EA SPORTS FC 27

I'm sure this won't happen in Authentic (I mean, it'd be crazy to manipulate gameplay like this if it did).

But even for Competitive... Could they really not think of a more realistic way around this? Like giving the opponent an extreme "aggressive pressing" option that essentially man-marks every player if the opponent is seriously taking the p...?

It feels like "forcing" things is the answer to everything with FC. Force the game to flow by making every deflection magnetise to a player; force "reward" by manipulating ball physics on tackles so that the ball sticks to your feet like glue; force goals by deleting more and more AI.


This is really how I feel about the game and what appears to be a lack of direction. The interview you did with a couple of devs was really eye opening about the lack of cohesive thinking/direction which I mentioned at the time. Things like this are a direct result of not having coherent strategy and philosophy of how you want the game to play. Unfortunately I think it would need a complete overhaul to address it and I jsut don't see how that can happen (and don't blame them for that, it's unrealistic).

It seems like band aid after band aid based on feedback without tying that back to their own philosophy. Addressing community feedback is important, but it shouldn't be at the expense of the game you are trying to make, you can't please everyone. Unfortunately I don't think they have that idea and it just leads to this constant flip flopping.
 
Online idiots are to blame

They will probably ask for aliens to invade pitch in order to stop something they dont like.
I mean, they dont like to lose ball, and they forced EA to make defensive AI non-exist
 
Online idiots are to blame
Presumably the eSports guys ask for this stuff - yet, when you do look "online" (i.e. Twitter), I see a really strong negative response to it (hence my belief that nobody really wants the jelly-legged all-round fake "fun" game EA think we do). Unless my algorithm is shielding me from people rejoicing about it?

8k likes on this at time of posting.

EA have made a lot out of the phrase "we're listening" over the past year - are they listening to this?

Translation 1: "No more time-wasting on FC27! If you're trying to run down the clock by holding onto the ball too long: passes will become slower; passes over 5 meters will be harder to pull off."

Translation 2: "Yeah, basically, you won't be able to play football any more."



EDIT 1: And what a spot-on response this is:

Translation 1: "Because of the toxic behavior of certain players. If the FIFA community was clean, EA wouldn't have to take measures like this."

Translation 2: "I disagree, it's EA's fault first and foremost - the defence isn't strong enough compared to the attack. You can be winning 5-3 at the 85th minute and still lose the match (it happens a lot), whereas [in reality] a 2-goal lead [usually] means you're safe. In the old FIFAs, you weren't under pressure like that at 2-0."



EDIT 2: And another great point.

Translation: "EA brags 'manual defending: it's up to you'. But the manual aspect of passing the ball? 'NO, WE'RE CALLING THE AI TO STOP YOU!' If we want to pass around and the opponent doesn't know how to press, tough luck for him - when it's a defender who doesn't know how to defend, we say tough luck for him and take away his defensive AI, right? The TikTok-ification of our world scares me so much..."

 
Last edited:
Since our moderator is permitting wildly off topic posts, just look how good the game looked, how customizable it was, and what features we had 19 years ago.



Moderator edit: Embedded your video so people can see it.
 
Last edited by a moderator:
I think comparing how the game looks and plays now versus the past is pretty on topic personally :) Even though it generally leads to disappointment! I say bring back custom chants and music from whatever Fifa used to have that!

Since our moderator is permitting wildly off topic posts,

I'll give you a wildly off topic post!

 
Since our moderator is permitting wildly off topic posts, just look how good the game looked, how customizable it was, and what features we had 19 years ago.
Riding the wave of nostalgia from some older games, I bought FIFA 17 for Xbox Series X (I no longer have a Sony console). There are definitely some very positive aspects, like the tactical system (individual and team instructions), stronger physicality (lots of fouls committed and suffered), and in my opinion better visual rendering for pitches and lighting. But there are also many negative things that feel old by now. Overall, playing 2–3 matches is fine, but in the long run (for me) it becomes tiring almost as much as the latest FC titles.
 
Riding the wave of nostalgia from some older games, I bought FIFA 17 for Xbox Series X (I no longer have a Sony console). There are definitely some very positive aspects, like the tactical system (individual and team instructions), stronger physicality (lots of fouls committed and suffered), and in my opinion better visual rendering for pitches and lighting. But there are also many negative things that feel old by now. Overall, playing 2–3 matches is fine, but in the long run (for me) it becomes tiring almost as much as the latest FC titles.
I've been back to 17 (and 14) too this week, and in terms of longevity, I agree. Pass accuracy (yours and the AI's) is quite high even with sliders, and while it takes much longer to create chances due to more defensive organisation, you tend to see the same goals scored.

