EA SPORTS FC 27

Just on the ball feeling loose, I still can’t understand why most modern football games (going back to some of the last PES titles) fail to properly represent set pieces or crossing.

What I mean by that is you never ever really see a goalkeeper run out and totally flap at a cross or drop a ball, leading to a scramble or a bit of chaos. You never see a defender slice a clearance into his own net or back across his own box.

As soon as you jump or challenge against a keeper you know they’re just going to grasp it out of the air. It would be great if you could beat them to it, jostle a bit more or at least see some of the chaos from set pieces and crosses replicated better.

Instead you just get some pre-determined outcome of the GK catching the ball, a defender heading it away or a player heading it at goal.
 
Game is not designed to play with speed 35 and acceleration 48, it makes animations look clunky in authentic mode. It's not coincidence that animations looks more fluid in competetive mode - speed 50 and acceleration 50.
I never considered this. Have you tried Authentic with those sliders changed to 50/50?
 
I never considered this. Have you tried Authentic with those sliders changed to 50/50?
Like with FC26, if you do this, expect the game to become crazy fast and ping-pongy. There's no magic fix for this - the game is designed to be "Competitive". Slowing it down makes it more palatable but also unrealistic and clunky in itself.

(Also, each slider has impacts beyond what it says it does - "Sprint Speed" for example increases pass speed too. Sounds odd, but I can back this up.)

That said, I'm sure slider whizzes will be able to make the game way better. You can adjust, for example, how far each jog/run touch hits the ball ahead of the player. Being able to adjust this stuff is great for guys like us. I'll be the first to try @Matt10's and @saturator's sliders.

(Though given his thoughts on FCIQ and how it replaces football intelligence with simply "go here and stay here" for your own players, or "even if you have an open goal, hit a cross because we're a crossing team" for the AI opponent, I don't know if Matt will be totally invested this year.)

The default Authentic sliders seem pretty bad to me, and simply slow down some things whilst not slowing down others, so you have (extreme example) wingers running through mud with bullet passes. It's like half of the game elements operate in different gravity to others.

I know everyone has different preferences but it is starting to feel like the Authentic guys are really relying on their community to get the best out of their gameplay, whilst not actually developing the gameplay (but giving us more levers to pull).
 
The problem with the sliders is that the players movement is handled by hundred of parameters in the gameplay files. Some parameters control top speed, some acceleration, some turning speed, some touch frequency, some animation linking times. Is incredible complex system. Is something that need to be adjusted like a clock, as all parameters interact with each other and all of them need to be adjusted and tested accurately. For the authentic mode, Slider should only be a fine-tuning thing. The preset should be 50 and all the realistic tweaks that differentiate the modes should be done in the ebx files, but now this only happening in a very limited percentage.
 
Is tactical camera still in the game? Or is competitive just tactical with a new name? If you get a chance, can you see if Central Maw Stadium is still bugged in EA GameCam. GameCam is my personal favorite but it’s unusable in that stadium. Thank you for any help!

At this point in our generation, after decades of football games, it's about time we could choose to place the camera wherever we want—height, position, distance, etc.

If there's a possibility of clipping or something weird, fine, set a limit, but please, let me put the camera where I want.
 
At this point in our generation, after decades of football games, it's about time we could choose to place the camera wherever we want—height, position, distance, etc.

If there's a possibility of clipping or something weird, fine, set a limit, but please, let me put the camera where I want.
A cinematic camera would be really cool. Sometimes it’s a tight sideline view. Sometimes behind player. Like the Pro camera but not always a follow cam - something that is a bit more contextual to create a cinematic experience.
 
FC Gamers are discussing the pros and cons as well as the overlapping impact of sliders on one another, and a large portion of their points and criticisms are valid. However, my main question regarding FC 27 is about the newly added sliders that potentially allow us to reduce the game speed as much as possible within our control.

In previous versions, we were forced to lower the Acceleration and Sprint Speed sliders to slow down the pace of the game. This, however, compromised various other aspects of gameplay. On the upside, reducing acceleration and sprint speed slowed down on-ball animation speeds, turns, and movement. But on the flip side, if we lowered these values too much, we ended up with issues like players refusing to run, broken defensive positioning, and a general lack of player mobility across the pitch.

