One of the biggest feedback from the open beta was the lack of large maps. Until recently, BF Studios was quiet on its frontlines, but in a recent multiplayer preview, he practiced Mirak Valley and Operation Firestorm.
From the moment you load it into Mirac Valley, it is clear that this map will guide the classic battlefield scale. Each side begins with a wide selection of vehicles at its disposal, with tanks, armored transports, helicopters and fighter jets all entering the fight. Unlike the beta version of a more infantry-centric map, Miraku Valley requires team composition. Here, the role of the engineer and vehicle is extremely important and supports gameplay of the combined arms that define the best of the battlefield.
Miraku Valley offers a breathing room to navigate things that weren’t seen much in the open beta or early previews. It’s vast with open terrain, but still offers ample coverage. The trenches, buildings, verticality and rotational paths are well mixed together, giving infantry a chance to fight heavy armor. In the center of the map are partially constructed buildings and towering cranes, creating a contested midzone ideal for nearby infantry combat. For OGS, this really feels like a traditional battlefield experience.
Overall, my experience with Miraku Valley was overwhelmingly positive. It has a strong balance between infantry and vehicle combat, with smart map designs that promote dynamic engagement and strategic aspects.
Apart from the usual conquest and groundbreaking modes that many fans know well, there was a taste of new escalation modes. It was an interesting view of the conquest, where the map begins with a mountain of points as it gradually closes. As the match progresses, control points begin to decrease and the battle closes. Before, the mode feels like an evolved version of different conquests. The first team to reach three points while holding most of the capture points won. This mode was a bit confusing at first, but it offers a stronger conquest experience. This mode only tasted a few rounds, so I’d like to know how the community plays it. So far, that’s a welcome addition, but once players feel it, only time will know.
It is clear that the BF Studios team is taking feedback from Open Beta seriously. This new build not only features two of the biggest maps to date, but also introduces gadgets and systems that were missing in the beta, suggesting a much more complete and sophisticated experience at launch. One of the main things I noticed was the developers mentioned several times from the open beta, more ground-based combat, sliding, crouch spam, and slower movement speeds that basically launched themselves. The movement is still fluid and fast, but not above. Battlefield 4 speed is almost 1:1, but with added slides and dynamic controls. Also, I managed to play with the ladder, which was missing from the open beta. The ladder was my favorite gadget as it allows you to easily set aside various positions and two-storey windows to surprise unsuspecting campers and enemies. It can be a bit ridiculous where you can reach it with a ladder, but it offers new dynamics to your regular battlefield combat loop.
After spending a lot of time on the game before and after the open beta, it’s great to see how much progress has been made based on community feedback. Adding two big maps will capture these classic battlefield moments perfectly and other fans will be looking forward to returning their favorite maps. So far, Battlefield 6 has become the shooter game of the year and is becoming a major comeback for the franchise.
Battlefield 6 will be released on October 10, 2025 on PS5, Xbox Series X | S, and PC. The cheapest copy is available on Amazon for free shipping for $89.