FIFA 22 Discussion (Console Versions)

With the footage we got to see this looks like it could be the best Frostbite FIFA, footplanting looks better, there seems to be less skating, pace looks slower than the previous titles, Hypermotion looks wonderful with it's real match motion capture and machine learning, new tactics are nice, ball physics seem better and AI behaves better too... At least that's what I feel about the very few seconds of real gameplay we got to see, I can't stand these gameplay trailers with almost no actual gameplay, it makes it so regardless of how much I like what I see, it'll always feel like placebo or that I'm making it up in my head, because it's so little footage that it's hard to genuinely make anything of it and be sure of those impressions...
 
Yeah, but... As much as I don't want to get too excited (they get me every year)...

I think I saw more CMs engaging opposition players there - and I saw slower overall gameplay (when they let the actual in-game footage run) - and I saw a goal or two that I don't think was possible before (Foden bringing the ball down and scoring in almost one smooth motion).
I was expecting something more elaborate regarding the gameplay but it does look promising. At least it does not look like the ice skating fest of the previous versions, I dig that. Anyway, I don't want to get my expectations too high because we all know EA are brainwashing masters with these preliminary things. Show us more AI behavioural stuff, that's what we want to see!
 
Net physics are definately smoother and more organic, it feels nice when the onion bag explodes watching the in game goals. I liked some of the positioning, smoother transitions and it looked really nice…honestly, pleasantly surprisedE2C41FA2-6980-48BD-9D9C-17F986DAAF7F.jpeg
 
So many cuts I have no recollection of what I just saw, but it felt like they've shown all of this before anyway. No sleepy Piqué talking about defending. My rating: 5/10.
 
Would buy it but don't have a next gen console, only next gen PC.

Graphics looks better then Fifa21 next gen and gameplay - not very bad and not very good. like every year.

Wake me up if you find an fair offer for Xbox series X for germany...
 
Would buy it but don't have a next gen console, only next gen PC.

Graphics looks better then Fifa21 next gen and gameplay - not very bad and not very good. like every year.

Wake me up if you find an fair offer for Xbox series X for germany...

You can always play it on Stadia :) That's what I plan to do!
 
I‘m such a sucker for good trailers! :LOL:

new commentators? I did not know about that. Nice!
animation transitions look better, imo.

wish the second line, or one of the guys, would drop deeper to help the defenders.
 
Now, I know this was touched upon a few days and at the end of the day, it's all about execution. With that said, this sounds very promising at least on a conceptual level (you can tell by all my prefacing that I've been hurt in the past).


Player Based Difficulty​


Player Based Difficulty is a new setting when playing against the CPU AI. The idea is that when you play against a team like PSG, Mbappé really stands out as being a more dangerous player, due to his Attributes. Similarly, if the opposition team is starting a low rated player among a team of high rated ones, they will be easier to tackle or dribble past.


Essentially, Player Based Difficulty individualizes the difficulty of each player. For example, when playing on Professional difficulty against an average team but with Mbappé in their squad, he will behave as if he was on a difficulty higher (World Class difficulty), while his teammates will still perform as being on Professional Difficulty or lower.


Besides this, we also balanced all difficulty levels to offer more differentiation and a better difficulty and gameplay progression between each level.

Standout players playing like standout players? 65 rated shitters not playing like Cyborg Messi? Stuff of dreams.
 
To better respond to some feedback during the FIFA cycle, we worked hard on a feature that took a significant effort from multiple teams. We call it the Live Tuning Tool.


In FIFA 22 we can work on some aspects of the gameplay through the Live Tuning Tool and roll out changes to players without requiring a full Title Update. This can allow us to make tuning changes faster, with more frequency, and also keep working on the balance of the game.


Live Tuning Tool changes will be logged and tracked just like Release Notes and Title Updates. To stay up to date with Live Tuning Tool changes, be sure to bookmark the EA SPORTS FIFA Tracker.


For illustrative purposes, a small tuning change that could have previously taken up to 2 months to be released, for multiple reasons, can now be released on a faster timeline after testing, as long as the update makes sense for FIFA.

More efficient tools for pushing out updates and tweaks is always welcome. On the flip side, this could also mean that they now have the ability to ruin their game that much faster with this newfound tool...

@Chris Davies Unfortunately, this Live Tuning Tool must have been what that person on Twitter was alluding to.
 
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Competitor Mode Tweaks​

For players who like a challenge, we re-wrote defending Competitor Mode CPU AI, with something we call Threat-Based Defending, with the CPU better understanding who the players they should mark are, which off-ball runs they should chase, and which dribblers they should close down.