Now, this year's newly added sliders give us reason for hope. These include Jog Dribbling, Sprint Dribbling, Controlled Sprint Dribbling, Regular Jockey Speed, and Sprint Jockey Speed. What I want to know is: by adjusting these new sliders, can we actually achieve more realistic player movements when it comes to on-ball animations, turns, and control? And can this allow us to tweak Acceleration and Sprint Speed less, avoiding damage to other gameplay elements or at least keeping those changes to a minimum?

For years, we've been asking the developers to add sliders that would let us slow down on-ball movement and turns without having to over-tweak Acceleration and Sprint Speed. Now, after all this time, they’ve finally added them, and I want to know whether we can realistically improve player movement without over-adjusting Acceleration and Sprint Speed values.

Unfortunately, the core game is fundamentally designed around competitive online gameplay. Adjusting sliders is literally the only tool we have; there’s no other way around it. I just hope 2K's Soccer game gets announced next year (we remain hopeful) and brings a real revolution to football gaming. It's our only hope."​
 
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@Datiss77

I’ve already mentioned this several times in another thread regarding the FIFA licence. The Sauis now own the majority of EA. There’s no chance that EAFC27 will buy the FIFA licence again following the takeover, leaving 2K with no chance.
 
@Datiss77

I’ve already mentioned this several times in another thread regarding the FIFA licence. The Sauis now own the majority of EA. There’s no chance that EAFC27 will buy the FIFA licence again following the takeover, leaving 2K with no chance.
It has no direct connection to obtaining the FIFA license. All the signs suggest that 2K is developing a football simulation game, and the probability is very high.

Yes, there were reports a few years ago that negotiations had taken place between 2K and FIFA, but the two sides ultimately failed to reach an agreement. According to leaked documents from those negotiations, 2K was not simply trying to purchase a brand name. The company presented FIFA with an ambitious 10-year plan that included exclusive World Cup rights and extensive FIFPRO licensing for the accurate simulation of real clubs and players.

One of 2K’s most intriguing ideas was a mode called Ownership Mode. 2K intended to bring a deep management experience to football, similar to a lighter version of Football Manager or the MyGM mode from its basketball games. In this mode, players would go beyond the role of head coach and become club owners, managing finances, hiring and firing staff, overseeing scouting systems, and shaping the club’s long-term strategy. It was a genuinely ambitious concept that could have posed a serious challenge to EA FC’s Career Mode and potentially set a new standard for football games.

Although the negotiations reportedly reached an advanced stage involving contract drafting and legal details, everything suddenly collapsed. The main reason was FIFA’s financial strategy under Gianni Infantino. After losing the enormous revenue generated by EA, FIFA was looking for faster and more short-term monetization opportunities.

FIFA’s focus was heavily centered on the 2026 World Cup. The organization wanted to capitalize on that massive commercial event in North America as quickly as possible. Developing a top-tier AAA football simulation with 2K would have required a long development cycle of at least three to four years in order to compete with modern graphics and gameplay standards. FIFA was unwilling to wait that long and instead preferred to license its brand to smaller, faster, and cheaper projects such as the arcade-style FIFA Heroes and the Netflix-related FIFA World Cup: Launch Edition. In effect, FIFA sacrificed the potential for a long-term flagship franchise in exchange for quick cash tied to the World Cup wave.

Since then, 2K has reportedly continued working on its football project. The collapse of the agreement was undoubtedly a major blow to FIFA, which had claimed that “the only real football game will carry the FIFA name.” But what about 2K?

In my view, the answer is clear: the project is not dead.

Recent job listings from the newly established 2K Sports Lab in Vancouver suggest that the company is still investing heavily in the development of a major AAA Sport game. (It is most likely a football game) Take-Two and 2K understand that, with FIFPRO licenses and separate agreements with major leagues, they do not necessarily need the FIFA brand to build a successful football game. EA has already demonstrated that financial success is possible without the FIFA name.

2K could release the game under an independent title such as 2K Soccer and focus on deep simulation gameplay and rich long-term content.

Ultimately, the failed FIFA–2K agreement revealed how disconnected the governance of real-world football can be from the realities of the video game industry. Yet the market’s desire for a serious competitor to EA remains stronger than ever, and the key question now is whether 2K can use its development strength to challenge EA successfully without the FIFA umbrella.​
 
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It has no direct connection to obtaining the FIFA license. All the signs suggest that 2K is developing a football simulation game, and the probability is very high.

Yes, there were reports a few years ago that negotiations had taken place between 2K and FIFA, but the two sides ultimately failed to reach an agreement. According to leaked documents from those negotiations, 2K was not simply trying to purchase a brand name. The company presented FIFA with an ambitious 10-year plan that included exclusive World Cup rights and extensive FIFPRO licensing for the accurate simulation of real clubs and players.

