Category Archives: Game Logs

Metal Gear Mania 2025 – Metal Gear

Growing up in the 80s, I associate the original Metal Gear with a single equipment laden advertisement which was plastered on the back covers of every other Marvel comic book published for what seemed like years. As a kid obsessed with military and spy gadgets, man, this ad triggered something in me. I’d spend extra time looking it over just about every time I came across it and I distinctly remember doodling some of the gear from it in my notebooks at school. Despite this though, I never actually played the game. While new console games were something of a rarity in my household, I did borrow them from friends and eventually talked my parents into renting them for me somewhat regularly, so I have no idea why I never got around to checking out Metal Gear or its weird unofficial sequel, Snake’s Revenge. 🤔

Alright, here we go!
“Alright, here we go!”

I suppose it’s common knowledge these days that Metal Gear was originally developed for the Japanese MSX2 personal computer in 1987, but most Americans know it from its Nintendo Entertainment System port later the same year. Sadly, that version deviates from the original in mostly negative ways, and these days playing the original MSX version is almost always recommended for anyone without specific nostalgia for the NES version. Thankfully the MSX version is now easy to come by, as a port of it (actually a port of an earlier mobile port) was originally included in the Metal Gear Solid 3: Subsistence release, which then found its way into the HD Collection and other, subsequent collections, including the current Metal Gear Solid: Master Collection Vol. 1 release, which is where I played it. I was curious about the technical differences between this port and the original version, but outside of some minor aesthetic differences (i.e. the color palettes used on some screens) the biggest changes appear to be in the further overhauled translation of the text, adaption of the game’s controls to modern controllers, and the additions of an “easy” difficulty and a boss rush mode. While I’m sure there are also changes to more fundamental things like the enemy AI, there’s at least nothing too worrisome on the surface.

First, a bit about presentation. Graphically, the MSX2 appears to have been on the higher end of 8-bit gaming consoles and personal computers, with graphics that aren’t too dissimilar from those of the NES or the Sega Master System. While I don’t think it’s going to win any awards, the sprite work isn’t bad at all, color palettes are tastefully used, and overall, despite being a bit simple, I think it’s aged well. There’s not much sign of the series’s later art style, with Snake just looking like some generic soldier, and while the Metal Gear TX-55 does look a bit more Japanese, it still looks nothing like future Metal Gear designs. The sound isn’t too shabby either, though both its music and sound effects strike me as extremely reminiscent of some of my favorite NES titles. Given that they were both Konami games this might not be a total coincidence, but some of the audio work here gave me flashbacks of banging my head against Teenage Mutant Ninja Turtles for hours on end as a kid. The biggest let down here is the music, which isn’t bad, but most of the tracks seem to be fairly short loops and there aren’t nearly enough of them so they quickly become extremely repetitive.

This is what peak stealth action gameplay looks like!
“This is what peak stealth action gameplay looks like!”

The game begins with Solid Snake having infiltrated Outer Heaven with nothing on him but a pack of cigarettes. As this place is essentially a rogue state occupied almost entirely by mercenaries, naturally it’s absolutely teaming with armed guards, so we have little choice but to immediately get acquainted with Metal Gear’s stealth mechanics. While far from the first, Metal Gear is one of the more notable early contributors to what would eventually become the stealth genre, so it’s interesting to see what features were present at this early point. Basically, in their default state, guards can only see in a straight line in whatever direction they’re looking, and they have no other methods of detecting you outside of being alerted by something else – another guard, a gunshot, or some other kind of alarm, and only on the same screen. This means you can safely stand right next to one if they’re looking the other way. They do turn to face different directions and even move around, and they almost always appear in groups of 2 or more, but as they move on set paths, it’s usually quite easy to study their patterns for just a few seconds and plot a safe course around them. You also quickly find the infamous cardboard box which makes it so that guards won’t alert unless they see you actually moving in front of them. Why they’re not more suspicious of a gigantic cardboard box suddenly appearing near them is anyone’s guess though. In any case, I was actually surprised to see that this silly series-long trope started all the way back here!

