Helldivers 2 Is Changing the Future of Gaming | An In Depth Review and Analysis

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do you remember when video games felt like the only thing they wanted from you was for you to have fun if there's one thing that makes hell divers 2 stand above other games for me it's how it manages to take a very simple idea and not only execute that idea near perfectly but to also carefully add so many additional systems that are never excessively complicated and that all exist in service of creating a multiplayer game where players are all always reminded that the focus of the game is one thing fun and everything else exists to make that happen it brings back a vibe that I hadn't had since playing horde mode and Gears of War or Halo fire team you could even compare it to Left 4 Dead those games that valve put out back when valve used to put out games and also another example of how they can't count to three does anybody want to play back for blood with me later no okay well the reason that hell divers 2 conjures up memories of late night Gaming With Friends Jolly cooperation and Good Vibes is not just because of what it does but because of what it doesn't compared to so many other games that I play to rank up grind up the battle pass or convince myself that I'm improving at something even though all I'm doing is finding new ways to hate myself I play hell divers too because it's fun sure it does reward me for playing I get fancy new capes and cool looking armor and there's a progression don't worry we'll talk about everything in this video but really I play it because every time I do I have a great time and leave feeling good I don't think I noticed how bad some games had become until I realized that I feel good while playing and after was a noteworthy part of the hell divers 2 experience but truly the point is that I don't need the game to give me stuff for playing the reward is that I had a good time but how how can this exist today and why has it been so long since a game like it has really captivated so many people well it does so through a lot of stuff and this is a segue now hi I'm mug Thief I make videos and in this one I'm going to analyze hell divers 2 and everything that it does to be so good as with all my analyses they're very long so you have time stamps below to jump to different parts I almost didn't make this video because hell divers 2 is a live service so depending on when you watch this this game might be very different but then I came around to the idea that it could serve as a pretty cool Time Capsule so if you're watching this in the future hey that's cool just keep in mind when this was made let's get into [Music] it [Music] there's a question that kept popping into my head while playing hell divers and that question was what is success is Success pulling off a Flawless Mission with my friends no respawns all side objectives maximum time efficiency is Success making my friend is angry by constantly launching them across the map with my grenade launcher is Success owning a home and having Financial stability maybe success is selling 4 million copies of your game despite being a small Studio whose previous game peaked at around 10,000 concurrent players I couldn't find an answer to this question but I did find the answer to a different one what is failure and failure is not enlisting to fight for liberty not fighting for democracy which may or may not be managed failure is not fighting for the glory of arota sorry I mean Super Earth got that confused for a second and yes that is what we are all fighting for when we play this game and it matters a lot in why the game is as good as it is I do think that before we get into the nitty-gritty it's worth explaining the basics of Hell divers too in case you're not familiar luckily this is a very easy game to explain kind of it's an always online four-player Cooperative third-person shooter you can run shoot Crouch dive go prone and use a variety of different weapons and equipment that you select before each mission called strategems each player can take in four strategems as well as a primary and secondary weapon and the strategems are little orbs that send a beacon and then your support Fleet sends stuff to you that stuff ranges from heavy weapons and Port weapons and backpacks all the way to missiles and orbital strikes and Napalm launching emps just a long list of different things you choose a mission from a galactic map and you and three friends or strangers dive onto a planet and you land on what is basically a tiny open area on it populated by different things to keep it interesting and from there you execute your plan to complete the objective and extract using what whatever loadouts you decided on to accomplish that all the planets have different biomes so you could go to a snow covered Planet a wetland one forests deserts and plenty of in between there's some depth some strategy and a whole lot of chaos as you take on either the terid which are bugs and the automatons which are robots but before we get even deeper into all of this stuff and the gameplay systems I really want to talk about the game in the order that the game presents itself to the player the first thing you experience is a cinematic that conveys its very heavily Starship Troopers inspired tone and comedy its biting satire