EA SPORTS FC 26

what makes old games so special, is the mix of variety on the pitch,great ball physics,fouls,physical challenges, players indiciduality,a very balanced and rewarding way of defending,reactive controls and no scripts.
They are limited so you can't do a lot of things you are allowed to do in real life and newer games, but they are great at what they are offering.
Scoring a gol in these games is the most satisfying from any other football game.

If i take Pes21 It has good graphics,360 degrees movement and allows me to do more on the pitch because It has more animation BUT:
- physicalty and body collisions are horrible
- defending is too much automatizated,It trigger the animation and drain the ball from opponent's feet
- shooting lacks variety and its physics sucks
- u score always in the same ways
- dribbling,due be un responsive, is almost never a good option, spam trough ball Is...
- there is a lot of script
-players individuality are there but ruined by bad dribbling,bad shooting and bad physicalty.

The best FIFAs beats old Ps2 Pes in many things, due more advanced technology but never had a good ball physics and players individuality. Scoring feels more mechanic and some chapters had cheap way to score.
Overall great games,but personally i have more fun on PS2, expecially on local multiplayer.
 
I'm really sorry and thank you for understanding a little of my point of view, in fact I was never very skilled lol my strength was deconstructing lol, going back to the games today modern football no longer requires so much skill, the game has become a compaction that I always say looks more like a basketball game than football, a senseless search for spaces because the game has become very physical, the good football to see in the eyes for me was the 90s and 80s I like to see Ronaldo dribbling several and it seems that the camlo was giant it took a few seconds for the next marker to arrive lol, today it is almost impossible for that to happen, and a compaction of hell and marking and strength are essential, unfortunately EA FC tried to capture the movements and positioning, but I think the engine is very limited, besides that the animations are all broken!
 
The problem with current soccer games is the lack of impact and contact between players.

The AI doesn't want to tackle you for fear of getting its jersey dirty with green grass. It follows you, but not too closely, which makes the game far too easy and boring to death.

A good game should require you to think hard to break through the opposing defense. Here, it's pass, pass, shoot, and goal.

EA is following the demands of players, and it seems some players are looking for this. It's very sad!

I imagine the producers of FIFA 16 with the power of today's hardware. What if Konami had released that famous next-gen PES? I think the situation would be different for offline players.
 
The problem with current soccer games is the lack of impact and contact between players.

The AI doesn't want to tackle you for fear of getting its jersey dirty with green grass. It follows you, but not too closely, which makes the game far too easy and boring to death.

A good game should require you to think hard to break through the opposing defense. Here, it's pass, pass, shoot, and goal.

EA is following the demands of players, and it seems some players are looking for this. It's very sad!

I imagine the producers of FIFA 16 with the power of today's hardware. What if Konami had released that famous next-gen PES? I think the situation would be different for offline players.
Think thats the key, todays consumers wants fast paced action, not a stats based game, a game of tactics and boring 0-0 games.
We do, but were the minority.
I gave up on Fifa after Fifa 20 ish, and im good where i am playing Fifa 16-17-18, but who knows, might be a demand for more sim based games in the future?
Right now theres to many game breaking things in EA FCs games for me not to enjoy them, but i guess for the majority still sticking to this series people might have got used to the ai/gameplay getting watered down each year and in the end they just get used to it.
but fingers crossed...
 
I'm one of those old-schoolers who likes a challenge in a soccer game.
Whether I win or lose, I want to see good play, intelligence on the field.

I dribble very little, sometimes I do a little leg-over for show.

It drives me crazy when I see the AI running along the sideline too often, and not switching wings with beautiful crosses.

We had all that without sliders before.

And I'm not even talking about NFL-style slides...

Soccer is, above all, inertia, good ball physics, good footplanting, compact lines with physical commitment.

We try to create all that with mods or sliders, but the engine's stability can ruin everything.
 
Apart from the gameplay in Authentic Mode, which can't be assessed 100% yet as it's sure to change several times, I think the graphics for the pitch, faces, kits, etc. are just really poor.
These comic-style graphics with baby faces just don't seem appropriate for the year 2025.
But then again, the game is supposed to run on toasters with 8 GB of RAM...

The Frostbite engine has had its day and a new one is needed.

The engine has been around for eight years now. At least at Fifa/EA FC.
 
In the case that if we follow the majority vote, PES 21 would be the game that is closest to reality, I guarantee that we will have several here disagreeing, it's the same thing, there is no consensus, everyone has a favorite game that they think is closest to reality, in my opinion, PES 21, because it is more rigid, I think it is the one that is closest to real football, but it also has defects, at the end of the day there is no perfect game but it seems that when someone here speaks badly of the old PES they are punished lol! I certainly won't buy EA FC 26 either because the animations are grotesque, I think the rest can be modified with sliders and mods, but the guy making a perfect back pass is hard to swallow lol!
PES 21 doesn't have cloth physics. So it still ranks lower than Road To World Cup 2006.
 
Also dynamic dribbling. Throughout development, we reviewed all the animations triggered during sprints, turns, and ball control. Some looked fine visually but weren’t responsive enough, so we cut or trimmed them, and introduced new ones. The result is that dribbling now feels as smooth and elastic as possible.

