FIFA 12 Discussion Thread

Thats hypesth guy said in a argument he dosen't give EA any advice for upcoming FIFA

Yet now i hear of this 'flair pass' function now in the game?



Call of FIFA 12? ;)

I tell you FIFA is unfortunatley doing nothing to disprove me that they want to be the Call of Duty for football games!

He may not give any advice, but he was there yesterday... I have to say that, as soon as I did my first flair pass, I thought specifically of you :) I have some confidence that this flair pass thing will be fixed - certainly toned back heavily. The sense of giddy disbelief though is something I may not forget for a while!
 
Last edited:
He may not give any advice, but he was there yesterday... I have to say that, as soon as I did my first flair pass, I thought specifically of you :) I have some confidence that this flair pass thing will be fixed - certainly toned back heavily. The sense of giddy disbelief though is something I may not forget for a while!

The question is how toned back will it be? Is it going to be that all of Barcelona's attacking players can do it? Or will it be only Messi,Ronaldo, Nani? And even then there will be no error applied to it. I know that.
 
Last edited:
Its gonna end up being anyone with a pass or flair (whatever determines what tricks you can do) above X. So... most players in the game. Maybe I'm being pessimistic but uhh yeah, haven't seen anything to make me believe it wont be like that.
 
He may not give any advice, but he was there yesterday... I have to say that, as soon as I did my first flair pass, I thought specifically of you :) I have some confidence that this flair pass thing will be fixed - certainly toned back heavily. The sense of giddy disbelief though is something I may not forget for a while!

:LOL: You thought, "Klash would have a field day chopping into this."

Personally i think the whole thing should be just removed and players with high agility/flair do it randomly when the situation arises. There should be a rating out of 5 to show how frequently flair players attempt it.

I think it's a joke its even there in the first place. So many better things they could have produced. If not a manual modifier like in PES, how about an animation modifier. So if you held down the left trigger or L2. The animation process for a pass, lob or shot will be slower but more precise, measured and controlled.

It's obvious people like hysepth, and the skill monkeys have requested things like that. Nobody here has talked about it. I love skills but they should be the cornerstone of the game like it's turning into!

This is mainly because the game now feels a lot more responsive now, making it easier to run past players without the need for feints and fancy footwork. Thanks largely to the new Precision Dribbling, each and every movement happens straight away. While this was nearly always the case with some of the higher rated players such as Messi and Ronaldo, the lower league teams don’t turn like they’ve stepped in a pit of treacle anymore. In this respect, the game feels a lot less reliant on stats than it did. I even played out an even contest as AFC Bournemouth vs Barcalona against a pretty handy player, something that was very rare on FIFA11 due to the fact that Messi & Co could out sprint every player on the pitch.


FAIL! I said before i feared the downside of precision dribbling was anyone could pull it off. I really hate being right about FIFA!
 
Last edited:
Can't take another edition of the game where you have 70% of the ball and constantly get bowled over by yeti-like defenders with laser sights attached to their foreheads!

Exactly! I had a couple of games of FIFA 11 last night and the thing I really noticed is that if you try moving the ball around a little, even when defenders don't come at you like raging bulls, they pull back into shape way too robotically. There's no real world feel to it.

It's like every player can play out a manager's defensive instructions perfectly, no one is lazy or unfit, etc. Sure this might happen for short periods in a real game but not as methodically and consistently as it does with the CPU. Again, EA's lack of paying respect to stat relevance is trickling through here I feel. It's a shame, because they have the animations, the licenses, the commentary and the market share, all they need is REAL football gameplay and not avenues for trick monkeys to make this game look like FIFA street!!!

p.s. agree with the other comments, flair passing should be random and not based on user input...and even then it should be as rare as a real game. They might as well build sliders for the whole friggen game if they're not going to have the balls to alienate a couple of show pony's.
 
'Legacy' defending. EA really know how to shoot themselves in the foot. Just force the new tactical defending on people and make them learn how to use it. Why do EA think that by adding new stuff to replace old will hurt them? Its not as if all those millions of people will stop playing they will just learn the new way. I dont understand how they can market the new tactical defending and tell us how much better it is than previous efforts yet still keep the flawed system in the game.

Isn't the new "tactical defending" a bit weird in its own right in the way that it looks like the defender is mirroring the attackers every move,while strafing, while simply not barging into them?
 
:LOL: You thought, "Klash would have a field day chopping into this."

Personally i think the whole thing should be just removed and players with high agility/flair do it randomly when the situation arises. There should be a rating out of 5 to show how frequently flair players attempt it.