and light mood as you are put into context as a hell diver the most elite essential valuable and completely Expendable force that super Earth has in its defense everything strikes a very fine line between being dumb and Goofy but also cool sure my Cape is awesome and I appreciate that if I stand here on the ship it's always flowing but also it's a tad bit dumb cool enough for me to like it dumb enough for me to not take it seriously its main themes don't really stray from Starship Troopers but it's not its themes that make it stand out for me and instead the way those themes are used in gamep playay and how the tone of it affects how you play in this universe we're all fighting for super Earth and that means we have to travel far away to quote unquote liberate planets by waging a war of Extinction against our enemies all of us players are fighting the same fight navigating the star map and deploying on planets completing missions together in order to make that Liberation bar increase and once a planet is liberated we move on to the next there's always multiple planets to deploy onto at once and both fronts of the war are open so you can choose which enemies to fight and they result in very different missions in combat so you always have something to choose if you get tired of one thing most people though gravitate towards all playing on a planet in either front until it's liberated and This Global level cooperation meets The Game's playful tone in gameplay design to create some very unique storytelling there is no real story in Hell divers 2 maybe there will be a season's progress events could happen to contextualize new additions new enemies new objectives but right now there's nothing the story telling comes from the experiences you have with your friends and the memories you forge on the battlefield fighting for Liberty there's a number of different biomes for each planet but they also shift in weather conditions in time of day the stories you end up telling are the ones of how the entire Community rallied for a huge push on the last planet to be liberated in a sector Angels Venture and its Woodlands Covered in Rain or the dark of night as you and your squad push through each mission until it was liberated Malon Creek and its watery islands and hills with the red lights of the automaton bases shining through the fog as you crept up to launch an orbital strike you see none of these biomes are unique multiple planets use the same biomes but because you regularly focus on liberating each planet and on each planet you can tackle so many different Mission types and they can all be impacted by those time of day and weather conditions they don't get boring very quickly and if they did you can just go to a a different one you don't really get access to the same biome on two planets at the same time and biomes are something they intend to add more of over time but even now since during long stretches of time only certain planets are available and they look a certain way they end up creating memorable locations from what are really just your average biomes you remember the name of the planets and you have vivid memories of the landscape and all the different ways that it can look even if the ICBM missile platform always looks the same or the evacuation platforms end up repeating often there's enough variety and identity to each location that it creates memories and stories it leads to community memes and rallies of people fighting for freedom and that's the last important part of that tone and this structure that incentivizes everyone to work together and because of that you can just have fun failing a mission comes with no penalty you're not time locked out of it you didn't spend the special onetime use paid for consumable to tackle it all you lost out on were the rewards for finishing it which are some small amounts of doodads used for power progression it's not a big deal because you probably had a great time and more than a few laughs failing that mission sure we all wanted to finish it but it's more important that cool stuff happens during it than just grinding away at an outcome playing them being in the moment with your squad the crazy stuff that happens is reward enough and since there's no punishment for failing you end up just wanting to have fun and not caring and this general feeling shows throughout the Vibrant Community the fun memes how quotes from the game have flooded the internet how Squad members tend to be friendly easygoing and more often than not spam the hug emote even when you're in the middle of combat it's wholesome in all the right ways in the most democratic way accident dentally or not blowing up your teammates just leads to a loss of the very generous respawn tokens you get permission unless you're struggling on the highest difficulty for challenge we'll talk about this later it's all good it feels like a game you jump onto to hang out laugh and spend your time doing something because it's created an environment that's enjoyable for you to spend your time in a Bastion that while it still does have its progression systems and its free battle pass doesn't feel like a game that wants you to keep grinding at it it doesn't want to trick you into playing it those battle passes for example aren't time locked you don't have 2 months to complete them or something and then they're gone