And for animations, responsiveness was one of the biggest points of feedback from the community. We found that the animation system wasn’t always selecting or triggering the fastest possible animations. So now, animations are shorter, more responsive, and trigger immediately when you press a button. In closed beta, players already said this made the game feel much smoother compared to last year.

Link: https://feed4gamers.com/game-news/3...xclusive-interview-with-the-gameplay-team.htm
I was planning to buy it this year, but after seeing the latest beta version and this, I've decided not to.
 
Apart from the gameplay in Authentic Mode, which can't be assessed 100% yet as it's sure to change several times, I think the graphics for the pitch, faces, kits, etc. are just really poor.
These comic-style graphics with baby faces just don't seem appropriate for the year 2025.
But then again, the game is supposed to run on toasters with 8 GB of RAM...

The Frostbite engine has had its day and a new one is needed.

The engine has been around for eight years now. At least at Fifa/EA FC.
The graphical style, animations and overall the way the game is designed has absolutely nothing to do with the engine.
 
At the event, EA Sports Senior Producer Sam Rivera said, “If the gameplay is not responsive, it's not fun.” Instantly, I noticed the responsiveness was way better. Passing especially, I was able to make quick, first-time passes across the pitch, and this is thanks to a new feature called one-frame passing.

This goal for the responsive at all costs ended the animations.
 
At the event, EA Sports Senior Producer Sam Rivera said, “If the gameplay is not responsive, it's not fun.” Instantly, I noticed the responsiveness was way better. Passing especially, I was able to make quick, first-time passes across the pitch, and this is thanks to a new feature called one-frame passing.

This goal for the responsive at all costs ended the animations.
Competetive or authentic gameplay?
 
At the event, EA Sports Senior Producer Sam Rivera said, “If the gameplay is not responsive, it's not fun.” Instantly, I noticed the responsiveness was way better. Passing especially, I was able to make quick, first-time passes across the pitch, and this is thanks to a new feature called one-frame passing.
new feature called one-frame passing??

one-frame in a 60 frames per second game would make a pass only take 0.016s to do... certainly an odd decision

why is this company adding in an entire new gameplay system called authentic whilst also having this other guy deciding that everything that would make a game "authentic" should be removed? :LMAO:
 
Must admit, I was feeling quite optimistic about FC26 (perhaps foolishly).

It seemed like they were going to pay real attention to an offline alternative this season but the more I am seeing/hearing the less enthused I am. It seems like a lot of the current issues (1v1, passive AI, ridiculous animations) are still prevalent.
 
Must admit, I was feeling quite optimistic about FC26 (perhaps foolishly).

It seemed like they were going to pay real attention to an offline alternative this season but the more I am seeing/hearing the less enthused I am. It seems like a lot of the current issues (1v1, passive AI, ridiculous animations) are still prevalent.
This is the start, I think. (Technically last year was, with "sim mode", but that didn't make it a sim game and nor does "authentic mode" as it stands. If momentum and pass error doesn't exist next year then I give up.)
 
This is the start, I think. (Technically last year was, with "sim mode", but that didn't make it a sim game and nor does "authentic mode" as it stands. If momentum and pass error doesn't exist next year then I give up.)

Here’s hoping it is an iterative process Chris and a step in the right direction, only time will tell I guess.
 
I think some of this comes down to confusion from EA’s behalf. Despite how we all think we’re pulling in the same direction, I think there’s many voices that want different things, even on the ‘sim’ side. I can only relate on an extremely small level to how this can be with my mod, so on a much bigger scale I do have some sympathy for the challenge they face.

I think sometimes it’s not always a lack of willingness or some evil conspiracy that EA don’t care at all, but rather them being a bit unsure about which ways to go - and also how far to push particular elements. Lots of people say they want a midfield for example, but then when they get it they complain there’s no attacking intent etc. I could do this for almost every element of gameplay too. I know there’s many nuances and shades of grey with things like this, and there are proper ways to bring about positive changes, but I can certainly see how EA can feel a little unsure about which way to go sometimes. I think just bashing, bashing, bashing is a little over the top (especially when they are showing signs of wanting to listen).

I don’t think it ALL comes down to this to be clear, but I think there’s more of it than people think.

For me, it’s all comes down to the little details, and the more clear and easy we make them for EA, the better chance we have. I’d love to see more conversations about the details when the game comes out than the mindless trolling posts where people just come to the thread to get a laugh or make a ‘PES 2021 is still king’ comment or a skating joke.
 
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Feel like they will be tracking how many users use the authentic mode, and if it doesn't hit the numbers, will they bother to build on it?
As far as I knew, it's forever. Even one of the most important things is to play authentic gameplay; you earn achievements (Trophies in PlayStation). Maybe EA wants to see how many people will play with this kind of gameplay. I also know that the beta version is old, and there will be extensive changes in the release for the authentic mode, in addition to the updates.

