EA SPORTS FC 27

I tried a bit the demo on legendary/authentic. Like a couple of matches, so take it with a pinch of salt.

I think there are some improvements here and there. Defense feels tighter (at least from this first impression), and there is a nice pressing all around the field (although I don't know how much it is due to me playing Real vs Bayern); finally I'm seeing again the enemy keeper and all the enemy team reversing in the box for a final corner if they are losing, although to be honest I can't see the same urgency on the field, but perhaps it needs to be played more... ? Anyway, surely great they finally brought back this logic (have not seen it in a long while, perhaps it still happened and I was unlucky/not played the game enough in the latest years).
Anyway, I also surely saw more fouls (I even had a penalty in my like 2nd match).

However.. I feel like the elephant in the room is still there, and as big as before... ball physics, ball control, dribbling, passing, the kind of magnetic standing tackle/contact system (I have no idea how to better describe it, but I'm sure you all know what I'm talking about) that remained unchanged since 23 I think?,... I'm afraid it's still just not for me until this stuff will be revised.

That said, if they really upgraded a bit CPU logic in a finally appreciable offensive/defensive mentality changing in game and general positioning/movement (I genuinely can't tell in a way or another from this demo), I'll watch with some bare minimum interest.
 
Finally had a go on FC27 lite, it has potential but it's so jarring coming off of Anth's mod for the last year, even on Authentic it's still just so frantic, everyone is darting about like wasps in a hive and the lines are so high, once one defender is beaten, they all step aside like Peter Parker letting the robber escape who kills his Uncle Ben.

To be fair some of the actual movement and foot planting looks a bit better, though it still has that trademark skaty/floaty feeling where you never know which direction your player is going to spazz out when you receive a pass and just want to turn slightly.
 
Im eagerly waiting for the FIFA Editing Toolsuite and the Fifa Mod Manager. I want to disable Depth of Field and i want to try to activate native DLSS in game. I tried this with FC 26 already. The game has all commands for DLSS, FSR, XESS, even many framegen options in the exe, but it was crashing as soon as i started a match. In the Menu DLSS was working. DLSS 5 was also hooking with real DLSS inputs in the menu.
I already saw there is a new section in the initfs data with FSR 3 settings.

Code:
// FIFA_BEGIN | DIVERGENCE | mgrigore | 2026-06-09 | FSR3 global settings, can be tweaked per platform
WorldRender.TemporalUpsampleMode TemporalUpsampleMode_Fsr3Upsampler_Ultra_Quality
Fsr3UpsamplerRenderSettings.LockThresholdEndTransition 0.05
Fsr3UpsamplerRenderSettings.LockThresholdStartTransition 0.5
Fsr3UpsamplerRenderSettings.LockCutoffDistance 20
Fsr3UpsamplerRenderSettings.LockFadeDistance 50
// FIFA_END
 
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This one? Vanilla? Sorry, but i really fail to see any traces of advanced animations or physics that make me want to go back in time.

Do you not think every pass starts with an initial acceleration as momentum is transferred, then slows as it travels to the recipient and friction/gravity impacts it? Instead of the way passes are "pushed" between players now - at a constant speed, with no control necessary?

(Before someone says "sliders" - you can slow passes down but you can't make them calculate momentum, and you can add horrible first touches but they don't really impact the way controlling the ball happens; they're either sucked into the boot as the player moves off or sort of "chipped" a distance away from them. As with everything in FC, IMO, everything is a simple calculation for the sake of "fun" with sliders not providing an actual fix, or making anything more organic.)

@Emroth (who didn't make a football game related post for years given his total lack of enjoyment of the newer games) came back to post this after discovering FIFA 14 next-gen last month, and I can't help but agree personally (the whole post is here):

...if any EA dev wonder what's so special about it - they should play a few FC27 matches and then go and play F14 (next-gen) and see the difference. No mods, default sliders, normal speed. See what you used to have in comparison to what you have now.
 
