EA SPORTS FC 27

I played FIFA 20 for a few hours last night and then jumped on to this horror show. The ball..my god...it was like a puck compared to FIFA 20. And everything else was like the ice it needed. Then the Guy Mowbray PS1 commentary. Pretty sure Actua Soccer had better commentary around 1998.

The gameplay is so boring and soulless. Older FIFA games you have to try and break teams down, soak up pressure, none of this is a thing anymore.
 
foundation? so you might be saying you like the game to 50% but give money for a full price 100% game?
i will just wait for some patches

In case you haven't noticed, all games across absolutely every genre, AAA and AA, are released on day one half-baked. Poor optimization, no photo mode, pretty stupid "enemy" AI, features coming "soon," etc., etc.
 
Anyone having any success with crossing? Keeper comes out every time to catch mine, just applying a couple of bars power and aiming
 
I played FIFA 20 for a few hours last night and then jumped on to this horror show. The ball..my god...it was like a puck compared to FIFA 20. And everything else was like the ice it needed. Then the Guy Mowbray PS1 commentary. Pretty sure Actua Soccer had better commentary around 1998.

The gameplay is so boring and soulless. Older FIFA games you have to try and break teams down, soak up pressure, none of this is a thing anymore.
Me to are playing FIFA 20, the game we all thought were horrible on release becuase of the start of 1v1 defending
But my good it feels like a masterpiece vs EAFC games
Yes maybe the amount of sliders will help out, but other games with even more sliders (2k) is in the ballpark even on vanilla, then being able to set it even more realistic
This, doubt it
This is based on a trial version, but you know quite fast whether its going to fly or not
 
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In my view, EA FC 27’s gameplay, when compared to real football, is simply an ABERRATION.

I do not believe that sliders, settings, configurations, mods, or any other post-release adjustments can fix the problem at its core. And the reason is that, judging by the overall design of the product, some of these characteristics do not appear to be occasional mistakes. They seem to be deliberate design choices intended to satisfy the Ultimate Team audience.
The video below, in my opinion, is a very clear demonstration of what EA calls “authentic gameplay.”:RANT:



The players appear to float above the pitch. Ball control, turns, changes of direction and dribbling movements look extremely artificial, with legs seemingly twisting into one another and bodies deforming in ways that are completely inconsistent with human anatomy. The result, at times, looks more like rubber characters than professional footballers.

And this is precisely what I find so difficult to understand.

EA has programmers, designers, engineers, enormous financial resources, advanced technology and access to methods capable of capturing and analysing virtually every movement of the human body. It would be entirely possible to work with biomechanical references, motion capture, weight distribution, inertia, body articulation and all the other elements necessary to reproduce professional athletes in a much more convincing way.

Yet the result we are seeing is, in many respects, profoundly artificial.

The players appear to have no real body weight, inertia or coherent skeletal structure. Their movements give the impression that they are being dragged across the pitch, almost as if they had wheels underneath their feet. At times, they look like actual “spineless worms”, while the shirt physics makes the situation even stranger, making the bodies appear inflated and disproportionate.

And then there is a very simple question:
Is this how football behaves when we actually step onto the pitch?
Is this how footballers look when we watch a match on television?


For God's sake. We are talking about the biggest sport on the planet, featuring some of the best athletes in the world and the most important licensed leagues and competitions. The discrepancy between what we see in real football and what is presented as “authentic” inside the game is, to me, extremely difficult to accept.

And then there is the issue of feedback.

EA constantly asks the community for feedback, but what is the point of collecting feedback if fundamental problems, which are obvious to anyone with even a basic understanding of football, appear to be connected to the very philosophy behind the game's development?
“Just adjust the sliders.”

No. Sliders can modify certain parameters of a match, but they cannot transform an underlying system of animations, body physics and player interaction into something fundamentally different. You cannot fix a flawed concept simply by moving a few sliders.

That is precisely why I have very little expectation regarding the future evolution of this gameplay. What we identify as strange, artificial, broken or abnormal often does not look like an isolated bug. It appears to be the consequence of conceptual decisions made during development.
And that, perhaps, is the most frustrating part.

We are not talking about a small independent studio with limited resources trying to develop its first football game. We are talking about a gigantic company responsible for a product that brings together some of the biggest licenses in world football.

In my opinion, what is being done in the name of Ultimate Team represents a profound disrespect towards the very essence of virtual football.
This is not simply a matter of personal preference regarding sliders. The real question is: what exactly is the game trying to represent?

