
Editor's note: This review covers the multiplayer only - you can find our Battlefield 6 single-player campaign review here.
Battlefield 6’s multiplayer action is all about layers. You have an infantry layer, where teams exchange gunfire on foot; there’s the land vehicle layer, where tanks and armored cars reshape the front lines with powerful weapons capable of decimating infantry and bringing entire buildings to the ground; and then there’s sky layer, where a small number of flyers hold dominion over the air, with the potential to flatten ground forces outright. What’s impressive is not only that each layer is so different, but also so well constructed, and somehow they all fit together seamlessly. A few of the maps have a bad habit of becoming sniper-infested hellscapes, and it takes a little too long to unlock the better equipment that makes your loadouts really interesting, but those are minor gripes with what is otherwise one of the best multiplayer shooters of the year.
Most of the fighting happens between general infantry, and great moment-to-moment gunplay is the anchor of the whole experience. Weapons look and sound awesome, especially if you have headphones or a good sound system to pick up the deep booms and subtle details like bullet casings falling to the ground. Guns are accurate, but account for bullet travel and drop just enough to reward skillful shooting – though the modest recoil and bullet spread in most weapons also means you don’t need to be a hardcore shooter veteran to be able to land shots.
There are four classes to choose from that are well balanced overall despite having very distinct identities. Running and gunning as the Assault Class is a lot of fun, but switching gears and focusing on keeping your allies alive as a Medic is rewarding in its own right. Using your defibrillator to keep your team’s collective stock of lives from draining while simultaneously getting one of your fighters back in the action can help turn a match of attrition, even if you choose to be less involved in the actual combat. It's great for ensuring that anyone can contribute by playing a role well.
That said, I have some mixed feelings about how the Loadouts are assembled. Any class can equip any gun, and while I appreciate the freedom, it’s hard not to want to just put my favorite assault rifle on every class and call it a day. Sure, there’s a bonus effect for using the weapons traditionally associated with each class, like how the sniping-focused Recon class has a faster rate of fire and better accuracy while using snipers, but the effects are modest enough that I quickly found myself ignoring them. That’s not to say that classes don’t matter – you still need to be an Engineer in order to repair tanks, for example – but the lines are a little too blurry for my taste.
The other issue is with how long it takes to unlock things between matches. Most equipment and weapon options require you to reach certain levels or complete multi-tiered challenges to access them. That’s all well and good, and a standard set of daily and weekly challenges help keep the level ups from being a painful slog, but the level requirements are too high. You can’t even start working on the class specific challenges, which are necessary for earning alternate sub-class-like training paths, until you hit level 20, which could take dozens of hours. Given that really powerful equipment options like the Deploy Beacon, which acts as remote spawn point for your squad, are locked behind that, it holds back the early experience an unfortunate amount before eventually hitting its stride.
The next layer up is when vehicles get involved – while relegated to the larger maps, all hell starts to break loose in the best way with their arrival. A tank rolling down the street creates equal parts control and chaos. They are a focal point of every fight, able to send the enemy scattering as its machine guns and cannon erupt. As buildings explode and debris rains down, they also become the most important target to clear. Whether that means calling in a tank of your own, switching to the Engineer class after getting taken out so you can fire rockets, or something else entirely is up to you, but the way vehicles flip strategic calculus is extremely effective for keeping matches interesting. I also appreciate that, while not necessarily hard to use, tanks do have a higher skill requirement than fighting on foot. Knowing when to use defensive countermeasures or when to push forward to seize territory rather than retreat and let friendly Engineers repair you means a good tank commander stands out, and they can make or break a match if handled correctly.
As a bit of an aviation nerd, I’m a sucker for the final layer: the skies. I love getting in a jet, winning dogfights, then strafing the other team, with some bombing runs mixed in for good measure. Airplanes and helicopters make it fun to be in the skies, terrifying to be underneath, and so satisfying to shoot someone down with a well-placed rocket while on foot. They have the highest skill requirement, asking you to learn a complex set of controls and have a more nuanced understanding of how aircraft operate in order to best utilize them. I’m ok with that in principle, but the lack of a good method to train or practice those skills also means it’s extremely difficult for newcomers to learn to fly. There’s a great firing range for trying out guns, and the lack of a similar option to practice flying means fewer players will be able to enjoy success in the skies.
The classic smattering of Battlefield modes returns, and they are just as fun as ever. Team Deathmatch is a good warmup, but the 64-player battles of Breakthrough and Conquest remain the standouts due to their stunningly massive scope – the former asks one team with limited lives to capture points and advance the frontline against limitless waves of defenders, while the latter has both teams fight for control of shared territory. They are as good as ever at funneling the action towards specific areas, leaving room for big battles in the streets and skies while up-close and personal skirmishes happen on the objectives.
Beyond that you have options like Rush, a Counterstrike-like mode focused on smaller groups that became another one of my favorites due to it’s instant action and short duration, making it a good alternative for quicker sessions where I don’t have time for a prolonged tug-of-war. The brand new Escalation mode has also impressed, having you fight for a large number of control points that decreases over time, forcing more and more intense battles as you near the end. I like that quite a bit, as the changing shape of the battlefield necessitates a fun shift in tactics throughout.
There are nine maps at launch that are generally strong, ranging from the crowded streets of Saints Quarter, which is perfect for close quarters action, to the enormous, vehicle-filled Operation Firestorm. Empire State is one of my favorites, with a great mix of open areas full of roads, buildings to duck into, and rooftops to snipe from. It’s a tactical advantage to learn the maps, and knowing that seizing the rooftop of a building opposite an objective point so you can wipe out an enemy squad from on high emphasizes the thoughtful nature of Battlefield 6’s combat.
Not every map is a winner right out of the gate, however. Liberation Peak has already become a well deserved meme in the community because of how one hill is always filled with snipers, which really takes away from the class balance that Battlefield thrives on. Mirak Valley is pretty similar, particularly in games of Breakthrough, where the attackers have too little cover in their push against a team of sharpshooters. And while I really like New Sobek City overall, with varied terrain and joyfully destructible structures that help it stand out, it can also become littered with anti-vehicle mines to the point of rendering tanks useless. That might be more of an issue with how the mines themselves are balanced, as they have a tendency to become far too numerous very quickly, but it takes away from what is otherwise a top tier place to fight.
It certainly helps that the maps all look great, especially once you factor in their excellent destructibility. Chunks of cement rain down as bullets collide with buildings. Cars and buses explode, and cover can be erased in an instant with a well placed shot from a grenade launcher. Bring a tank to bear and you can crumble entire buildings (which is terrifying to be on the wrong side of), changing the terrain in ways that are meaningful, and never quite the same from match to match.
But the most impressive part is how all of it – the combat, the levels, the destruction – comes together. There was one moment where I was in a pitched battle for control of a zone in the construction sites of New Sobek City. The enemy was entrenched until I rode my tank in, smashing through a wall and a few support columns in the process. Dust and debris covered everything, but I ignored it as I sprayed gunfire from my machine gun, and my teammates mopped up the rest. It was gorgeous, and something you simply won’t find at this scale in any other game.
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