I love Helldivers 2, but from what I can tell it's a bunch of enthusiasts using a relatively broken engine to try to do cool stuff. It almost reminds me of the first pokemon game. I'll bet there's all sorts of stuff they get wrong from a strictly technical standpoint. I love the game so much I see this more as a charming quirk than I do something which really deserves criticism. The team never really expected their game to be as popular as it's become, and I think we're still inheriting flaws from the surprise interest in the game. (some of this plays out in the tug of war between the dev team's hopes for a realistic grunt fantasy vs. and the player base's horde power fantasy.)
A lot of people in the comments here don't seem to understand that it is a relatively small game company with an outdated engine. I am a lot more forgiving of smaller organisations when they make mistakes.
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.
A lot of things suddenly made sense when I learned their prior work was Magicka.
This would make sense if it was a studio without experience, and without any external help, but their publisher is Sony Interactive Entertainment, which also provides development help when needed, especially optimizations and especially for PS hardware. SIE seems to have been deeply involved with Helldivers 2, doubling the budget and doubling the total development time. Obviously it was a good choice by SIE, it paid off, and of course there is always 100s of more important tasks to do before launching a game, but your comment reads like these sort of problems were to be expected because the team started out small and inexperienced or something.
The game logic is also weird. It seems like they started with at attempt at a realistic combat simulator which then had lots of unrealistic mechanics added on top in an attempt to wrangle it into an enjoyable game.
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.
Thank you for your service in keeping the galaxy safe for managed democracy.
You put the nail on the head with the first Pokémon, but Helldivers 2 is an order of magnitude smaller in the amateur-to-success ratio.
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.
The game is often broken but they’ve nailed the physics-ey feel so hard that it’s a defining feature of the game.
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