If a guard does see you, they’ll sound an alert which will make all of the guards in the screen absolutely freak the hell out, frantically searching for you and shooting indiscriminately. It turns out that escape is just as important as evasion is here – for a basic alert of this kind, simply changing screens will reset the guards. There’s another, rarer type of alert that works more like the alarm states found in later stealth games, though. If a double exclamation point appears above a guard’s head instead of a single one then the enemies will follow you from screen to screen for quite a while, unless, of course, you kill them all. Yep, combat is always an option. Snake can sneak up on an enemy and throw a few punches at them to take them out. This sounds risky, but each punch will stun the guard just long enough to throw the next, and they won’t alert their comrades while stun-locked either. It’s highly effective. Naturally, you will find weapons, though they have the downside of alerting the entire screen at once when fired. A bit later into the game you’ll find a suppressor which is automatically attached to both the handgun and the submachine gun, eliminating this negative altogether. Suppressed or not, you can blast your way through rooms only risking that you may catch a stray bullet or two in the process, and the only real effect is a lower rating after you beat the game (another feature that I believe was added in the HD Collection port.)

Equipping the mine detector reveals the otherwise invisible land mines in the desert areas.
“Equipping the mine detector reveals the otherwise invisible land mines in the desert areas.”

Stealth aside, I was surprised with just how close Metal Gear comes to aligning with the characteristics of a “Metroidvania” style platformer, or more accurately, a Zelda like action-adventure game, being absolutely chock-full of item/ability gating. That is, you’re in what is essentially an open world, but many rooms and areas require finding and using the correct item to access. The most cookie-cutter of these are door keys in the form of numbered keycards, though many are more thematic, like using an oxygen tank to swim through deep water, a mine detector to skirt otherwise hidden land mines, or infrared goggles to see and avoid laser traps. You generally find new items in these new areas or by defeating bosses that drop them, with many bosses themselves being gated by requiring a specific type of weapon to defeat. You’ll also frequently need to backtrack to previously inaccessible areas, though there are a few shortcuts, such as the cargo trucks you can stowaway on, that help ease this. With layer upon layer of gating and the fact that there’s almost always hints about where to go next or how to solve a particular puzzle, like most games of the above mentioned genres, progression actually feels reasonably linear.

Some of Snake's only characterization is this incredibly awkward sign-off. Love it!
“Some of Snake’s only characterization is this incredibly awkward sign-off. Love it!”

Speaking of those hints, exposition comes in two flavors. First, by way of what would become a major feature of the series, your transceiver, AKA your “codec”. Upon entering specific rooms you’ll be called by your commanding officer, Big Boss, along with various allies, and they’ll direct you to your next mission priority or otherwise give you some information on how to proceed. You can also make outbound calls, with whether or not you get an answer also seemingly tied to specific locations on the map. I rarely ever got responses, and when I actually did, they were usually quite terse, so this didn’t feel worthwhile enough to keep experimenting with. The second is by interacting with prisoners. Most of these come in the form of the generic POWs scattered throughout the game’s map, typically behind locked doors. Rescuing POWs not only usually supplies you with some sort of a often useful info, but the more of them you rescue, the more your in-game rank goes up, which in turn boosts your health pool and the quantity of consumables you can carry. Gotta collect ’em all!

Thanks for the details Grey Fox! I'm sure we'll never see you again...
“Thanks for the details Grey Fox! I’m sure we’ll never see you again…”

While we’re here, let’s talk about the story itself. Unlike what I did with Halo Fest 2020, I’m going to talk about each game’s story in its own entry, just to make things a little less confusing. That said, I will be experimenting with a spoiler tag system, so please let me know in the comments if this does not work for your browser of choice! As I did last time, I will try to be somewhat reductive with these summaries, skipping unimportant side stories and irrelevant details. They’ll also be kept mostly to what is explained in the game or its manual, which is especially notable with the Metal Gear series since release order of the games and their in-game chronology do not align at all.