If the objective is to reproduce football, then the players need to convey body weight, balance, inertia, acceleration, deceleration, physical contact, body structure and movements that are consistent with actual human beings.

Otherwise, we may have an excellent commercial product, countless licenses and an enormous amount of content, but we will remain far removed from what, in my view, should be the fundamental objective: simulating football.
This is why I consider the possibility of 2K Sports entering the football market particularly interesting. A new competitor offering a genuinely simulation-oriented approach could break the current logic and provide an alternative for those looking for a football experience that is closer to reality.

This is my honest opinion about the current situation. At this point, I have very little expectation of meaningful evolution because, apparently, some of the things I consider wrong are not being treated as problems at all. They are consequences of the very design philosophy chosen for the product.

It is important to emphasize that this is not a negative criticism in the sense of simply attacking the product. Quite the opposite: precisely because I enjoy football games and genuinely want them to evolve, I make these observations.

In my view, EA could at least do justice to the concept of “Authentic Gameplay” and turn it into a truly independent gameplay core, developed primarily to represent football in a coherent way, with physically and anatomically plausible behaviour.
From there, sliders, settings and control adjustments would have an entirely different meaning. They could genuinely allow each player to fine-tune the experience according to their own preferences, without having to compensate for structural limitations within the gameplay system itself. For me, that would be a completely different scenario. Ok
 
At this point, I have very little expectation of meaningful evolution because, apparently, some of the things I consider wrong are not being treated as problems at all. They are consequences of the very design philosophy chosen for the product.
Amen. Absolutely correct.

Every year I foolishly hope "Authentic" will be more authentic - and then, from the first gameplay clip, you can see the ball is still "pushed" between players, like a puck (and controlled as if magnetic).

The most fundamental of fundamentals, and it's entirely faked - and that's just layer one. Everything built upon it is false too (players with no momentum, and no AI).

And crucially - it didn't used to be this way.

But I also have to face facts; enough people just don't care about this, and FC will keep selling, and the mere existence of "Authentic" is seemingly enough for a lot of people - so why change it?

I've never had less hope and - look, I spend hours a day here... Football gaming is a huge part of my life (much to my wife's chagrin). It's gutting.
 
I think they know all that. The gameplay Authentic developer said in an interview that inertia, physics, footplating need to be farely improved.

Every year, in the feedback, we said it's a shame to have a such bad footplating, players like puppet with no weight. It was near prefect in old FIFAs.
They know that.

Si i think they bought TRACAB for this reason.

I think FC 27 in term of simulation ( except the physic engine) is good. They improve the game since FC 26 to bring more realist animations but with this old engine, it's a real mess !

So if with TRACAB it's still bad, we can said EA didn't care at all.

But for a so huge company with the most famous licence, the state of the game now is a real big shame.
 
In my view, EA FC 27’s gameplay, when compared to real football, is simply an ABERRATION.

I do not believe that sliders, settings, configurations, mods, or any other post-release adjustments can fix the problem at its core. And the reason is that, judging by the overall design of the product, some of these characteristics do not appear to be occasional mistakes. They seem to be deliberate design choices intended to satisfy the Ultimate Team audience.
The video below, in my opinion, is a very clear demonstration of what EA calls “authentic gameplay.”:RANT:



The players appear to float above the pitch. Ball control, turns, changes of direction and dribbling movements look extremely artificial, with legs seemingly twisting into one another and bodies deforming in ways that are completely inconsistent with human anatomy. The result, at times, looks more like rubber characters than professional footballers.

And this is precisely what I find so difficult to understand.

EA has programmers, designers, engineers, enormous financial resources, advanced technology and access to methods capable of capturing and analysing virtually every movement of the human body. It would be entirely possible to work with biomechanical references, motion capture, weight distribution, inertia, body articulation and all the other elements necessary to reproduce professional athletes in a much more convincing way.

Yet the result we are seeing is, in many respects, profoundly artificial.

The players appear to have no real body weight, inertia or coherent skeletal structure. Their movements give the impression that they are being dragged across the pitch, almost as if they had wheels underneath their feet. At times, they look like actual “spineless worms”, while the shirt physics makes the situation even stranger, making the bodies appear inflated and disproportionate.

And then there is a very simple question:
Is this how football behaves when we actually step onto the pitch?
Is this how footballers look when we watch a match on television?


For God's sake. We are talking about the biggest sport on the planet, featuring some of the best athletes in the world and the most important licensed leagues and competitions. The discrepancy between what we see in real football and what is presented as “authentic” inside the game is, to me, extremely difficult to accept.