But, I'd argue the fundamentals (and the "feel") are so much better, with much less manipulation. Each controller input outcome makes sense rather than the game "taking over" and changing the ball physics to ensure a perfect result. That's not a "nostalgia" thing (which I think many would like to argue - if it was, we wouldn't be pointing out that it still has flaws). Also, there's real deflections and loose balls...

I never finished The Journey mode and I'm going to try and play that over the next few weeks, because as much as I don't like that it's a fully scripted mode with worse acting than EastEnders, I think it's excellent from an immersion perspective (seeing the manager/coaches at training, reading the media reacting to your performances etc.).

Apologies for the off-topic (but I do think comparisons between old and new gameplay are a fair topic of discussion).

On-topic, this might be interesting:

 
I cant stand that Chesnoid guy and Canisports. They are almost as bad as any other Ultimate Team person. I remember these guys tried my old gameplay mod once for FIFA 20 or 21, found it too hard and uninstalled it...

Edit: @Chris Davies did you plan on another interview with them?
 
But, I'd argue the fundamentals (and the "feel") are so much better, with much less manipulation. Each controller input outcome makes sense rather than the game "taking over" and changing the ball physics to ensure a perfect result. That's not a "nostalgia" thing (which I think many would like to argue - if it was, we wouldn't be pointing out that it still has flaws). Also, there's real deflections and loose balls...
I agree with you — I forgot to mention how much freedom the ball has. It’s not glued to the player’s foot, and during dribbling you really feel like you can lose control, and you actually can (FIFA 17). On X, FIFA 17 is often mentioned, and the Career Mode Producer has even replied to some users. That’s something that gives me hope for the future.

I also came across @Anth James latest posts (my compliments to him)), with his mods. Honestly, people like him are probably what the EA team needs.
 
Been playing FIFA 17 recently it is effectively FIFA 16 but Frostbite.
Anyway it is not as organic as FIFA 16, the passing and shooting feel very auto shoot compared to FIFA 16.
Passing does have errors but it doesn't lead to many loose balls like 16 can, or maybe it is Anth's mods which make the game feel like this.

You can 100% tell that the game started becoming more AUTO with less mistakes and issues once the game went to Frostbite, but least in 17 when in danger you can just hit a long pass out of play, you haven't been able to do that on FIFA now for about 5 years.
 
In my opinion, in Fifa 14 next-gen, the feeling of the ball as being a separate entity, and the ball physics, in general, are unmatched.
My favorite football game. Still play it regularly.
100% agree, gutted we never got it on pc

Hopefully at some point in the future when shadps4 has matured we'll get a modded version
 
Edit: @Chris Davies did you plan on another interview with them?
It's not on the cards right now, but that's down to my schedule rather than theirs - Andreas and Bogdan were very open about chatting again in the future, and I think it's important to hopefully maintain some dialogue if only for sim voices to be heard.

Maybe when FC27 is out and there are some questions based on the latest game, it would be good to try and arrange something.

But realistically, through no fault of their own - as someone who isn't chasing views and "clout" but is just a football gamer desperate for gameplay with substance* - I don't think my / our views are going to be prioritised like others' will be (and any recorded interviews need to go through PR).

To be frank though, I think our only hope rests with these guys, because I know from conversations we've had that they have similar feelings to us.

*On that note, just look at the language Andreas used yesterday on Twitter, and tell me it doesn't read like an Evo-Webber wrote it: "I don't want my goals to be scored because of reaction time or quick inputs. Basically I want it like a chess game where I outplay my opponent and replicate how my team plays in real life. I want to rotate wingers, build overlaps and then have a breakthrough. I want to feel like I used my players best to their abilities and reading the defense and situations."

We want that too.

 
I have been seeing videos in authentic mode for FC 27 and suffice to say I would need gameplay mods to play it. It's just way too easy to defend the CPU as they don't really know how to attack. I guess the career mode is made for people that really started to play football game. After playing games like FC 26, FC 25 and probably FC 27, games like FIFA 13, 14, 16 and 17 will be extremely hard because the CPU actually puts up a fight. It really crushes realism when i win the league with a team like Burnley in 1/2 season because no other team puts up a fight and are not aware that they are losing. They mindlessly pass around the ball. It's crazy how it's not a bigger deal. There are countless of other issues but if there is not a difficulty where the guy is even remotely challenging, what's the point of playing it?
 
