EA SPORTS FC 24

What I don't understand is, why the screenshots on the official website shows us a much better graphic quality than the ones from the trailer?
So which pictures shows us the truth?
Screenshots are always better than videos for video games. And release versions of games are always worse quality than pre-release. Just the way it has been for years, for many games. I thought this was universally known?
 
EA should give attention to the off-ball movements of the players.. How the players are moving when they don't have the ball... They are going like crazy with strange movement behaviors...
They need better player models for ingame camera-gameplay...
And they should do something with all of these tricks and skills...Because if you try to learn all of these skills the game it is like street football...

PES 2021 has better player models and more realistic players off-ball movements and behaviors...
 
What´s really frustrating for me is, that even in this video there are some animations that look really good. There is so much potential with HyperMotion and AI Learning. I would assume even for player positioning and behaviour on the field. But unfortunately everything is sped up (because thats what most Fifa Player want) and dumbed down (for the 1v1 system).
It would just be great if EA gave us seperate gameplay modes like Madden does (even though I am not saying it works great there). So we could have a Simulation mode, where every animation is slower and that 1v1 System would be disabled. That alone would make the game so much better. But knowing EA, that would be too much effort for something that generates tons of money as it is...​
 

In this article, I will give explanations about "HyperMotionV" and "Frames Captured" to see what the EA SPORT FC development team has been working on this year and what goals they are pursuing. The FIFA development team has come to talk about Frames Captured and said that FC 24 used 590 million captured frames in an 11 vs. 11 game, which means that the number of captured forms is 80 X greater than in FIFA 23. In the FIFA 23 game, the amount of captured forms was 9.2 million, and this figure in the FIFA 22 game reached 8.7 million captured forms.
TL;DR
Bla bla bla, it's going to look exactly the same as last year's game.
 
It looks a little better here. Ball still switches between the feet at the speed of light, AI looks poor and the goal is given to him on a plate (with the keeper not even trying) but maybe, maybe, the physics look a tiny bit better?

Very important to bear in mind though, this is a very early version, so don't get excited by it looking a bit slower. In my experience, the speed is always hugely increased by release (with the beta FUT testers always, always saying "it's so slow it's boring").

 
So how are we going to believe this very one? 😅
thats-the-joke-ranier-wolfcastle.gif
 
I have made a comparaison to proove than FIFA 14 and FIFA 17 on vanilla are better than a FIFA 23 with sliders
I have made an half time with Celtics Vs Rangers (Hibernian on FIFA 14) and another halftime with Barca Vs Real Madrid

Enjoy!
Ps : Valdes on FIFA 14 sucks a lot!

FIFA 14


FIFA 17


FIFA 23
 
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I have made a comparaison to proove than FIFA 14 and FIFA 17 on vanilla are better than a FIFA 23 with sliders

I mean, I don't disagree, I think 90% of people would agree the games on the ignite engine were all decent to great and 17 was the best frostbite fifa (another made up statistic)!
 
It looks a little better here. Ball still switches between the feet at the speed of light, AI looks poor and the goal is given to him on a plate (with the keeper not even trying) but maybe, maybe, the physics look a tiny bit better?

Very important to bear in mind though, this is a very early version, so don't get excited by it looking a bit slower. In my experience, the speed is always hugely increased by release (with the beta FUT testers always, always saying "it's so slow it's boring").

that Haaland goal doesn't even look natural. this game is so far away from realistic movements. at the pace EA is moving by the time it looks natural I'll be in diapers.
 
In fairness, the below Career Mode things have the potential to be mind-blowing - the "Total Management System" (missing from the thumbnail of the tweet) sounds absolutely spectacular...

...but none of it matters if player attributes continue to be utterly meaningless for player and AI, nor if gameplay is still eSport-based (which we know it is), i.e. 1v1 (actions from the AI being banned beyond the single "chosen" defender permitted to interact with the ball carrier, leading to 18 zombies moving back and forth like the tide).

The addition of "touchline cam" so you can just watch the AI play each other is fascinating - because if you do that at the moment, with the AI being so horrendously basic for the eSports crowd, it's truly awful. So why add that?

It's as if they're softly looking for a potential "casual Football Manager player" crowd, but with a game that is two million miles from being capable of providing that on-pitch gameplay necessary.

Maybe it's an indication of future developments though?

 
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The problem is, and continues to be, the Frostbite engine. EA executives pressured all the studios to adopt the engine as a cost effective measure after the potential the engine showed in Battlefield 3. Of note, studios weren't forced to use it and the teams (Respawn, etc.) that pushed back against Frostbite used engines they were familiar with. Games like Anthem, Blackfoot, newest NFS-series, FIFA, Madden, etc. have suffered because of the decision because the engine is made for FPS games. Recent success stories like Jedi Order, Codemasters' games, etc. are not using the Frostbite engine. Developers publically and privately have complained about the engine in non-FPS usages.