I think it's a joke its even there in the first place. So many better things they could have produced. If not a manual modifier like in PES, how about an animation modifier. So if you held down the left trigger or L2. The animation process for a pass, lob or shot will be slower but more precise, measured and controlled.

It's obvious people like hysepth, and the skill monkeys have requested things like that. Nobody here has talked about it. I love skills but they should be the cornerstone of the game like it's turning into!




FAIL! I said before i feared the downside of precision dribbling was anyone could pull it off. I really hate being right about FIFA!

Wow what the hell though, why are they doing this? So they're actually going backwards in terms of indviduality and stats influence lol... And why does it sound like the guy welcomes something like this?
 
I know some do read the official forums, but for those who don't, here's a copy of my impressions.
------------------------------

So for those who didn't know, on July the 11th a small group got to go to Guildford to playtest FIFA 12's career mode and gameplay. We had opportunity to play the PC, PS3, and 360 games, with almost any team in the game, and were given freedom to alter the assistance and gameplay options. The build we were playing with was a few weeks older than the builds we'd played before (we'd actually played Career mode at the same time as the last test but this was embargoed), so there is a fair amount of new information. I won't go over stuff which hasn't changed unless I feel it is particularly warranted, so my previous gameplay hands on is here: <a href="http://forum.ea.com/uk/posts/list/711510.page">click here.</a>

I'd like to once again thank EA for their hospitality and time. This time around David Rutter (line producer) and Ian Jarvis (PC) were present, so it gave us some opportunity to discuss things directly with people at the head of FIFA. Hopefully then, things we passed on will get listened to. In terms of getting feedback regarding gameplay and career mode passed on, I think we did pretty well. The ball is certainly in EA's court with that one and I feel that we represented this communities' feelings pretty well.

DISCLAIMER: Everything played is from an alpha build from mid June of FIFA 12. There is no certainty that things in the build I played will be in the demo and final build, though will try to estimate how I feel things will turn out in the end, as that is really what matters.

Gameplay

It's safe to say that I wasn't overwhelmed with the gameplay on display last time. Aside from a host of bugs and glitches, I didn't feel that some of the new additions quite hit home, but more importantly far too many things which were problematic in FIFA 11 were still present in all their glory. Unfortunately (and perhaps not surprisingly) not a huge amount has changed since then. Polish has generally improved considerably and there is still a long way to go with that.

Impact Engine
In June I left fearing somewhat that the Impact Engine could well release as a badly buggy addition - there were considerable problems with glitchy interactions, and occasionally shocking refereeing decisions. The improvement over the last couple of weeks (a lot of the glitchiness had been eradicated) renews my confidence and while there were still some odd refereeing decisions it looks well on track. The only major concern with this is that the off the ball collisions are still happening all over the place. The potential exploitability of this in OTP/Clubs is tremendous, so EA really need to come up with a solution to this fast. Ideally we need to move to a situation where players who are off the ball don't try to stand strong against eachother - and rather brush past eachother.

Flair Passing
Unfortunately, the biggest change between June and July was something I cannot praise at all. The new flair passing, activated by the left trigger and the various pass buttons, causes your player to do the same kind of skill type passes that used to happen with only players with the flair trait, in specific contexts, and with not a huge degree of predictability. The new flair passing on the other hand has almost no restrictions whatsoever. Any player, any context, immediate and ridiculous flair passes, with seemingly similar accuracy as normal passes. It sounds like this is caused by a bug - I suspect it's meant to be only for players with the correct traits, but even so, I really don't want to see half the Barcelona team doing this stuff for every pass, and that's what this will turn into. The error needs to be tuned up even for the best players. I should feel that a flair pass is risky, regardless of who it is with - the advantage is one of style, or, one of fooling your opponent, and that needs to be balanced. These are things which happen a few times a match with the creme de le creme - it must not be every pass.

It is not just that it seems to be completely unaffected by error, or the player doing it, there is also something deeply questionable by design. The left trigger is used for far too many things for it to be a modifier like this - for anyone trying to an intricate pass and move game, the left trigger is critical. It acts as the trap/turn button, so that as you get the ball you turn on it without moving, and the slow movement modifier. It's therefore very difficult to be letting go of LT as you pass when you don't want to do a flair pass (which would always be most of the time). I don't see the point of it. It seems to be put in there to please those who want to replicate the antics of Hjerpseth et al. but even if they radically reduce the ability for lesser players to do this, I feel the use of the left trigger button is really naive, especially given that for direct/through passes the RB button is spare. The left trigger button is also used to indicate you want to volley, and that seems fine from the small number of times I tried using it. It's really quite good to finally be able to remove the ambiguity of whether you want to volley or head.

