It’s healthy to be skeptical when you see microtransactions in games. Many titles cross the line from fair to exploitative, all but forcing players to throw in money that could buy another full game (or more) to actually have a good time. So when initial reports surfaced about Helldivers 2’s microtransactions, people were wary. At first glance, the now-popular live-service shooter utilizes some familiar strategies. There are both free and premium battle passes that feature items that can affect gameplay and a number of currencies to parse out. Plus, there wasn’t a roadmap released at launch, so it was tough to gauge how horrible any microtransactions could be.
But after playing it for around six hours, there doesn’t seem to be anything to worry about. While putting money into Helldivers 2 will allow you to skip ahead of other players a bit, it won’t make a giant impact on gameplay. Most importantly, all of the currencies can be farmed in-game, with only one being available for purchase. Developers at Arrowhead Game Studios have created a system that can give certain players the tiniest edge, but it’s not unfair, nor does it doom players to a vicious cycle in microtransaction hell.
The game has four kinds of currency — Requisition Slips, Medals, Samples, and Super Credits — and the first three are only available through playing missions. While you can find Super Credits (SC) in loot containers or through the battle passes, the main way to “earn” them is through real-world money. Then, you can use them to unlock upgraded armor in the Superstore. Some just provide cosmetic changes, while others give you a higher armor rating or passive bonuses.
I can understand why people get concerned about premium currency like Super Credits. If you spend money on a game, why do you then need to spend extra? Take a look at Suicide Squad: Kill the Justice League, which is a full-priced game that still offers microtransactions for optional cosmetics. Sure, you don’t need new outfits
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