Story Synopsis - Spoilers!1995. The United States Army black ops unit FOXHOUND deploys their newest recruit, Solid Snake, to Outer Heaven, a militant breakaway state in South Africa rumored to be building a weapon of mass destruction. Solid Snake’s mission, named Operation Intrude N313, is to locate and rescue Gray Fox, one of the unit’s top agents with whom contact was lost during a previous attempt to infiltrate Outer Heaven. Successfully entering the heavily fortified base, Snake is guided via radio by his commanding officer and handler Big Boss, and utilizes intelligence provided by local resistance members to eventually locate Gray Fox, who is being held in the base’s dungeons. Gray Fox reveals that Outer Heaven is building “Metal Gear”, a bi-pedal super tank capable of launching a nuclear attack from anywhere in the world. Luckily, Metal Gear has not been fully completed, and its creator, Dr. Madnar, is being held nearby. With further help from the Outer Heaven resistance, Snake is able to locate Dr. Madnar who, having been forced to develop Metal Gear against his will, gives Snake its location along with the details of a vulnerability that will allow him to destroy it. As Snake heads across the desert to another part of the complex, Big Boss’s communications become increasingly agitated, even insisting that Snake abort the mission altogether. Undaunted, Snake heads deep into the underground facility where he finds the prototype Metal Gear TX-55 and successfully sabotages it, though he inadvertently triggers a self-destruct countdown in the process. As Snake attempts to escape, he’s confronted by Big Boss himself, who is revealed to be a double agent, and is actually the leader of Outer Heaven and its mercenary forces. Big Boss admits that Snake’s mission was never supposed to succeed and the two face off in a tense showdown. Underestimating Snake, Big Boss is killed, and Snake continues his hasty withdrawal, narrowly escaping the massive explosion that engulfs the entire base. As Snake radios to request an exfiltration his signal is interrupted by Big Boss who, somehow surviving both their confrontation and the ensuing destruction of Outer Heaven, vows revenge.


While its story is relatively basic, like many of Metal Gear’s systems and other gameplay elements, the foundation laid here in terms of characters and themes will influence the rest of the series to come, with some of it even retconn’d in very interesting ways in way, waaaay later games.

The only way to defeat the tank boss is to lay mines in its path, dodging bullets and shells.
“The only way to defeat the tank boss is to lay mines in its path, dodging bullets and shells.”

I mentioned boss fights. Metal Gear’s bosses are reasonably varied, ranging from your typical boss screens where a single boss with a special attack or other ability needs to be defeated to rooms/areas with single, large boss sprites that don’t move or move very little, and these almost always require a specific weapon to defeat. For example, only the grenade launcher will take down the Hind-D and only land mines can destroy the tank. At times this felt a little arbitrary, if not downright illogical. For example, I found myself frustratingly questioning why I couldn’t use land mines to take down the bulldozer when just moments ago I destroyed the very similar tank boss with them. Bosses often have some pretty silly names, both in the original and the updated versions. For instance, one boss is called “Coward Duck” (renamed Dirty Duck) who I can only guess was inspired by Marvel’s Howard the Duck. There’s also the fan favorite Machinegun Kid, perhaps an early hint at the recurring theme of child soldiers, but more likely just silly. For better or worse, funny names and occasional poorly translated text aside, there’s not much else in Metal Gear’s first outing that hints at Kojima’s quirky humor, nor any of the more fantastic elements found in later games. I mean, I guess one of the bosses (actually a pair of androids tellingly called “Arnolds” in the original version) does appear to be based on The Terminator, and there is one very obvious fourth wall break late in the game too, but all in all, it’s fairly grounded.

While I admit I played on the “easy” difficulty, I didn’t find any of the boss fights too hard either. Instead, most of my deaths came from things like accidentally killing hostages during the Dirty Duck fight, or accidentally touching the tank boss when trying to lay mines in front of it, and of course the occasional trap I wasn’t quick enough to avoid. As mentioned, there are fairly direct hints to help guide you to the next step of the game that you’ll definitely find if thoroughly exploring, rescuing every POW, etc. You can also stock up on consumables like rations and ammo by reentering the room you find them in, which definitely helps make things easier. Oh, and did I mention that bullets and other projectiles are kind of slow? Yep, you can dodge them much of the time. They also don’t do a ton of damage, so face-tanking many scenarios is absolutely an option. While I don’t think you need a walkthrough for this game, with all of the similar looking rooms and corridors, and the numbered keycards with little logic to what door requires what card, it can definitely help a hell of a lot to play with a notated map. Throw in the small number of hidden destructible walls and the pit traps that suddenly appear in some places, particularly near the end of the game, and I’d highly recommend it. I don’t think I’d have enjoyed my time nearly as much without using one myself. The save system is also worth a mention. At a glance it looks like Metal Gear lets you save anywhere, but it actually uses something more like a modern checkpoint system (originally a password system, I believe) with your manually saved games just starting you back at the most recent checkpoint, which is usually the last elevator you entered. Once you’re aware of that, though, it’s easy enough to work with.