AI, Passing, Movement
The problems I outlined in my original hands on with AI, passing, and movement mechanics remain, so make sure to read/reread as appropriate if interested in those areas. However, David Rutter did enlighten us somewhat in regards to AI. Firstly, we had ample opportunity to make our feelings about the AI's hyper-reaction and almost mind-reading like ability to David Rutter, so hopefully that will get listened to. If it isn't, however much career mode comes on this year, it will be let down entirely by the unrealistic, personalityless and dull AI which simply feels like it's not playing the same game to you.

In terms of the defensive and attacking team AI, David Rutter informed us that this is one of the absolute last things which they dial in, so hopefully it will be improved quite a lot before release. I still think it's a bit concerning that EA aren't doing this at an earlier stage - it's not like the AI has been a strong suit over the last few years (FIFA 12's AI currently is pretty much FIFA 11's afterall), but given that we have a pretty solid promise that there will be considerable change in this area, we just have to trust that and hope.

Vision AI is still more or less invisible, perhaps this is something which isn't properly tooled into the game at this stage, but as one of EA's bigger gameplay announcements it is fairly disappointing to not really sense this on the ball or off it. I am still not entirely sure whether Vision AI is actually intended to have an effect on the controlled player, but I'll hopefully find the answer out to this soon. Certainly, if it doesn't, I'd be fairly disapponted as at the very least I expected this to eradicate some of the 180 degree pass accuracy that still plagues FIFA. So far, I don't sense it, and, I'm not sure I'd notice Vision AI had I not been told to look for it.

Sliders
Sliders are indeed going to make their appearance in the game for FIFA 12, which will please a lot of people. On the face of it a lot of the things which I feel are somewhat wrong with FIFA do have sliders so you can fiddle with them. I suspect that this area of the game may see some quite big shakeups before release and now, as they do feel unfinished to a large extent. I do have some concerns though, first, as a matter of usability, it feels quite clumsy. There are a good 20 or so sliders, from error sliders and speed sliders to power bar charge speeds and acceleration, but none of these have any reference to them. You have a bar with maybe 50 settings on them, with the default stuck directly in the middle. The sliders at the moment have such considerable play in them, and it's difficult to guess what the effect of the sliders will be (with some it's not obvious which direction on the bar will correlate with an increase/decrease in the effect too). You can set each slider differently for the user and the AI - but unfortunately these are done on two seperate menu with no 'mirror' function, so it's awkward to replicate the settings for both you and the CPU.

Unfortunately at this moment, these sliders are not going to realise the dream of allowing one to fix FIFA or make it more realistic. The sliders do not give you enough control over enough areas to affect things in the way you'd want. For example, if I wanted to alter the passing error, I can only increase/decrease the amount of error. I have no way of dictating what is causing the error, or how that error is represented, and thus if I try to increase the directional error on the passes as I believe should happen, what it tends to mean is that passes become more lethargic and more bouncy long before you get the desired directional effect. There are some tweaks and touches you'd be able to improve, but it's minimal so far, and currently I feel that a lot more thought will have to be put into how these sliders work (or, a massive increase in the sliders available) if they are going to supply the potential for a simulation. I'm also slightly worried that there are a few different sliders right now which affect things like defensive AI (line depth, width, full back positioning and so on). These feel like they should not be gameplay sliders so much as tactical settings. At the moment, these will be things you can use to improve FIFA a smidgeon here and a smidgeon there. They will not open up the possibilities some have hoped for in terms of setting trading to perfect a simulation of the game.

Some of what these revealed was also quite worrying. The passing error slider only affects ground passes, and the shooting error slider does not affect finesse shots. This not only means that the two areas which are probably most wrong (lobbed passes and finesse shots) are not slider-alterable, but it perhaps also implies that the way error is handled on these works in a different way to how it is for normal shots/passes. As both finesse shots and long passes/lobbed through balls are far too accurate, that perhaps is reason. The simple question of why 180 degree clearances with the long pass button seem to land at the strikers feet every time may be answered very simply by that: there is (basically) no contextual error on long passes and chipped through balls.