forever no they will always be here that matters so much in making us the players feel like the game wants us to enjoy it on our own terms instead of feeling like they need us to become a addicted to it and spend money and become invested and enfranchised and like we need to dedicate Our Lives to it just to keep up with it as if it were a second or in some cases a third or fourth job it's really funny to think that a game about complete dedication and sacrifice to a cause that wants to use you is the one that wouldn't do any of that to its players and this is the game that has actually made me remember that you can feel addicted to a game in a way that's completely healthy and that's just poetic I felt right from the start that hell divers 2 was a return to form like games I used to play many years ago but with more modern reward systems that felt fun to chase but that were never the priority nor the game's main intention it reminded me of Team Fortress 2 and deep rock Galactic but it took me a while to put my finger on it it's trying to do the Miley Cyrus thing you know the Best of Both Worlds it's a modern live service game with large content road maps to keep it alive for years and with big new fun stuff a stream of content to keep us entertained just like any other massive live service today but it isn't trying to manipulate you it either had the confidence in itself or the audacity or the luck to just make a game that's extremely fun to play and also makes the most of everything from Modern games to bolster that in other words if hell Iris 2 didn't have a battle pass no life ser no updates little to no Cosmetics just the raw game and the progression for unlocking weapons and strategems we would still play it but because it has all of those things not only do we get to enjoy it thoroughly today but we also get to be excited for the future we don't have to play it day in day out forever that's not the point we can play it happily Get Enough from it and it's so good that it'll leave a lasting impression that I'm confident will guarantee that when big update come out New Seasons new stuff we'll all hop back in excited to experience it and with none of the terrible fomo and manipulative tactics that other games use to make us feel that leaving even for a little while makes us traitor to the cause you might have noticed that I haven't even begun talking about actually playing the game actually playing it is equally amazing but these design decisions that create such an exciting game a game that feels modern and nostalgic engaging but respectful of its players a game that makes the most of so many different ideas and ultimately a game that I just smile when I play or even think about this stuff is so important to talk about because it's a model I want to see imitated more and there's so much smart stuff here to make hell divers too in all of its small Studio smaller budget glory shine so much brighter and with so so much more passion than the massively bloated giant budgets of games made by corporations that might as well be monoliths it's easy to be pessimistic these days about pretty much everything in life it's easy to think that hell divers 2 will one day become one of those soulless husks that exist to squeeze money out of its players and Chase whales under mandates by outof touch corporate suits looking to please shareholders but I refuse day in and day out every day that I wake up I refuse to do what's easy and instead choose to do what I think is best so I'm going to be optimistic every day that I can and I'm optimistic that hell divers 2's Core Design its focus on making a damn fun game is something that other developers and companies will look at and try to copy that it has a real impact on how live service games are designed because the world of gaming to me looks much better when more games like this one exist and the world of gaming also feels much better whenever I sit down and play hell divers 2 we interrupt your regularly scheduled broadcast with this emergency message from the superar ministry of information not liking this video If you like this video is now considered grounds for treason and who wants to be a traitor to Freedom Liberty and democracy continuing with its surprising ability to combine things that shouldn't work well and somehow do hell divers 2 is both incredibly Fantastical I mean you're fighting bugs and robots in space after all and very immersive it's not realistic again it's crazy sci-fi but the way that it creates the scenarios you end up in the scenarios themselves are believable and not once is suspension of disbelief something that you can even think about it's like a big magic trick where the end result is that momentto moment gameplay feels absolutely magnificent from moving to aiming to shooting to the absolute chaos that can unfold the graphical and auditory spectacle around it it all works in concert to create stunning scenes that make you feel like you're the star in the coolest sci-fi Squad wartime movie ever produced at its core is a third person shooter and that doesn't sound particular ly exciting on paper but that's why I say that just because you start with a simple idea doesn't mean it can't become great through execution for starters movement and shooting feel excellent and I'll dive a lot deeper into that in a moment but first I want to highlight