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''Helldivers'' is a top down shooter game developed by Arrowhead Game Studios, the creators of ''VideoGame/{{Magicka}}''. In ''Helldivers'', the players need to learn to coordinate their actions during chaotic combat game play, to succeed in combat and to avoid friendly fire casualties.

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''Helldivers'' is a top down shooter game developed by Arrowhead Game Studios, Creator/ArrowheadGameStudios, the creators of ''VideoGame/{{Magicka}}''. In ''Helldivers'', the players need to learn to coordinate their actions during chaotic combat game play, to succeed in combat and to avoid friendly fire casualties.
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The dystopian universe of ''Helldivers'' has mankind ruled by a [[https://en.wikipedia.org/wiki/Guided_democracy managed democracy]] where the outcome of elections are more predictable. The improved democracy has become more than a way of electing a government, it has become a creed which the brainwashed inhabitants fight for - without fully acknowledging what it means. In the year 2084, the capital of this new society, Super Earth, is beset on all sides by the Bugs, Cyborgs and the Illuminates, three hostile enemy races that, according to the government, need to be exterminated if humanity's "peaceful" democracy could ever hope to prosper. The three

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The dystopian universe of ''Helldivers'' has mankind ruled by a [[https://en.wikipedia.org/wiki/Guided_democracy managed democracy]] where the outcome of elections are more predictable. The improved democracy has become more than a way of electing a government, it has become a creed which the brainwashed inhabitants fight for - without fully acknowledging what it means. In the year 2084, the capital of this new society, Super Earth, is beset on all sides by the Bugs, Cyborgs and the Illuminates, three hostile enemy races that, according to the government, need to be exterminated if humanity's "peaceful" democracy could ever hope to prosper. The three
prosper.
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The dystopian universe of ''Helldivers'' has mankind ruled by a [[https://en.wikipedia.org/wiki/Guided_democracy managed democracy]] where the outcome of elections are more predictable. The improved democracy has become more than a way of electing a government, it has become a creed which the brainwashed inhabitants fight for - without fully acknowledging what it means. In the year 2084, the capital of this new society, Super Earth, is beset on all sides by three hostile enemy races that, according to the government, need to be exterminated if humanity's "peaceful" democracy could ever hope to prosper.

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The dystopian universe of ''Helldivers'' has mankind ruled by a [[https://en.wikipedia.org/wiki/Guided_democracy managed democracy]] where the outcome of elections are more predictable. The improved democracy has become more than a way of electing a government, it has become a creed which the brainwashed inhabitants fight for - without fully acknowledging what it means. In the year 2084, the capital of this new society, Super Earth, is beset on all sides by the Bugs, Cyborgs and the Illuminates, three hostile enemy races that, according to the government, need to be exterminated if humanity's "peaceful" democracy could ever hope to prosper.
prosper. The three

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* MiniMecha: The EXO-44 Walker mech, along with its variants the EXO-48 Obsidian and EXO-51 Lumberer. Slower than Helldivers on foot, but more heavily armored and equipped with ''much'' heavier firepower.

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* MiniMecha: Helldivers have three different flavors of single-use WalkingTank Stratagems to choose from when deploying[[note]]Two of these mechs are only available in paid DLC, the Pilot pack and Vehicles pack[[/note]]:
**
The EXO-44 Walker mech, along "Walker" mech is your basic vanilla mech equipped with [[GatlingGood a lightning-fast rotary gun]] and eight anti-tank missiles. It's good both for holding down a position or clearing a path, but it becomes pretty helpless when overwhelmed and its variants the limited missiles means it can fall prey to armored enemies without backup.
** The
EXO-48 Obsidian and EXO-51 Lumberer. Slower than Helldivers on foot, but "Obsidian" is a more dedicated anti-personnel mech equipped with dual infantry-shredding AP cannons. It's the perfect too for fighting crowds of squishy {{Mook}}s (and the Illuminates, who don't have any heavily armored enemies and equipped whose shields evaporate instantly from AP fire), but its lack of AT capabilities makes its use limited on higher-level Bug and Cyborg missions due to the prolificity of armored enemies who can [[NoSell shrug off its cannon fire]].
** The EXO-51 "Lumberer" is a dual-purpose crowd-control and high-priority target eliminator mech outfitted
with ''much'' heavier firepower. a heavy flamer and [[{{BFG}} an AT cannon which packs a punch]]. It can be a godsend when getting swarmed by armored enemies, but the [[VideoGameFlamethrowersSuck limited applicability of its flamethrower]] and low total ammo in its cannon means that it's weak to getting {{Zerg Rush}}ed and shouldn't be overrelied upon.
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Oops! Squ'bai Shrine isn't the Illuminates' true home world— they're an extragalactic race and it's just one of their earliest Milky Way settlements.