Do you not think every pass starts with an initial acceleration as momentum is transferred, then slows as it travels to the recipient and friction/gravity impacts it? Instead of the way passes are "pushed" between players now - at a constant speed, with no control necessary?

(FC's sliders can add horrible first touches but they don't really impact the way controlling the ball happens, they're either sucked into the boot as the player moves off or sort of "chipped" a distance away from them - as with everything in FC, a totally unnatural attempt at a "fix", IMO.)

@Emroth (who didn't make a football game related post for years given his total lack of enjoyment of the newer games) came back to post this after discovering FIFA 14 next-gen last month, and I can't help but agree personally (the whole post is here):
I really don't know how it plays and feels with passing assistance, as my last game without full manual controls was somewhen in 2011 and and i will never play a game with assistance again.

If this is an issue on assisted controls, i understand the disappointment. On full manual it feels quite normal in this regard.
 
I tried to play a couple of matches with the authentic setting and oh boy, this is horrible. The gameplay is so slow, its even more unrealistic than the normal settings. Why would anyone play that? Yes the normal gameplay is too fast, but its closer to reality than the authentic one.
 
Anything like that but for the authentic gameplay team? I feel like they haven't really collected any feedback and haven't really spoken about anything. The main problem with the game is the gameplay and I find it funny no one has talked about it from EA's team.
 
Yea, turned that gimmick off. Authenticity features render the game almost unplayable in my opinion. A more realistic, free flowing and fun game can be achieved by tinkering with the sliders.
It’s the same story here, after trying out Competitive mode, I was shocked... it was as if the "Authentic" version was the buggy one compared to this. I even get the feeling they completely disabled entire functions, like the R1 button, without making any attempt to adapt anything.
 
Anything like that but for the authentic gameplay team? I feel like they haven't really collected any feedback and haven't really spoken about anything. The main problem with the game is the gameplay and I find it funny no one has talked about it from EA's team.
I agree.

Look at this tweet from the Career Mode lead dev, in response to someone's criticism of a new feature ("Dynamic OVR").

See how much conviction they have in what they're doing - they have solid leadership, they have a goal in mind, and a path to it, and they are sticking to it.

There's no shying away from those who criticise it, but instead someone fighting in "our" corner (for realism, and depth) - it is fantastic to see, I love it.



Full quote:
Yes. What it for example represents and again this was after talking to professionals: if a player is tired or down on morale he might not be as concentrated on the field so this influences his attacking positioning. If he is tired or out of form or low morale he might not go as strong/hard in situations so that is what the strength change means, same as acceleration someone highly motivated might push themselves past the limit. Again all of those were topics we talked about with professional players, with performance directors of big clubs and more and how we could bring those things into the game. That is why it is dynamic and not a constant change. The player didn't grow in these attributes permanently put pushes himself to outperform in these areas or actually performs less than usual in these areas for an amount of time.

I get it you don't like it. We were always aware that it is a new system that not everyone will immediately get or like and might getting used to. It is one of the biggest changes we have done in years. But we fully believe in the system and the king term benefits it brings. Which is why we won't change course. Balancing adjustments yes maybe depending on further feedback. Maybe a second setting with a different balancing. But Dynamic OVR itself will stay.

Where is this for "Authentic" mode? Where is the guy at the top talking to professionals at different levels about how completely unlike football the game feels and acts? And/or calling for simulated physics, and advanced, individual player AI?

Instead, it feels rudderless - thrown together through community feedback, without any real identity beyond "slower", with no long-term plan.

It so desperately needs the same leadership and, most importantly, the clearly-defined, long-term vision that Career Mode has got. It needs someone to truly drive it forward.

But maybe it doesn't have that because the investment it would need, it's never going to get.
 
I agree.

Look at this tweet from the Career Mode lead dev, in response to someone's criticism of a new feature ("Dynamic OVR").