the strategems and general Loadout system because it's very very smart and not just the load out but how flexible everything in the game is when it comes to player choice and decision- making much of that diversity I talked about before comes from your mission objectives and your enemies first the big choice of bugs or automatons but after that comes which difficulty level which dictates not only how many and which enemies you face off against but also the amount of objectives on the mission there's always a primary objective although it can have smaller subobjectives required first and also a number of secondary objectives to find and complete on top of that there are enemy outposts you can clear out and pois or points of interest which contain weapons supplies and potentially more meta rewards like samples which are used for larger meta upgrades medals used for the battle pass and super credits used for the premium shop or the premium battle pass because all of these things scale in quantity and difficulty as you bump the difficulty level up new challenges and requirements present themselves and the game expects you to slowly progress and unlock a wider arsenal of weapons and equipment to bring into combat and because it's designed for four-player Co-Op you can't cover all of your bases to Perfection you can be a jack of all trades and balance at the moment does have certain weapons and strategems feeling stronger than others but an optimal team will still bring along a diverse assortment of weapons of Destruction in order to take down all threats but moving up in difficulty doesn't mean you have to prepare for everything all at once you you can decide to make missions shorter by just making a beline for the objective and ignoring everything else and you can become more confident and understand the requirements of going out on longer missions where you explore and you'll change your gameplay style and Loadout to better fit that your loadouts themselves can also get stronger through upgrades or by unlocking new things with primary weapon choice for example varying heavily depending on if you need more Firepower for bugs or armor penetration for the robots with each player carrying four strategems and those being divided between support or large weapons backpacks orbital strikes Eagle strikes which are faster but limited in number aerial strikes and support which encompasses turrets and imp placements there's a lot to choose from as you find out your favorites while still covering any potential weaknesses your team might have as you continue to climb in difficulty not only will the number of enemies increase but the time as well going from very basic bugs and robots into more specialized and threatening ones armor penetration becomes a bigger concern you encounter bugs like the warrior which has some armor on it and poses a bigger threat then you add bigger priority enemies like the bile spew which can One-Shot you from afar Hunters the most annoying deadly fast Little Critters there are and stalkers which are invisible and like to stay outside of a fight before pouncing on you and require their nests to be destroyed to stop them from appearing endlessly from there you climb up towards the charger which can disrupt any coordination with its large armored well charges and the bile Titans giant towering bugs that are not only Relentless and deadly but require either very serious Firepower or coordination to topple on the automaton front Berserkers and Devastators start to fill the ranks until reaching the intimidating Hulk heavily armored and requiring distractions to hit its weak spot from behind that's very similar to how you take down tanks which can absolutely destroy you from very far away and kind of roam as they please if they aren't focused down quickly this leads to two very different gameplay Styles within the same game bugs tend to feel like a Relentless free-for-all with them becoming Unstoppable onslaughts of Chaos but generally easier to take down and improvise against thanks to that chaotic nature automatons require more coordination and they often reward stealth most important against them is positioning most automatons have guns so taking cover and finding a good position to set up turrets and other defenses will help manage the combination of melee rushers and long range Firepower they can rain down on you making them more engaging when it comes to longer defense missions but also very fun in open maps where you can pretend to be Solid Snake and infiltrate each Outpost taking them down in a more tactical manner Colonel they seem to be using an organic version of metal gear when you combine loadouts the modifiers on difficulty the different biomes the different elements of a biome that can change and the mission types that you go on there's a lot of variety to keep the game feeling fun and fresh and you always have have the option of tailoring that experience by going to a different planet a different enemy type a different objective or difficulty level it's honestly just great and very welld designed and thanks to that Stellar core gameplay it holds up for hours upon hours on end that balance as I said isn't always there but the bones of the system are very solid there's more crowd control heavy options High Power Precision weapons more all-rounders tradeoffs between coverage