I have been seeing videos in authentic mode for FC 27 and suffice to say I would need gameplay mods to play it. It's just way too easy to defend the CPU as they don't really know how to attack. I guess the career mode is made for people that really started to play football game. After playing games like FC 26, FC 25 and probably FC 27, games like FIFA 13, 14, 16 and 17 will be extremely hard because the CPU actually puts up a fight. It really crushes realism when i win the league with a team like Burnley in 1/2 season because no other team puts up a fight and are not aware that they are losing. They mindlessly pass around the ball. It's crazy how it's not a bigger deal. There are countless of other issues but if there is not a difficulty where the guy is even remotely challenging, what's the point of playing it?
This was one of my main gripes with 26 that I am praying 27 can address. One of the main issues is how passive the AI is. If I am 1 goal up with 5 minutes to go it should be an absolute onslaught but more often than not the AI plays the same way, whether they are 2-0 up or 1-0 down.
 
This was one of my main gripes with 26 that I am praying 27 can address. One of the main issues is how the passive the AI is. If I am 1 goal up with 5 minutes to go it should be an absolute onslaught but more often than not the AI plays the same way, whether they are 2-0 up or 1-0 down.
In all honesty, I still can't understand if in modern EA games CPU does ever truly "care" for the result, indeed. I've had times in which the AI went crazy tiki takas and similar and draw a game, but I've never saw a defender going forward as an added striker or the keeper jumping in the enemy box for that last minute corner. At the opposite, I've never saw AI parking the bus like a crazy to mantain a result either. Maybe I've not played enough and those things still happen sometimes? It was one of those things that were quite evident in the past (thinking in particular of Fifa 16).
 
Presumably the eSports guys ask for this stuff - yet, when you do look "online" (i.e. Twitter), I see a really strong negative response to it (hence my belief that nobody really wants the jelly-legged all-round fake "fun" game EA think we do). Unless my algorithm is shielding me from people rejoicing about it?

8k likes on this at time of posting.

EA have made a lot out of the phrase "we're listening" over the past year - are they listening to this?

Translation 1: "No more time-wasting on FC27! If you're trying to run down the clock by holding onto the ball too long: passes will become slower; passes over 5 meters will be harder to pull off."

Translation 2: "Yeah, basically, you won't be able to play football any more."



EDIT 1: And what a spot-on response this is:

Translation 1: "Because of the toxic behavior of certain players. If the FIFA community was clean, EA wouldn't have to take measures like this."

Translation 2: "I disagree, it's EA's fault first and foremost - the defence isn't strong enough compared to the attack. You can be winning 5-3 at the 85th minute and still lose the match (it happens a lot), whereas [in reality] a 2-goal lead [usually] means you're safe. In the old FIFAs, you weren't under pressure like that at 2-0."



EDIT 2: And another great point.

Translation: "EA brags 'manual defending: it's up to you'. But the manual aspect of passing the ball? 'NO, WE'RE CALLING THE AI TO STOP YOU!' If we want to pass around and the opponent doesn't know how to press, tough luck for him - when it's a defender who doesn't know how to defend, we say tough luck for him and take away his defensive AI, right? The TikTok-ification of our world scares me so much..."


Oh wow. Thats just poor and sad…



#realismyourway
 

For those who may not have time to watch, here's an automatically generated transcript:

Interviewer: Bogdan, can you tell me everything there is to know about Authentic gameplay?

Bogdan: Yeah, absolutely. I mean, we've chatted about Authentic gameplay many times over the past few years. Yeah, like honestly, you will see obviously more in the career mode deep dive where we cover Authentic gameplay. We actually call it 2.0 this year. Um it took me a while to say yes, I'm ready to say 2.0. But I think now I can confidently say you and you know, our Authentic gameplay players and demo players will will feel the same. I would say the biggest change, if I have to pick one, would be this more realistic and a grounded feel when you actually move your player, right? So, when you turn, whether it's with the ball or off the ball, that was something that was important for me to have that distinction with Competitive.

