developers and users blame the engine, instead of blaming the people releasing the game. It's a weird affair all around :)
I'm not sure having the support of Sony is that gold-standard imprint that people think it is.
As an example for overly realistic physics, projectile damage is affected by projectile velocity, which is affected by weapon velocity. IIRC, at some point whether you were able to destroy some target in two shots of a Quasar Cannon or three shots depended on if you were walking backwards while you were firing, or not.
That sounds like a bug, not an intentional game design choice about the game logic, and definitely unrelated to realism vs not realism. Having either of those as goals would lead to "yeah, bullet velocity goes up when you go backwards" being an intentional mechanic.
That you do less damage if you do a certain movement sounds like fun, emergent gameplay? That's not how I understand either of those terms, but of course, every player likes different things.
Surf maps in CS is actually a good example of an engine bug leading to game designers intentionally use it to design new experience, with the keyword being "intentional" since those map makers actually use that bug intentionally. For me that feels very different from engine bugs that don't add any mechanic, and instead just makes the normal game harder.
Game Freak could not finish the project, so they had to be bailed by Nintendo with an easy-to-program game so the company could get some much needed cash (the Yoshi puzzle game on NES). Then years later, with no end to the game in sight, Game Freak had to stoop to contracting Creatures inc. to finish the game. Since they had no cash, Creatures inc. was paid with a portion of the Pokémon franchise.
Pokémon was a shit show of epic proportions. If it had been an SNES game it would have been canceled and Game Freak would have closed. The low development cost of Game Boy and the long life of the console made Pokémon possible.