and risk with things like the mortar turret for example which I still believe is the number one reason for me dying in this game there's a really good system here that gives variety while always managing to feel fun and distinct but not so rigid that things can be impossible if you don't follow the meta quote unquote you get to choose which missions you want to do how much of them you want to explore when you want to go up in difficulty when you feel capable how much you want to upgrade before it and what type of load out you personally want to run and what group of loadouts your team wants to run to tackle any given Mission it all comes back to that feeling of accessibility you never feel locked into a specific decision you can definitely strategize but just go for it and if you're not having fun turn the difficulty down the game definitely has a power progression though the more you play the more powerful options become available and some of the very early options are just plain worse than some later ones but I don't think that's a negative when once you have most things open to you that variety is still high and I like the idea of that challenge and having to keep unlocking cool stuff in the future when new things become available it's not a very tedious grind because the game is just that fun but also because it's just not that long of a grind strategems themselves have a really cool Quirk to them requiring you to introduce d-pad Direction sequences to deploy them leading to tense moments where you can flub the inputs and end up panicking in moments that make it feel slightly like a survival horror game and in those moments when you're running through a jungle chased by the enemy desperately trying to call in a strike and the background is illuminated by the fire and explosions of your teammates as you give up reload your weapon and make your last stand that's what sells the game everything working together and there is a lot that goes into making that happen many little pieces all Jo joining together in just the right ways to culminate in that overall feel and I want to talk about some of those tiny things we might not notice but are so important to it for us nerds it's important to note that the game uses an engine officially discontinued in August of 2017 the engine was previously known as bit squid and then Autodesk bought bit squid and changed the name to Stingray and then they closed it down to better offer support for Unreal Engine and unity but but Arrowhead the developers of the game kept working on it with no official support this is in case you aren't sure absolutely Bonkers by the way what's even crazier is what they made with it I haven't had the opportunity to talk to anyone at Arrowhead but if I was a betting man which I'm not but for the sake of argument Let's Pretend I'd bet they were heavily inspired by two engines in the games on them the fox engine used for Metal Gear Solid 5 and then repurposed for soccer games and probably pachinko machines thank you Konami and the DEA engine that was used for the PS4 Kill Zone Horizon 1 and 2 and also modified and used for hi kojima's death stranding and the upcoming death stranding 2 vacation time if there's one thing that really stands out to me from those engines and games is how they do such a great job when it comes to the player character and framing third person as something you're connected to big Big Technical nerd stuff warning but I promise you this will be interesting many third-person games have their cameras and mechanics feel more like you would imagine a movie to be filmed they're nice and stable like a perfectly smooth and choreographed shot that's capturing all the action and you can think of things like Devil May Cry Uncharted or the soul series and yeah pretty much every single platformer as examples of this many tricks are then used for immersion or for better player feedback and communication getting hit might make the camera shake or maybe a big fall a big explosion but otherwise the camera feels like a passive Observer that you place to best control the action in games like Metal Gear Solid 5 death stranding in Horizon and of course Gears of War from back in the day and to stay with the go God of War now the camera in Hell divers 2 feels more like it's part of the character there's a balance to strike between that connection because you can't make it too wild and reactive that could make the game feel confusing or dizzying but they tie the camera much more to what you do each step you take has this tiny amount of Bob for the camera when you sprint it slightly shakes in time to each step when you shoot there's a slight movement when you jump or do a more violent jerky motion it attempts to follow but with a slight delay and a ramp up speed towards you it's very s but it creates this illusion that we aren't just observing the situation with a camera detached from the action but instead the camera is in the action and so we feel more directly connected to it even if it's third person the camera here feels contextualized as something that is part of us controlling the character and it reacts and requires small corrections to keep in check much like you would do in a first person game it's the tiny details the differentiate between something feeling like you're placing a reticle on an enemy and pressing a button and