STACK #252 October 2025
continued THE BREACH! ONCE MORE UNTO
GAMING FEATURE
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A TIP FROM THE TO(M)P(EN)! Thomas shared this tip with us for aspiring Battlefield 6 multiplayer stars… “The most important thing to be successful is to play the objective, remember that good teamplay and performing your class role well can overcome big differences in skill, and to use any and all advantages in your surroundings like destruction and vehicles to gain the upper hand.”
• Battle
f i
eld 6
is out Oct 10
us and say that the destruction is a bit like the “greatest hits” of our past. You’ll find returning features in an updated form like facade destruction from Battlefield 3, which allows slabs of a destroyed wall to damage players underneath. In general, it’s a satisfying mix of spectacle with a substantial gameplay impact. On the topic of changing it up, we’ve focused on making destruction even more impactful and meaningful in gameplay, which is why we call it tactical destruction. Aside from the obvious function of taking down a wall to deliberately remove cover for enemies or creating new paths for your team through walls, floors and ceilings, we've also added persistent rubble piles as an effect of taking down larger structures. These can be used as cover or to quickly climb to the floor above and surprise your enemy. What can fans expect from the welcome new single-player campaign? For those of us who enjoy storytelling and cinematic action at our own pace, we get to experience war through the eyes of the members of Dagger 13, a US Marine Raiders’ squad. It’s a great primer to the world of Battlefield 6 . You’ll get to know Dagger 13 and other key players, become armed with a greater understanding of the escalating global conflict, its factions, and even some context for the battles you get to experience in multiplayer. Expect the same great combat, complete with destruction, vehicles, and class roles - but in the form of a story-driven roller coaster ride that will take you across the globe to fight back the threat of a massive private military corporation known as Pax Armata.
improve and balance the game for launch. We’ve already been fortunate enough to gather this feedback and data in a more limited form through BF Labs for earlier builds. I feel that’s been a massive reason why we’re so confident in the version we’re about to launch. Because of the way our development schedule works, the open beta build was already older and more limited than what we were playing internally at the time. Even with that being the case, it allowed us to validate a good number of the decisions made in post beta builds based on player behaviour and feedback during beta. What do you feel are the biggest improvements that you’ve made to the multiplayer experience? The rework of the core gameplay systems and particularly what the team calls the Kinesthetic Combat System turned out amazing and it’s a very well-oiled machine in terms of performance and responsiveness. I’m equally proud of the team’s effort in many other areas where I think we make a big statement, including our tactical destruction, classes, and teamplay features. Even though it’s “just” one little addition, I do want to give a special shoutout to the drag
and revive feature that the response has been incredible for. It’s a bit of a game changer and I can’t imagine the game without it now. Can you please tell us more about the new multiplayer ‘Escalation’ mode? This mode is responsible for some of my favourite playtests during development. It’s our all-new, all-out warfare mode and something I hope our players will love as much as I do. The team wanted to create a mode borrowing from Conquest in terms of dominating territory and combined arms gameplay, but with even more close and intense matches. Escalation features two large armies clashing with infantry and combat vehicles in a battle for territory. Holding more objectives than your opponent for a time will win you territory. When that happens, the objective closest to your headquarters now belongs to you and is taken out of play while your headquarters location moves up closer to the newly established frontline. Effectively this shrinks the play space and pushes the teams closer together. It’s an… Escalation… of intensity and it’s further amplified by more vehicles coming into play with every territory won. For us it’s been a constant source of nail-biting drama and loud excitement in our playtest area.
Environmental destruction is back big time! Can you please let us know how you’ve
changed it up for Battlefield 6 ? Glad you noticed! I’ll first connect back to the question about how earlier Battlefield games influenced
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