http://www.ea.com/uk/football/news/fifa12-first-screenshot-2
Note: This is a news only thread for the guys who can't be bothered going through pages of discussions scavenging for news.
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Thankfully, Luc from FIFA-Fuma.com has posted all the juicy details, including new menu layouts, “Impact zone” and improved AI. Sounds like an excellent start, but i’m sure we’ll hear a lot more in the coming weeks.
Below is Lucs post in full, please bear in mind it’s been translated from French to English.
Without further ado, and thanking all journalists working on the Official Playstation Magazine, here are the first details of FIFA 12:
* New camera will be noticeably closer to the ground,
* New menu interface that appear to be simpler and more ergonomic soft,
* Evolution and calculating actions in real time,
* Integration of Impact Zone, which should limit the number of contacts present in very crappy FIFA 11,
* New Vision IA game more developed that should influence the players’ passes,
* Re-balancing between attack and defense, as well as the players and the players more powerful techniques,
* New presentation of games that looks very inspired matches English
* Possibility of injury, type and other strains (ie without contact with the enemy) if abused too much of a player, especially late in the game,
* Location of injury if a player takes a nudge, it will touch the face. The AI will also keep track of the shot during the remainder of the match …
* Three new arenas,
* Coming soon …
Impact Zone: It is defined as the integration of new contact areas on the players. Hips, knees, etc. …
AI Vision Game: I understand it as an AI more human. Each player will have a more or less according to his abilities. The example given in the magazine, you have a player who sees Fabregas stand out before him and behind him. There will be more easier to find the path visible in his eyes. He will be careful now in the eyes of the player and thus its position rather than the human eye which directs.
So a big thank you to the Official Playstation magazine for all that information! Feel free to get the precious, there are some screenshots that are worth!
So there you have it. It would seem that a lot of the areas people have complaints with are getting attention. Let’s not forget that these are the first details to be released, there is a lot more to come yet.
FSB would like to say a huge thank you to Luc and FIFA-Fuma for letting us quote his post.
FIFA 12's Impact Engine is "biggest change" to franchise since FIFA 07
Wednesday 4-May-2011 9:53 AM EA
Canada's new physics system "lays a foundation" for future releases
FIFA 12's new Impact Engine is the "biggest change" EA Canada has made to the franchise since rebuilding the game for next generation consoles, according to lead gameplay designer Aaron McHardy.
Detailed at length in OXM issue 73, which goes on sale 10th May, the Impact Engine swaps out the canned collision animations and injury calculations of older games for a true-blue physics system that dramatically enhances the realism of play, or so EA Canada claims.
"It's the biggest change we've made since we rebuilt the engine for next-gen consoles," McHardy told deputy editor Mike Channell. "I mean we rebuilt the engine from scratch, so that's as big as it can get, but since then we're ripping out a big chunk of the game and it's a massive change."
"It solves a lot of problems for us this year, it gives us better accuracy, better momentum, more realistic outcomes, solving a lot of situations that we just tried not to get into before," he went on.
One of the areas the Impact Engine affects is tackling. If a tackling party clips your trailing leg, you should have the momentum and balance to keep your feet - but if that player connects with your front peg, you'll go down like a sack of potatoes.
"Now we're opening up the game so you can get into these situations and see new cool and interesting things, but also it lays a foundation for places for us to go in the future," McHardy enthused.
"When you think about the resilience of the player and the ability for someone to take a hit and continue dribbling, we didn't have that ability before in our game because you were either dribbling or you were stumbling. Now we have that grey area and it's something we can play with down the line, just to give you some vision of where we see these kind of things going."
For more FIFA 12 info - including details of how EA has bolstered the defensive game and how the inclusion of Pro Players can alter the flow of a game - get ye down the shops on 10th May. You can also buy OXM online, or even - whisper it - set up a subscription.
FIFA 12 launches later this year.
Gameplay Only
* Close precision dribbling
* Improved jockeying
* Tactical defending
* No Auto Tackle
* Press is now contain
* More chances in area at top of box
* No more heat-seeking missiles (defenders)
* Better ability to buy time
* More tactical defending
* "Wow feel" rewarded for standing tackles
* 0-0 matches no longer boring stalemates; more exciting and engaging
* Secondary press still in but more "intelligent" coordination (whatever that means)
* All players can use "precision dribbling"; how well is attribute based
* New "Impact Engine"
*
* Biggest change in engine since next gens
* greater variety and realism in collisions
* variety almost "endless"
* real world physics
* More realistic interactions: no more clipping, bodies going through bodies
* Contextual Dribble Turns
* improved players avoiding defenders w/ left stick b/c players avoid tackles based on context
* better "resilience" of dribblers
*
* can now continue through stumbling animations to continue dribble
* "Foundations for the Future"
*
1. "True Injuries"
* Ex: bent knee animation = real knee injury
2. "Self injuries"
* Ex: a tired player stretches and pulls muscle
3. "Re-Injuries"
* risk of re-injuring same injury
4. "Push-pull"
* button press to harry dribbler from behind (I guess in replace of current crap jockeying interactions?)
* Fouls: game flows better b/c players better fight through smaller challenges; improved "resilience"
* AI: "Pro Player Intelligence"
* extra layer of awareness - players knowing what he is good at and teammates good at
* greater authenticity when playing against cpu
* Ex: Crouch as striker and strategy of crosses into box; AI teams would play different strategy with Crouch than with D. Villa
* "Vision Map"
*
* been in game before but not very good
* players see different things depending upon stats
* see more or less of the field
* see more or less and quicker/slower surrounding and development of play
* AI
* Can now more realistic and variable between opponents b/c team plays to strengths now
Bought OXM in the Manchester aiport
And here's super duper high res scans all together in a rar http://solidfiles.com/d/b0e9/ (4900x7000).