instead that you're aiming a wild difficult to control gun and firing it I have to point out that this system isn't strictly better everything has its uses and its place but I think that in the case of Hell divers 2 a game that isn't focused on a highly competitive mechanically complex game that requires the utmost Clarity and precision it's a very correct decision this is a game that wants to put you in a space create a Vibe and have you enjoy the experience of living in it its mechanical complexity and requirements are secondary to that feeling of playing it and that's something also prioritized in games like Resident Evil 4 or dead space more so even in their remakes which while having a lot of mechanical depth and precision want to make the fear and tension the priority what matters is the overall experience not the quality of each individual mechanic and because of this just moving around watching stuff happen explosions going off teammates flying at the hands of a bile Titan or the thump of your support weapon Landing all help put you in this space and make you love being in it this whole camera rant is just one of the many elements that helps create the atmosphere and gameplay experience of Hell divers too the 3D audio positioning the meticulous design of each and every weapon and how they sound when you shoot the boom of each explosion the visible damage caused by each bullet you put into a bug or robot the way that each shot recoils in the third person reticle with its slight aim assistant floating Center Point that detaches your direct aim from where you will actually shoot each of these things was thought about poured over wor worked on probably redone scrapped brought back and finally implemented in many long nights of careful decisionmaking and hard work each of the tiny elements in this game were carefully considered and they were all put in to end up combining into something that I can only describe as magnificent and it was all done on a discontinued engine like seriously can we please appreciate these developers and these Engineers that even made this possible you don't get to this point without having a Clear Vision Without trying and trying again iterating and making sure that the game feels exactly how you want it to feel there is an Artistry present in crafting the feel of this game one with such variety so many options and weapons and strategies available and to make all of them feel great to use even if they're not all as effective it's not just about balance it's about chaos and Carnage making each fight feel as much like a harrowing boots on the ground experience of whatever it might be like to fight in an Intergalactic satirical War but never losing that feeling of it being a party with your friends each trigger pull each sound effect each mechanical wrinkle like how resource management is important and reloading throws out all the ammo left in that magazine or how you take reduced damage while diving but retain the ability to shoot so you can release your inner John wo Superstar all these tiny interactions that lead to emergent gameplay aren't just fun and exciting they feel overall polished and thoughtfully considered and with General philosophy that seems to communicate yeah why wouldn't you be able to do that it's fun and all of those technical things all of those systems all of those mechanics combine into one with a final layer on top chapter 3 Liberty is oh I'm not supposed to read the the tone the wholesomeness the freedom in finding your fun the technical Excellence with which it's all executed comes wrapped up in a package that makes you want to jump in again and again dropping into a mission isn't just going for an objective it's an experience that fills me with warmth as I enter my pod with my squad and the music kicks in the anticipation builds as we select our Lo outs and the loading screen begins cleverly masked by the image of the pods Falling Towards the surface with an appropriately epic and now seared into my brain score to back it and it transitions into landing with the top down camera view that slightly reminds me of risk of rain too and then I stand for a second in awe at my surroundings just how beautiful this game can look with the atmosphere of these planets the fog the rain the lights and then I'm quickly reminded I should call down my grenade grenade launcher and Supply backpack before someone pings the map towards our first destination moving and surveying the landscape is so beautiful it never gets tiring until you spot a patrol and wait for a second to decide if you should engage or not and what resources to use for it but it's too late they spotted you because your friend accidentally threw a grenade at his own feet and the music kicks in as you scramble for positions and figure out the most efficient way to react that won't have you blowing up Kyle who's right next to you you shoot with your grenade launcher but you hit a rock close to you so it flies into the air and ends up landing on that other friend who just responded after blowing himself up it's all hilarious chaotic intense light-hearted memorable and Damned fun how something can manage to be all of these things at once is truly mindboggling I can feel like this is the most epic wartime movie I've ever seen but I'm playing through it as explosions Fly Above me I'm pursued by the enemy