And then there is the issue of feedback.

EA constantly asks the community for feedback, but what is the point of collecting feedback if fundamental problems, which are obvious to anyone with even a basic understanding of football, appear to be connected to the very philosophy behind the game's development?
“Just adjust the sliders.”

No. Sliders can modify certain parameters of a match, but they cannot transform an underlying system of animations, body physics and player interaction into something fundamentally different. You cannot fix a flawed concept simply by moving a few sliders.

That is precisely why I have very little expectation regarding the future evolution of this gameplay. What we identify as strange, artificial, broken or abnormal often does not look like an isolated bug. It appears to be the consequence of conceptual decisions made during development.
And that, perhaps, is the most frustrating part.

We are not talking about a small independent studio with limited resources trying to develop its first football game. We are talking about a gigantic company responsible for a product that brings together some of the biggest licenses in world football.

In my opinion, what is being done in the name of Ultimate Team represents a profound disrespect towards the very essence of virtual football.
This is not simply a matter of personal preference regarding sliders. The real question is: what exactly is the game trying to represent?

If the objective is to reproduce football, then the players need to convey body weight, balance, inertia, acceleration, deceleration, physical contact, body structure and movements that are consistent with actual human beings.

Otherwise, we may have an excellent commercial product, countless licenses and an enormous amount of content, but we will remain far removed from what, in my view, should be the fundamental objective: simulating football.
This is why I consider the possibility of 2K Sports entering the football market particularly interesting. A new competitor offering a genuinely simulation-oriented approach could break the current logic and provide an alternative for those looking for a football experience that is closer to reality.

This is my honest opinion about the current situation. At this point, I have very little expectation of meaningful evolution because, apparently, some of the things I consider wrong are not being treated as problems at all. They are consequences of the very design philosophy chosen for the product.

It is important to emphasize that this is not a negative criticism in the sense of simply attacking the product. Quite the opposite: precisely because I enjoy football games and genuinely want them to evolve, I make these observations.

In my view, EA could at least do justice to the concept of “Authentic Gameplay” and turn it into a truly independent gameplay core, developed primarily to represent football in a coherent way, with physically and anatomically plausible behaviour.
From there, sliders, settings and control adjustments would have an entirely different meaning. They could genuinely allow each player to fine-tune the experience according to their own preferences, without having to compensate for structural limitations within the gameplay system itself. For me, that would be a completely different scenario. Ok

I'd say the core issue with FC gameplay is that it's essentially Ultimate Team gameplay, just slower and clunkier.
The base is messed up, so no matter how many sliders and mods we slap on it, the underlying problems introduced by the FUT-focused design philosophy and HyperMotion physics will remain.

Why I think we, as football gaming fans, are getting increasingly angry and disappointed is because of this misconception on our part:
If the objective is to reproduce football
The objective is not to reproduce football. Football is basically just the theme painted over the casino and quick dopamine machine.
The objective is to print money through FUT.

And once you start looking at FC products from the perspective of EA's corporate bottom line, a lot of their decisions suddenly make sense.
Why design good offline gameplay if you want players to play FUT/Grounds?

IMO, Career Mode and "Authentic Gameplay" are partly bait for people like us who aren't interested in FUT - get us into the game, then eventually nudge us toward the modes they actually monetize.

And so I wouldn't be surprised if EA sees "Authentic Gameplay" as basically introduction to FUT gameplay.
 
It’s the same old problem: there are 100 first-person games on the market, and only 15 of them get it right. Here, there’s only one football game (with a career mode and incentives to play offline), and its vision, engine, and development direction are simply off the mark.

Add to that the melting pot of personal preferences regarding what each player wants and expects from the gameplay.

I want a mix of simulation and entertainment; others love matches that end with a score of 10 to 5, while still others want a simulation that plays out a soccer match with 30-minute halves—you get the idea.

I hope they polish it as much as possible so everyone can find a way to adjust the sliders to their liking—or they’ll go back to older versions of the game (17, 20, etc.) *

* Which, by the way, were scrapped back then for exactly the same reasons we’re seeing today. Seven out of ten people are always talking about player weight, inertia, and blah blah blah. That’s how it was, and anyone who denies it wasn’t here like many of us are today—reading forums, sharing experiences and expectations year after year, version after version.
 
