Technologies
Battlefield 6 Review: Big-Battle Mayhem Is Back, but Destruction Is AWOL
The revamped Battlefield has some divisive tweaks, but its signature mechanic is now more cosmetic than strategic.
Marching forward down an alley, gunfire rings out and my squadmates go down. As the last one standing, I hit the ground while bullets whiz over my head, using my defibrillator gadget to crawl forward and revive my teammates one by one — the whole squad brought back to take the day.
It’s a moment that could only happen in Battlefield 6, EA DICE’s next entry in the beloved military shooter franchise. In my early time with the game, I’ve had a range of these «experiences» that remind me why this franchise stands out from Call of Duty and other modern first-person shooters. And while the new game feels like it’s crept closer to the rapid-paced arena-style combat of those other FPS games, it mostly keeps to the Battlefield series’ signature experience: squad-based, large-scale battles mixing soldiers and vehicles.
Mostly, anyway — though some of developer EA DICE’s choices during the Open Beta rubbed players the wrong way, including letting each class use every weapon type. That setup will likely remain the dominant way to play multiplayer, despite the more restrictive Closed Weapons mode still available. It’s a tweak to the Battlefield formula seemingly meant to attract gamers beyond the series’ playerbase. While it does dilute some of the game’s identity, it’ll be hard to gauge how much until the full release.
One of the game’s most notable visual upgrades also proves paper-thin in multiplayer matches. Destruction barely matters — fire an explosive or a tank round into a building and only the outer walls will crumble. It’s undeniable that EA DICE made the crumbling debris look stunning, but it barely serves a purpose in combat. Gone are the days of leveling entire buildings into rubble, as in Battlefield 1 and 5, when destruction could reshape the battlefield. With so many of Battlefield 6’s maps set in dense city streets and alleys, it’s a shame I couldn’t blast open more pathways and lanes for a strategic advantage.
Players may eventually find better ways to exploit the destruction mechanics. But that won’t happen on day one, since most explosive gadgets are locked behind higher progression levels or specific challenges when Battlefield 6 launches on Oct. 10. At best, players can equip all their classes with a sledgehammer melee weapon and try taking down buildings one swing at a time. They won’t get far more useful demolition tools until after lots of playtime — C4 sapper charges for the Recon class, for instance, aren’t available until reaching level 20 and a class challenge is finished.
What’s left is a competent, riveting shooter that shines where Battlefield always has — in large-scale battles where squads capture zones and outmaneuver enemies with a mix of coordinated tactics and vehicle support. That’s where you’ll find those unforgettable, had-to-be-there moments of wild survival and miraculous plays that are now easier than ever to record to send to your friends. Outside that sweet spot — in the areas where Battlefield 6 tries to encroach on other shooters’ turf — the gameplay feel less natural. I can only lose so many close-quarter gunfights before I start craving the chaos of the big battlefield again.
Battlefield 6 pros and cons, strengths and weaknesses
Battlefield 6 includes a solo campaign mode, which I unlocked about halfway through — a middling story about a NATO combat unit shipping out around the world to fight the global mercenary force Pax Armata. There’s enough intrigue in an overarching intelligence conspiracy plot to pique interest, and some fun set pieces, including an airdrop, a beach landing in an armored personnel carrier and a stealth infiltration. But mostly, it’s a bunch of shooting down corridors until you’re off to the next international location that shows up prominently in multiplayer maps.
For most gamers, multiplayer is where they’ll spend almost all their time in Battlefield 6. The large-scale modes are the standouts, though maps are hit or miss. Liberation Peak is a mountainous desert with zones split between landscape features. Operation Firestorm, returning from Battlefield 3, is an overly large map with vast stretches of empty terrain between capture points that practically requires vehicles just to reach the firefights. The best maps balance verticality with clear lanes for patient long-range shots and tighter areas packed with obstacles for cover for frantic close-range fights.
The same goes for Battlefield’s large-scale All-Out Warfare modes. Breakthrough is enjoyable, with teams taking turns between attacking and defending as they fall back across capture zones. Conquest keeps things straightforward — rack up points for holding objectives. Escalation, meanwhile, tends to drag on as teams struggle to capture and hold each map’s trio of zones to secure a win.
The game’s close-quarters modes — like Team Deathmatch and King of the Hill, which most closely mirror Call of Duty’s small-scale, high-intensity fights — are even more polarizing. With no vehicles to take out, the Engineer class is functionally worthless. The maps, which are small chunks carved from the large-scale maps, make or break CQC: One split off from Liberation Peak was frenetically fun to play, while another from Manhattan Bridge was boring, with bland, gray buildings under construction.