Competitive obviously is very important in terms of responsiveness. Uh in Authentic, I I want to ensure it's still responsive, but like I want to do ensure that the weight is there, right? Like you actually feel when you're turning, you have to take that into account, right? Especially now that we added so much more physicality into the game, which I guess is my point number two. Yeah. So, yeah, one of the new sliders we're introducing is physicality impact, which basically creates those situations where, you know, every challenge, whether it's a shoulder challenge, missed tackle, or like aerial battle when you're fighting, you know, in a I don't know, crossing during crossing or corner kick situations, you will see players impacting with each other more. And that can lead to, I would say, emergent situations.

Some of them could be fouls, some of them could be just like maybe he's just a little bit stronger. It's not a foul. But yeah, a lot of times what players would do, they would like stand up complain about it. So, we actually added, you know, a lot of emotion animations as well. Players may be upset with the opponent or even with their teammates. So, I would say yeah, I would probably start with those three things when comes to just purely Authentic gameplay. So, new grounded feel, new physicality impact slider, new emotion animation reactions to what's happening on the pitch.


Interviewer: It's great to hear you say that you've reached the point of being 2.0. We were in Bucharest a few months ago with Bogdan and the team over there that have created the career mode side of the the game. And Bogdan wasn't quite at the level of feeling like he was comfortable enough to call it 2.0. And Bogdan is a very high standards man. So, the fact that he's now reached 2.0 is is to me I'm satisfied without even having hundreds of hours of gameplay. If Bogdan's happy, we can be happy as as players as well.

So, what I have played so far since we've been here in Vancouver, I have immediately noticed that physicality, the way that players impact, you feel that - in Competitive you say it's more responsiveness. You just want the player to turn. Whereas in Authentic, it's how the player turns that's the important thing. You want that that placement of the foot. You want it to look right the way that the weight shifts.

Bogdan: And the inertia right, the physicality and the...

Interviewer: That's instantly noticeable when you when you play this even comparing Authentic to Authentic 1.0. Regardless of Competitive entirely. There are also a few extra animations that are now involved with the weather system. Have you implemented those yet further with with the wet weather and the snow system?

Bogdan: That was that was probably my fourth point. I do have a fifth one. Yeah weather effects. So in obviously 2016 we already had some right. We actually have to balance that throughout the game as well. As for example if you remember when you were sprint dribbling the touches were very far and it was very inconsistent. So we also I would say doubled down on the weather effects. So now you have things like and you probably already remember it from our play test in Bucharest in April but what we call slip turns. You can see more of those animations in the career mode deep dive as well but basically yeah in the wet conditions whether it's rain or snow when you're trying like a sharp turn players will might might just slip right.

And yes it creates some you know emergent situations but I think you know it happens in real football. In fact it can also happen in dry weather as well. Very rarely but can happen right. Players maybe especially if they have maybe some lower attributes they might lose their balance and and just fall. Obviously they'll try to get up as soon as they can but but yeah we we that that's one of my favorite features because you have situations where it's like you know you're in the penalty box and maybe there was a very fast transition on the attack. You want to turn your player he's actually slipping. So then it's your decision. Do I stick with my player or do I actually switch quickly with someone else because they notice, right? My teammate can't can't get up. That's the real learning.

Another thing I think, you know, I would mention with the weather effects is especially with with this kind of more physical and grounded feel of gameplay, we also introduce some additional error to to other certain player behaviors. For example, when you try to trap the ball, you know, first touch in weather in wet conditions, yeah, you you might see especially if you try to turn at the same time, you might see more error, right? So the ball might actually go away a little bit more. So it's also important for you to know that. Of course, if you have maybe a better player, he can do it better as well, but if you want to turn in rain while the ball is very high and you would try to trap it, there's a big chance you might lose that position in the game.

Which is again adding to not just feels like it adds to the storyline of a career as well, cos you're obviously having fluctuating dynamic overalls with players and you want to make sure that the player that you're playing is high on form and in their most boosted situation because if you let them get out of form, they're going to make more mistakes which is going to cause you to have more goals conceded which is going to get you sacked and getting sacked is not necessarily what we want when we're playing Career Mode. So it's it's great that we've got all of these extra additions.


Interviewer: There are some more sliders in the game this year.

Bogdan: Yeah, I can share that. And you know, it's been one of the top community requests. So I can confirm that on the Authentic gameplay side, we added 25 new sliders. And again, you will see more in the Deep Dive, but you think of stuff like different types of shots. So we have new sliders for like low driven shots or for finesse shots, whether it's the speed or the error. Same with passing. The the new physicality impact slider as well.