Shooting
Ball physics are generally really good, though finesse shots are still the clear exception, and shooting has a good ping to it. The goalkeepers still having over-the-top reaction times means that far too many unstoppable shots get saved with far too much predictability - and I'd still suggest that AI move to reduce shooting accuracy (in particular for assisted/semi) while at the same time reducing goalkeeper reaction, to keep the goal scoring in balance while hopefully radically increasing the enjoyability and variety of goals (as well as having the nice side effect of balancing the assisted-semi-manual issue).

Heading feels good, but still deeply flawed by the fact that it seems that just one player on each team is allocated to go for the ball, and this could well mean that heading will be overpowered again (and I think crossing is still looking quite over-accurate, there are still remarkably few occasions of crosses going long, and they all too often seem to be perfectly aimed onto the attackers head. It still feels preordained, and out of your control. The winner of the header is usually dictated primarily by the luck of which defensive player is picked to head the ball. A striker surrounded by four defenders seems no less likely to win the header than one who is marked by just one, such is the problem with this one on one system.

Tactical Defending
The new defensive system could still do with a little work in terms of its intuitiveness, but I think people will grasp it within time. I hope that by FIFA 13 they will manage to remove the contain system too, but until they make considerable alterations to the way the CPU AI reactions work and to the player weight/momentum/inertia, it would probably be somewhat disastrous. The system thus far just doesn't quite feel natural, but it's a big step in the right direction, and worlds better than the pressure fest of FIFA 11, even if it is still a long way from being perfected. Frankly, I still think it could feel better if they swapped the buttons around a bit. Having the tackle button as X/A, contain as R1/RB, and secondary contain as B or O, would be an easy way of removing a part of the learning curve. It is a pity, but EA seem to have once again caved to the fear of a casual revolt by putting an assistance option to revert back to the old defending style. Online I suspect this will be forced off, like with pro passing assistance, but it's another sign of EA not having the confidence to push people to try something new which takes time to get used to on the grounds that it's better.

and finally
Tactical and strategic setup is still a real weakpoint, but is patently something which will have to be for FIFA 13 at the earliest - nothing has really changed in this area, so the sluggish and clumsy tactical side of FIFA, which should really be at the heart of the gameplay, still remains one of its weakest areas. Having said that, there is a small but nice addition here where, instead of swapping players on and off the bench by scrolling up and down endlessly, you can press triangle/Y on the player you want to swap out, and then you can press left/right (which brings up a compare) to show alternative players to put in that spot. Really neat, and definitely saves a lot of time.

At the end of my last hands on I listed a bulleted list of what I thought needed to be changed, though the game has improved since last test, the list remains identical to previously, with one big addition, and one small.

Priority Changes which need to be addressed

• Flair passing – so arcadey
• Defensive AI – simply gamebreaking
• Attacking AI – lacks of variety
• CPU AI Psychic Nature –severely damaging to single player
• Momentum/Inertia/Touch –key issue in FIFA’s lack of realism
• Passing – lethargic when it should be simple, still far too possible to make ridiculous passes

Other Issues

• On-the-ball movement penalty needs to be decreased
• Heading needs to be less of a 1 on 1 event
• Shooting accuracy needs to be decreased
• Goalkeeper reaction speeds need to be decreased
• Some work really needs to be done to long pass and finesse shot accuracy
 
Career Mode
We were able to play career mode and though no-one got hugely far into it, between the two days I've had time to play CM I feel quite positive about what I've seen. The consensus amongst the group was that, while FIFA 11's CM was severely below satisfactory, the new attempt is more than passable. It's not FIFA's strongest point, but it's certainly not its weakest anymore, and in fact I feel that the gameplay is probably letting CM down more than the mechanics specific to CM. I'm not a massive CM buff (as simply put the last few efforts have kept me from getting interested in it), so I won't go into too much depth.

For the first year in a while, I could actually envisage playing this years CM, at least, if the CPU AI gets to the point where I could enjoy playing against it long term. The new interface is mostly really smooth, but let down badly in some specific areas. The email screen is as boring as you could imagine and could really do with some optimisation, as far too much time is spent going in and out of messages and the email itself. The way news stories are represented though is excellent, and, assuming that the stories do not become repetitive, they should make sure that you feel part of a football world, rather than slogging through match after monotonous match. The commentary is at its absolute best here too - the new commentary team(s) seem to have quite a lot of lines which refer to how the career is going, and it benefits quite a lot from an increased attention to man management, as players will make their feelings known to you regarding your management and their position in the squad.

