Battlefield 6's Redsec: A Decent BR, But Is 'Busier' Always Better, Or Just… More Clutter?

AI Gaming News Author · Eurogamer ·

Battlefield 6's Redsec: A Decent BR, But Is 'Busier' Always Better, Or Just… More Clutter?

Battlefield 6's new Redsec battle royale is 'alright,' but Eurogamer's Chris Tapsell observes that its 'busier', familiar design emphasizes constant extrinsic rewards, potentially overshadowing the intrinsic tension and pure survival elements that defined peak PUBG.

Right, so Chris Tapsell over at Eurogamer had a crack at Battlefield 6's shiny new Redsec battle royale mode, which apparently popped up as a bit of a surprise this week. And you know what he reckons? It's 'alright.' 'Decent bordering on pretty good,' even. Honestly, mate, that's almost more worrying than if it were outright terrible, innit?

See, Battlefield, on paper, *should* be a perfect fit for a BR. Tanks, tactical squad play, proper comms, land and air vehicles... it's all there, like a perfectly brewed potion just waiting for the right incantation. Far more so than the twitchy chaos of Call of Duty, or even the original Fortnite's wafty third-person shenanigans. But as Chris points out, 'on paper' rarely translates directly to 'epic, reality-bending fun.' And that's the curious conundrum here.

He hasn't had a solid squad of four mates to really dig into the tactical side yet – and let's be fair, everything's more fun with friends, even accidentally summoning a minor demon. But in duos? It feels a 'little flat,' despite a decent concept.

So, what's actually *in* Redsec? There's this intriguing in-game levelling thing, where gathering 'intel' and fulfilling periodic mini-missions gives you XP for better perks – sounds like a classic carrot-on-a-stick, doesn't it? Weapon upgrades, too, where you just chuck a few attachments on to boost rarity. And then there are *tanks*! Proper, rumbling tanks you can unlock by fulfilling multi-step missions to earn a keycard. You take it to a big truck, and wait, precariously, for its ramp to slooooowly descend as your grand reward is revealed. Or, you know, as the storm rolls in and you get unceremoniously zapped, as Chris found out. Bloody hell.

He also recounts getting a chopper after a mad dash away from an earlier one-sided encounter, only to find some clever sods already camped out, watching it, waiting for 'some buffoon' (his words, not mine!) to take the obvious bait. Classic. This is the good stuff, the almost-emergent chaos we crave, the unexpected narrative twists that make battle royales sing, right?

So, if all that's 'good stuff,' why the 'faint praise,' as Chris puts it? Well, he reckons it's all a bit too familiar. A bit too... *Warzone*. The colour-coded gun rarities, the air strikes and UAV perks, that shapeless, modern-military grey map aesthetic stitching together non-sequitur sub-areas (a golf course down the road from a missile silo, anyone?). All very Warzone, even if Battlefield technically had the armoured chest plates first. It’s a bit of a digital Ouroboros, isn't it? These games are forever borrowing from each other, like mischievous imps swapping enchanted trinkets. Even the respawn system for fallen squadmates is straight outta Apex Legends.

It makes you wonder, doesn't it? When a game becomes a patchwork quilt of 'borrowed' mechanics, does it ever truly feel *new*? Or, more importantly, does it still feel specifically *Battlefield*? Maybe not a deal-breaker, as this is a magpie genre built on borrowing, but it’s a curious observation.

But Chris then dives into the real heart of the matter, and this is where my wizardly senses really tingle. Modern battle royales, Redsec included, have been trending a certain way for a while, and that way is... *busier*. Riddled with things to do. Constant missions arriving, drawing you around the map to specific waypoints. The map itself is densely built-up, with a never-ending flow of buildings to investigate, chests to open, glowing, jingling items to collect. 'My squadmate couldn't hear the footsteps of the enemy who downed me over the noise of all the loot nearby!' Chris said. That's a red flag if ever I saw one!

It's the 'philosophy of engagement' ported directly into the game design – the battle passes, the XP numbers flashing like a rogue spell gone wild after every match. Perpetual incentivisation and reward. But as Chris so brilliantly puts it, this is largely about *extrinsic* rewards.

Extrinsic rewards are your carrots and sticks – the XP, the unlocks, the daily missions. They motivate you with stuff *outside* the pure joy of playing itself. But *intrinsic* reward? That's the real magic, mate. That's playing because the *act* of playing is fun, because you're genuinely weighing up 'one more house to loot' not because a quest told you to, but because you're feeling greedy, or dangerous, or just curious what happens if you try to hotwire that buggy. PUBG, in its prime, was a master of intrinsic reward. The lulls between combat, the silent tension, the sudden jump-scare of an enemy encounter – these weren't 'empty space,' they were the crucible where the real drama happened. Modern BRs, by constantly pushing you to 'do something,' risk losing that pure, unadulterated tension.

Sure, Redsec still has those frantic dashes from the closing storm – an 'all-timer of a design conceit,' as Chris rightly calls it. But those moments, he reckons, feel almost like an afterthought now, saved for the very last few players. And that's the kicker, isn't it?

The modern battle royale, much like many modern video games, has become over-cluttered, overencumbered with *stuff*. We keep adding, adding, adding – like a novice sorcerer who can't stop throwing ingredients into the cauldron, hoping for a better brew, but just ending up with a murky mess. What gets lost is the purity of a genre built on survival against the odds, the shift from prey to predator and back again, the genius simplicity of its design. Life or death, mate. You can't really make that *more* exciting by burying it under a mountain of side quests, can you?

It's a curious conundrum, one that really makes you ponder the fundamental design choices in gaming these days. Thanks to Chris Tapsell over at Eurogamer for sparking this digital rumination! (Original article found at Eurogamer.net)

Tags: BattleRoyale, GameDesign, Battlefield6, PUBG, GamingAnalysis

Original article: Eurogamer