On the CPU side, we also have the 10 new sliders, so CPU sliders. My favorite one is sliding tackle frequency. This one obviously you have to be careful like if you go to extreme values, you're going to see a lot of sliding tackles flying around. Also when you play on the Tactical preset, one of the things I remember we even talked about in April was team variety. Uh so it's very important for me that yeah, when you play I don't know whether it's League One, Championship, or maybe play in La Liga versus maybe Copa Libertadores, the team variety feels you can feel it there, right? And those sliders also were tuned. Uh so like on Tactical for example and on Dynamic, so they create different team personalities as well. Um whether we achieve what, you know, the community expects, uh time will tell, but I think we're in a really good spot with it.


Interviewer: If you're happy enough to call it 2.0, then I think it's a great piece of work. So there's obviously a lot of things coming with alterations to the gameplay this year on the offensive side. Add those into the the different changes that are coming with the Career Mode that we covered with the interview with Pete as well. It feels like it's going to be a genuine step up this year.

We have been a little bit stagnant for a while on the Career Mode side. The gameplay has obviously taken a step with 1.0 and now it feels more of a larger evolution of what we had previously. The fact that we're now pushing it into 2.0.

Bogdan: Yeah, I think so too. And you mentioned like the dynamic OVR, I think it's a great system that you know, career mode team is driving. I'm actually working very closely with that team as you know. Right, you you've been there in in Bucharest in April. So we give each other feedback, right? Um you know, I when dynamic OVR was in development, I had a lot of meetings with them like what can it mean for gameplay, right? How can we support each other? But also you know, when they have a chance to play, just you know, gameplay, they share videos with me as well. They're very passionate, you know, football fans. And you know, they support different clubs in different countries as well. So, it's very important for me to get that feedback even before we release.

Of course, after release, you know, I talk to to you, to the rest of the design council. I watch community feedback, but I think that the steam variety is something that I I think can unlock this additional you know, fun when it comes to when it comes to to playing the game in Career Mode.


Interviewer: And having the the fact that the gameplay team and the Career Mode team working collaboratively really helps drive in the same direction rather than the Career Mode team designing something and then you kind of having to shoehorn that in somehow. The fact that we're all kind of driving in the same direction, so ultimately the product is just going to benefit from that long term.

Bogdan: Yeah, absolutely. And you know, it's the same with our gameplay, let's say fundamentals team working closely with Ultimate Team. On the Authentic side, very important for me to stay close to what the Career Mode team is doing. So, we have regular sayings, you know, one-on-ones, etc. So, yeah, just like you said, we need to work closely together so the final product actually meets the expectations.

Which is why it was so important a couple of years ago we split to have online and offline. It's been one of the biggest features for Career Mode to come in in recent times and that's only going to get better and more influential as time goes on.

In other news... Beta codes are going out now, with the beta starting from 6pm tomorrow (UK time).
 
For those who may not have time to watch, here's an automatically generated transcript:
So they just implemented changes that will take people like @Paul-v and @Anth James a week to do with gameplay modding. They still didn't fix the underlying foundation of the game that's not fixable through simple EBX editing. Easiest job in the world for them.
 
Been playing FIFA 17 recently it is effectively FIFA 16 but Frostbite.
Anyway it is not as organic as FIFA 16, the passing and shooting feel very auto shoot compared to FIFA 16.
Passing does have errors but it doesn't lead to many loose balls like 16 can, or maybe it is Anth's mods which make the game feel like this.

You can 100% tell that the game started becoming more AUTO with less mistakes and issues once the game went to Frostbite, but least in 17 when in danger you can just hit a long pass out of play, you haven't been able to do that on FIFA now for about 5 years.
One of the fatal issues in FIFA 17 vanilla is that the short pass success rate is far too high – even when the ball speed is very slow, passes still find their target without issue, and you could even make them with your eyes closed. This problem is also closely tied to a severe lack of interception awareness from defensive players. Using part of the attribdbgameplay that DevPlays ported from FIFA 16 can greatly alleviate this issue.
 
In my opinion, in Fifa 14 next-gen, the feeling of the ball as being a separate entity, and the ball physics, in general, are unmatched.
My favorite football game. Still play it regularly.
Some animations in FIFA 14 NG (such as turning with the ball) look quite 'comical', but many of the fundamental elements of football are actually the closest to real football. In a sense, the only football game that can truly be called a textbook example is FIFA 14 NG.
 
I just wish someone would show the Authentic Gameplay team the sliding feet and chair sitting turns and have them explain why those animations are in the game.
 