Keep in mind, most of my impressions come from the open beta, since the Battlefield 6 review period had relatively few online players. Most of my matches had just a handful of flesh-and-blood teammates and rivals, with bots filling in around 90% of the roster on each side. While that meant I couldn’t properly preview the new maps introduced after the open beta, it still gave me an idea of what they represented — as well as all the guns and gadgets that’ll come with the full game.
Battlefield 6’s arsenal at launch is respectably robust, with 41 main weapons. Not all categories are quality stocked, though — assault rifles, SMGs and LMGs each get eight options, while shotguns and sniper rifles only have three apiece. But players will have to play awhile to use them; I’m at level 14 and can only access 11 weapons. Among the game’s four pistols to choose from, I can only use one so far.
Gadgets are also locked behind higher levels or challenges, which, I can only imagine, will frustrate new players who’ll likely have to slog through hours of playtime to fully diversify their kits. I was particularly annoyed to be stuck with the Engineer’s basic land mine, which can be thrown all of three feet, knowing far more advanced anti-vehicle options are waiting at levels 27 and 37.
Once players get all their toys and guns, they’ll likely better match tactics to their preferred play style. That’s not even counting the two so-called Training Paths eventually available. These paths open up new abilities during matches, including better vehicle repair or extra ordnance, encouraging players to stick with single classes.
Add in grenades and class items and that’s a lot of complexity to juggle during matches. This balance is one of Battlefield 6’s biggest strengths, giving a boost to players who aren’t FPS veterans — supporting teammates or taking out vehicles can be just as valuable as racking up kills.
There are still frustrating frictions within the game — some of which teach lessons — like the ultra-fast time-to-kill that can drop you in under a second, encouraging you to stick to cover and set up ambushes instead. Others are baffling developer choices: I once squared off against an enemy attack helicopter, firing off several anti-air Stinger missiles that always missed thanks to a seemingly endless supply of diverting chaff spurting from the spicy whirlybird, which always gunned me down moments after. Why even bother giving players anti-air options?
Did EA DICE ruin Battlefield 6 with open weapons?
Probably the most controversial choice EA DICE has made is switching from locking certain weapons to specific classes. In prior Battlefield games, Assault got midrange assault rifles, Engineer got close-range submachine guns, Support got large-magazine light machine guns and Recon got sniper rifles. While every class could use more limited shotguns, medium- to long-range designated marksman rifles and the all-around carbines, their «signature weapons» were most often the best choice.
In Battlefield 6, EA DICE opened the floodgates by letting every class use every weapon in so-called Open Weapon playlists, though there are still power-up advantages to picking guns suited to each class, including less delay in aiming down sights. In a post-mortem blog post analyzing player behavior in the open beta, the studio confirmed that «more players played with non-signature weapons in Open Weapon playlists.» But even so, the post continued, «there was not a single dominant weapon archetype, and we observed a consistent and well-distributed pick-rate between them.»
The deadly assault rifle wasn’t, for example, the de facto pick that made every other weapon pointless. That matched my experience, with players rotating between different guns. Heck, the humble M4A1, the first carbine available to all players, was the gun I was probably killed by most. There’s so much variety in play style and gun options that I didn’t see a noticeable advantage when I stuck with one specific gun across classes. More often, I was getting my kicks playing to my role by taking on tanks as an Engineer or reviving teammates as a Support.
Battlefield fans holding onto hope that EA DICE will reverse course will almost surely be disappointed: Open beta players who tried both Open and Closed Weapons modes tended to stick with the former, since it let them use any weapon with any class. «This reinforces our belief that Open Weapons is the right path forward for Battlefield 6,» developers wrote in the blog post. Closed Weapons game types will be available at launch as a consolation prize, but it seems like players who want to join the majority should get with the times and embrace Battlefield’s all-weapon direction.
Ultimately, Battlefield 6 gives the series’ fans the big battle experiences they’ve been wanting, though it doesn’t offer too many unique advantages in small-team firefight modes over rival military shooters. At launch, players should also be able to make their own custom games via Portal, which wasn’t available during our review period. EA DICE has shown to be reasonably responsive to player feedback with all the changes made after the open beta, but the game’s longevity relies on its bones — and how many only-in-Battlefield moments it gives players. I certainly had my share.
Technologies
Razer’s Wolverine V3 Pro 8K Controller Won’t Replace My Mouse and Keyboard, but Here’s Where It Shines
I applaud the absurdly high polling rate, six extra remappable buttons and TMR sticks, but let me tell you why I’m sticking with my keyboard and mouse for most games I play.
The Razer Wolverine V3 Pro 8K PC controller was not built for me, but admittedly, this has more to do with me as a gamer than the controller itself. I grew up playing the PlayStation 3 and PS4 consoles, cutting my teeth on slim, compact DualSense controllers. Over the past five years, I’ve gamed exclusively on my PC and have grown accustomed to the increased precision of a mouse and keyboard.