The titular Metal Gear TX-55. Pretty cool, even if it doesn't actually work.
“The titular Metal Gear TX-55. Pretty cool, even if it doesn’t actually work.”

I was happy to see that also included in the Metal Gear Solid: Master Collection Vol. 1 was the NES version of Metal Gear along with Snake’s Revenge. I’d always assumed that while the NES version might have taken some liberties here and there (most infamously, the game doesn’t culminate with Snake destroying the titular Metal Gear) and deviated in some other ways, as ports often did back then, it was still basically the same, good game. I popped into it not long after beating the MSX game and completing a playthrough of the boss rush mode, only to get my ass utterly handed to me, never making it out of the added introductory jungle area despite multiple restarts. There are numerous differences, but I suspect that the biggest culprit was the fact that the brief invincibility frames you get after being hit are gone in the NES version, so even a single basic guard can practically insta-kill you if close enough to land a barrage of shots. Not fun at all!

In the end, Metal Gear was actually quite a surprise to me. While it still remains to be seen how much I’ll like the next game, I figured these first two, early titles would be massive slogs, and that I’d get little value out of playing them beyond being able to claim I was reasonably thorough with this series retrospective. Instead, I actually really enjoyed it and I’m eager to jump into the next game. Tellingly, I think if I had played Metal Gear all the way back when I was drooling over its advertisements as a kid, I would have liked it, even if the NES version might have required a bit more stubborn persistence and maybe some Nintendo Power maps to crack.

On to our next game, Metal Gear 2: Solid Snake!

Note: Screenshots taken from the HD Collection / Master Collection version, which is why there are big, weird borders on either side. I thought about editing the borders out but decided to leave them be for consistency.

Metal Gear Mania 2025!

I’ve been teasing this for well over a year, but finally, here we are! This is the introductory post to a long series of gaming logs which will chronicle what I’m dubbing Metal Gear Mania 2025. Look, I tried to think of a more original, perhaps funnier name, but in the end the inspiration just wasn’t flowing. I mean, if you’re going to plagiarize someone, who better than yourself, right?

Like the Halo Fest 2020 series I’m referring to, the year really only marks the year this is kicking off, and not any sort of commitment to when I’ll get it done. With Halo Fest, 2020 was the year when Halo Infinite was supposed to launch, and I did indeed want to play all of the mainline games before then, but then the launch date slipped and the scope of which games I wanted to cover grew, and yeah… I didn’t wrap the series up, or even review Halo Infinite, until 2023. With Metal Gear, Metal Gear Solid Delta: Snake Eater is set to launch in 2025, but I have absolutely zero intention of trying to play it this year. In fact, as I’ll be playing through almost every single Metal Gear game, some of which can be quite lengthy, in order of release date, there’s also zero chance of that happening unless I suddenly find myself gainfully unemployed.

The Metal Gear D doing its thang.
“The Metal Gear D doing its thang.”

That said, compared to Halo, my history with the Metal Gear series is short and simple: I’ve never played ANY game in the Metal Gear franchise for more than 10 or 15 minutes. That means little in the way of nostalgic navel-gazing (I mean, let’s be real, this is me – there will definitely be some nostalgic navel-gazing!) nor much concern for comparing and contrasting different releases, or other massive diversions. Instead, I’ll be playing every one of these games with a fresh pair of eyes and a somewhat modern perspective.

So, that all said, we’re going to jump all the way back to the beginning with 1987’s Metal Gear. Stay tuned…

What?! Surprised it’s not a Yoji Shinkawa piece? This is from a cleaned-up version of the original Metal Gear 2: Solid Snake cover art I randomly found. Awesome!

