Battlefield 6 will be released on October 10th with an enviable job of being both a quality-armed FPS and a successful apology letter to those burned by the previous failures of the series. In order to try out multiplayer ahead of yesterday’s big release event, we had to go through two separate metal detectors at the venue door.
Still, try what I did. Most signs point to BF6 being authentic about its return to battlefield staples. Four classic classes instead of specialists. Destruction with points beyond spectacle. And most importantly, the massive polysulfuric acid battles are not as organized as the choreographed trailer.
Certainly, the dice may be Jonesin’ because of its limp Bizkit mix corrections, but the more spacious maps and modes of BF6 remind us of the game’s flow, which is equivalent to freestyle jazz. The team joins to roll the tanks from the air to enemy hard points covered in air with Jet Strafin Grand and C4 race UAV drones, with Ant Armor Launcher and Medic jumping in to save the injured pioneer. Maybe the tools are all there. Perhaps it’s chaotic, with the offensive class running off on its own, Medic ignores his new teammates that have splashed out, and the engineers chase after smoking a well-accelerated tank outside the brooch range. In other words, the good news: it’s just like a battlefield.
It’s not that there’s no refreshing touch, and perhaps not enough to dodge most charges that BF6 is a remaster of Stealth Battlefield 3. While the options for open, class-independent weapon selection have proven to be controversial, in reality, freedom appears to be offered and used wisely. For example, there was no outrageous Franken class where support was hanging on a sniper rifle. Most forks stick to default. Anyway, the thing I switched to was in a little game on Squad Deathmatch. There, they wanted a lighter SMG to fit tightly around it than the Medic’s giant machine gun. Sue me.
Another change is the ability to drag allies backwards when you revive them. I love this. Previous battlefields have always enjoyed one of the more dramatic and relentless life-saving systems of recovery in everything about FPSDOD. More fantasy.
Meanwhile, environmental destruction has been re-retomed, encouraging more “tactical” applications of explosive wrecking (or sledge hammering), ambushing new routes and nearby enemies. So far, the results have not reached two levels of doom for a bad company. I think the finals will do a better job than empowering the reshaping of small arenas. Still, it’s fun when it works. Technically, it may be better to be unhappy with the unusually resilient map of 2042, as it is not at the expense of being able to destroy larger structures.
Naturally, the advantage of destruction explodes in both ways. My most interesting death in the session happened in the breakthrough mode round of attacker and vs defender. The tank charged the opening capture points faster than my unmechanized legs, and began to find me behind the wall and blow up the speculative shell. After repeated mistakes in shaving my covers into a few battered pillars, a fresh hole finally came alongside my horrifying body, allowing the mounted machine gunner to cut me off. Then, in the same match, I made a revenge on the classic battlefield by making it nothing more than bricks and shredded velour, using the team’s favorite snipping spot, the RPG, a former quaint townhouse.
Breakthroughs generally seem to provide the best canvas for BF6’s more creative violence. It’s big enough to put the vehicle in the mix, but with enough focus to form a clear frontline, giving the firefight shape and flow. I know that Conquest is the standard bearer of the combination of battlefield infantry, armor and airborne collisions, but I always seem to be too disjointed, too directional, and the game is being played around me rather than playing the game. There was only two conquest matches in BF6, a rocky hill revation peak map, but it rarely changed my mind.
But on a micro level, barreling on trucks and tanks was a lot of fun. All of these are so heavy that they are disabled, they feel dynamic and powerful. It’s cute whether the Allies can still cling to the side, so they rush and improvise the lack of seats that are not in short supply. The foot gunplay is also decent. The majority of shooters have ferocious metallic bark, but the tactile sensation that actually connects the shots can be more clear.
Also, I am not for the widest war of Battlefield, but I have not yet purchased an ongoing attempt to have Moonlight as a Call of Duty clone in the near quarter. Even if the highly compressed team deathmatch and team deathmatch mode matched COD’s snapiness, they made sure all four classes didn’t shine like big ones. Engineers must shed quiet tears at the lack of vehicles for blow-up or repairs. Given the faster pace and tightness of the map, it seems almost always dangerous to play as a Medic to halt for a comeback.
Therefore, BF6 is concerned that the risk of itself being too thin is reduced, and that 100 million players are said to be potentially imagined. At the same time, the mind, is that this is a series that will get back on track. From a new emphasis on breaking shit, to a specialist change showing off the old, unspoken rule of “stick to your team or stick to rot.”
Temporarily – Temporary! -It even looks like it might be shipped in decent technical conditions. I played it at 1440p on an RTX 5080-based PC and while almost anything runs quickly on that setup, the performance was smooth and there was no stuttering. As for the bugs, there were no falling to the floor, nor any floating doors left by the destroyed frame – and – Temporary! – No long, narrow neck. However, I fell back to the mountains of Rimby after some bodies floping upwards in the air.
(TagstoTranslate) Battlefield 6 (T) Electronic Arts (T) PC (T) Preview (T) PS5 (T) Shooter (T) Xbox Series X/s