Helldivers 2's CEO has reaffirmed the game's commitment to friendly fire, confirming that the ability to completely one-shot your allies "will never change."
12.03.2024 - 11:53 / rockpapershotgun.com / Johan Pilestedt
I've written a bit about playing Helldivers 2 as a solo diver, noting that Arrowhead's frenetic shooter holds up surprisingly well when you rudely insist on treating it like an open world stealth sim, a la Metal Gear Solid V. The developers have weighed in on this front, commenting that strictly speaking, Helldivers 2 doesn't support stealth at all. It's just designed in an "agnostic", systems-first way and this in itself makes stealth a possibility. It's also a quiet attempt to capture something of the intricacy of a full-blown military simulator, while still being a very "arcadey" game at heart, which owes a little to Arrowhead's own collective time in the military.
All that's from OperatorDrewski's recent let's play interview with Arrowhead CEO Johan Pilestedt and head of product testing Patrik Lasota. Here's the relevant chunk about stealth (the chat is unattributed, but I think this is Pilestedt talking):
It's not really that we have stealth gameplay, it's just that everything just has to make sense. All of the enemies they have hearing, sight, they also have like an approximation of smell within a close radius. It's just like if you're in proximity to some of the units that are very sensorily aware, like the Stalker, they will detect you no matter if they can see you.
Yes, that's right, the game simulates smelling, so be sure to do your laundry regularly, Super Terrans, lest your noxious underpants lure the arachnid menace to Lady Libertea's door. If I were feeling ungenerous I might say that "smell" here is just a fancy way of saying "some enemies magically notice you at close range", but even if that's the case, it's perhaps a system they can expand. For instance, they could give Stalkers the ability to follow scent trails, and by extension, perhaps they could introduce a Stratagem that drops stink bombs to mislead patrols. As General Brasch might put it, the stench of deception is also the aroma of victory!
There's some follow-up chat on how much fun Arrowhead are having watching players experiment with the moving parts.
It's so nice to see the community figuring stuff out in a game that is systemic like this, because they're going to find stuff we ave no idea exists, basically. It's funny when you take that kind of approach to game design of being more agnostic to the outcome, and focus on designing systems that are robust enough to handle a lot of different varieties.
Helldivers 2's "agnostic" design owes a lot to Arrowhead's appreciation for military simulations like Arma, you might not be surprised to hear. While the game's flavour text (when unlocking new guns and stratagems, for example) makes fun of military jargon and recruitment poster rhetoric, its representation of
Helldivers 2's CEO has reaffirmed the game's commitment to friendly fire, confirming that the ability to completely one-shot your allies "will never change."
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presents players with an abundance of different tools to eliminate the deadly armies of the Terminids and Automatons and Arrowhead Studios is giving fans some insight into how those Stratagems are created. One of the core components of the popular co-op shooter is the ability to call down equipment and support from the skies, most of which take the form of explosive air strikes or precision missile launches. They're undoubtedly one of the most fun aspects of and director Johan Pilestedt wants everyone to know how the team creates them.
makes a point of throwing droves of enemies at players but those who do their best to avoid combat may be shocked to learn that enemies have a few extra tools in their arsenals to detect sneaky players. During some of the game's larger open-world missions, Helldivers have the option to engage with roving bands of foes or, if they're careful, sneak past without raising the alarm. That's easier said than done, especially when the Terminids can use more than one of their sense to track their prey.
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