Battlefield 6 feels like a safe, explosive return to the past of the shooter
Blog Andrew Joseph 31 Jul , 2025 0

Considering that we live in a period that feels like all other games are remakes, remakes, or some sort of backwards, maybe I should be surprised by how Battlefield 6 feels a lot like the battlefields of 3 and 4. Of course, they are the glory days of massively multiplayer shooters from EA and DICE – excellent based on objective-based modes, attractive modes, pleasantly based on objective-based modes, spectacular sales, and spectacular sales. It seems Battlefield 6 replicated all of this, at least as far as I can tell, after playing for two hours and changing the new modern fps in many maps and modes. Of course, this is a good thing, especially since the somewhat difficult journey of Battlefield History. But it is actually the resurrection of the glory of the past Exciting? At this moment, absolutely. But larger? This is a more difficult question.
Those exciting moments are often the result of a well-defined class system that regains a comfortable guise after the lapse of Battlefield 2042 with the lapse of its hero shooter-like expert. Assault lessons can use their grenade launchers to pass through the walls and then turn the feared soldiers who once squeezed into Swiss cheese. Engineers are important gears in a tank battle, using their acetylene torches to repair friendly armor and keep the cannon's fire rolling even if the entire building collapses. Support is the literal lifeline of the squad, sneaking into targets on ready spare ammunition and soldiers’ defibrillators. Finally, there is a scout, a tactical tactic man, who marks the enemy, and everyone is posing hats to the avatar with a sniper rifle.
These classes are not revolutionary, but their parameters are much clearer than in the past. For example, you won't find the team's dedicated infantry killers fulfilling anti-tank or medical responsibilities, as the attack was forced to be committed on battlefields like Battlefields 4 and 5. Like Battlefield 2042, any class can use any weapon, but now each character has a “signature” expert designed to encourage you to get into specific burdens in the past. For example, reconnaissance is able to hold its breath while aiming at sniper rifles, making them a clear choice for long-term engagements, and engineers benefit greatly from using SMGs. As someone who scored a low grade in the sniper exam, that means I can scout while assault rifle or LMG swing, which completely opens the class roster. But I can’t help wondering why I should be brave enough to play when I find my own expert elsewhere. That's not a class drama?
The weird, freeform elements of the 2042 weapon system see their criticism, and I agree that in Battlefield 6 and here, stricter restrictions will benefit, especially since there are real advantages in the design of the prescribed expert gadget for each class. The supported deployable cover is a great example – perfect for hiding behind while resurrecting fallen squads, providing an allies with a safe space to restock on ammo bags you can give up, and can act as a level LMG as a surface, making classes dedicated to use. In short, the components of each kit can blend good choices in a timely manner, rather than magically rotating measures, rather than magically rotating your choices. Some of the notes.
Ultimately, the weapon system is a very familiar little wrinkle in the package, which basically works for all the new ideas in the Battlefield 6 demo. A new motion system (called the “kinesthetic combat system”) promises to tilt around corners to reduce recoil, combat as you land from a high jump and some other improvements, but I can't say these valuable additions, especially context tilt, which tends to be hard to activate. Like the omnidirectional movement in Call of Duty: Black Ops 6 last year, I wonder how much it will have on the experience of the average player. One addition I like is the ability to grab a fallen soldier around my neck and drag it before it is safe before returning to safety. It's a useful ability to access everyone (certainly infringe on the duty of support, but it's far from an immediate revival of the defibrillator.) More importantly, it's something that creates “moment” – something more heroic than the drag partner covering up the dust around your machine gun shooting. If all the small additions feel good together, Battlefield 6 may develop a more unique character in time.
But what about the battlefield itself? The series has always had to find its own formula geographically, simply because the classic three-lane design doesn't work for 64 players' chaos. Thankfully, the rule still applies, meaning the battlefield still feels different from any other shooter out there. The flagship conquest map retains an almost open world feel–a wider than the Call of Duty arena, focusing on the real world authenticity. The city streets feel like a real (although worth evacuating) population center, and the buildings are actually laid on coherent stairwells and floor plans. Designer's hand able You feel when you realize that you nest maps in a map, but they make a great impression. The vast edge of the Empire State replicates the wide tank-friendly streets of New York City, but further into the center, there are Warren-like lanes and a large concrete multi-storey building that is perfect for claustrophobia, close combat.
One or two matches simply don’t have enough time to understand the nuances of the map, so I can’t say where the few who offer will rank among the great men of all time. But the Liberation Peak set along the slopes of the Pamir Mountains in Tajikistan provides the ideal number of rocky terrain for land and gas warfare and bagged military bases that together with bagged military bases exudes desperate infantry combat, while the encircled Cairo walls are the enormous network of streets that have brought to the RPG Ambushes. With no demolition of the center, nothing immediately becomes the iconic element of the map, but I hope that continuing to play will be carefully schematically detailed on every street, room and capture point.
When it comes to demolition, trademark chaos on the battlefield remains very cautious. It is somewhat limited compared to the Map Thifting “Levolution” system, which powers the most obvious touchstones of Battlefield 6, but the alternative is more useful in minutes to minute matches. The exterior walls of the entire building collapsed under the cannon fire, opening up buildings like sardines to reveal the flesh hidden inside. You can break through the floor and allow the rainbow to attack in an attack-like downward attack…or just blow up the support from under the nasty sniper. It's hard to really get really excited about all of this in the life of the battlefield – this is the Schtick of the series, which may always be so now – but it's still impressive. Although this is a technical feat, to boast with the most realistic graphics of the series “A Lifetime,” it is also the fundamental tool for making the battlefield a unique beast of its own.
It seems strange if we stick such a distant preview into the preview without mentioning multiplayer mode – you know, you're actually your thing Play – This is simply because they almost blend into the background between the explosion and the squad character. Hands-on meetings offer matches of Conquest, Breakthrough and Squad Deathmatch, which are exactly as directed by the battlefield tradition. Personal preferences apply naturally, but at least from my point of view, it is a classic story of an objective story that dominates the Supreme, while the smaller, murderous murder still feels like a square nail in a round hole in the battlefield. It's not to say they're a bad time, but the “battlefield moment” that EA likes to shout seems to be only if you're desperately holding down point C in the close game of conquest, or pushing teeth and nails in the most intense defense of the breakthrough.
As part of a project trying to retake the glorious era of Battlefield 3 and 4, I have no resentment about these modes, as usual. This is a series of series that requires a safe footing after several sways, and of course it feels like this new iteration is standing on reinforced concrete. But I can't help feeling that those old, faithful goals could have been a little fresh, perhaps designed or equipment specifically for unconventional capture points for the goals. Maybe the new stimulus is in the new upgrade mode, which cannot be sampled in my hands-on demo, although considering the official description provided claims to the news that “sees the struggle between the two teams to capture strategic control points”, I don’t expect it to add too much extra sizzle to the established formula.
when Battlefield 6's open beta hits online in a few weekends in AugustI hope there will be a lot of fans who will breathe a sigh of relief and find that a package seems to be focused primarily on returning the battlefield to its peak hours. And I can’t deny that modern combat aesthetics, equipment and courses speak to me in the way that the series is nearly future and pseudo-historical guns. I had a great time. However, over a decade after Battlefield 3 and 4, it didn't fill me with the same adrenaline feeling. But nostalgia is still a drug hell, and maybe that's the doctor's order.
Do you have any questions about Battlefield 6? Tell us what you want to know in the comments and we will follow up as soon as possible to bring you as many answers as possible.
Matt Purslow is an advanced feature editor for IGN.