Battlefield 6's first truly big map feels like playing a different, much better Battlefield

battlefield 6
(Image credit: DICE)
Played by
PC Gamer headshot - Morgan Park
Played by
Morgan Park

My Battlefield habit begin in the mid '00s when Battlefield 2 came to the Xbox 360. It couldn't hold a candle to the PC version, but it did teach me the art of bailing out of a helicopter two seconds before impact.

There was a little moment during my first match on Railway to Golmud, the new map arriving in Battlefield 6 this week, where it became clear how important this update will be for last year's best-selling FPS.

Railway to Golmud is a remake of a Battlefield 4 map. It's an interesting target for Battlefield 6's first truly huge space, because the original Golmud, while well-remembered, was brutal for on-foot players.

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I remember dreading the moment I was forced to run across Golmud's open fields with its sparse cover—a problem that this remake tackles head on. Beyond a huge graphical upgrade across the board, new settlements, hills, and divots break up the sightlines enough for stranded squads to stand a chance against hillside snipers.

It's a really smart reimagining that has (almost) everything I could ask for. All vehicles are here, every playstyle is served, and the moving train that splits the map in half is just as awesome an idea now as it was in 2013. Golmud is instantly the best map in the game, and I don't think that's premature to say.

Much hay has been made over Battlefield 6's lacking map pool, restrictive play spaces, and what fans actually mean when they ask for "old school Battlefield maps". Honestly, I've said the same without entirely knowing what I mean by it either. Surely it's not just "bigger maps," as DICE spent the year after Battlefield 2042's launch shrinking down maps everyone agreed were too big.

But I think I understand now. If I were to distill a great Battlefield map into a single test, it's the ability to get away from it all. To disengage. To be a participant in Battlefield's awe-inspiring scale in one moment, and in the next become a temporary observer.

That's simply not possible elsewhere in Battlefield 6, at least not without practically standing in a team's base. There is no downtime in Siege of Cairo, no quiet watchtowers on Liberation Peak, and even Mirak Valley is too centralized to offer any dead zones. Spaces between objectives are small, sightlines are wide open, and flight zones are cramped as a result. Though BF Studios has steadfastly framed its map pool as "serving a wide range of players," the trend is too consistent to ignore. It was clearly the vision that Battlefield 6 would have a Call of Duty-type intensity at all times at the expense of its traditionally large scale. Golmud is proof that this was a bad idea.

Sure, variety is nice. Some maps should be smaller than others, and it'd be boring if everything was Golmud. Siege of Cairo and Manhattan Bridge are examples of great medium-sized maps that target specific fantasies—Cairo with its focus on tanks as power weapons, and Manhattan with its manic helicopter duels amidst skyscrapers. At the same time, though, some of the launch maps are guilty of being big map fraud. You know the ones if you've played them: They have air vehicles, they take place in a huge valley or desert, but the actual play space is just a little rectangle at the center.

battlefield 6

(Image credit: DICE)

I'm looking at you, New Sobek City. DICE described this map as "large" at the time.

Now look at the footprint of Railway to Golmud. Look at all that open air to the north and south, and that huge gap between B and D. This map has honest-to-god outskirts, a feature that I previously praised in Mirak Valley and Operation Firestorm.

battlefield 6

(Image credit: DICE)

Battlefield 6 is firmly in its "we've heard your feedback" era, and I'm glad the devs are showing their work. I've been burnt out on Battlefield for months, but an afternoon with Golmud (and the frightening new L115 sniper rifle), is getting me back in the door.

Morgan Park
Staff Writer

Morgan has been writing for PC Gamer since 2018, first as a freelancer and currently as a staff writer. He has also appeared on Polygon, Kotaku, Fanbyte, and PCGamesN. Before freelancing, he spent most of high school and all of college writing at small gaming sites that didn't pay him. He's very happy to have a real job now. Morgan is a beat writer following the latest and greatest shooters and the communities that play them. He also writes general news, reviews, features, the occasional guide, and bad jokes in Slack. Twist his arm, and he'll even write about a boring strategy game. Please don't, though.

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