Another problem is yearly releases and consumer expectations. The code base of FIFA has been built on and built on throughout the years without any refactoring, re-writes, etc. which has turned much of the code base into a house of cards. Developers want to make the game better, but they just aren't given the resources required. We're seeing this same issue with other sports franchises, even non-EA ones like MLB: The Show. Unfortunately, the development teams aren't given the time and resources to make big changes because of the pressure to release yearly. Sports Interactive, makers of Football Manager, proved you can do this though with some investment from leadership. They've been actively working on a new code base using Unity engine that will release in 2025, while still releasing FM yearly with decent updates.

To be clear, I do not blame the designers, engineers, and artists. This comes down to management putting profits before all else, even if the ship ends up sinking. As long as they get a golden parachute, who cares about anyone else. I could go on and on...
 
Fast forward to 8:30 if it doesn't automatically:

(Again, I fail to see what the extra Hypermotion data is doing, if such a basic movement issue persists - and it's all over the pitch if you look closely. How can you use Hypermotion as a marketing tool when simply walking or running is genuinely broken?)

 

The problem is, and continues to be, the Frostbite engine. EA executives pressured all the studios to adopt the engine as a cost effective measure after the potential the engine showed in Battlefield 3. Of note, studios weren't forced to use it and the teams (Respawn, etc.) that pushed back against Frostbite used engines they were familiar with. Games like Anthem, Blackfoot, newest NFS-series, FIFA, Madden, etc. have suffered because of the decision because the engine is made for FPS games. Recent success stories like Jedi Order, Codemasters' games, etc. are not using the Frostbite engine. Developers publically and privately have complained about the engine in non-FPS usages.

Another problem is yearly releases and consumer expectations. The code base of FIFA has been built on and built on throughout the years without any refactoring, re-writes, etc. which has turned much of the code base into a house of cards. Developers want to make the game better, but they just aren't given the resources required. We're seeing this same issue with other sports franchises, even non-EA ones like MLB: The Show. Unfortunately, the development teams aren't given the time and resources to make big changes because of the pressure to release yearly. Sports Interactive, makers of Football Manager, proved you can do this though with some investment from leadership. They've been actively working on a new code base using Unity engine that will release in 2025, while still releasing FM yearly with decent updates.

To be clear, I do not blame the designers, engineers, and artists. This comes down to management putting profits before all else, even if the ship ends up sinking. As long as they get a golden parachute, who cares about anyone else. I could go on and on...
Oh I am so tired of hearing people mention that Frostbite **is the problem**. You couldn't be more wrong about Frostbite. Nothing wrong with FIFA is Frostbite engine related, yes its not the best but no out of the box solution would be better for a football game. Almost every issue with this game is 99.9% design related. Mods prove that. If modders had more access, it would prove it even more. I 100% blame the design over anything else.

In fairness, the below Career Mode things have the potential to be mind-blowing - the "Total Management System" (missing from the thumbnail of the tweet) sounds absolutely spectacular...

...but none of it matters if player attributes continue to be utterly meaningless for player and AI, nor if gameplay is still eSport-based (which we know it is), i.e. 1v1 (actions from the AI being banned beyond the single "chosen" defender permitted to interact with the ball carrier, leading to 18 zombies moving back and forth like the tide).

The addition of "touchline cam" so you can just watch the AI play each other is fascinating - because if you do that at the moment, with the AI being so horrendously basic for the eSports crowd, it's truly awful. So why add that?

It's as if they're softly looking for a potential "casual Football Manager player" crowd, but with a game that is two million miles from being capable of providing that on-pitch gameplay necessary.

Maybe it's an indication of future developments though?

Problem is, for me, none of these "features" are worth it. The game needed STATS (even sponsored by Opta?), FINANCES, MORALE that actually means something, TRANSFERS that make sense, CPU teams that actually WANT TO IMPROVE etc. This is all core stuff and EA have never done anything to improve any of it. The only thing that sounds remotely interesting is the Coaches returning. However, in typical EA design, everything you and probably everyone is getting excited about will be 100% broken or over-powered. Therefore, they are going to make it easier (once again) to Road to Glory with the shittest teams in the game (like Wrexham will be the team of choice in EAFC24).
 