Form and morale return, and player stats have been made massively easier to interpret and compare as they are now colour coded. The new 'squad report' screen allows a much more in depth look at each player, all his attributes shown on one page, and on another page it details his current form, morale, and how he's doing on the pitch. It's a huge pity that this way of showing all stats on one page has not been replicated across the game, and most of the time you are looking at player stats, it is still a case of scrolling through many pages. FIFA is still a game which struggles when it comes to screen space management, and slow menus - a lot of space is still not used around the edge of the screen, and FIFA is in desperate need of a better way of quickly showing you a players stats. The hexagon/pentagon based representation which is used in PES, is something it could definitely do with, and this is something which has been passed on, so hopefully next year it shall be there.

The transfer/loan system has been improved, with you now being able to offer to loan players who aren't listed as loanable, and, being able to stall on decisions. Unfortunately there is still no option to offer players + cash, nor player swaps, and you cannot demand a particular price from clubs who are looking to buy either. A lot of work has surrounded transfer deadline day which is presented wonderfully, and now allows you to go hour by hour to make some last minute deals, and it's great to see so many visual touches similar to real world transfer deadline day on the TV (like the player in/player out for each club which rotates throughout the day).

The youth scouting function will be your way of getting in on new players, and the youth players you find will be randomly generated. You can select a region to scout in and specify what type of player you want to search for, and you can have up to three scouts at the same time. Every so often the scouts will come up with some suggestions of players you can pick, who can be as young as 14, who will then join your youth academy. You get an estimate of their overall, and over time you start getting estimates of their statistics, which hone in over time as you get the decision of whether to take them on or ditch them. There is no normal scouting system however (though there is still the scout picks on the transfer search), and hopefully this is something they'll look into for next year.

The biggest let down right now is certainly the sluggishness. The amount of time it takes to fiddle with your formation, to receive bids, to go through the days (especially in the transfer window) is frustrating, and simming games is as minimal as it could possibly be still.

But what FIFA 12 represents is a satisfactory manager mode. One which, in itself, is enjoyable, and lively enough to make it feel like more than a series of games against the CPU. When it comes to the enjoyability of CM, I feel that the CPU AI is more likely to be a problem than the mode itself, which is solidly made though there is still a lot further to go. It does give me a lot of confidence in next years version too - EA are on the right track and from a couple of conference calls with Humber and others on the CM team, I think FIFA 13 could have a very good career mode indeed. CM will not be the gem in FIFA 12's achievements, nor is it the quality of Football Manager, but it's getting there.

Conclusion
There is still time for FIFA 12 to go from being a game which is better than FIFA 11 to being a really great football sim. The career mode is coming along nicely, and even though there is simply no way it's going to be 'great' this year, it's looking that it may well manage to be 'good'. The gameplay problems are primarily AI based, so hopefully the AI will improve once they start working on it towards the end of the cycle. It's always difficult to estimate how much people will like something, but I'll give it a go, splitting it dependent on how people feel about FIFA 11:

Someone who is still enjoying FIFA 11
Will find that the game they like has improved, but not in any drastic way. It's still FIFA, but hopefully some of the frustrations have been removed, and hopefully the new defensive system will revolutionise the way people have to play in defence. The precision dribbling and impact engine will likely give you a lot of extra fun.

Someone who is finding FIFA 11 frustrating
Is likely to still find some of their frustrations in FIFA 12 - some have gone, but many remain. The newness of the title may give a few months of joy, but after that I suspect it will be back to feeling the frustration.

Someone who is teetering between FIFA11 & PES 2011
May well find that another year of slow change in key areas is a bit of a last straw

Someone who prefers PES 2011 to FIFA 11
Likely to not have their mind changed a huge amount. Still lacks in key areas

So that's it really - some may find this pretty depressing, but it's only an estimate from an eternal pessimist. Naturally I'll be happy to answer questions as best I can, on career mode, and gameplay, and I'll make sure to add anything I've forgotten to the thread if I remember. I'm not really into discussing boots and hair though, so you know.
 
The off-the-ball problems created by the impact engine are worrying.Imagine all the kamikazes in Clubs who will sacrifice themselves to let the attacker run past his opponent haha
 
You actually make some interesting points about the LT/L2 modifier for the special pass.It's gonna difficult to do what you described (press the button and dribble and then release it to make a simple pass).
 
So lets get this straight, the game has introduced the impact engine, which involves people getting absolutely hammered off the ball in spectacular fashion, then they don't make the defensive AI use the tactical defending system, in favour of last year's running 'through' your players to get to the ball.

Single player is going to be horrible carnage.
 
