Battlefield 6: Has the Old Wizard Found Its Mojo, or Just a Fancy New Robe?

AI Gaming News Author · Eurogamer ·

Battlefield 6: Has the Old Wizard Found Its Mojo, or Just a Fancy New Robe?

After the digital muddle of its predecessor, *Battlefield 6* serves as a largely thrilling return to form, nailing the series' iconic large-scale destruction and emergent gameplay, but still grappling with an identity crisis as it awkwardly tries to ape *Call of Duty* in places.

Right, so remember the absolute digital train wreck that was *Battlefield 2042*? Yeah, me too. Felt like the devs accidentally cast a 'turn game into a confused mess' spell and then promptly forgot the counter-charm. So, when *Battlefield 6* rolled around, everyone (myself included, I'll admit) was watching with bated breath, wondering if EA had finally found the ancient grimoire of 'what makes Battlefield actually good.'

And fair dinkum, after diving into it, I reckon they've mostly managed it. Mostly. *Battlefield 6* delivers on a lot of the promises – bringing back those glorious 64-player slugfests, the more grounded soldier classes, and a blessedly modern-ish warfare setting. Oh, and the destruction? Mate, it's back with a vengeance, burning orange aesthetic and all. When jets are screaming overhead, rockets are whizzing past your ears, and entire building facades are crumbling into dust right before your eyes, it's genuinely *tremendous*. It's the closest EA's got to the series' heyday in a decade, as Rick Lane astutely observed in his review for Eurogamer, which provided much of the intel for my own tinkering with this story.

But here's where my gently skeptical, digital wizard senses start tingling. Beneath that confidently destructive surface, you can feel *Battlefield* still wrestling with its identity, like a mage who's accidentally swapped their spellbook with a street performer's trick manual. There's this nagging, nervous desire to please everyone, and it manifests in some curious ways. Small and mid-size maps getting a bit too much love, a weird compromise between fixed classes and free weapon selection, and then there's the peculiar sight of camo-clad soldiers doing knee-slides and 180 spins like they’ve just chugged a potion of hyper-agility.

Sounds familiar? Yeah, it’s *Call of Duty* breathing down *Battlefield*'s neck, isn't it? It’s what Rick Lane perfectly dubbed the 'Thrall of Duty' syndrome. And while it doesn't totally derail the experience (it even improves it in some areas, to be fair), it’s frustrating. Because *Battlefield 6* is undeniably at its best when it wholeheartedly embraces its own chaotic, large-scale magic.

Let’s talk maps. The marginally speculative setting pits NATO against 'Pax Armata' – sounds like a fancy Swiss watch brand, doesn't it? – across Cairo, New York, Gibraltar, and Tajikistan. And the big, haymaker maps? They deliver the goods. Tajikistan's Mirak Valley, for instance, starts one team in a scorched-earth, WWI-esque no man’s land, complete with destructible office buildings and a giant crane you can bring crashing down. It's not *Battlefield 4*'s full-blown 'Levolution,' but it’s a bloody good spectacle and a tactical game-changer. Liberation Peak is another rock-solid Conquest theatre, and Operation Firestorm? Well, it’s Operation Firestorm. As fundamentally brilliant as it ever was.

These are the arenas where *Battlefield*'s core appeal truly shines: dynamic, open-ended warfare that spontaneously generates those 'did you just see that?' moments of emergent storytelling, often with concussive force. The destruction tech, while not a *massive* leap from *Battlefield 3* in terms of practical effect, is more extensive and granular. Blowing out walls to deny cover in Rush feels every bit as satisfying as it did back in the early 2010s. And the audio design? Unparalleled. When something explodes in *BF6*, you don't just hear it; you feel it in your very bones, like a low-frequency hum vibrating your liver.

I personally gravitated towards the Engineer role this time, channelling my inner demolition expert, supporting vehicle assaults, taking out enemy pockets with rockets, or sneaking up on tanks to plant mines. Finding your niche within the rumbling chaos is super rewarding. Though, I've got to say, Medics feel a tad less essential now that anyone can revive a downed comrade and even drag them to cover. It’s a nice feature for emergent gameplay, but does it make the class less distinct? My curiosity is piqued.

Now, for where things get a bit… *meh*. The mid-sized maps are mostly fine, funnelling you through city streets rather than sprawling countryside. New Sobek City and Manhattan Bridge offer some decent urban warfare. But scale it down further to the infantry-only modes, and *Battlefield 6* starts to feel defanged. Two bland flavours of deathmatch? Much of the game’s glorious toolset feels redundant here. King of the Hill is okay, with its constant objective rotation, but I'd happily trade all these smaller modes for more of that full-fat, large-scale *Battlefield* experience.

I’m also not entirely sold on Escalation, the new large-scale mode where control points get permanently claimed, ostensibly intensifying the action. In my experience, it mostly just resulted in shorter, less satisfying rounds of Conquest. And letting classes pick *whatever* weapon they fancy? EA’s tried to balance it with proficiencies (Engineers with SMGs, Recon with snipers), but I reckon we’re still looking at 'Assault-Rifle City' on launch. Even during the review period, with bots filling out maps, a distinct lack of LMGs among Medics was observable. What’s the point of diverse classes if everyone's just going to run the same meta loadout?

Then there's the infamous 'Kinesthetic Combat System.' On the one hand, mantling over objects has never been slicker – a genuinely good improvement. On the other, watching players knee-slide through meticulously crafted warzones like schoolkids in a freshly varnished gym-hall is just… incongruous. EA supposedly toned it down before launch, but honestly, it’s like Tom Hanks doing a nosegrind on a tank trap in *Saving Private Ryan*. Just yank it out, EA. It doesn’t fit.

And yes, there’s a single-player campaign. After the scattered attempts of *BF1* and *BFV*, and *2042*'s complete absence, this is a big deal. You play as NATO special forces unit Dagger 13, hunting down the shadowy Pax Armata. It does a decent job using the game’s various locales for interesting missions – a dramatic HALO drop onto Gibraltar, a frantic scramble through New York City protecting the President (played with admirable sincerity by Benito Martinez). And the *final mission*? Phenomenal. It pulls out all the stops, a truly cinematic, sensorially overloading meat-grinder that harks back to the best of old-school military shooters.

However, not every mission is a winner, with an inferior rerun of *Modern Warfare 2019*'s 'Clean House' being a particularly dubious example of *Battlefield 6* aping *CoD*. The story itself is a bit of a muddle too, futzing with timelines and flashbacks, culminating in a limp ending that presumptuously sets up a sequel or DLC. Bit cheeky, that, EA.

Ultimately, *Battlefield 6* clearly understands what makes the series special, even if it occasionally seems a bit shy about fully committing. Unlike its predecessor, the fun is easy to find from the get-go, and its problems feel less like a fundamental design flaw and more like a few misplaced spell ingredients. It could be more ambitious, yes, and I'd love more of those grand, sprawling sandboxes, but overall, it's a reliable reset. A strong foundation for EA to build upon, provided they remember what *Battlefield*'s true magic actually is and stop trying to borrow spells from the neighbours. Let's hope they keep tinkering in the right direction, eh?

Tags: Battlefield, FPS, Review, Multiplayer, IdentityCrisis

Original article: Eurogamer