An honest (elaborate) evaluation of the open beta
I'm going to start of by splitting up my review in 5 parts; 'prologue', 'Battlefield's identity', 'Battlefield 6 (concerns)', 'feedback'', and lastly 'The elephants in the echo chamber'. For those who cant be bothered to read through everything: I'll be putting the TL;DR: in BOLD
Prologue.
I grew up playing shooters like Unreal Tournament (PC), the 007 games (PS2), Cold Winter (PS2), Time Splitters (PS2), Black (PS2), the Halo franchise (Xbox (360)) and stumbled on Battlefield 2 (PS2) with which I had a blast and was my first introduction to the franchise. We, me and my friends, ended up buying Battlefield Bad Company for our friend's 13th birthday (for legal purposes I'd like to clarify that we had his father's permission). Our friend group got together almost every weekend to play LAN playing different games (mostly shooters). Yet we hovered towards the Call of Duty games (Modern Warfare 2007 and thereon after) for LAN games. In our respective free time we each had our own preferences. I for example loved to compete and challenge myself trying to get better and better within said franchise. This lasted for 5 or so years but then fatigue hit (MWIII is the last of their games which I played on a weekly basis with friends). They stopped innovating and sometimes moved backwards, exampel: Ghost was on of their best games released in quite some time and got annihilated by a brain-rotten community, unable to see the vision and innovation which it desperately needed. Though they'd mastered the arena shooter genre, something was missing. The whole premise of those games was solo performance based and put the emphasis on KDA focus, KD if you'd ask the self-absorbed gamers. With maturity, I realized this sucked. You could carry your team yet get flamed into orbit. But then Battlefield 3 released, which I got early (AND FOR FREE!) due to a F'up with my Playstation Magazine subscription. This is where my perspective on shooters changed. From here on out I only played strat-based, teamplay-centric shooters with more realism; Battlefield, Insurgency, CS:GO, Hunt showdown, Hell Let Loose,.. I had finally found my piece of the pie.
Battlefield's identity (in my opinion).
As I've alluded to before. This game opened my eyes. You got points for any action that contributed to the team effort: healing, (re)supplying, repairing, capping, spotting and suppressing. This game appreciates you for the effort you put in. You're a team trying to make it happen. Who cares if you're not the best marksman pulling of clutch moves, your actions matter.
Your build fits a specific purpose giving your character a role. Your carabine > Assault Rifle > SMG's ttk differs depending on the distance, with locked weapons you also successfully prevented the whole lobby from running around with a sniper and a rocket launcher on their back. This game and its game modes suddenly made smoke grenades make sense and attractive, sexy even. You managed to put the smoke in smoking hot.
You distinguished yourself from your competition through vehicle gameplay.
Adding destruction to shooters only made sense, yet your competitors didnt even bother implementing it (as far as I'm aware, this is still the case, which I honestly find mindboggling, but let them dig their own graves).
With Battlefield 4 you added 'Levolution' which was a fine addition until you overdid it in Battlefield 2042.
In conclusion: All these things are what makes Battlefield Battlefield, removing any of these points would in my opinion be stepping away from it's core identity. But this does not mean that certain things can't be revised or altered, after all: innovation means taking risks and adapting, you cant make an omelette with breaking eggs. Yet I fear the possibility that the Battlefield fanbase gets pushed aside in attempt of pleasing non-franchise players. You win some you lose some, potentially the end of an era (for better or worse).
Battlefield 6 and my concerns.