I use L2 (alternate) constantly for controlling the player's pace and how they turn with the ball etc, it will be incredibly frustrating if this now results in flair passes all the time, whether there is an appropriate degree of failure or not, it needs to be something that's either option-able or can be redefined onto another button, they can't tie so many things to L2 and not expect people to have problems with it, especially when one of those things is completely new.
 
@LTFC

No, it's more complex than that. The defensive AI (I presume you're talking about the CPU AI here) do use the 'new' defensive system, but they are still enhanced by Jedi like reactions (ie, what feels like mind reading essentially). They aren't going to pressure you off the park but it is nigh on impossible to actually get past them.

In attack, the CPU AI goes the other way, and is capable of tearing you to shreds when dribbling. You'll be trying to hold a structured line, and then it will manage insane feats of twists and turns which you simply can't get close to keeping up with - it seems to 'know' which way you're moving to defend against them almost. The number of times I felt the AI should have been passing to work some space, and instead if then decided to take me on (and beat me with ease) was ridiculous.

Using the 'contain' function helps, but that is because the 'contain' function gives you a small bit of that super human reaction to use.

The situation now highlights better than ever the need for greater inertia, and an advanced dribbling model, as well as the need to finally rid ourselves of the AI's reaction pace. Have to say that the lot of us did press the reaction issue really-really hard with Rutter (he actually asked us specifically about CPU AI so we took him up on that question and then some)... hopefully we'll see some change in that area, but at the moment, it's a bit of a mess.

Placebo said:
I use L2 (alternate) constantly for controlling the player's pace and how they turn with the ball etc, it will be incredibly frustrating if this now results in flair passes all the time, whether there is an appropriate degree of failure or not, it needs to be something that's either option-able or can be redefined onto another button, they can't tie so many things to L2 and not expect people to have problems with it, especially when one of those things is completely new.

Exactly. It's equivalent to making 'sprint' double as a shot modifier. I always believed the reason they didn't use LT/RT/L2/R2 as modifiers was because you simply use those buttons constantly, but here we are.
 
Last edited:
They really should have thought about the bad side effects of the impact engine by drastically increasing the players' AI in order to avoid dumb off the ball collisions.
I suppose they're keeping for the next games so they could say we have "overhauled the impact engine"
 
Considering that the Impact Engine is their blockbuster feature for this year, I'm sure it's going to be their number one priority for the rest of the development cycle to do their best to ensure it's not a massive calamity, so I'm fairly confident the worst of its issues will get ironed-out. What worries me the most right now is the AI and the overall single-player experience. They've gotta make sure it's a more balanced affair than it was last year.
 
Considering that the Impact Engine is their blockbuster feature for this year, I'm sure it's going to be their number one priority for the rest of the development cycle to do their best to ensure it's not a massive calamity, so I'm fairly confident the worst of its issues will get ironed-out. What worries me the most right now is the AI and the overall single-player experience. They've gotta make sure it's a more balanced affair than it was last year.

I wonder if they do....

I mean after watching the EA FIFA WC final they played just as I would expect the AI to play against me. Very little passing, maybe 1 or 2 possesion passes, but mostly very fast attacks, either 1-2's or down the wing. Same thing with kickoff, players just go for it straight away. And these are supposed to be the very best!

Looking at it from another angle, being that EA are trying to create a balanced game whereby online and offline matches are very similar, it means that they are doing a good job. That's what worries me, they have shown to lack the balls to really change the style (ProPassing) of play, and they have edited the AI from past versions to be more "in-your-face" like online matches.

So it would seem obvious which direction they are going, or what the focus of gameplay/AI is. And it's not football...
 
Great post rod, i wish EA would read it.

I'm not worried about getting EA to hear what I/others are saying, I'm certain that EA will read this stuff: the important thing is managing to impress upon them why it matters and to persuade them to take serious and quick action.
 
Great work there rodelero. Very well written and clear, and i think it definitely speaks for the big majority of us. I really don't think i'm buying the game if it goes this way, sliders or not. I'm tired of paying for a good game that dont resemble football at all.
 
Agreed. Great post! And sliders or not, I know of some friends who I play offline who would ensure every slider was set so that the game plays as it currently does. Rugby tackles, hold down press and double press, breakneck speed for 90 minutes. As he says, he just wants to win. Doesn't care that he scores 90% of his goals in the same robotic fashion or that he hasn't used his brain at all. I get this online, offline and against the CPU AI. *bangs head against the wall*
 
Now that fifa will apparently have sliders i hope PES implement sliders in 2013 version also, i have much more fate that PES have working sliders than Fifa. To me seems that fifa is only making sliders to give simulation players something, but i doubt they will work the right way.
 