One of 2K’s most intriguing ideas was a mode called Ownership Mode. 2K intended to bring a deep management experience to football, similar to a lighter version of Football Manager or the MyGM mode from its basketball games. In this mode, players would go beyond the role of head coach and become club owners, managing finances, hiring and firing staff, overseeing scouting systems, and shaping the club’s long-term strategy. It was a genuinely ambitious concept that could have posed a serious challenge to EA FC’s Career Mode and potentially set a new standard for football games.

Although the negotiations reportedly reached an advanced stage involving contract drafting and legal details, everything suddenly collapsed. The main reason was FIFA’s financial strategy under Gianni Infantino. After losing the enormous revenue generated by EA, FIFA was looking for faster and more short-term monetization opportunities.

FIFA’s focus was heavily centered on the 2026 World Cup. The organization wanted to capitalize on that massive commercial event in North America as quickly as possible. Developing a top-tier AAA football simulation with 2K would have required a long development cycle of at least three to four years in order to compete with modern graphics and gameplay standards. FIFA was unwilling to wait that long and instead preferred to license its brand to smaller, faster, and cheaper projects such as the arcade-style FIFA Heroes and the Netflix-related FIFA World Cup: Launch Edition. In effect, FIFA sacrificed the potential for a long-term flagship franchise in exchange for quick cash tied to the World Cup wave.

Since then, 2K has reportedly continued working on its football project. The collapse of the agreement was undoubtedly a major blow to FIFA, which had claimed that “the only real football game will carry the FIFA name.” But what about 2K?

In my view, the answer is clear: the project is not dead.

Recent job listings from the newly established 2K Sports Lab in Vancouver suggest that the company is still investing heavily in the development of a major AAA Sport game. (It is most likely a football game) Take-Two and 2K understand that, with FIFPRO licenses and separate agreements with major leagues, they do not necessarily need the FIFA brand to build a successful football game. EA has already demonstrated that financial success is possible without the FIFA name.

2K could release the game under an independent title such as 2K Soccer and focus on deep simulation gameplay and rich long-term content.

Ultimately, the failed FIFA–2K agreement revealed how disconnected the governance of real-world football can be from the realities of the video game industry. Yet the market’s desire for a serious competitor to EA remains stronger than ever, and the key question now is whether 2K can use its development strength to challenge EA successfully without the FIFA umbrella.​
You should know that the FIFPRO license doesn’t include clubs or leagues rights, just players. The FIFA license is the same. Also, EA has the majority of the major leagues locked down exclusively for multiple years, so 2K can’t get those anytime soon. I’d imagine that EA Sports would push even further with exclusive licensing, should 2K announce a football game.
 
I dont get why league licences are so important for 2K when EAFC is making all of the money with their ultimate team (where you only need real players, not clubs). You could get the fifa licence for national teams, fifpro for all the players and print money with UT and a simulation style gameplay. And then later you get the licences from the clubs if necessary.
 
You should know that the FIFPRO license doesn’t include clubs or leagues rights, just players. The FIFA license is the same. Also, EA has the majority of the major leagues locked down exclusively for multiple years, so 2K can’t get those anytime soon. I’d imagine that EA Sports would push even further with exclusive licensing, should 2K announce a football game.
This is my final post in this forum regarding the 2K football game, and I'm well aware this space is meant for EA FC 27. My apologies to everyone once again.

I am fully aware of all these rules and regulations regarding acquiring licenses for various leagues, national teams, and so forth. Recently, 2K set up a dedicated office in London to handle marketing and long-term strategic planning for its upcoming football title. Furthermore, Take-Two isn't Konami it commands far greater influence and wealth, and when an industry giant of Take-Two's scale enters the arena, the sports licensing landscape itself can undergo fundamental shifts.

The legal complexities and strict exclusivity regulations surrounding league and national team licenses are no secret, but comparing Take-Two's efforts to Konami's failed trajectory is a miscalculation. Backed by the massive revenues of franchises like GTA and the 2K Sports umbrella, Take-Two possesses commercial influence, lobbying leverage, and liquidity on an entirely different level meaning its entry into any market fundamentally rewrites the dynamics of monopoly. Establishing 2K's new London office for long-term planning and promotion of its upcoming football title is a precise strategic maneuver right in the heart of the world's football capital, where key European league executives, sports agencies, and media networks reside. Unlike Konami, Take-Two not only has the financial muscle and strategic patience to challenge EA's timed exclusivity deals, but it also wields a comprehensive suite of structural tools right at launch to completely neutralize these limitations.