First things first: The beta feels great! Though it's quite limited in what we've been able to playtest, it still nails what BF3 (and after) was like. However, it brings a lot of worry in my humble opinion. You have successfully made a better CoD and pulled a lot of their fanbase towards your game, BUT it is more than apparent that a specific player base is not familiar with the game's identity. It would be in the players best interest if certain things were explicitly stated, more precisely, what a ticketing system entails & the objectives matter more than your KDA. When I was playing the game (and looking at chat / scoreboard) it was very clear from how certain players (re)actions who is / was a battlefield vet and who wasnt; (again) not playing the objective and focusing on KDA (sometimes flat out camping), Supports completely ignoring you and/or not dropping supplies (doesnt matter how often you scream "I need a medic!" or "I need supplies" with the in-game comms). The other frustration was seeing people blow up heli's at spawn just because they wouldn't get there in time. In short, the solo player mentality was very present and took away from the experience. You are catering to a broader audience, some of whom don't agree with what Battlefield is and want it to be something else. This includes influencers. I don't care about skins but am not against them, as long as it doesn't turn the battle into a neon rave. I don't care about a battle royal, I have nothing against them (I play EA's Apex Legends on and off) but that's not what I'm looking for when mentioning Battlefield.
(this part is more for the devs)
We had access to one ""big"" map, which was on the smaller side and isn't enough to say if the game is worth it. If I had to base myself off of the 4 maps we were able to play during the beta alone, my answer would be "not worth it, this isn't battlefield". To give you a better idea, my favourite maps (in alphabetical order) were; Alborz Mountains (the overall BEST map), Armored Shield (great circular map with tanks / AA / air), Bandar Desert ( fighting with or against the AC 130 was always fun), Damavand Peak (by far the best Rush map with extended tickets), Death Valley (compact yet great), Gulf of Oman (great Conquest map , Kharg Island (rush or conquest), Markaz Monolith (great for skilled chopper gameplay), Nebandan Flats (best air superiority map), Operation Firestorm (classic, and glad it's coming back), Scrapmetal (best close quarter map out of the QC dlc), Talah Market (late but great close quarters map with a sprinkle of tank gameplay) and one more map which isn't on the wiki.
Feedback.
Quick point: some of the spawns around objectives get you killed instantly, more apparent on some maps than other (in order of least problematic to most; Siege of Cairo, Liberation Peak, Iberian Offensive, Empire State) . This needs to be addressed and is more prominent in the close quarters, Domination, TDM modes (which personally do not like). Which leads me to my second point: Rush and Conquest are the bread and butter (in my experience), please do not neglect them. Breakthrough is a nice addition to that.
My impressions & expectations of the first week only got confirmed with the second week. The introduction of Empire State was not it and the lack of vehicles felt bland. This is a prime example of what doesn't feel like Battlefield (this is CoD with destruction,.. that's it). I personally will not touch that map ever again. I saw someone online asking the question why 'Brooklyn Bridge' and 'Empire State' aren't one big map. (disclaimer: not an american, I do not know how far these places would be from one another) If this could open it up to potential vehicle gameplay I'd be 100% on board.
Iberian Offensive got a lot of slack by the community, though I like the bare bones-y feel of it. My only gripe with it is that the destruction feels off on it. You can destroy almost everything, yet not really. Some of the blocks and walls are indestructible (which makes sense from a gameplay perspective I suppose), which leads to a form of disappointment(?). I don't think that making everything destructible would lead to open fields given how fast paced this small map is. Objective C feels like it could crumble removing it as a contested point for the objective, yet you'd still vie over the chokepoint.
Liberation Peak is small, but it encapsules all the great aspects of a conquest map on a denser scale. Could it have used a series of tunnels, sure. Is it really needed? No. But if you do, you could add them in the central mountain /hill or under C. I also do feel like (purely a hunch) stress-testing being pinned on A vs F, would show that A is harder to get out of than F. E still feels accessible from spawn (proper cover) whereas B (A included) are out in the open.
Siege of Cairo is the kind of you don't know you needed until you have it. This feels like peak close quarters. We all know there was outrage concerning people getting on top of the buildings and bridge. But I honestly would embrace the idea. In fact, when looking at the assets it seems like the idea was explored but then written off. If this could be made into a deliberate possibility for certain of the rooftops, that'd be great.