Now that fifa will apparently have sliders i hope PES implement sliders in 2013 version also, i have much more fate that PES have working sliders than Fifa. To me seems that fifa is only making sliders to give simulation players something, but i doubt they will work the right way.

I hope not :CONFUSE:
 
Sliders are needed to give a variety of options that will in theory satisfy casual and hardcore gamers.As long as PES keeps focusing on the hardcore fans and keep the same philosophy, I don't think there'll be a need for sliders.
 
Career Mode 12 July build test..

As I made my mammoth 5 1/2hr drive to Guildford, thanks to the damn traffic leaving Silverstone and the hell that is the M1/M25. I was feeling a little nervous as I sat there getting intimate with the back end of a VW camper in the outside lane of a sweaty M1. The May test had been a little flat culminating with a conference call to Vancouver and a chat to Simon Humber and the team, where we all agreed the CM, as it is now was a 3-4/10. Repetitive, dull, we all know the problems and issues with the game, as for the may build, we begrudgingly gave it a 5-6 and came away with a swathe of gripes and moans.

After playing that May build the first thing that hit me was that the core model still remains the same. Now those that play the CM with the same religious zeal as myself, will know this is one of the main issues with the mode. Anyone playing PES11's ML and having become used to the fluid and intuitive way the whole team tactic's and selection works, will feel they have stepped back in time when confronted with that small green rectangle of unruly and inflexible dots. This and the fact the same basic split screen set up still prevails, instantly gave me that, "here we go again," feeling..

So this is no ground up rebuild, the only thing to remind you you're not playing 11 as you create your new CM, is the fact the main screens and menus have grown up. These are now far sharper and easier to navigate, the main options also remain; Player, Manager and Player Manager.

Given the restricted time (I did, as always asked to home test a disk, I got the usual “yeah right” look) I chose straight Manager Mode..

Once through the familiar menus of board level selection and your objectives, along with signing on the bottom line, you are greeted with the main screen. This at first glance all looks very familiar but on second glance, you'll find it’s sharper and far more colourful. Club logos and colours are used throughout and the main news screens in the centre now have far more to them. They are now split into 4 sections, Breaking, World, Club and Transfer. These can be accessed and shuffled through via the shoulder buttons. You can as before select the news item you want or let the game slip through the three or four shown on each page and even go into more depth by expanding on some of the stories..

Your next two games are shown in the bottom left and the familiar league and player table alternates on the right. Here again the club crests are in use and there are nice subtle touches, such as the colour separation on the league table showing the play –off and promotion places. One of the things we asked for from 10.. Tick..

Advancing also brings down a drop window showing your next calendar week, this has also had some polish to and now gives you up to four days before a game to talk to the press. This is all new in 12 and gives you the chance pre game to gee up your team or a player; you can also even try to unnerve the opponent’s manager or comment on one of their players..

During your CM you will be greeted by pop up windows from time to time, with messages from players and staff, these could be anything from a players demands for more game time or letting you know his legs just can’t take the pace anymore and he’s calling time on his career. As you will find, the game is far more proactive this time around. In our pre play presentation from the man himself, Mr D Rutter, he claimed “the game will throw you curve balls this year.” Now that I’m looking forward to..

Squad Report...

There are lots of familiar menus and tables here and I’ll skip the familiar and dive right into the juicy bits. First on the list is Squad Report, this replaces the growth menu and shows you everything you need to know about your teams players and how they are growing, or not as the case may be. This was one of my favourite screens in the revamped mode and shows promise for the future, showing all your players stats on one screen as well as their record in all competitions on the next. This gives you all the goals, appearances and infractions including for once, a grand total. Which due to the menu and screen hungry set up, in the talkSPORT or Sky menu options elsewhere in the game, made it impossible to compare your player overall..

The whole growth system has been overhauled (much to the joy of many a CM’er) and just like other features which could and do effect your team or players, the development team are keeping the way these are quantified very close to their chests. An obvious addition here would have been some form of training or defined development but that will have to wait for 13..The players statistics are now colour coded from a poor red to a great green, unfortunately this does not apply in the Squad report though this is really there to show you a players growth so it may become a little confusing. These could still do with some tweaking buy it does make it instantly more decipherable and adds some more colour. This really comes into it’s own when comparing players side by side..