I find a place to hunker down and decide to take them all out with me and at the same time I can accidentally glitch on top of my friend and also hug them at the same time and I love it from that soundtrack to The Capes to the weapons to the absurdity of it all coming undone or coming together H divers 2 creates a place where you feel Just Right video games have always had a large part of escapism for as much as they can be art and they can tell wonderful stories and have us face our fears or affect us emotionally we should never understate how important it is to have games that just let us forget about all the terrible stuff we may have in our lives as our problems have become greater as we've become more interconnected and the entire world globalized these problems we wanted to escape from became more severe every day this Doom and Gloom and and people being angry about everything and I swear that's everywhere now not just Twitter formerly known as X to me it seems that many games have resorted to the wrong things in order to allow us to escape our troubles instead of making something so compelling that we can't help but be enthralled they've chosen to make games with so many systems and bars and invisible meaningless gamer points to keep us distracted until they made games that function like another responsibility sure it's a better responsibility than the ones we try to avoid because it's fun and colorful and ultimately only as important as you make it but it's still a responsibility at the end of the day oh I better finish my battle pass before the next season or I'll never get the spider pig skin in fortnite or something I'll miss out on this animated skin in Call of Duty that has flames and skulls on it and those things like any responsibility can even be a cause for anxiety and a cause to resent the game it's no longer really an escape sure you can hide from the world for a bit but you're just substituting real problems for fake video game ones in a relationship that you really didn't sign up for but the developers desperately want you to have so that you end up spending some money or too much of your time hell divers 2 comes from a different timeline where games didn't need those things to help you escape they did it on the strengths of creating a genuinely engaging experience that you can get absorbed into as some Japanese guy breaks out laughing because I blew him up while trying to save him from Evil robots while fighting for super Earth and that brief moment reminds me that video games are just really [ __ ] cool I love not only hell divers too I love the story around it its success and what it represents for games the medium that I love so much that I'd dedicate my life to it if I could in a world where very often things can feel stacked against you I don't want to begin to imagine how hard it is to make a video game there are so many ways that it can go wrong and Hell divers 2 manages to stand out and I couldn't be happier for that success it goes against the grain it wants players to feel good and enjoy a video game and players have reacted to it they recognize the greatness in it even when we can't put it into words we know that this is a game that was made with passion for us to enjoy it and I'm so happy that this exists what Arrowhead has done feels impossible to me like lightning striking a person the instant they found out they won the lottery while they're on a zeppelin it's a game that not only exists but nails so many things that others fail at from its service model and monetization to the tiniest details of gameplay that people toiled over for years and years and not only does this game exist but it's a massive success that people love and that [ __ ] fills my heart with happiness in a way that I just don't know how to put into the words so instead of trying to do that since obviously I'm not that good with words I'm going to say Well done Arrowhead congratulations and here's to many more years a fighting for democracy I've been mug Thief if you like this video hit the like button it helps out way more than you think if you want more big analysis videos they're all in a playlist on the channel I make these sorts of videos but I also try and upload 3 to five times a week with less super highly edited and written videos covering stuff that I simply care about if any of that sounds good to you consider subscribing for more it helps me get closer to one day dedicating more time to make even better videos thank you so much for watching never forget Angel's Venture and give them hell out their hell divers I'll see you again very soon
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Channel: Mugthief
Views: 123,743
Rating: undefined out of 5
Keywords: helldivers 2, helldivers 2 gameplay, helldivers 2 review, Helldivers 2 pay to win, helldivers 2 4k, ratatoskr, monster hunter, palworld, mugthief, helldivers 2 anti cheat, helldivers 2 super credits, helldivers 2 matchmaking, steam, helldivers 2 asmongold, full walkthrough, helldivers ii, so i played helldivers 2, so i tried helldivers 2, legendary drops, helldivers 2 analysis, helldivers 2 mech, helldivers 2 future updates, helldivers 2 updates, asmongold, asmongold reacts
Id: mg_4l-hFIbM
Channel Id: undefined
Length: 40min 24sec (2424 seconds)
Published: Thu Feb 29 2024
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