See how much conviction they have in what they're doing - they have solid leadership, they have a goal in mind, and a path to it, and they are sticking to it.

There's no shying away from those who criticise it, but instead someone fighting in "our" corner (for realism, and depth) - it is fantastic to see, I love it.



Full quote:


Where is this for "Authentic" mode? Where is the guy at the top talking to professionals at different levels about how completely unlike football the game feels and acts? And/or calling for simulated physics, and advanced, individual player AI?

Instead, it feels rudderless - thrown together through community feedback, without any real identity beyond "slower", with no long-term plan.

It so desperately needs the same leadership and, most importantly, the clearly-defined, long-term vision that Career Mode has got. It needs someone to truly drive it forward.

But maybe it doesn't have that because the investment it would need, it's never going to get.

Authentic mode stinks of a project team afterthought item. The marketing team call it a "feature" but it is not really worked on and its very obvious.

It has that sense of "we need another gameplay mode for offline players" but there's no real developers or designers there to actually do the work. So they likely gave it to someone low down, perhaps even a junior, who probably looked at what most offline players say "its too fast" and just applied that. What you also see from the "community" is everybody has a different opinion on everything. Just look at the variety of gameplay mods. Some do certain things, others do other things. So what was the best "solution" for this? Sliders.

And honestly, sliders are probably best option for a game where its going to be very divisive between two gameplay modes and it works well for other EA games (like NHL). What smears the whole thing is that its a mix of "Authentic features" and then sliders attached.

However, I agree with you, what it really needs is what you are talking about. Proper time looking at each and every part of the game and then doing what all the gameplay mods do. I'd say most people would agree all the mods are better than vanilla in some way (not all). So it shows that with the proper tools and some lenience in letting the person get on with the job (no micro management crap) , any single person could deliver what you are asking for. However, we are talking about a massive organisation filled with bureaucracy, and as someone who has a similar position, I know full well this will NEVER happen unless there is some big change or directive coming from the top.

When I did my videos on Authentic + Slider changes. I could see the problem where Sliders are not enough. Once again some of them do absolutely nothing and that then comes back to a problem in the code controlling the entire game.

Also add on to that. The AI "Tactic" slider set is such a broken mechanic in my opinion. They've essentially ripped out Team Tactics for this slider set. Team Tactics can control the set only to Tactical or Dynamic. As soon as you set it to Custom, you remove all differences between teams but yet you get more fun from the game by changing it to Custom. So once again, another afterthought and not properly tested feature is sitting in the game and being expanded upon without any thinking.

It shows how bad the game is being handled when there are bugs or missing features in the game and have been there since FIFA 16. Like creating a custom player still has missing attributes and you cant set the potential... this is a VERY minor change to code but it has very obviously not been looked at in 10+ years lol
 
I tried to play a couple of matches with the authentic setting and oh boy, this is horrible. The gameplay is so slow, its even more unrealistic than the normal settings. Why would anyone play that? Yes the normal gameplay is too fast, but its closer to reality than the authentic one.

The funniest thing is that the pace of the game in authentic seems fast to me.
 
The funniest thing is that the pace of the game in authentic seems fast to me.
I find the terms "fast" and "slow" are too vague.

what is really happening is that players and ball are too "slow" to react to the "fast" closing down and perfect AI auto tackling. this makes the gameplay appear "faster" (you have to think faster and use your controller faster) and "more difficult" whilst also having the feeling of extreme sluggishness and input lag. and this is then exaggerated by personal sliders, team selected, AI tactics, difficulty, game mode etc.
 
I find the terms "fast" and "slow" are too vague.

what is really happening is that players and ball are too "slow" to react to the "fast" closing down and perfect AI auto tackling. this makes the gameplay appear "faster" (you have to think faster and use your controller faster) and "more difficult" whilst also having the feeling of extreme sluggishness and input lag. and this is then exaggerated by personal sliders, team selected, AI tactics, difficulty, game mode etc.