Another fantastic addition (or more a reintroduction) is Form and Morale, these will play a large part in the mode and have been sorely missing. From the press to injuries, suspensions, results or the Captains role and lack of game time; all these will play their part in effecting both. Given the short time we had and the fact these were missing from the squad selection screen, (fixed in the latest build) it was hard to see how these will work and what effects on the team or players will be, but they add so much to the mode I’m sure you will wonder how you spent two years without them..

We broke for lunch and a chance to get together, especially the Game changers’. This was a chance to give our immediate feedback and issues, such as the strange introduction of the L2 skill spam, which had Burton’s keeper, Kevin Poole, out tricking Ronaldo on a good day. David Rutter was also there for those wishing to obtain interviews or just bend the big mans ear..

Transvision vamp...

Next we come to the re vamped Transfer section, again at first glance all will look very familiar, the menu list has had a slight adjustment but apart from a trebling of your returned searches to 150 nothing seems vastly altered. The main changes come in the very welcomed addition of an unrestricted loan system, a blessing to us lower league managers, who come to rely on them. And given the vastly improved injury and recovery system, more players may find a quick loan signing could plug those holes left by a busy Physio’s table..

We were also happy to hear the glitches from 11, making the resigning or purchasing of existing loans impossible, have also been addressed, as well as now having the option to take out a first refusal option on the player you are loaning. Unfortunately given the limited play time I was unable to really test the changes out and things like part exchanges are still missing, but a nice touch is the last search parameters you use are saved and the players stats, now being colour coded are easier to compare. Hitting R3 now gives you the option to scroll up and down through all the other listed players and compare him to your selected transfer target..

One new big change that everyone loved in the test is the Transfer Deadline Day feature, where the last day is played out TV style. With plenty of media reports and stories, as well as a running total of the money changing a hands and a list of all the transfers. This now gives you the time to make that last minute splurge or tie up that drawn out star signing. You can now even stall on a signing to give you time to unnerve the other club, tie up other deals or free up funds..


Young Guns...

All new is the Youth Scout system. Here you can hire up to three scouts to search differing continents for the best youth players available. The scouts are of differing value levels and set up their networks to find the best young (as young as 14) talent they can. You then get the choice to take on the more hopeful kids and then glean more information on their stats in your academy, before you make the decision to bring them into your first squad..

Movers and shakers...

Another new feature is Squad Ranking; this is a hit list of your players showing those improving and those dropping faster than a Barcelona forward. All your players are shown in descending order and the listings are Rank, Position, Overall, Form and Played. To the side you get a little reminder screen of your top ranking player and it’s a nice way to instantly spot an under achiever or a rising star..

I have to add here how impressed everyone I spoke to was, with the PC version of the game. I never got more than a 1v1 on there but it did look very pretty. The jump in the CM on the PC will be the kind of leap the jump from 10-11 on the console’s should have been.

Break a leg son...

We then come to a personal Hail Mary moment, the new Injury List. Four years of bleating on about the lack of any real injury implementation in the mode has finally paid off. The great new Impact Engine now makes real time injuries’ a reality and things like anterior cruciate ligament damage and Metatarsal Fracture’s are abound. Not only that but rushing a player back can, as does often happen, lead to more long term damage or a connected injury. Your Physio will keep you informed on your player’s treatment and sometimes the player himself may come back to you saying he feels happy to return..

Up a bit...

The last major new inclusion was the much alluded to sliders. These are available to tweak certain parts of the games mechanics for both the User and CPU players and teams. These cover things from sprint speed and pass error, to defensive line height or
injury frequency or severity. This will allow for almost infinite tweaking in these areas to personalise your FIFA 12 experience. They’re not all encompassing, but they are a good starting point to the introduction of allowing the end user to develop the game, to suit their ability and style. This has to be better than the blanket 4 of 5 game levels, which make huge leaps at times in abilities, often leading to players stranded between the two..

Our last meeting of the day was a conference call with the dev’s in Canada, this was our chance to put some gripes and questions we had from the testing along with some of the questions I and others had from the guys on the forums. It made a change to get a real sense the guys in Canada are genuinely interested and listening to us. We were very pleased to see some of our issues and wishes from the May build were already addressed and added in the July build..


So there you have it, a brief but info heavy review of the next instalment of the Career Mode. Is it the CM we are hoping for, well, no.. Until the core of the mode is addressed any changes will be overshadowed by the stymied tactic and squad selection system. It is however a very good step in the right direction of a mode that had stalled so badly... :PIRATE:
 
Last edited:
Back
Top Bottom