A critique of Battlefield 6's visual style
So there's the B objective on Empire State conquest and it perfectly illustrates the problem with the visibility. The entire section of the building is still under construction. Tons of grey concrete, lot's of boxes, scaffolding and above all the entire area is poorly lit. In terms of lighting, it makes sense because it's a room that has no windows. Yet it's just poor design.
At a glance it's not a terribly complex objective, but it has multiple different entry points and from the first floor there's a balcony that can be used to look onto the objective. Anyone on the ground floor is already at a massive disadvantage due to the ability for the person on the first floor to headglitch from many different angles. If you add darkness to the equation, there's just nothing you can do to make firefights between the two floors enjoyable. There's no contrast that you could use to distinguish the enemy from the wall. The flash from your gun effectively blinds you. Thermals sights are locked behind layers of progression. Flashlights lack the range and effectiveness to brighten up the area.
It just seems odd to me that we need complicated workarounds such as a SOVIS filter or extra prone animations, when the actual solution is so blindingly obvious. If it concerns objectives or highly contested areas, just make them less dark. The map should be designed in a way that allows players to see each other.
Want to play with darkness? That's okay, but give players the tools to combat the darkness first. Where are the night vision goggles?