For those who may not have time to watch, here's an automatically generated transcript:

Interviewer: Bogdan, can you tell me everything there is to know about Authentic gameplay?

Bogdan: Yeah, absolutely. I mean, we've chatted about Authentic gameplay many times over the past few years. Yeah, like honestly, you will see obviously more in the career mode deep dive where we cover Authentic gameplay. We actually call it 2.0 this year. Um it took me a while to say yes, I'm ready to say 2.0. But I think now I can confidently say you and you know, our Authentic gameplay players and demo players will will feel the same. I would say the biggest change, if I have to pick one, would be this more realistic and a grounded feel when you actually move your player, right? So, when you turn, whether it's with the ball or off the ball, that was something that was important for me to have that distinction with Competitive.

Competitive obviously is very important in terms of responsiveness. Uh in Authentic, I I want to ensure it's still responsive, but like I want to do ensure that the weight is there, right? Like you actually feel when you're turning, you have to take that into account, right? Especially now that we added so much more physicality into the game, which I guess is my point number two. Yeah. So, yeah, one of the new sliders we're introducing is physicality impact, which basically creates those situations where, you know, every challenge, whether it's a shoulder challenge, missed tackle, or like aerial battle when you're fighting, you know, in a I don't know, crossing during crossing or corner kick situations, you will see players impacting with each other more. And that can lead to, I would say, emergent situations.

Some of them could be fouls, some of them could be just like maybe he's just a little bit stronger. It's not a foul. But yeah, a lot of times what players would do, they would like stand up complain about it. So, we actually added, you know, a lot of emotion animations as well. Players may be upset with the opponent or even with their teammates. So, I would say yeah, I would probably start with those three things when comes to just purely Authentic gameplay. So, new grounded feel, new physicality impact slider, new emotion animation reactions to what's happening on the pitch.


Interviewer: It's great to hear you say that you've reached the point of being 2.0. We were in Bucharest a few months ago with Bogdan and the team over there that have created the career mode side of the the game. And Bogdan wasn't quite at the level of feeling like he was comfortable enough to call it 2.0. And Bogdan is a very high standards man. So, the fact that he's now reached 2.0 is is to me I'm satisfied without even having hundreds of hours of gameplay. If Bogdan's happy, we can be happy as as players as well.

So, what I have played so far since we've been here in Vancouver, I have immediately noticed that physicality, the way that players impact, you feel that - in Competitive you say it's more responsiveness. You just want the player to turn. Whereas in Authentic, it's how the player turns that's the important thing. You want that that placement of the foot. You want it to look right the way that the weight shifts.

Bogdan: And the inertia right, the physicality and the...

Interviewer: That's instantly noticeable when you when you play this even comparing Authentic to Authentic 1.0. Regardless of Competitive entirely. There are also a few extra animations that are now involved with the weather system. Have you implemented those yet further with with the wet weather and the snow system?

Bogdan: That was that was probably my fourth point. I do have a fifth one. Yeah weather effects. So in obviously 2016 we already had some right. We actually have to balance that throughout the game as well. As for example if you remember when you were sprint dribbling the touches were very far and it was very inconsistent. So we also I would say doubled down on the weather effects. So now you have things like and you probably already remember it from our play test in Bucharest in April but what we call slip turns. You can see more of those animations in the career mode deep dive as well but basically yeah in the wet conditions whether it's rain or snow when you're trying like a sharp turn players will might might just slip right.

And yes it creates some you know emergent situations but I think you know it happens in real football. In fact it can also happen in dry weather as well. Very rarely but can happen right. Players maybe especially if they have maybe some lower attributes they might lose their balance and and just fall. Obviously they'll try to get up as soon as they can but but yeah we we that that's one of my favorite features because you have situations where it's like you know you're in the penalty box and maybe there was a very fast transition on the attack. You want to turn your player he's actually slipping. So then it's your decision. Do I stick with my player or do I actually switch quickly with someone else because they notice, right? My teammate can't can't get up. That's the real learning.

Another thing I think, you know, I would mention with the weather effects is especially with with this kind of more physical and grounded feel of gameplay, we also introduce some additional error to to other certain player behaviors. For example, when you try to trap the ball, you know, first touch in weather in wet conditions, yeah, you you might see especially if you try to turn at the same time, you might see more error, right? So the ball might actually go away a little bit more. So it's also important for you to know that. Of course, if you have maybe a better player, he can do it better as well, but if you want to turn in rain while the ball is very high and you would try to trap it, there's a big chance you might lose that position in the game.