Helldiving For Fun and Profit

Over the ridiculous number of years since I first started this blog I’ve developed the unfortunate habit of writing very terse impressions, if any at all, of the online games I play. This is especially regrettable given how much time I often sink into them. That’s part of the problem though – when you’re playing an MMO, a live service game, or just an online game you’re particularly hooked on, when is the right time to jump off the treadmill and write something up about it? In the early days of this blog the intent was actually to write about my online sessions themselves rather than focusing on final thoughts about a game, but with so many things competing for my free time combined with the effort it often takes to try to write something up, that quickly fell by the wayside. As such, other than briefly mentioning that it was in fact my 2024 game of the year, I somehow still haven’t talked about Helldivers 2 yet…

Getting rushed by bugs immediately upon respawn. Yikes!
“Getting rushed by bugs immediately upon respawn. Yikes!”

I first heard about the original Helldivers and how much chaotic fun it could be around the time it launched back in 2015. I was definitely intrigued, but I never actually got around to trying it out. Fast forward to 2024, and owing largely to not really being in the PlayStation ecosystem at the time, the sequel was barely on my radar. I’d read the random skeptical comment about whether Arrowhead had the chops for such an ambitious sequel, but that was about it. Shortly after it launched, however, I stumbled upon a video or two that made the game look utterly amazing and it didn’t take much more before my interest was absolutely piqued. The one problem I had was that this game is, like its predecessor, very co-op focused, and I’ve made the mistake of buying into co-op heavy games without a dedicated friend group to play with more than once in the past, and felt like that was a lesson… eh, mostly learned. Not wanting to admit defeat, I threw some feelers out to a few different friend groups, but as I’d predicted, no one bit. Then, quite randomly, one of my co-workers (who I’d actually never gamed with before) told me he’d just bought it and was loving it so far, and asked if any of us might be interested in playing it with him sometime. I picked it up that very evening.

Let me take a step back and give a quick overview of the game for the uninitiated. Helldivers 2 is a sci-fi online cooperative PvE third person shooter with persistent character progression, and is not unlike something like Vermintide and Darktide or Deep Rock Galactic, a genre which itself seems to have had its roots in the awesome Left 4 Dead series. Thematically, it barrows heavily from the 1997 Starship Troopers movie, but more on that later. The basic premise is that you and your squad are super expendable soldiers dispatched onto alien worlds to perform a variety of nearly suicidal missions on a large, open map, before waiting to be extracted in what can often be a tense final stand. The action is visceral, with huge hordes of enemies, massive explosions, and purposely higher than normal odds of killing yourself and/or your own squadmates in what are often hilarious moments of insane chaos. Yeah, I think that’s pretty much it in a nutshell!

Picking my next mission aboard my destroyer.
“Picking my next mission aboard my destroyer.”

As soon as you launch the game you’re met with an intro movie that pitch-perfectly sets the tone, casting the player as a volunteer for Super Earth’s elite “peacekeeping force”, the Helldivers, whose job it is to spread “managed democracy.” The on-the-nose darkly humorous satire poking fun at western patriotism is, again, more than a little reminiscent of Verhoeven’s Starship Troopers. You’re then thrown into a tutorial where you learn the basic controls and the humorous worldbuilding doesn’t let up. You’re next tasked with christening your destroyer (the ship that serves as each Helldiver’s personal between mission hub) by combining some pre-selected words to come up with your own ridiculous but lore appropriate name (mine is “SES Distributor of Truth”.) By the time you’re on your destroyer and ready to go on your first real mission, you’re already totally indoctrinated in the lore, or at least in the spirit of it. This is a great thing for a co-op game as, like Deep Rock Galactic’s legions of drunkard “Rock and Stone!” shouting space dwarves, most of the player base is aligned with a sense of casual roleplay that adds to the fun and a real sense of community. It’s so effective that Arrowhead probably doesn’t even need to employ the guy who, acting as something of a Dungeon/Game Master, handcrafts elements of the overarching campaign… but please keep him!

