If the Battlefield series has ever been known from one thing, then a huge, cluttered scale of destruction takes place on the largest multiplayer maps, and I had a wonderfully refreshing taste when I dived in the upcoming 64 modes of Battlefield 6 at the beginning of this week. Miarak Valley, the largest map available during the premiere, is a fantastic novel war, which reminds me of a slightly larger version of Blood Gulch with Halo, with two bases on each side, fighting with it in a massive, deadly soil, while the remastered version of Iconic Operation Firestorm with Firestorm of Battlefield appeared to throw me in Nostalgia. Both were a literal explosion to the game, everyone in their own way, and it was simply good to return to great war games with exploding bombs and shells flying in every path, especially because the environments are more damaged than ever and which change the map in a artistic way. Since I skipped Battlefield 2042, it was good, long, since I felt itchy to play a military shooter with this type of crazy player, and after a few hours with Battlefield 6 I don’t know how I managed to go without him for so long. It’s good to come back!
When I go through the valley …
The first map I played was Mirak Valley, who according to Battlefield Studios will be the biggest map for the premiere and yes, it is quite huge. Although it has tiny settlements and a rocky area on long distances of the field road on each side, the main attraction are two unfinished skyscrapers found in the middle of the maps, in which many actions take place. Fighting in these claustrophobic concrete boxes and staircases allows for a lot of shooting nearby, but with unfinished walls around you, it also leaves exposed to the outside world to start you from rockets in your direction, which is a unique challenge when you try to capture all the imported zones found in each of the buildings. And although the gradual destruction of these buildings can make them more arduous, they also allow captivating possibilities of changing the map geometry, for example, how part of the destroyed building can fall to create a ramp that can be used to reach the second floor of the skyscraper from the outside and it is much easier to navigate (but also more and more arduous to defend yourself from future invasion).
Mirag Valley was easily my favorite of the two maps in which I played, both because it is fantastically well designed and amusing -large bag to master, but also because of those moments when the novel destruction engine becomes so clearly known. For example, in one match I spent a lot of time in a tiny two -story building, choosing an enemy from a distance and trying to stay hidden, but during the match (and many deaths) the building in which I was, he still lost pieces until there was almost nothing. The window I shot at the beginning became half of the wall with an absent room, which then fell, when I withdrew to the stairs until there was almost no structure until the end of the battle and I started to start for debris to make my shots. Such moments are a great show of how much chaos you can cause during the match, everything that is organically taking place during the battle, instead of being predetermined events that inevitably happen in every match.
To fire (storm)
After almost enough time to discover (and blow up) the MIK Valley, we went to a more eminent area with a recurring map of Firestorm 3 Battlefield operations. If you’ve never played before, there is a place on the oil refinery with a enormous magazine, in which you can get filling meetings from close range, or you can take a maze of metal stairs and pavements, which are the refinery itself, a set with unpretentious giant fuel competitions that explode in a slight provocation with a little provocation with a little provocation.
The return of this map will certainly restore pleasant memories of good times, and the bitter rivals killed, but it was noticeable for me that some of the older design elections of the maps were not carefully organized with contemporary expectations for many players. I must admit that Battlefield Studios certainly made some adaptations to the vision line, destructured sets and available combat paths that you can apply to take it to bad guys, but they also had to keep the same to do the same to do it recognizable, like the map we know and love. This means that there are many sterile areas through which you will have to drive, especially on the outskirts of the arena, where you will be wide open, so that someone can take you without major problems or just get bored, waiting to get to the destination on the way.
After saying, the virtues of this map are still as glowing as always, especially the potential of raised refinery pavements, which are the dream of a sniper from which I fully used. In addition, the ability to blow up key parts of the warehouse to do things such as killing prone to hidden enemies on the roof, blowing up part of the ceiling and shooting at it is simply a kiss of the chef *. It definitely did not click with me as much as The Blawly, the novel MIK Valley, especially since this Battlefield 3 return seems to be such a tiny arena.
Target
Regardless of which map I was on, I was impressed by how good Battlefield 6 felt, regardless of whether it was configurable character classes, a more grounded shooter, or a handful of game modes that check my combat efficiency. Each of the four classes – assault, support, Recond and Engineer – has its own advantages, which made it arduous to stick to everyone, for example, how straightforward it was to restore my teammates from the support of the support class or how amazing was sniper mannequins to distract my enemies as a Recon class. One of the frosty aspects is that I was able to change the weapon that I preferred with one class when I decided to change, for example, as I gave my form of a assault machine guy, so I did not have to bother again reloading between the killings (and because I tend to play more stationary than most, so I didn’t mind the accuracy of the list). It seemed that this is a nice remedy between the classes blocking the apply of Arsenal, and not natively part of their class, because gadgets and unique skills were still exclusive, but the weapon could be freely replaced, and I fell into experimenting with various combinations.
I also really appreciated some of the shooting corrections that made the engagement a bit less stupid, like how accuracy with weapons is reduced during movement, and especially when it is in the air or jumping. This meant that I saw fewer players reflecting up and down to kill me, which always feels out of place in a military shooter, which aims to a certain level of realism. Do not get me wrong, there were still a lot of spamming sofa and getting into the bends to remove arrows, and mastery of mobility certainly plays a role in your ability to dominate the competition, but I also felt more rewarded for reassuring that I had arrows, looking for me to avoid me.
The modes of the game in which we played on each map were varieties of the types of control games that we saw earlier, and one novel, which added ponderous assist in chaos. Conquest served as a classic game consisting in maintaining control over the largest number of part of the map while gaining killings, and the breakthrough set one team in the attack to take control of specific war regions, which the second team fought for defense. On the other hand, escalation has an captivating concept, in which in the whole match the intercepting points in the game are gradually reduced, forcing the conflict to some parts of the area, which directs the battlefield and reduces drag. This created absolute chaos, because everyone rushed to some areas throughout the war, which usually included many tanks blowing everything on Smithereens and perhaps it was not as balanced as vanilla games, but damn if it wasn’t a hilarious time.