I like about Battlefield 1 because it's at least as much about the horrors of the first world war as it is about infantry and vehicle combat.
BF1 includes a mechanic where the player can initiate a bayonet charge, assuming they have a weapon with a bayonet attached. The player can sprint at faster-than-full speed for about thirty meters before losing his steam (and being penalized with much slower movement for a short period). If during that charge he makes physical contact with an enemy player, the enemy player is impaled and instantly killed in a way that cannot be reversed by the medic class. But during that charge, the player character is screaming and by golly some of these screams are as much fear as they are a battle cry. The whole experience of a successful bayonet charge is brutal and horrifyingly personal, for both players. It's an adrenaline rush that comes from a mixture of horror at the gruesome, but desirable results.
Melee takedowns, with non-bayonet weapons, are equally brutal. Knife takedowns usually involve a literal hug with the left arm and a plunging blade in the right fist. Club takedowns are blows to the shin and then chin, or simply a bash across the back of the head. Club takedowns on prone enemies are particularly awful: The enemy is hooked onto his back with one swing, and then gets a (visibly horrified) face full of mace. Or simply a boot on the neck. Sword and hatchet takedowns are strangely the least personal. Just double-handed swings... to the shoulderblades. Or the neck.
The recently released DLC is all about the French (who for some reason weren't included in the base game because ???). There's an "Operation" (a long-form game taking place across two maps between attackers and defenders) called Devil's Anvil, which is set in Verdun. The first map is surrounded by a raging forest fire set by the artillery barrage in the late evening and early twilight. As the game progresses, it gets dimmer and darker, and periodically the wind changes and the whole battlefield is cloaked in smoke from the fire, reducing visibility to a few meters at best. As the attackers get nearer to the final objective, the music swells, the low brasses drone stranger, and the sun sets beyond the hillside, dunking the battlefield into shadow, backlit by the raging forest fire. It's hard, grinding combat up a hillside into fortifications, and the body count is always high. The second map of Devil's Anvil is the partially shattered open Fort de Vaux. Close combat in a confusion of corridors is bad already, but the sound design is such that if you're not in combat, you're hearing the sounds of combat, but twisted and altered by the concrete tunnels around you.
BF1 isn't anywhere near a realistic simulation of WWI, but it certainly captures a smidgen of the horrors and lunar landscapes of that war. Oh, and the gameplay is different because of the lower tech base too. Sure there are machineguns, but weapons that take a recognizable magazine are rare. Many are reloaded individually or with stripper clips, have low rates of fire, poor accuracy, slow muzzle velocities, strange visual impediments, or simply smaller ammo capacities. It's a substantially different game from "modern" or even WWII shooters.
I'm probably doing a pretty bad job of explaining why I like BF1, but I've written a bunch already and this point it feels like an enthusiast ramble so I'm going to stop now. For the record, I also enjoy the more arcade-y combat of UT, Tribes, and TF2. Certainly they're much closer to games of real skill than the massive grindfest clusterfucks that show up in the 64 player games of Operations that I also enjoy. It's just a matter of which kind of gameplay I'm looking for at any given time.