After spending a little while exploring my destroyer and the various options in the UI, I was already very impressed with the presentation. Everything felt well-polished and slick, even if I didn’t know exactly what a lot of what I was seeing actually was.

The squad assessing a Terminid nest from afar.
“The squad assessing a Terminid nest from afar. Real far.”

With my work friend not yet online, I decided to hop into a “quickplay” game with randos. My random squad of hapless FNGs landed in a tight ravine under the cover of a fairly dark night and almost immediately began getting swarmed by Terminids, one of Helldivers 2’s enemy factions who are extremely reminiscent of the “bugs” from, once again, the Starship Troopers movie. I had no real clue what I was doing, so I just quietly followed everyone else’s lead, and it was pure fucking chaos. Assault rifle fire lighting up the area, gore and body parts flying, grenades exploding, people dying. Holy shit! At some point I picked up a large machine gun support weapon dropped by one of my comrades who had traded it for something else they found and quickly started to have a lot of fun by hanging back and playing fire support, diving into prone and laying down a hail of bullets with each encounter. After that mission, I figured out how to customize my loadout so I could start bringing my own machine gun with me, and the rest of my afternoon practically disappeared. Now absolutely jonesing for more, I jumped on again for another session that evening, and this time hooked up with my friend. Playing with voice comms and something more closely resembling teamwork only served to add another layer of fun to the game, even if we did have to either play as a duo or rely on randoms to fill out our squad’s third and fourth slots. I was absolutely hooked.

So back to the mechanics, the basic structure of a mission looks something like this: On your destroyer, you head to the mission table and pick a sector, a planet within that sector, and a mission or set of missions on that planet. There’s a number of procedurally generated planets with different biomes, minor hazards, and weather conditions. Mission types depend on the difficulty you select and the enemy you’re facing, which include the aforementioned bug-like Terminids, the Terminator-like robotic Automatons, and the newly introduced very sci-fi, zombie-creating Illuminate. There’s a fair variety of mission objectives, such as destroying enemy facilities, killing specific high value enemy-types, retrieving and/or activating something, but they all ultimately play out relatively similarly. As an aside, I’ve always found it amusing just how so many of these missions, especially the secondary objectives, feel like extremely simple grunt work that SEAF (Super Earth Armed Forces) probably simply needed “a pair of hands” and “boots on the ground” to perform. “Sure, send us on a literal suicide mission simply to go turn a few leavers and press a few buttons to get an otherwise automated mineral extraction site going again? Why not?!” I guess that’s just SOP for the Helldivers, though.

Hellpods shooting down to a planet's surface.
“Hellpods shooting down to a planet’s surface.”

Anyway, you jump into your “Hellpod” and select your loadout of stratagems and a booster, and once the whole team is ready, your Hellpods launch like artillery shells out of a massive cannon onto the planet’s surface. From there, your team has to plot your course from wherever you picked to land to each of your objectives. Typically there’s a fairly easy pattern you can employ, such as a simple clockwise or anti-clockwise loop from one objective to the next, and finally to the exfiltration point. Along the way, you’ll come across secondary objectives, enemy outposts, and points of interest which can sometimes include supplies, support weapons, samples, medals, and even super credits. More on all those later. Of course, those points of interest are often teaming with enemies, and you’ll also have to contend with patrols and even enemies calling in more enemies, leading to sometimes needing to fend off multiple waves of them. Once your main objectives are complete, or if you run out of time, you make your way to the exfiltration point and call down the shuttle, which takes an uneasy 90 seconds or so as your enemies make one last assault, again, usually consisting of several intense waves.

Of course, that’s all incredibly reductive. I didn’t mention how you need to call down special support weapons and equipment (including vehicles) based on the “stratagems” you picked at the beginning of the mission by throwing a beacon down at where you want them to land, or how stratagems have a time between re-use and with all of the Eagle-1 assault ship based stratagems, a number of re-uses between when the Eagle has to return to your destroyer for a lengthier re-arm. I didn’t mention how every stratagem and pretty much every other in-game interactive object requires a QTE-like pattern of quick key/button presses which have to be executed properly. These aren’t difficult, but executing under extreme stress, which is often the case, can lead to a minor fumble with major consequences. I didn’t mention how dying works – that is, if you die, your team mates have to use a reinforcement stratagem they throw down to call you back in, and you have a limited reinforcement budget. You also have the ability to similarly request a resupply so that you and your team can restock on ammunition, grenades, and the all-important healing stims.

