In addition, we have changed all of the shooting animations. What we have tried to achieve here is enhance that sense of impact you feel when you strike the ball well. The way we did this is by making the animations a little longer. It may feel counter intuitive to make the animations longer as it obviously affects responsiveness, but for us and what we are trying to achieve, it is a positive thing. If you have ever watched Liverpool and seen Steven Gerrard get the ball with a little bit of space, maybe 25 yards out from the goal, there is a sense of anticipation from the crowd because you know Gerrard has the space and time to strike a really good shot. This is what we have tried to create in FIFA 08. So the game now is more about trying to work the ball into position where you have this time and this space to perform an accurate shot.
As I mentioned, all of the shooting animations have been replaced. We now have power animations, finesse animations, power-finesse animations, weak foot animations, close shot animations, off-balance animations, etc. We have all these different animations partly for visual realism and partly to educate the user why his shot was off so he will know why it was a poor shot. The system we have created is logical and users will be able to understand why something happened, so in that sense it is predictable but it is also unpredictable because there are so many factors involved. You won’t get the same shot twice from the same situations because there are so many factors at work. At the same time a user should be able to predict that if they are off balance, sprinting and shooting at 90 degrees their shot is not going to be very accurate.