I’m not into racing games but there may be an analogy. There are arcade racing and sim racing games. A player takes a hairpin turn at 100 mph - what happens? In the sim, the car spins/flips/hits a tree - the arcade fan says this game is too hard; if I wanted to drive slowly around turns, I’d use my own car. Arcade, it corners perfectly without losing any speed. Sim fan says this is completely unrealistic and violates all laws of physics - there’s no skill involved at all, just mash the gas.

A hardcore racing sim is not an arcade racing sim slowed down with a few sliders. It is fundamentally a different game from the ground up. This is the problem with FC.

FC is an arcade game masquerading as a sim, trying to appeal to all fanbases simultaneously. They could make it a hardcore sim (Chris Davies would never see his wife again) but it would alienate many fans as being too hard, too slow, too boring. The problem is, it would be so much work to rebuild the game to please a small subset of fans who have no interest in engaging with their online casino.
 
Which FIFA game is the one that got inertia and animations right? I don't remember anything that is above PES2021.
To say "got right" is to imply perfection. But I would say FIFA 14 next-gen, for example, had a lot deeper ball physics and it's not even close, and that applies to players being grounded too.

You could easily argue the second clip here isn't the best comparison because it's not being headed back in the same direction. However, the ball speeds up, which is obviously wrong (it feels wrong when it happens, and it looks wrong in a replay):



You could also easily argue that my annotation, e.g. "flat force", is the babble of someone who failed physics at school... and it'd be fair.

But what really makes me feel stupid is the act of taking clips like this in the first place (like I do year after year), because it's just pointless. I'm hoping the developers will add back the missing fundamentals to their game, and I may as well show a photo of a high-end lobster bisque to a millionaire hot dog chain owner and beg them to invest in a Michelin restaurant. Why would they when they're selling bordering-on-infinite hot dogs?
 
I’m not into racing games but there may be an analogy. There are arcade racing and sim racing games. A player takes a hairpin turn at 100 mph - what happens? In the sim, the car spins/flips/hits a tree - the arcade fan says this game is too hard; if I wanted to drive slowly around turns, I’d use my own car. Arcade, it corners perfectly without losing any speed. Sim fan says this is completely unrealistic and violates all laws of physics - there’s no skill involved at all, just mash the gas.

A hardcore racing sim is not an arcade racing sim slowed down with a few sliders. It is fundamentally a different game from the ground up. This is the problem with FC.

FC is an arcade game masquerading as a sim, trying to appeal to all fanbases simultaneously. They could make it a hardcore sim (Chris Davies would never see his wife again) but it would alienate many fans as being too hard, too slow, too boring. The problem is, it would be so much work to rebuild the game to please a small subset of fans who have no interest in engaging with their online casino.

In simulation racing games, you need to use a high-quality steering wheel, whereas a gamepad or keyboard suffices for arcade races. 😁


edit: btw, in NBA 2K you can play 12-minute quarters. 😁
 
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Said this every year
Saying it again.
How come 2k can have arcade gameplay, a online gameplay that looks and plays like FUT (my team) and also the most realistic sim gameplay plus the deepest career mode?
All at the same time.
So its not impossible, but does EA want it?
You figure out if or why
 
Came across this on FB. It's... Interesting
View attachment 449356
Even though this is a thing since I don't know when, in FIFA games, I've never felt it this way when playing old FIFA games, but it is very apparent in newer FIFA/FC games, obviously due to the lack of intelligence in positioning, awareness, marking, and so on. On PC, PES 2018 was the first game to solve this problem. But they outdid themselves and got the opposite effect, having more space everywhere and lack of congestion due to their positioning logic.
 
I want to talk about player shadows. Ive never honestly noticed that players never have proper shadows. I was playing a game earlier, paused it and then when I returned, all the players had crazy shadows. It was so strange. Do we think it has something to do with dynamic lighting or something. Cant say ive noticed it before.IMG_5528.jpeg
 

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I want to talk about player shadows. Ive never honestly noticed that players never have proper shadows. I was playing a game earlier, paused it and then when I returned, all the players had crazy shadows. It was so strange. Do we think it has something to do with dynamic lighting or something. Cant say ive noticed it before.View attachment 449393
It's a bug. I have it on the beta. It happened only once.
 
Last FIFA that I have played is 23 and I decided to try the FC27 demo. There are some improvements here and there but major flaw is still there. I will copy/paste my FIFA23 review as it still applies to 27: AI defending is still terrible. Defending players are just standing and watching the opponent dribble towards the goal. They literally move/jockey away from the opponent with the ball. It reminds me of this
Note that is with some slider customization. Maybe it could be improved with better sliders...
 
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