* GameplayAndStorySegregation: The Illuminates are described in their Encylopedia entries as originally being an aquatic race. Their homeworld, Squ'bai Shrine, isn't a planet which is one gigantic ocean like [[Franchise/StarWars Kamino]] as one might be lead to expect--it's just a normal forest planet with some movement-obstructing marshes.
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* DropInDropOutMultiplayer: Any player can drop into any active Public mission if there are less than four other players present. The host can decide in their options menu whether they want to set their missions to Public or Friends Only, which limits openings to players who have accepted friend requests unless and until a special SOS Beacon stratagem is deployed.


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* KarmaMeter: An interestingly entirely player-led version. If you're exceptionally impressed with the work of a fellow Helldiver, you can Commend them in the squad menu, which will put them in Good Standing and only allow them to be matched up with other players in Good Standing. Similarly, if a player is being TheLoad, a {{Jerkass}} or a {{Troll}}, you can Report them to put them in Bad Standing, which only allows them to be matchmade with other players in Bad Standing (though it wears off over time and Commendations also speed up the wearing-off effect).
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* ClaimingViaFlag: The "Capture Area" mission objective is represented by your squad raising a Super Earth flag in a location while defending the area from enemies.

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* {{BFG}}: The AC-22 "Dum-Dum" Autocannon is a 20mm gun so big you have to mount it on your ''shoulder'' while standing completely still in order to even aim and fire it, and its armory description mentions that it's normally intended to be mounted on an APC or other vehicle. It cuts through medium-armored enemies like a knife through butter, and also happens to be one of the precious few non-AT weapons capable of doing discernable damage to Enemy Masters.

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* {{BFG}}: {{BFG}}:
** The LAS-98 Laser Cannon is a gigantic, bulky laser weapon which fires a continuous beam that can effortlessly mulch large groups of medium-armored enemies, and doesn't require ammo so long as you keep it from {{Overheating}}.
**
The AC-22 "Dum-Dum" Autocannon is a 20mm gun so big you have to mount it on your ''shoulder'' while standing completely still in order to even aim and fire it, and its armory description mentions that it's normally intended to be mounted on an APC or other vehicle. It cuts through medium-armored enemies like a knife through butter, and also happens to be one of the precious few non-AT weapons capable of doing discernable damage to Enemy Masters.
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* GameplayAndStorySegregation: The Illuminates are described in their Encylopedia entries as originally being an aquatic race. Their homeworld, Squ'bai Shrine, isn't a planet which is one gigantic ocean like [[Franchise/StarWars Kamino]] as one might be lead to expect--it's just a normal forest planet with some movement-obstructing marshes.


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* HollywoodSilencer: The SMG-34 "Ninja" is a submachine gun equipped with a suppressor, which leads to its firing sound being of the incorrect "cat sneezing" variety despite being an automatic weapon.
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* EasierThanEasy: The "Easy" and "Very Easy" difficulties are actually the third and second lowest respectively; the easiest possible difficulty is called "A Dive In The Park". These missions can be completed in under three minutes without firing a shot in some cases.