Time for a little Dance Dance Revolution!
“Time for a little Dance Dance Revolution!”

And I didn’t really mention the stratagems themselves. In addition to being able to request a larger support weapon, there are things like defensive drones, shields, and distributable supply packs, and more stationary defenses like sentry drones of various types, minefields, and manable turrets. More importantly, you have one of the standout features of the game in the form of often impressively devastating strikes coming from both orbital attacks launched from your destroyer and airstrikes delivered by the aforementioned Eagle-1. There’s a large variety of these, from attacks meant to devastate a wide area of light targets, such as the Eagle Napalm Airtrike, to those made to hit a single heavily armored target with pin-point accuracy, like the Orbital Railcannon Strike. The moments when a huge strike hits exemplify Helldiver 2’s immersive, often very cinematic graphics, filled with impressive looking explosions, destructible buildings and terrain, and intense particle and lighting effects. Of course, they can also exemplify the game’s reputation for intentionally embracing hilarious accidental “friendly fire” team killing incidents as well. There have been a small handful of other games, such as Mercenaries 2: World in Flames, which had similar air strike mechanics, and it has never not been fun mechanic to me.

In the end, this all comes together to feel like a weird blend of something like a cooperative, PvE version of a Battlefield game (though Planetside 2 might be a closer comparison.) That is to say, a lightly tactical shooter mixed with an array of interesting tools and a huge open-world battlefields which both give players a lot of freedom with when and how to complete objectives and engage in combat, and leads to some amazing emergent moments.

The glorious aftermath of an perfectly executed orbital strike.

The glorious aftermath of an perfectly executed orbital strike.
“The glorious aftermath of an perfectly executed orbital strike.”

Back on your destroyer, you’re shown your mission statistics, the experience points and other rewards you got from the mission, and a rating. Rewards come in several forms. Of course, you gain experience points to level up your Helldiver, though leveling up really only affects some gating around certain stratagems and not much else. There are also Requisition Slips, which are the main currency you’ll be using to purchase new stratagems and ship upgrades, and are awarded fairly generously alongside XP. The ship upgrades also require a much rarer currency, samples. Samples are picked up around the map in missions and have to be carried to the end of the mission and successfully extracted with to earn, which is harder than it sound since they’re also dropped upon death… and if you haven’t figure this out by now, you will die. Probably a lot. These can take a lot more work to grind out, especially given that there are three types which correspond to different difficulty levels, and the two associated with more difficult missions won’t be available at all until you progress up the ladder. Still, ship upgrades are valuable, but they’re also more of a long term progression system. Finally we have War Medals and Super Credits. War Medals are the currency used to purchase items in “War Bonds” which are Helldivers 2’s battle passes. Super Credits are the game’s actual cash equivalent currency, used to purchase items in the “Super Store” as well as the War Bonds themselves.

Helldivers 2 takes a similar approach to Halo Infinite when it comes to battle passes and its purchases. War Bonds contain a number of cosmetic items, such as armor, helmets, banners, capes, and emotes, as well as the occasional new piece of equipment (including weapons) and even sometimes access to special stratagems. Essentially, everything you can progress in the game except for ship upgrades and your character’s level can be found in War Bonds. War Bonds are not time limited, so once you own one you can spend your Medals in whichever ones you want whenever you want, which is handy since you may very well find yourself trying to prioritize going after a few particular items in multiple War Bonds first. The Super Store works like Halo Infinite’s originally did, which is to say it’s unfortunately entirely based around FOMO. You’re presented with a small number of items, mostly just cosmetics, every couple of days. I’m not a huge fan of that system, but there aren’t that many items in rotation, and I’m not nearly as obsessed with cosmetics in this game as I was with Infinite either, thankfully. The inclusion of new weapons and other legitimately game changing items in the War Bonds and the store is a little controversial, as despite being an entirely cooperative game, there are naturally still “flavors of the month” and/or “meta” builds which often include them, but again, this is an entirely PvE game, so it’s not exactly “pay-to-win” in a way anything close to a more competitive game could be.