The Razer Wolverine V3 Pro 8K PC controller is the antithesis of a DualSense controller. It’s a chunky piece of hardware that might feel natural if you were raised on an Xbox and its bulky controllers, but it took me multiple gaming sessions to get acclimated to the sheer size of the Wolverine V3 and how it fit into my hands, especially since I don’t use a claw grip.
Size aside, this is a PC controller with every bell and whistle you can think of — and its price of $200 reflects that. The 8,000Hz polling rate ensures buttery smooth inputs with no lag, and tunnel magnetoresistance joysticks make every in-game movement feel fluid and calculated. Six extra remappable buttons help you up your game — they’re super handy for hero shooters like Marvel Rivals and hectic games like Battlefield 6. This is a premium product for gamers who are hoarding some serious hardware.
Its price is in line with other premium controllers. One of CNET’s best Xbox controllers is the Wolverine V3 Pro for Xbox, which also costs $200. Similar controllers like the Scuf Instinct Pro and Vitrix Pro BFG are in the same ballpark, pricewise, but the Wolverine V3 Pro 8K PC has a winning combination of competitive variables that make it feel exceptionally easy to use.
This controller is chock full of top-of-the-line technology and feels satisfying to use, but it needs to clear a high bar to feel truly worthwhile as a dedicated PC controller.
Chunky controller, satisfying feedback
When CNET’s Josh Goldman reviewed the Wolverine V3 Pro Xbox wireless controller, he called it «just about perfect.» If it isn’t broken, don’t fix it: Razer replicated many of its successes with the Wolverine V3 Pro PC controller.
The Wolverine V3 Pro 8K PC is the same size as the Wolverine V3 Pro Xbox controller, which is to say it’s a bit chunkier than a standard Xbox wireless controller, but it’s surprisingly much lighter than its Xbox cousin. It weighs just 220 grams, which is appreciably lighter than the Xbox version that weighs 304 grams. And while the Wolverine V3 Pro 8K PC is nowhere near as slim as a DualSense controller, it’s still much lighter than its Sony competitor — a stock DualSense controller weighs 280 grams.
Every button on this controller has a crisp, clean clickiness that scratches the same mental itch that a good mechanical keyboard might. Whether you’re gripping the trigger, pressing a button or squeezing one of the four remappable back paddles, you’ll hear incredibly satisfying auditory feedback that leaves no doubt that the controller is receiving your inputs. At one point, while I sat through a particularly long matchmaking queue, I found myself squeezing the triggers to entertain myself — the snappy pops were enough to keep me off TikTok.
The biggest difference between the V3 Pro Xbox and V3 Pro PC controllers is the variable polling rate — that dictates how often your controller is communicating with the computer. It’s like a refresh rate for your crosshair positioning.
The Wolverine V3 Pro Xbox just can’t compete here: That controller has a wired 1,000Hz polling rate for PC gameplay. The V3 Pro PC controller can be toggled for multiple polling rates, with an 8,000Hz maximum setting. This means the PC controller can report your input data eight times faster than the Xbox controller.
Every movement, turn and button press feels incredibly fluid. It’s safe to say that there’s no input lag with the Wolverine V3 PC controller, but I don’t think it matters too much for moment-to-moment first-person shooter gameplay. If you’re driving a car (or a tank) and you need to stop on a hairpin, you might appreciate Razer’s HyperPolling technology. If you’re not playing a tactical shooter like Counter-Strike or Rainbow Six: Siege, that 8,000Hz polling rate is overkill — if you’re a casual gamer crushing Call of Duty public lobbies with your pals, you’re probably not going to notice it in any of your firefights.
Better than a mouse and keyboard? That’s a little more complicated
I tested out the Wolverine V3 Pro 8K PC controller on Marvel Rivals, ARC Raiders and Battlefield 6 (my current first-person shooter obsession). It’s an extremely solid choice for at least two of these games, and I likely won’t be using my DualSense controller anytime soon.
I had a great time firing magic bolts in Marvel Rivals and rolling tanks through the streets of Cairo in Battlefield 6, but this is a controller that was supposedly designed for high-level shooter gameplay. I’m saddened to report that, when it comes to dominating a first-person shooter match or competing to survive in an extraction shooter, I’d much rather stick to a mouse and keyboard.
In close-range battles, I didn’t feel like the Wolverine controller particularly helped me gain an advantage over my opponents. Mouse-and-keyboard players were often able to lock onto me quicker, even with a high look sensitivity and built-in aim assist. And I felt outmaneuvered and outgunned by mouse-and-keyboard players in the fastest-paced fights. But the controller’s precision TMR thumbsticks made it easy to quickly lock my crosshairs onto enemies and mow them down from afar with light machine guns or sniper rifles in long-range battles.