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* HarderThanHard: The Level 12 difficulty is called "[[TitleDrop Hell Dive]]", which might lead you to think that it's the highest difficulty. There are three higher difficulties above it, the highest of which, Level 15, is called "The Inner Circle of Hell". Playing on level 15 is a grueling and unrelenting experience, but clearing a Level 15 planet grants a ''[[DifficultButAwesome twenty thousand EXP bonus]]''.

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* LastChanceHitPoint: How the Displacer Field works. As long as the field is charged, any incoming attack that would instantly kill your Helldiver will instead cause them to be teleported to a few feet away and ([[FromBadToWorse hopefully]]) out of danger. You can effectively chain these displacements together by staying alive long enough for it to recharge that you become functionally unkillable as a result.



* LoadingScreen: In-Game justification type. When loading a mission, the [[DropPod Hellpods]] are shown leaving the ship, and the loading time is presumably the time it takes to make planetfall. [[note]]"Did you know that tips are shown on loading screens?" [[/note]]

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* LoadingScreen: In-Game justification type. When loading a mission, the [[DropPod Hellpods]] are shown leaving the ship, and the loading time is presumably the time it takes to make planetfall. [[note]]"Did you know that tips are shown on during loading screens?" [[/note]]



* MarathonLevel: Retaliation missions can take upwards of 30 minutes despite their only objective being "Kill X number of enemies" due to just how ''many'' enemies you need to kill, and part of the mission type's challenge is the endurance and persistence required to carry your squad through an unrelenting half hour of non-stop combat.

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* MarathonLevel: Retaliation missions Retaliatory Strikes can take upwards of 30 minutes despite their only objective being "Kill X number of enemies" due to just how ''many'' enemies you need to kill, and part of the mission type's challenge is the endurance and persistence required to carry your squad through an unrelenting half hour of non-stop combat.
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** The Illuminate is a highly advanced alien species that had, supposedly, great weapons of mass destruction that Super Earth wanted and, [[RunningGag sensing a pattern here]], used it as pretext for war. The Illuminate are intellectual-based SocialDarwinists that are all too happy to use those WMD's against Super Earth for doing this.

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** The Illuminate is Illuminates are a highly advanced alien species that had, supposedly, great weapons of mass destruction that Super Earth wanted and, [[RunningGag sensing a pattern here]], used it as pretext for war. The Illuminate Illuminates are intellectual-based SocialDarwinists that are all too happy to use those WMD's [=WMDs=] against Super Earth for doing this.
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* AbsurdlyHighLevelCap: Basically everything in the base game can be unlocked by Level 25, "Grand Lord". The game's progression goes all the way up to level ''50'', "Admiral of Super Earth". Given that the EXP required continues to increase exponentially after the already reasonably long journey to Grand Lord, it will take literal ''millions'' of EXP for you to make it to the maximum possible level.


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* CoolBike: The MC-109 "Hammer" Motorcycle is an extremely fast ride outfitted with a sidecar equipped with a light machine gun, making it great for zipping across the map with a buddy and indispensable if you're playing a private two-player game.


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* LensmanArmsRace: Several Armory descriptions mention how Super Earth is slowly managing to reverse-engineer recovered Illuminate tech to use against them, most prominently with the Displacer Field.


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** The Displacer Field perk is a direct reference to the Displacer Fields of ''TabletopGame/Warhammer40000''.
** One of the lines the male Private on the Super Destroyer can say has him call into question why [[SkeletonMotif all the Helldivers' equipment has skulls on it]], in an allusion to the famous [[Series/ThatMitchellAndWebbLook "Are we the Baddies?" sketch]].
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* ScaryDogmaticAliens: All three enemy factions apply to this trope:
** The Bugs are the least outwardly dogmatic of the three, appearing for the most part to be a HordeOfAlienLocusts. However, it one starts digging deeper, there are subtle hints that the Bugs are a civilized society who are only defending themselves from Super Earth's onslaught. This would make them fall into the role of "Aliens who see Humans as a threat".
** The Cyborgs, while technically [[WasOnceAMan once human]], are Aliens as Communists played entirely straight. They're Posthumanist Marxists trying to declare independence from Super Earth's tyranny while also attempting to create a utopian society for themselves using cybernetic augments.
** The Illuminates are the only faction without any clear-cut dogma, but they're also a ProudScholarRace who venerate intelligence so highly that [[TheComputerIsYourFriend they willingly let powerful and supremely intelligent A.I. supercomputers run their society]] and clearly pride themselves on their highly-advanced nanotechnology, which Super Earth is trying to steal. Thus, while the war against them is in self-defense on their part, Super Earth is still all too willing to portray them as evil {{Social Darwinist}}s who hate democracy and freedom, [[UnreliableExpositor the exact truth of which is blurry]].