A good way to express it in words. Exactly, that's what it feels and looks like.
 
I find the terms "fast" and "slow" are too vague.

what is really happening is that players and ball are too "slow" to react to the "fast" closing down and perfect AI auto tackling. this makes the gameplay appear "faster" (you have to think faster and use your controller faster) and "more difficult" whilst also having the feeling of extreme sluggishness and input lag. and this is then exaggerated by personal sliders, team selected, AI tactics, difficulty, game mode etc.
Absolutely bang on.

There are even elements that change speed moment-to-moment - passes move like bullets for example, then crawl across the pitch for seemingly no reason, and then crosses that float like a balloon.

(You can kick a ball at different speeds, sure, but you can't make it move faster than a train with a brush of your foot, nor alter gravity. Physical constants and restraints that existed in FIFA games just don't seem to exist any more, in order to create only-perfect outcomes of every kick for the online players.)

But then you see the player running, and their animation / footplanting doesn't match the slow speed they progress at on "Authentic" - like a "Scooby Doo" running animation playing while they move at a jogging speed.

Then you have the micro-touches players take and the dribbling, which can be so fast it's physically impossible.

So half the game's fast, and half slow-motion.

This inconsistency is yet another sign that there's no overall direction or oversight, it's just "tweak this, slow down that, and voilá, 'authentic'".
 
Too fast for you or too fast compared to real life?
Compared to real life its way to slow.

Between the “regular” or competitive experience that goes 1,000 km per hour, I don't really feel much of a difference compared to authentic mode. Or rather, the sense of speed is still there—Paul explains it well in a post above.
 
And honestly, sliders are probably best option for a game where its going to be very divisive between two gameplay modes and it works well for other EA games (like NHL). What smears the whole thing is that its a mix of "Authentic features" and then sliders attached.
I've not tested myself but in theory, does this mean that you could copy the slider values from Authentic and use them in custom sliders and it'll give you the exact same gameplay as authentic?

I thought there was a few elements exclusive to authentic mode such as the ball physics or player behaviours that aren't present in competitive or custom mode?
 
I've not tested myself but in theory, does this mean that you could copy the slider values from Authentic and use them in custom sliders and it'll give you the exact same gameplay as authentic?

I thought there was a few elements exclusive to authentic mode such as the ball physics or player behaviours that aren't present in competitive or custom mode?
I tried and used the same sliders i had in authentic. Authentic features off minimizes indiviual errors and speeds up pretty everything, especially sprinting and acceleration.
 
I've not tested myself but in theory, does this mean that you could copy the slider values from Authentic and use them in custom sliders and it'll give you the exact same gameplay as authentic?
Nope.

I thought there was a few elements exclusive to authentic mode such as the ball physics or player behaviours that aren't present in competitive or custom mode?
Yep.

This stuff is available through a switch - it's called something like "Authentic Features" on/off - which you can access when creating a custom setup.

It supposedly restricts e.g. the animations so that you can't chop from one to another in an instant, plus a few other things. But I couldn't tell you what they are, because if we're being honest, it makes as much difference as holding your controller at a 5° angle. Some may be able to list the differences but I don't think anyone can call them groundbreaking.
 
Between the “regular” or competitive experience that goes 1,000 km per hour, I don't really feel much of a difference compared to authentic mode. Or rather, the sense of speed is still there—Paul explains it well in a post above.
I think the problem of football games (past and present) is the lack of contextual player behaviour.

Acceleration and sprinting might be quite okay under isolated conditions, but players are never isolated. They act fast when they need to, when they are under pressure or see the chance to score. When they are rather lonely or off the ball, they turn slower or just walk along. So a real match is pretty static and runs in full sprint just happen when there is lot of space in front.

To this day no football game ever was able to recreate this. So you have to choose if you want to play with 22 hyperactive pilotfish or slow the game down with sliders to a broadcast like experience (and sacrify the explosive moments that make the highlights in football). I always end up the second way.
 
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