Vehicle Gameplay was good in what I could test, though it had it's issues. Pressing the keybinding to repair the tank didn't sometimes, the reason for this still eludes me. Jeeps had moments where they were nigh indestructible (2 RPGs to the body = still standing &machine gunner still plowing). Something that has been missing from the franchise thus far is a lobby where people are able to learn how to fly planes / helicopters, being able to do so only in the heat of the action at the cost of team support isn't the greatest. I did not have the opportunity to fly a helicopter myself, I only experience being the gunner.
Infantry Gameplay had some nice additions. Being able to drag and resurrect is awesome and it would be cool if there was a specific combat medic feature allowing to drag while the downed person can use his sidearm to shoot. More mobility is great, but shouldn't be overdone. The weight soldiers carry around isn't the lightest either. I noticed cases where the leaning feature sometimes worked in the (literally) opposite direction, now I don't know how it looked for the people staring at me, but seemed counter productive from my end. Aside from this and melee executions ending up jabbing your enemy most of the time instead of actually going off, there's nothing left to say except: Putting the healing and ammo pack in one seems like a nice streamlining decision.
Which reminds me, spawn beacons don't drop you in with a parachute, nothing new (2042 for example) but a feature I did enjoy a lot,.. shame for the snipers.
The elephants in the echo chamber
Let's address the most mentioned points by other people which sometimes have valid points. I'll also mention them from most problematic to least problematic in my opinion.
- Healing happens way too fast and almost takes away from the support class, especially when taking into consideration that suppression is no longer a thing like it used to. The fact that there's no more reason to move to heal up means you just go prone for 5 seconds and get back up no problem.
- Suppression being gone is a **bleep** shame. The fact that you're being shot at by a high(er) calliber round / salvo of bullets should be felt, decreasing the time before autohealing. The pressure it puts on you is right when being on the receiving end. When being on the dealing end (ex; playing HMGs) you should be rewarded for fending of a push / holding down the fort.
- C4 can be thrown way further than before. I'm a fan of the adjustment, but agree that the range seems a bit excessive as is.
- RPG Launcher tickling infantry doesn't feel right. I loved sniping people with it (direct hit still kills) yet absolutely understand it's underwhelming. I could get behind the idea that the damage is erratically distributed (AoE cone RNG distribution = sure). The grenade launcher also needs to serve its purpose. But it wouldn't be the wildest idea to make them have alternative explosives.
- Autospotting is overly sensitive, but it does not break the game. Increasing the time before autospotting within a specific distance in addition to pinging isn't the worst idea. Alternative idea: binoculars to autospot. Is it really that problematic? No. Is its current state Hyper sensitive? yes.
- Snipers are going to sit at the edge of the map or against a highly camouflaged background. Expecting to do this free of charge from a realistic point of view makes sense. From a gameplay perspective however, it doesn't. An "I don't like to be shot at with weapons that can't as easily reach me, and not even one-tap, whilst I have a field day" attitude is the real problem. If this really is an issue I'd say spotting a sniper autopings it for your whole team, as this would make sense to call out over the radio, and if that is the alternative I think we can all agree that the lens flare is quite the elegant solution.
- Locked Weapons the only reason this is so low is because it does not matter that much in my opinion. You end up playing your class for it's class abilities more than the weapons. Though I personally prefer locked weapons. The only thing frustrating is when you have a lobby of players running around with snipers & rocketlauncher / grenade launcher, then it becomes obnoxious.
- Shotgun I dont see the issue. I got demolished by them, I demolished with them. I've also been on both sides of the clownfiesta circus. This is a non-issue.
And that's all I can think of right now. If there's any specific questions anyone would have, feel free to let me know.
Will I be preordering the game? No, I have not seen enough to make my decision. I have played ONE 'big'ish map and this is not, by any stretch, enough to conclude that it is worth it. (see previous mentioned favourite maps; almost all vehicle heavy / centric maps)