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* ThrowAwayGuns: Both games feature the EAT-17 Expendable Anti-Tank stratagem. It calls down two rocket launchers pre-loaded with a single rocket powerful enough to punch through tank grade armor and deliver a OneHitKill to anything that isn't an [[BossBattle enemy master]] or Bile Titan. After shooting off the rocket, Helldivers will immediately toss the used up EAT onto the ground, letting them pick up the other one, or use a different support weapon. The first game also received the [=MGX-42=] fairly late in the release cycle, a 300-round machinegun operating off the 'metal storm' principle of stacked, electronically-fired caseless ammunition in an array of barrels.

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* ThrowAwayGuns: Both games feature the ThrowAwayGuns:
** The
EAT-17 Expendable Anti-Tank stratagem. Stratagem. It calls down two rocket launchers pre-loaded with a single rocket powerful enough to punch through tank grade armor and deliver a OneHitKill to anything that isn't an [[BossBattle enemy master]] or Bile Titan.Enemy Master]], essentially the same as a single-use RL-112 shot. After shooting off the rocket, Helldivers will immediately toss the used up EAT onto the ground, letting them pick up the other one, or use a different support weapon.
**
The first game also received the [=MGX-42=] fairly late in the release cycle, MGX-42 Heavy Machine Gun is a 300-round machinegun magazineless 300-round[[note]]400 fully upgraded[[/note]] machine gun operating off the 'metal storm' principle of stacked, electronically-fired caseless ammunition in an array of barrels.barrels. It outright says in its armory description that its ammo supply is meant to be used up and then the weapon discarded.
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* CarFu: Many of the game's vehicles are equipped with powerful weaponry, but can also just be used to mundanely bowl over smaller enemy units and transform them into roadkill.


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** [[Music/MCHammer The MC-109 Motorcycle's nickname is "Hammer"]].


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* TankGoodness: The TD-110 "Bastion" is technically a tank destroyer, but it still fits. It's a two-man armored vehicle (one person drives, one person shoots) equipped with a heavy AT cannon and a lighter machine gun capable of slaughtering entire hordes of Behemoths effortlessly in the right hands. Its primary weakness is that it's difficult to turn left or right on a dime.

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* AmmunitionBackpack: The RL-112 Recoilless Rifle and the MLS-4X 'Commando' are shoulder fired launchers that come with an ammunition backpack that is required to reload them, which takes a while... unless the backpack is carried by somebody other than the shooter, who can reload the weapon ''much'' faster than the user would. The sequel expands this with the Autocannon and Spear Anti-Tank Missile Launcher.
** Honorable mention to the Resupply Pack, which is a backpack holding ammunition for use by the wearer's teammates. In ''II'', it's up to the user to give out the charges instead (and they can use them themselves).

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* AmmunitionBackpack: AmmunitionBackpack:
**
The RL-112 Recoilless Rifle and the MLS-4X 'Commando' are shoulder fired launchers that come with an ammunition backpack that is required to reload them, which takes a while... unless the backpack is carried by somebody other than the shooter, who can reload the weapon ''much'' faster than the user would. The sequel expands this with the Autocannon and Spear Anti-Tank Missile Launcher.
would.
** Honorable mention to the Resupply Pack, which is a backpack holding ammunition for use by the wearer's teammates. In ''II'', it's up This allows your squad to resupply on the user go without having to give out the charges instead (and they can use them themselves).wait to call down more ammo.



