only thing different in this clip that i havn't seen in fifa 11 are the faces updated
and the a.c. milan kit.
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I guess you haven't seen him play....frustrating though he is, he has a very high degree of technical and ball control skills.
Exactly, all it needs is a couple of dozen variants of skin colour, hair colour, eye colour, don't even care if hair style/length or facial hair is correct just a vague approximation is better than the black silhouette.
Yeah, I think what a lot of people miss is that there are loads of players who have the ability to accomplish even some of the more difficult skill moves in FIFA - even I can complete many of them, when the stars are aligned just right - but there is a difference between what a player has the ability to do and what he tends to do in matches.
Nani, for example, certainly has the ability to accomplish any of FIFA's skill moves, but he simply doesn't attempt them all that often in matches. A big part of that is that I'm pretty sure he's had specific instructions from Sir Alex to keep it simple, and that's why you will tend to see Nani play with more flair when he's playing for Portugal.
Also, while players may have the ability to to do something, often they lack the confidence to attempt them in match situations. Or they simply aren't quick enough mentally to recognize opportune moments. That's where you, as the human controller, fit in.
Again though, this is overriding player individuality and stats is it not? Being able to pull off free kicks time after time in training but not being able to hit more than 1 in 10 in a match situation shouldn't translate to someone having 90 free kick accuracy. Match conditions must be what makes up the stats and the frequency/accuracy.
Personally I think the way skill moves are handled in FIFA is unrealistic and makes no sense - the star rankings are based more on the player's real-world tendency to attempt skill moves, rather than their actual ability as it should be. The fact, for instance, that so many highly skilled players couldn't even attempt a stop and turn move (whatever that move is when you hit forward then either left or right) in 11 is a joke. Same goes for some other simple moves that even I do like a basic chop.
This is exactly the point though. Tendency to do something in a match situation is a result of confidence in your own ABILITY, as well as what a coach might have told you. Just because you can make a shot or pass in training with no pressure or make a skill move, this does not mean you could make the same move in a match.
It's only logical that skill moves be treated just like other aspects of the game, like shooting and passing - and we don't limit which players can attempt a long shot or a difficult through pass. What alos needs to change so that games don't become a skill-fest is the range in outcomes of using skill moves and the penalties for failure. So, for example, Nani should be able to accomplish a 360 roll more times than not, while a CB would fall flat on his face nine times out of ten. And I really do mean fall flat on his face - there needs to be proper penalties for failure.
Mate - I understand where you're coming from and I also think any player should be allowed to "try" anything in a game that they "could" do but not necessarily "would" do.
As you alluded to, they should have a skill stat, like frequency/accuracy. This way you could still try it with someone, if you really felt the need to do a rainbow flick with Puyol.
There is absolutely nothing unrealistic about skill moves. What's unrealistic at the moment is how they are implemented.
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Or generate it from the players in game face. Doesn't the Creation Center do that? The game should be able to, I know some other games are able to. It does this with your VP no?
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It's only logical that skill moves be treated just like other aspects of the game, like shooting and passing - and we don't limit which players can attempt a long shot or a difficult through pass. What alos needs to change so that games don't become a skill-fest is the range in outcomes of using skill moves and the penalties for failure. So, for example, Nani should be able to accomplish a 360 roll more times than not, while a CB would fall flat on his face nine times out of ten. And I really do mean fall flat on his face - there needs to be proper penalties for failure.
There is absolutely nothing unrealistic about skill moves. What's unrealistic at the moment is how they are implemented.
I see him play all the time and his close control skills are great, but as far as tricks are concerned, I'd imagine that there's a reason why you never see him pulling off any stepovers or chopbacks in games the way that Ronaldo does. I know that Fergie's reigned him in as far as his backflip celebrations are concerned but whenever he takes a player on he's always doing the hesitation stutter step move and then either pushing it right with the outside of his foot, or trying to go left.
I guess it just seems odd that they shit on Nani for the past 3 seasons and then see him do that double around the world one time (it must'v been in that video, and finally give him the move).
Thought it was 13/09/11? i.e. next Tuesday, not Wednesday.
For the Americans, where is the best and cheapest place to get FIFA for the ps3? All ps3 games are region free right?! I'll be in California when it gets released so if it's a lot cheaper than over here I'll get it. How much does somewhere like Bestbuy or Wallmart sell the game for? Do they have similar specials like the supermarkets in the UK? (25-30pound on releaseday?) Looke donline and their prices are about $60 (excl. tax I assume). Could also get it duty free at LAX.
At least the PC version is the same and will have a demo extender so we can have 20 minute halves etc to get to grips with it
Not long to go for the demo anyway mate.
This was addressed in Kantcho's video. They have added ball physics to tricks meaning inconsistent outcomes and other factors make the skills less consistent, which is the real problem with them as you just needed to be good at timing, nothing else.
With the multiple exit angles and outcome variance it should make the skills more organic looking and less "scripted". This hopefully also means that defenders don't get "locked" as they currently do. The locking is why the skills actually work as it just triggers a defender animation that cant be broken out of.