Ezequiel Vanzin
League 2
- 31 December 2022
Right, the analysis I would use is compare it to even something like FC24 where the ball was a bit looser, the physicality was there, the positioning was decent. The player models were questionable, at the time, but they were passable. However if the gameplay is the focus, then that is where I'd start.
I always respect your thoughts, mate, and I can see the glass full approach - been there before. However, and I can't stress this enough, EA have a group of individuals that are actually listening to feedback. I think we as a community, and especially those who spend time modifying the game in whatever capacity they do, are responsible to provide feedback that holds accountability.
Holding others accountable means we have to be accountable to ourselves first. As in, would you truly accept certain moments in the match you played?
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Here are my thoughts when I hold myself accountable to what I'm playing or watching the beta/game:
- Shots, do they look realistic enough in the sense that there is some error in contacting the ball? Is there enough trajectory variety? Side-footed low finishes? Logical shooting from the CPU that follows shooting scenario rules (near post high, far post low)? Are shots in general happening too "face on" as in you or the CPU can just face forward the entire time vs 1 center back and have a shot? Does that happen THAT often in real matches to you?
- Positioning, anticipation and reading the game. Do all the players look prepared to receive the ball? Is their body profile open to receive a pass and move forward with a half-turn? Or are they taking 3-5 touches after receiving the ball to do what they could've done in 2 touches if their body profile was correct?
See here, from the actual beta and I recreated on my tactical board. Body profile indicated by the black line.
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- Is that even remotely constructive to the player with the ball? This happens in every single game.
- Are they letting the ball do the work, as in go past their bodies so they continue to be open with their body angle and profile to make a pass? Is that feedback too hardcore footy realism vs video game? I don't think so, because when a player takes 3-5 touches in the video game it breaks immersion. It breaks functionality too because in the amount of time those 3-5 touches were taken the body profile of surrounding teammates have already reverted to being closed.
Why do they have to take those 3-5 touches in the first place? Because in practically every single receiving animation, the ball is either A) not passed to the receiver's back foot or B) the ball is absorbed UNDERNEATH the player's body. Just imagine as an experienced footy player, the ball isn't passed to your foot, it's passed consistently BETWEEN your feet. Can you imagine how frustrating that would be? This alone breaks all immersion for me.
- Random play - is there enough error under pressure? Are there moments where the CPU has to hoof it like we do to respond to the pressure? A low level team being pressured should feel that and choose to hoof it down the sidelines. Are passes made into space? Out of bounds? Is crossing hitting row Z?
- Movement off the ball? Are players checking away and checking to the ball? Are they backpedaling or are they sprinting towards the ball carrier instead? Are they running in a direction then gradually turning their body profile to be an option? On corners are the players in the attack instantly retreating at the sight of a 50/50 ball?
And all that is in just analyzing 5 minutes of a game I played.
Literally just saw this on my timeline.
Receiving count - from first pass to last: every single pass to the backfoot.
It looks like we won't be getting your sliders this year; are you as disillusioned with EA FC as I am? I don't know which platform you play on, but I ended up going back to FIFA 16 and 17. I'd like to get your opinion on Ant James's gameplay mods for EA FC—do they make the game better than FIFA 16 and 17?