Trophy

Authenticity

Play a match with the Authentic Gameplay Type selected in Kick Off, Tournaments or in Career Mode

Link: https://psnprofiles.com/trophies/36077-ea-sports-fc-26
 
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I apologize if I offend anyone here, thank you and sorry to all members, let's continue with the topic and main subject which is EA FC, could someone tell me what day we can test the game for 10 hours, in this case who is a member of e acess?
 
Feel like they will be tracking how many users use the authentic mode, and if it doesn't hit the numbers, will they bother to build on it?
There is a massive community of players who only play single player or split screen and never touch the online modes. The fact they've even bothered with this mode is an admission that they want to cater to this audience.
 
I have some hope for FC 26 after @Chris Davies said it's a FC 25 but with better goalkeeper, better rythme.
The game is out in 12 days, and I try to tweak FC25 to have a better gameplay.

Moderator note: All following clips are from FC25.
I'm surprised to see new GK animations after a year of playing FC 25 or sometimes neverseen actions from CPU;

This match against Auxerre was my best of FC 25.


The CPU was clever, try to find holes in my defense. They score twice : a collective one and a personnal one.

- The collective action goal



- The personnal action goal



Another match against Brest


Sometime the feeling is great

Against a big team like FC Baecelona, you see the game wants to accelerate ( Champion's League match)


I have only got the console version without mods, so the gameplay can be tweak even more on PC!
 
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There’s still something not right with the ball physics in this game especially when it comes to headers, goalkeeper deflections and crossing the ball into the box. Also, actually crossing the ball into the box, attacking headers from crosses into the box and defending headers from crosses into the box all still feel vague and boring to me. Thought all this would have been improved by now.
 
There’s still something not right with the ball physics in this game especially when it comes to headers, goalkeeper deflections and crossing the ball into the box. Also, actually crossing the ball into the box, attacking headers from crosses into the box and defending headers from crosses into the box all still feel vague and boring to me. Thought all this would have been improved by now.
Crosses / In Air stuff / Headers have been awful in FIFA/FC ever since I can remember. The game uses this weird mechanic where only 1 person on each team can go for the ball in the air and then it calculates a "winner" then just only does that action. Theres no physics at play or anything, its all predermined crap that hasnt been fixed for years. But when you have producers who believe skill moves and "one-frame passing" is more important, this is what you get.
 
Crosses / In Air stuff / Headers have been awful in FIFA/FC ever since I can remember. The game uses this weird mechanic where only 1 person on each team can go for the ball in the air and then it calculates a "winner" then just only does that action. Theres no physics at play or anything, its all predermined crap that hasnt been fixed for years. But when you have producers who believe skill moves and "one-frame passing" is more important, this is what you get.
They really really need to get crossing correct in this game. Crossing is a fundamental part of football. Sort cross,whipped cross to a diving or glancing header. Or slide on to a cross at the far post. Early cross to a volley this used to be in footie games years ago. Now Crossing is a waste of time and even still I keep trying in hope that my striker will connect. Please bring it back
 
Everyeye.it : For this gameplay division you've adopted, are there two separate teams working on it? How does the team structure work based on this division?

Bogdan Banasiewicz : I wouldn't say there are two separate teams. It's a single team. For example, I work on authentic gameplay, but I simply spend more time on that, collaborating with other producers and designers. For example, I make sure the shooting changes work well for both competitive and authentic gameplay . When we test, we do it together, and then the Design Council gives us additional feedback. It's important to maintain a balance, especially on the fundamentals.

Sam Rivera : They're not different teams, but different experts leading the various parts. We make sure we have the right people playing and providing feedback on both types of gameplay.

Everyeye.it : So two separate managers for each mode, each with a small focus group?

Bogdan Banasiewicz : Exactly, some of us focus more on "authentic" gameplay, like me. But, going back to the shooting or passing example, even if I work on authentic gameplay, I still have to make sure that what's developed for competitive play works equally well.

Physics and the annual cycle
Everyeye.it : Among the aspects you've worked on, are ball physics also included?

Sam Rivera : We focused on the speed of the ball when passing. This year we've made a lot of adjustments in this area, as well as on shooting. Every "so many years" we update the physics more in-depth. The last big update was when we captured real data on the bounce and movement of the ball , implementing it into the game with machine learning techniques.This year, however, we've calibrated passes and shots, which control the speed of the ball.

Bogdan Banasiewicz : The only thing I'd add is that in authentic gameplay, we can also use sliders to adjust the ball's behavior depending on the situation. For example, in deflections by goalkeepers or defenders. So, once again, thanks to the gameplay division, we can also calibrate this aspect differently.
 
Everyeye.it: For this gameplay division that you've adopted, are there two separate teams working on it? How does the team structure work based on this division?

Bogdan Banasiewicz: I wouldn't say there are two separate teams. It's a single team. For example, I work on authentic gameplay, but I simply devote more time to it by collaborating with other producers and designers. For example, I ensure that shoot changes work well for both competitive and authentic gameplay. When we test, we do it together, and then the Design Council gives us additional feedback. It is important to maintain balance, especially in the fundamentals.
Well, it tells a way different story than the "two teams for two modes" publicity stunt they advertised the whole thing as in the beginning. I'm somehow not surprised anyway, it's way more coherent and logic with what we have (not) seen so far.
 
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