Which is again adding to not just feels like it adds to the storyline of a career as well, cos you're obviously having fluctuating dynamic overalls with players and you want to make sure that the player that you're playing is high on form and in their most boosted situation because if you let them get out of form, they're going to make more mistakes which is going to cause you to have more goals conceded which is going to get you sacked and getting sacked is not necessarily what we want when we're playing Career Mode. So it's it's great that we've got all of these extra additions.


Interviewer: There are some more sliders in the game this year.

Bogdan: Yeah, I can share that. And you know, it's been one of the top community requests. So I can confirm that on the Authentic gameplay side, we added 25 new sliders. And again, you will see more in the Deep Dive, but you think of stuff like different types of shots. So we have new sliders for like low driven shots or for finesse shots, whether it's the speed or the error. Same with passing. The the new physicality impact slider as well.

On the CPU side, we also have the 10 new sliders, so CPU sliders. My favorite one is sliding tackle frequency. This one obviously you have to be careful like if you go to extreme values, you're going to see a lot of sliding tackles flying around. Also when you play on the Tactical preset, one of the things I remember we even talked about in April was team variety. Uh so it's very important for me that yeah, when you play I don't know whether it's League One, Championship, or maybe play in La Liga versus maybe Copa Libertadores, the team variety feels you can feel it there, right? And those sliders also were tuned. Uh so like on Tactical for example and on Dynamic, so they create different team personalities as well. Um whether we achieve what, you know, the community expects, uh time will tell, but I think we're in a really good spot with it.


Interviewer: If you're happy enough to call it 2.0, then I think it's a great piece of work. So there's obviously a lot of things coming with alterations to the gameplay this year on the offensive side. Add those into the the different changes that are coming with the Career Mode that we covered with the interview with Pete as well. It feels like it's going to be a genuine step up this year.

We have been a little bit stagnant for a while on the Career Mode side. The gameplay has obviously taken a step with 1.0 and now it feels more of a larger evolution of what we had previously. The fact that we're now pushing it into 2.0.

Bogdan: Yeah, I think so too. And you mentioned like the dynamic OVR, I think it's a great system that you know, career mode team is driving. I'm actually working very closely with that team as you know. Right, you you've been there in in Bucharest in April. So we give each other feedback, right? Um you know, I when dynamic OVR was in development, I had a lot of meetings with them like what can it mean for gameplay, right? How can we support each other? But also you know, when they have a chance to play, just you know, gameplay, they share videos with me as well. They're very passionate, you know, football fans. And you know, they support different clubs in different countries as well. So, it's very important for me to get that feedback even before we release.

Of course, after release, you know, I talk to to you, to the rest of the design council. I watch community feedback, but I think that the steam variety is something that I I think can unlock this additional you know, fun when it comes to when it comes to to playing the game in Career Mode.


Interviewer: And having the the fact that the gameplay team and the Career Mode team working collaboratively really helps drive in the same direction rather than the Career Mode team designing something and then you kind of having to shoehorn that in somehow. The fact that we're all kind of driving in the same direction, so ultimately the product is just going to benefit from that long term.

Bogdan: Yeah, absolutely. And you know, it's the same with our gameplay, let's say fundamentals team working closely with Ultimate Team. On the Authentic side, very important for me to stay close to what the Career Mode team is doing. So, we have regular sayings, you know, one-on-ones, etc. So, yeah, just like you said, we need to work closely together so the final product actually meets the expectations.

Which is why it was so important a couple of years ago we split to have online and offline. It's been one of the biggest features for Career Mode to come in in recent times and that's only going to get better and more influential as time goes on.

In other news... Beta codes are going out now, with the beta starting from 6pm tomorrow (UK time).
Thanks for the transcript Chris, great idea.

I'm definitely keen to get my hands on the game before making any judgment at all. In fact, I am actually expecting a positive move forward this year, even if it might not be a huge leap.

However, the thing that stands out the most to me is how the fundamentals are spoken about so casually and quickly. A few mentions of movement and we're already onto contextual animations in weather and emotional animations etc. Things like this are nice touches sure, but they don't move the needle in terms of the actual fundamental gameplay experience. We want more talk about the things that matter. The elements they think the online crowd don't want to hear about - we do want to hear about them!
 
Back
Top Bottom