And yet, another clip to analyze!
Here you've got another perfect example on how football works in this mod.
Olmo recovers a ball from a bad pass from Argentina, and quickly deploys it to Pedri, that advances drives forward and passes it quickly to the free space where Oyarzabal pops up extending it towards the winger. However, the winger was already running diagonal towards the free space in the area (because of Oyarzabal move, theroetically the 9 that came to receive and drove centerbacks out from position), so the ball goes towards the opposite direction he's running.
Now, I want to analyze this, because this is the turning point for the rest of the play. Because of Nico's momentum, he has to quickly run back into the ball, allowing Argentina defence to get back in position, so he can't run into space with the ball now. This forces him to have to cut back where he has space, and back into the goal again. This so forced cut angles increase error probability a lot because of player stability, balance, call it how you like it, and because of this, I found the pass to Oyarzabal too dificult to make, specially with Nico that is not such a great passer, probably would get cut or go off-target, so I decided to allow player recover a good body balance, drive forward a bit and then make the pass better. But just because giving that time to recover balance, Messi could run into pressing me, so I decided to roll the back ball looking for a safer ball positioning first, and then a passing lane that never showed up due to great Messi's positioning intellingence cutting that passing lane and the press of another Argentinian midfielder, forcing me to reset the play towards the left fullback.
From here, I decide to temporize and allow a more foot-skilled player to come close to receive and comand the play. That role belongs to Rodri, that shows up inmediately for the task dropping back from between lanes.
And here comes the part of the clip that shows best how micromovements and animations, actually affect in FIFA like IRL, and make this an in-depth Football Simulator.
Rodri receives. Again, what I told in the last example. Thanks to 90+ ball control, he drives just perfectly into forward space with the first touch, making the ball to stay close to him, so he can touch the ball again when another defender goes to press him, cutting inside. Here comes the first detail. As Leandro runs back into press, I use a feint towards the left to put my leg into the right side, and use the position of that leg to burst into space forward again, evading him into space. Because of this Leandro gets to Rodri late, and puts his leg in a tackle and a wondeful jump animation plays on Rodri's side to avoid it, cheff kiss there from the engine.
Couldn't be better than this, right? Well, you're wrong. Cause look what happens next. As Rodri's falls, a third defender comes to press, he initially goes to cover the forward trajectory, but on the last moment, he decides to protect the inside, preventing a possible Rodri escape towards the middle, but opening the passing lane forward. Now, you must be thinking that was a complete absurd error from the AI for no reason, right?Look closer. As Rodri steps down into the ground, the left foot is in position of cutting inside, cause it was my first input for some microseconds, and Rodri actually seems he's going to do that and accomodates his body towards that decision. On the last moment, though, I saw the pass and the defender pressing me really hard and going for the ball, so I decided on the last moment to pass it instead try to dribble. The player obbeyed my command tightly and transformed from one action into the other by stepping with the left foot on the ground and doing a lovely pass into Nico, that receives and tries the one on one without success, showing once again two things. How tight defences are in this game and how easily catch the ball from you, and 2, shows HOW IMPORTANT IS BALL CONTROL ATTRIBUTE in this game, since it allows your burst to be much more controlled and make you better at moving the ball in tight spaces.
Simply, a full simulator.
Again I gotta stress something. All this happens because of Cheat Engine being used to make the game run in ~0.925 speed with the speedhack option, and adding ball physics from
@Anth James through cheat engine. Those two work wondefully good with the rest of the mod and the settings I've made through attribdb and attribdbgameplay files besides .ini files. Without the speed hack and the ball physics, the game still feels a bit dull and not so realistoc, and obviously much faster.
The combination of all this gives this magic you're seeing.