You can still feel the fun under the surface, but Battlefield 6 keeps tripping over what it actually wants to be.
When you look at Battlefield 6 right now, the strange thing is that it isn’t crashing and burning in one obvious way. You are not loading in, playing two matches, and uninstalling out of pure frustration. It is not that kind of failure. Instead, what you are dealing with is something more subtle and, honestly, more irritating.
You can still see the good game inside it. You can feel moments where everything clicks, and you think, “Yes, this is the Battlefield I wanted.” Then the game forgets what it is trying to be, at least that’s what it feels like.
That is why calling it an identity crisis is not dramatic — it is accurate. When you play, it feels like Battlefield 6 was built from multiple design visions that never fully agreed with each other. It is like the goal was to “make Battlefield feel like Battlefield again,” but different teams interpreted that idea differently. What you end up with is a playable shooter that feels split down the middle instead of built around one strong direction.

You know what Battlefield is supposed to feel like.
Even when past entries had problems, you could still describe the core formula. Big maps. Vehicles. Combined arms combat. Squad play. Sandbox moments are where unpredictable things happen and create stories you remember later.
You didn’t just want to shoot in matches; you wanted to be in a real “battlefield.” The tone was usually serious, even when the action was over-the-top. That identity set Battlefield apart from other shooters that were faster and more focused.
You can feel it match to match. One round feels great. Your squad’s coordinates, vehicles, and objectives all matter, and every ticket counts. The pacing is alive. You get that classic Battlefield feel. Then the next round feels like constant pressure with no order.
You spawn into overlapping sightlines, constant crossfire, weapon metas that happen over and over again, and almost no downtime. You don’t get flow, but it’s just tiresome. That swing isn’t just about how good the lobby is. It seems like two different ways to play are fighting for control.
Battlefield used to have a mix of big, medium, and small maps to change the pacing.
The rotation in Battlefield 6 often feels too tight. A lot of players keep asking for bigger maps because the map’s size affects how the game works. More space in the environment gives you time to move around, flanking routes, and real vehicle space. When fights happen one after the other with little time to breathe, conquest starts to feel like a long team deathmatch. That takes away some of what makes Battlefield feel unique.
When you think of the series, you probably see wide battlefields and fights happening on many fronts at once. You don’t think about pressure in the hallways all the time. Battlefield maps from earlier times often had open spaces for vehicles and centers with heavy infantry, so players could use different playstyles in the same match.

The tone and mood also play a role in the identity problem for Battlefield 6.
It’s not just about the skin, but cosmetics are a part of it. Tone is what ties everything together. Strong Battlefield entries stuck to a mood and used visuals, sound, and presentation to make it stronger. That consistency made it easier to get into the story. Battlefield 6 seems to be stuck between a serious military tone and the energy of a live service platform. A platform approach encourages variety and seasonal freedom, but that flexibility makes it harder to work together.
You can see it clearly with cosmetics. Some skins look real and grounded. But some of them don’t feel like they belong in the setting. It’s not that every cosmetic has to be serious. The problem is that there isn’t a clear set of visual rules that links everything together. When too many styles are next to each other without a clear purpose, the world seems less connected. Customization doesn’t help immersion; it makes it harder.
Maps also send messages about design. Wide routes and long rotations show that vehicles and positioning are important. Tight lanes and ongoing choke fights demonstrate the importance of continuous infantry action. Most of the time, classic Battlefield maps knew what they were supposed to do and were built around that. But Battlefield 6 does not quite scratch the itch in the same way.
They want the scale of a movie but also constant engagement. They want vehicles to be important, but they want infantry to be under a lot of pressure everywhere. They include destruction, but it doesn’t always change the fight in important ways. These mixes are possible, but only when one design goal is very clear.
People also say that Battlefield 6 feels more like Call of Duty now.
In terms of layout, that’s not entirely true, since Call of Duty usually uses a very strict three-lane map design and flow that is easy to predict. Battlefield 6 doesn’t always follow that structure. Still, the faster pace and smaller spaces make it feel more like constant engagement, rather than Battlefield’s usual tempo.

There is also a player reality here. Many people who play Battlefield have been playing it for a long time. A lot of people would rather have pacing that includes breaks, movement, and longer fights rather than constant reaction checks. That audience liked bigger maps and different speeds.
Now speaking of progression, it isn’t always bad. Unlocking gear can feel good. But here’s my two cents on the topic: when progression becomes the main reason you play instead of just a bonus on top of good gameplay, that’s when the problem starts. That usually means the core loop isn’t strong enough on its own.
Heavy retention design changes how players act. The system doesn’t just care about how good the matches are and how many times you can play them again; it also cares about giving you reasons to come back.
That works for live service models, but it goes against Battlefield’s old way of thinking, which said that the match itself was the reward.
In Battlefield 6, you often feel like you’re being pushed to do things that help you level up faster than working together or playing for the sake of the game. That makes it hard to play well and move forward quickly.
A lot of players lose their main reason to log in once they finish the grind or stop caring about it. They know they were more interested in unlocking things than in the battlefield. That is not a good trade for a sandbox shooter with dynamic rounds and stories that come up on their own.
In short, the identity problem with Battlefield 6 is that it tries to be a Battlefield game while also trying to get people who don’t want classic Battlefield design to play it. It wants to be bigger, but it doesn’t want to go slower. It wants people to work together, but it doesn’t want to depend on a real squad. It wants a grounded presentation but no limits on how it looks. It wants both chaos in the sandbox and clarity in the competition. Unless one of those goals is clearly the leader, they are at odds.
You can’t fix this with just one update. Identity comes from making the same design choices over and over again in different systems. When the first direction is unclear, it takes time and effort to fix it.

The game can still be saved, but it will take work to make it better. There are still problems with the core issues, such as balancing weapon progression, registering hits, and the quality of the content as a whole. More importantly, the developers would have to choose which version of Battlefield they want to make and stick with it. That choice might turn off some players, but trying to make everyone happy has already caused problems.
You have probably seen many players say the game feels less like Battlefield than it should. Whether you agree or not, that perception matters. Battlefield built its reputation on all-out warfare and sandbox moments. You can still find some of that experience here. They are just buried under mixed priorities, and until the game chooses its lane, you will keep feeling that tension every time you spawn in.