Their secret weapon lies in combining the FIFPro license with an unmatched Creation Suite. The FIFPro license secures the legal rights to real player names, face scans, alongside acquiring any league licenses they can, and so forth while the Creation Suite whose insane depth we've previously seen in the WWE 2K and NBA 2K series provides advanced tools for creating clubs, kits, stadiums, and fully editing entire leagues. Thanks to online sharing via Community Creations, even without an official league license, the gaming community can flawlessly recreate all logos, kits, real names, and custom stadiums within hours, making them available for public download. This approach allows users to neutralize EA's exclusive licensing barriers with a single click.

Ultimately, as current exclusive contracts expire, major leagues will face multi-hundred-million-dollar offers from Take-Two, compelling them to drop exclusivity clauses and sell non-exclusive rights to both companies for maximum profit or force EA to pay exorbitant sums to retain them. Take-Two is playing the long game; a battle where financial clout off the pitch combined with a powerful Creation Mode on it will bring an end to the era of absolute monopoly."

And what matters most is on the pitch: the lack of a true, high-level simulation football game. This is exactly where 2K Soccer can deal a decisive, fatal blow to EA FC a franchise that has gone into a terrible decline.​
 
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This is my final post in this forum regarding the 2K football game, and I'm well aware this space is meant for EA FC 27. My apologies to everyone once again.

I am fully aware of all these rules and regulations regarding acquiring licenses for various leagues, national teams, and so forth. Recently, 2K set up a dedicated office in London to handle marketing and long-term strategic planning for its upcoming football title. Furthermore, Take-Two isn't Konami it commands far greater influence and wealth, and when an industry giant of Take-Two's scale enters the arena, the sports licensing landscape itself can undergo fundamental shifts.

The legal complexities and strict exclusivity regulations surrounding league and national team licenses are no secret, but comparing Take-Two's efforts to Konami's failed trajectory is a miscalculation. Backed by the massive revenues of franchises like GTA and the 2K Sports umbrella, Take-Two possesses commercial influence, lobbying leverage, and liquidity on an entirely different level meaning its entry into any market fundamentally rewrites the dynamics of monopoly. Establishing 2K's new London office for long-term planning and promotion of its upcoming football title is a precise strategic maneuver right in the heart of the world's football capital, where key European league executives, sports agencies, and media networks reside. Unlike Konami, Take-Two not only has the financial muscle and strategic patience to challenge EA's timed exclusivity deals, but it also wields a comprehensive suite of structural tools right at launch to completely neutralize these limitations.

Their secret weapon lies in combining the FIFPro license with an unmatched Creation Suite. The FIFPro license secures the legal rights to real player names, face scans, alongside acquiring any league licenses they can, and so forth while the Creation Suite whose insane depth we've previously seen in the WWE 2K and NBA 2K series provides advanced tools for creating clubs, kits, stadiums, and fully editing entire leagues. Thanks to online sharing via Community Creations, even without an official league license, the gaming community can flawlessly recreate all logos, kits, real names, and custom stadiums within hours, making them available for public download. This approach allows users to neutralize EA's exclusive licensing barriers with a single click.

Ultimately, as current exclusive contracts expire, major leagues will face multi-hundred-million-dollar offers from Take-Two, compelling them to drop exclusivity clauses and sell non-exclusive rights to both companies for maximum profit or force EA to pay exorbitant sums to retain them. Take-Two is playing the long game; a battle where financial clout off the pitch combined with a powerful Creation Mode on it will bring an end to the era of absolute monopoly."

And what matters most is on the pitch: the lack of a true, high-level simulation football game. This is exactly where 2K Soccer can deal a decisive, fatal blow to EA FC a franchise that has gone into a terrible decline."​
I don’t agree with most of this, but you are correct in saying we’ve gone too off topic for this thread. Personally, I’d welcome a 2K take on football, just to see what it does to EA & their lack of innovation. That being said, I don’t have the same opinion on 2K being able to end the EA monopoly. We will find out in time, but I’ve been hearing for years how EA will go under because of x, y or z & it hasn’t happened.
 
spint dribbling/ controlled sprint dribbling/ jog dribbling sliders description
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