This is what annoys the hell out of me. Why do they think that people who don't use competitor mode, don't want any defending? I mean, it's obvious that they don't want clownish skill moves and that's all. Who makes these stupid decisions?
 
Oh no.... I see the three midfielders there lined up and just staring at the attacker....
You see the RCM start to engage, then stop. Unfortunately, it looks like you've still got to grab the guy and make him get close to the striker. Could be the tactical settings (where they're eagerly trying to show off the shape, for the video) - but seems like a get-out clause to say that.

I honestly think they're trying to make something closer to a sim than ever before - the fact that they've added this level of data into the game, for the user to look at, is a big indicator of this IMO:

05-analysis-defending1.png.adapt.crop16x9.1455w.png


Reason being... Well.

Imagine you put all this stuff into the game, and every one of them is a ridiculous number. It makes your game look terrible. You'd rather hide it.

(That being said........... One foul. Oh man. That's shit. @Emroth - I'm so sorry.)

More efficient tools for pushing out updates and tweaks is always welcome. On the flip side, this could also mean that they now have the ability to ruin their game that much faster with this newfound tool...

@Chris Davies Unfortunately, this Live Tuning Tool must have been what that person on Twitter was eluding to.
Damn.
 
Loved the motion flow close control, it looks so much more natural, I also see they have reduced the speed of skill move transition so you get a reduced comedy fast forward moment present in the current game. They really have gone to town this year imo, it looks very promising…it will never be perfect but as Chris stated, it looks like a big effort to get back to simulation.
 
You see the RCM start to engage, then stop. Unfortunately, it looks like you've still got to grab the guy and make him get close to the striker. Could be the tactical settings (where they're eagerly trying to show off the shape, for the video) - but seems like a get-out clause to say that.

I honestly think they're trying to make something closer to a sim than ever before - the fact that they've added this level of data into the game, for the user to look at, is a big indicator of this IMO:

05-analysis-defending1.png.adapt.crop16x9.1455w.png


Reason being... Well.

Imagine you put all this stuff into the game, and every one of them is a ridiculous number. It makes your game look terrible. You'd rather hide it.

(That being said........... One foul. Oh man. That's shit. @Emroth - I'm so sorry.)


Damn.
Loved the motion flow close control, it looks so much more natural, I also see they have reduced the speed of skill move transition so you get a reduced comedy fast forward moment present in the current game. They really have gone to town this year imo, it looks very promising…it will never be perfect but as Chris stated, it looks like a big effort to get back to simulation.

I honestly hope so! I mean it's visible that they are trying to move away from the arcadish skate fest gameplay, everything looks heavier and smoother as you say. I just hope that they give us some decent AI this time.
 
Now I would actually consider a ps5. Would wait reactions from here, but this actually looks good.

I know it's early days.. We're not seeing much. After release Patches can destroy a good experience.

A lot can go wrong really.. But hey, they actually talking to the sim liking types. That's a start and gives me hope.

BTW.. Konami. Just look. You can say what you want, but this is impressive marketing.
 
"Increase gameplay variety in order to enable a greater number of viable playstyles. We are looking to make the on pitch action more diverse than before, so that there is no single “best way” to play."

This is the sort of thing you love to hear but you just know will be more washed out as the game gets patched and patched and patched...
 
Now, I know this was touched upon a few days and at the end of the day, it's all about execution. With that said, this sounds very promising at least on a conceptual level (you can tell by all my prefacing that I've been hurt in the past).


Player Based Difficulty​


Player Based Difficulty is a new setting when playing against the CPU AI. The idea is that when you play against a team like PSG, Mbappé really stands out as being a more dangerous player, due to his Attributes. Similarly, if the opposition team is starting a low rated player among a team of high rated ones, they will be easier to tackle or dribble past.


Essentially, Player Based Difficulty individualizes the difficulty of each player. For example, when playing on Professional difficulty against an average team but with Mbappé in their squad, he will behave as if he was on a difficulty higher (World Class difficulty), while his teammates will still perform as being on Professional Difficulty or lower.


Besides this, we also balanced all difficulty levels to offer more differentiation and a better difficulty and gameplay progression between each level.

Standout players playing like standout players? 65 rated shitters not playing like Cyborg Messi? Stuff of dreams.
This sounds good but whenever I see stuff like that it always makes me wonder what was happening before they introduced this new feature? Is it basically an admission that for the past 25 years, players stats essentially mattered not a jot (at least for cpu controlled teams) and now they're finally going to differentiate between individual players, not by taking account of all of those carefully implemented stats, but a crude approach of making the best or worst players stand out? Isn't player stats mattering the sort of stuff that used to be in PES like 15-20 years ago?
 
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