You can optionally aim down sight/scope for extra precision
“You can optionally aim down sight/scope for extra precision.”

Beyond that, your ship lets you customize your character with those aforementioned armor sets, helmets, capes, banners, emotes, and most importantly, your primary and secondary weapons and grenades. These are just parts of your standard loadout, and not linked to the whole picking stratagems thing you do just before each drop, though perhaps just as important. There’s a good variety of weapon types, from assault rifles, shotguns, and DMR primary weapons, to pistols, grenade launchers, and even melee secondary weapons for those who like to experiment with different playstyles (or more likely, amusing “meme builds.”) Oh, and I should also mention that your armor comes in three different varieties, ranging from light to heavy, which trade off speed, mobility, and stamina for protection. Armor sets also includes a passive ability which usually grants the wearer a couple of bonuses, such as increased grenade capacity or reduced fire damage, for example. The basic armor in this game has a pretty cool, unique look to it, though designs for newer armors, as well as the designs of enemies and vehicles borrow liberally from all of the place. Of course, we have obvious Starship Troopers influence, but there’s also a little Halo, Planetside, Earth Defense Force, and perhaps even some Warhammer 40,000 in there as well. It’s not too blatant, and it mostly all gels into something fairly cohesive, and importantly there are no ultra ridiculous immersion-breaking cosmetics either, thankfully.

Progression can move pretty slow if you’re not pouring absolutely tons of time into mission after mission with a full squad. To get more, faster, you’ll want to progress to higher and higher difficulties. These grant more experience points (via a multiplier) and medals, plus access to those higher tiers of samples. The tradeoff, however, is that the mission types change and new enemies appear, including some massive, very difficult to kill ones. The most notable element here is the armor values at play, which ranges between unarmored, light to heavy armored, and tank, with several steps to many of these. To kill enemies with higher armor values you’ll need weapons that can penetrate or otherwise damage these types of armor. This means that as you progress, you’ll also want to develop your loadouts accordingly. For instance, playing solo I could easily wipe the floor on Medium difficulty, but recently moving up to Challenging and Hard and beyond, I ended up replacing my primary weapon with one that could do medium penetration, a secondary that could do anti-tank damage (for emergencies) and stratagems – a support weapon, an airstrike, and a sentry turret – that could all do heavy to anti-tank levels of damage.

Solo. Checking my mini-map for blips - things were suspiciously quiet.
“Solo. Checking my mini-map for blips – things were suspiciously quiet.”

Speaking of soloing, not only did I regularly play with my work buddy, but one of my old [TPG] chums Zabka (AKA JoeyPants) randomly started joining us too, and soon we had a fairly regular trio with the fourth often being filled by a friend of one or the other, or a rando. It was honestly a blast playing with a dedicated crew again, which was the icing on top of why this was my 2024 game of the year. Unfortunately, my work friend and I eventually stopped finding ourselves in-game at the same time, so we stopped playing together as much, and then Zabka just seemingly dropped off the face of the earth, and next thing I knew I found myself either having to play with squads of randoms again or going it alone. Playing solo in Helldivers 2 isn’t nearly as depressingly unsatisfying as it can be in many of these sorts of co-op focused games, but it’s also quite a bit more challenging given that less people means less stratagems, less eyes on the horizon, less shots coming from less angles, etc. It’s definitely doable, even up to the highest difficulty levels for highly skilled players, but it’s nowhere near as fun to me. As mentioned, I recently found myself hopping on and trying to improve my solo game, which meant quite a few tweaks to my loadout and tactics, but it’s been rewarding to see myself progress this way. This won’t really sustain me though, so sadly, unless any of my friends suddenly develop an interest in Helldivers 2, I’m likely more or less done with the game.

Regardless of whether I keep trudging away at solo dives, start playing with randoms again, find a new squad, or just hang up my cape entirely, I’ve absolutely loved my time with Helldivers 2 so far. If what I’ve described sounds at all enjoyable to you, especially if you have a few friends to play with, I’d highly recommend checking it out.