I also find it useful for games like Battlefield that have a lot of buttons to micromanage during moment-to-moment gameplay. If you want to swap your fire mode from automatic to single-fire, mount your weapon’s bipod against a flat surface or pull out an invaluable class gadget, you’ll be reaching across your keyboard to do so. The six remappable buttons on the Wolverine V3 Pro 8K PC are great for these situations; I loved that I could tap fire my hulking light machine gun by gripping one of the controller’s back paddles.
The controller really shone for vehicle combat, though. I found myself gravitating toward my mouse and keyboard for infantry gunplay, but anytime I’d jump into a tank, I’d reach across my desk and grab the Wolverine again. Having pressure-sensitive triggers helps with any in-game driving: A slight squeeze lets me cautiously move forward, scanning for enemy mines, while fully pulling the trigger down helps me speed out of dangerous situations. Rebinding automatic repair jobs and weapon switches to the back paddles also helped me focus more on in-game combat, which helped me keep my armored vehicles in the fight for longer. With my DualSense controller, I’d have to awkwardly fumble with the D-Pad to activate my vehicle abilities. The Wolverine controller is the definitive way for a Battlefield tank enthusiast to play.
Outside of standard first-person shooter gameplay, I also found the Wolverine V3 PC controller to be handy for hero shooters — with some caveats. When I play Marvel Rivals, I mainly play tanks that require an extensive amount of ability usage but very little aim. Characters like Doctor Strange thrive when you can quickly string inputs together, and rebinding the controls to the Wolverine’s back paddles is great for that.
On the other hand, speedy divers that need to jump in and out of the enemy team’s backline and aim-intensive snipers feel tougher to play with the Wolverine controls, and I’d swap back to my mouse and keyboard whenever I wanted to switch off tank characters and fulfill another role for my team.
One game I don’t recommend the Wolverine V3 Pro PC for is ARC Raiders. While the remappable buttons make it easy to reach for healing items and grenades, losing out on the precision aim of a mouse and keyboard just isn’t worth it in a game where one death can set your progress back by several real-life hours. The controller lets me hold my own against killer ARC robots, but once real players join the mix, I’d rather use my tried-and-true PC hardware setup.
That’s not to say that the Wolverine controller is terrible for a tactical third-person shooter: The back paddles are a great way to quickly access any healing items, grenades and other consumables you’re carrying, which could be the difference between life and death. But when I have teammates depending on me to help them escape with their hard-earned loot, I just don’t trust the Wolverine controller to help me aim better than I can with my trusty mouse and keyboard.
For playing first-person shooters like Call of Duty or Apex Legends at breakneck speeds, the Wolverine V3 Pro 8K PC likely won’t replace your mouse and keyboard. But if your ideal competitive game centers on slower gunplay and long-range firefights, this is the most precise controller I’ve ever laid hands on (and you’ll receive a healthy heaping of help from aim assist to boot).
For the games I like to play, the Wolverine V3 Pro PC controller hasn’t become my primary gaming peripheral. Instead, it’s become a great situational swapout that complements my mouse and keyboard. As much as I like keeping it on deck for a long gaming session, $200 is a high price for a part-time controller.
Technologies
The Most Exciting Video Game Rumors and Leaks Ahead of 2026
Technologies
Today’s NYT Mini Crossword Answers for Wednesday, Dec. 17
Here are the answers for The New York Times Mini Crossword for Dec. 17.
Looking for the most recent Mini Crossword answer? Click here for today’s Mini Crossword hints, as well as our daily answers and hints for The New York Times Wordle, Strands, Connections and Connections: Sports Edition puzzles.
Need some help with today’s Mini Crossword? Read on. And if you could use some hints and guidance for daily solving, check out our Mini Crossword tips.
If you’re looking for today’s Wordle, Connections, Connections: Sports Edition and Strands answers, you can visit CNET’s NYT puzzle hints page.
Read more: Tips and Tricks for Solving The New York Times Mini Crossword
Let’s get to those Mini Crossword clues and answers.
Mini across clues and answers
1A clue: Nod (off)
Answer: DOZE
5A clue: Naval submarine in W.W. II
Answer: UBOAT
7A clue: Tricky thing to do on a busy highway
Answer: MERGE
8A clue: Heat-resistant glassware for cooking
Answer: PYREX
9A clue: Put into groups
Answer: SORT
Mini down clues and answers
1D clue: Break up with
Answer: DUMP
2D clue: Falls in line, so to speak
Answer: OBEYS
3D clue: Legendary vigilante who cuts a «Z» with his sword
Answer: ZORRO
4D clue: Rarin’ to go
Answer: EAGER
6D clue: Common reminder for an upcoming appointment
Answer: TEXT
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