Battlefield REDSEC Review – IGN

Battlefield REDSEC Review – IGN



You know something didn’t quite go right when the best mode in Battlefield 6’s battle royale-focused spin-off, Battlefield REDSEC, is the one that isn’t a battle royale at all. While REDSEC takes notes from other grounded-ish military battle royales, it doesn’t innovate much on what’s already worked. The destructible environments and powerful vehicles of the otherwise exciting multiplayer seem like a perfect fit for this genre, but REDSEC’s relatively shallow execution just hasn’t hooked me the way Fortnite’s cartoonish chaos and electrifying events did, nor has it separated itself from the likes of PUBG or Call of Duty: Warzone. Instead, I’ve had way more fun when its map is used to push the boundary beyond the requisite ever-shrinking storm in the squad-based, elimination-driven Gauntlet mode that cleverly fleshes out the mission structure hidden within the battle royale’s streamlined familiarity.

You know the drill: you and a squadmate drop onto a massive map in the rapidly blinking eye of a destructive storm. In REDSEC’s case, a closing plume of neon-scarlet-streaked charcoal clouds surround a fictional military base in Southern California called Fort Lyndon. Looting Lyndon’s blown out shops and construction sites for anything you can find, your squad has to scrap its way to be the last one standing. EA clearly believes that if it ain’t broke, don’t fix it, and I can’t fault them for that.

Dotted with memorable named locations like the Golf Course and the Lighthouse, there are all kinds of high vantage points for sniping and tight corridors for scrapping. And with destructible terrain and a seemingly endless supply of artillery and airstrikes, these locations have a tendency to “lev-olve” into bombed-out rebar skeletons or collapse entirely (I learned this the comically hard way after dying to a ceiling). This blend of different battlefields makes for a balanced, tense frenzy within each named location, especially in matches with four-player squads. Even the dusty roads and stark topography in-between do a good job of keeping things balanced, with plenty of hills and valleys or scattered vans and small buildings offering cover from enterprising marksmen.

But when cover fails, you’ll get a second chance if you fall early enough in battle and your squadmate doesn’t revive you in time. That comes complete with a second drop-in (over your squadmate if they’re still kicking, or above a random location if you’re both wiped within a few seconds of each other), and you’ll need to re-up on gear and consumables from there. I like that you can even make re-deploying at the right moment work in your favor, because you can aim for special pickups from your parachute that weren’t there when the match started.



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