** The R-112 Recoilless Rifle. Sure, it's nothing fancy like some of the DLC AT weapons, but it's still a big-ass reusable bazooka that can OneHitKill any HeavilyArmoredMook it needs to, and sometimes that's all that's required.

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** The R-112 RL-112 Recoilless Rifle. Sure, it's nothing fancy like some of the DLC AT weapons, but it's still a big-ass reusable bazooka that can OneHitKill any HeavilyArmoredMook it needs to, and sometimes that's all that's required.

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I feel like Evil Vs Evil and Black And Grey Morality kid of cancel each other out.


* {{BFG}}: The AC-22 "Dum-Dum" Autocannon is a gun so big you have to mount it on your ''shoulder'' while standing completely still in order to even aim and fire it, and its armory description mentions that it's normally intended to be mounted on an APC or other vehicle. It cuts through medium-armored enemies like a knife through butter, and also happens to be one of the precious few non-AT weapons capable of doing discernable damage to Enemy Masters.

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* {{BFG}}: The AC-22 "Dum-Dum" Autocannon is a 20mm gun so big you have to mount it on your ''shoulder'' while standing completely still in order to even aim and fire it, and its armory description mentions that it's normally intended to be mounted on an APC or other vehicle. It cuts through medium-armored enemies like a knife through butter, and also happens to be one of the precious few non-AT weapons capable of doing discernable damage to Enemy Masters.



* BlackAndGreyMorality: Aside from the Illuminate, who at worst lean towards "survival of the smartest" if their enemy bio is true, the enemy factions spell out grim consequences for all organic life. The Cyborgs genuinely seem to think nothing of getting their members to rip off loads of their flesh for progressions in their ranks, and the Bugs... Well, they're the Swarm, and they clearly do spread like wildfire. Sure, Super Earth might be full of brainwashed masses, but it's a hell of a lot better than most of the other alternatives.

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* {{BFG}}: The AC-22 "Dum-Dum" Autocannon is a gun so big you have to mount it on your ''shoulder'' while standing completely still in order to even aim and fire it, and its armory description mentions that it's normally intended to be mounted on an APC or other vehicle. It cuts through medium-armored enemies like a knife through butter, and also happens to be one of the precious few non-AT weapons capable of doing discernable damage to Enemy Masters.



* BoringButPractical: The game gives you more than a dozen perks to customize your character with. The most practical, given how helpful it is in avoiding friendly fire incidents, is the LaserSight you start out with - enough so that it's become a default feature for most primary weapons in the sequel.

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* BoringButPractical: BoringButPractical:
**
The game gives you more than a dozen perks to customize your character with. The most practical, given how helpful it is in avoiding friendly fire incidents, is the LaserSight you start out with - enough so that it's become a default feature for most primary weapons in the sequel.sequel.
** The R-112 Recoilless Rifle. Sure, it's nothing fancy like some of the DLC AT weapons, but it's still a big-ass reusable bazooka that can OneHitKill any HeavilyArmoredMook it needs to, and sometimes that's all that's required.
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* EmergentGameplay: Invoked by the developers. One of the ''Helldivers'' series' defining attributes is its Galactic Campaign system, which encourages but does not force players to complete specific objectives on specific planets for the chance to temporarily knock an enemy faction out of the war, [[AndYourRewardIsClothes rewarding everyone who participated with unique cosmetics]]. This is intentionally done as a way of creating player-lead "stories" that drive the game's overall narrative.

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* EmergentGameplay: Invoked by the developers. One of the ''Helldivers'' series' defining attributes is its Galactic Campaign system, which encourages but does not force players to complete specific objectives on specific planets for the chance to temporarily knock an enemy faction out of the war, war and eventually defeat all three, [[AndYourRewardIsClothes rewarding everyone who participated with unique cosmetics]]. This is intentionally done as a way of creating player-lead "stories" that drive the game's overall narrative.

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