Oh I am so tired of hearing people mention that Frostbite **is the problem**. You couldn't be more wrong about Frostbite. Nothing wrong with FIFA is Frostbite engine related, yes its not the best but no out of the box solution would be better for a football game. Almost every issue with this game is 99.9% design related. Mods prove that. If modders had more access, it would prove it even more. I 100% blame the design over anything else.
I'm not blaming the engine itself. I'm pointing at the powers that be who pressured the use of the engine on non-BF teams, how it was rolled out, and how DICE couldn't support all the new requests. The Ignite engine was progressing nicely and had a lot of the features required for sports games whereas the developers were forced to learn a new engine, add additional functionality (some of which was already done in Ignite), etc. The Frostbite engine subsystems did not have the functionality required by sports, third person, etc. type games. So all that functionality had to be created/edit from scratch. For example, the game time loop, specifically asset loading had to be completely re-written for NFS and other games (not sure if FIFA was one of them) because of how much faster the world operated. The animation system was completely overhauled by Bioware to support third-person gaming among other things. It is well known in the gaming industry that the engine struggled with these changes because it wasn't originally designed to be modular and support these non-FPS type additions.

There was a great discussion about this on Reddit a few years ago: from /r/truegaming
 
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I'm not blaming the engine itself. I'm pointing at the powers that be who pressured the use of the engine on non-BF teams, how it was rolled out, and how DICE couldn't support all the new requests. The Ignite engine was progressing nicely and had a lot of the features required for sports games whereas the developers were forced to learn a new engine, add additional functionality (some of which was already done in Ignite), etc. The Frostbite engine subsystems did not have the functionality required by sports, third person, etc. type games. So all that functionality had to be created/edit from scratch. For example, the game time loop, specifically asset loading had to be completely re-written for NFS and other games (not sure if FIFA was one of them) because of how much faster the world operated. The animation system was completely overhauled by Bioware to support third-person gaming among other things. It is well known in the gaming industry that the engine struggled with these changes because it wasn't originally designed to be modular and support these non-FPS type additions.

There was a great discussion about this on Reddit a few years ago: from /r/truegaming

The engine did not struggle, the devs struggled because it was new to them, some things had to be done for the first time, and because it was not designed to be licensed to 3rd parties (like unreal) it lacked good documentation, so they had to find someone from DICE to help them out and that was time consuming. Anyway 6-7 years later that's no longer an issue, they didn't stop working on the engine and the devs got used to the new workflow. So, that's really old news. (It's so old that people who no longer work there have clarified all this since).

The animations would suck no matter the engine because it's a completely separate system (hypermotion) specific to the games using it. It's either responsiveness or sane animations and you all know what the priority is. The average fut player doesn't give a fuck about the animations. There are frostbite games without broken animations & skating but I suppose people only pay attention to fifa. If in a parallel universe (it will never happen) they ported Fifa to Unreal, they would also port hypermotion and the animations would be exactly the same. When will they "fix" the skating and the broken animations? Only when they decide to. Until then it may get a tiny bit better or worse as they tweak things from year to year.
 
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Another problem is yearly releases and consumer expectations. The code base of FIFA has been built on and built on throughout the years without any refactoring, re-writes, etc. which has turned much of the code base into a house of cards. Developers want to make the game better, but they just aren't given the resources required.

Give me a break. Consumer expectations? Do I expect a simple option to be able to turn off pitch wear on career mode within 3 years of game releases, yes. Do I expect to be able to see some rain and for the light to change during a match, yes. Expectations have never been lower. They can't even fix the subtitle text on career mode to actually fit on the screen ffs 😂 they don't give a flying f**k. Just laughing in our faces.

They managed to change the game so much year after year before the introduction of FUT or moreso before they realised they could make children addicted and exploit them. I remember myself the change from 08 to 14.

Can't believe anyone has any empathy for EA.

The fact is their attitude is "we don't need to spend money as we make such a profit anyway." It was bad enough as it is before online gaming and the resulting (somehow legal) exploitation of children came in to the equation with regards to FUT and online gambling.

As far as I'm concerned David Rutter was the only one who cared about it resembling football.
 
The animations would suck no matter the engine because it's a completely separate system (hypermotion) specific to the games using it.
Interesting, do you have source on this? I was under the impression Hypermotion was not an entirely new animation system, but a series of machine learning algorithms that auto generated animations using data from Xsens suits. The data is run through the algorithms then the engine's animation system was called to create the animations generated from the algorithms. I'd love to gain a better understand of this technology if anyone has resources to share.
 
It looks a little better here. Ball still switches between the feet at the speed of light, AI looks poor and the goal is given to him on a plate (with the keeper not even trying) but maybe, maybe, the physics look a tiny bit better?

Very important to bear in mind though, this is a very early version, so don't get excited by it looking a bit slower. In my experience, the speed is always hugely increased by release (with the beta FUT testers always, always saying "it's so slow it's boring").

When you watch the movement, it reminds me of a table and strong magnet sliding metal pieces around from underneath, it looks totally strange and unrealistic….it gets better as some action unfolds but the off the ball stuff is very jarring and sliding around that feels worse than ever.
 
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