EA SPORTS FC 27

Where did you get that video from? I don't remember EA ever confirming TRACAB for any FC game, all I know is they acquired it cpl years ago or so but they have not implemented into the game.
There is already a lot of official news and information about TRACAB available online, and I’ll also share the official EA video about TRACAB with you. The project is still in development, and they are currently running a lot of tests and experiments with the technology

⬇️

TRACAB

And this project is still in development for now. We don't know whether this technology will be used in the ninth generation or not. But I think that with the reveal of Football 2K, EA's developers may also showcase this technology in future FC titles.

Maybe we'll see it in FC 28. But that's just a possibility.​
 
Even back in the FIFA 21 days, we didn't have lines of players moving like rockets and snapping back into position to stop stuff like this happening...

 
Even back in the FIFA 21 days, we didn't have lines of players moving like rockets and snapping back into position to stop stuff like this happening...


The actual worst FIFA/FC game and it isn't even close. You'll find zero nostalgia for me for FIFA 21 haha.
 
When the Jog Dribbling slider was introduced, I thought it was meant to reduce the speed of on-ball animations and make turning and dribbling movements slower. I thought the developers had finally separated animation speed from the Acceleration slider after all these years and introduced Jog Dribbling specifically for that purpose.

But that was just wishful thinking.

Once again, the speed of on-ball animations, turns, and dribbling movements is tied to Acceleration and Sprint Speed. The Jog Dribbling, Sprint Dribbling, and Controlled Sprint Dribbling sliders are apparently only about how far the ball moves away from the player's feet. In other words, the more you increase or decrease them, the farther or closer the ball stays from the player's feet.

So once again, we're forced to choose between slowing down on-ball animations and turning movements, and keeping the rest of the gameplay functional. Yes, lowering those values does make on-ball animations and movements slower and somewhat more natural ( at least to the extent the game allows. The unnatural player bending, sliding, and poorly constructed animations are still there.) But at the same time, it creates a whole host of other problems.

For one, defenders become extremely difficult to move with, and defensive starts and bursts of acceleration become severely compromised. The existing defensive gaps and problems become even more frustrating. On top of that, player movement and runs through defensive lines are heavily affected, which seriously damages the overall gameplay structure.

It’s honestly unbelievable that the speed of the game’s animations is tied to Acceleration, while the developers still haven’t provided dedicated sliders for slowing down and making on-ball animations more realistic. I don’t know. Maybe the problem is rooted in the core design philosophy of a game built around competitive, online-focused gameplay and perhaps in the HyperMotion animation system, which has turned out to be an absolute disaster. A failed and disastrous project, seemingly built around creating animations for a competitive, online-focused football game rather than an authentic football simulation.


TRACAB and the Future of Animation and Gameplay in EA SPORTS FC

EA’s acquisition of TRACAB might initially look like nothing more than a move to gain access to sports data. But when you look at the technology behind it, the story is much bigger than that. TRACAB can turn player movements from real matches into movement and skeletal data. In other words, instead of always bringing a player into a studio to perform a movement for Motion Capture, EA could extract movement data from something that actually happened during a real match.

That distinction is extremely important.Real football is full of movements that were never pre-designed: the way a player changes direction, maintains balance after contact, rotates their body when receiving the ball, runs, reacts when losing balance, and hundreds of other subtle movements that might never be recreated exactly the same way in a Motion Capture studio.

When EA announced the acquisition of TRACAB, it specifically emphasized this potential: using sports data, AI, and Machine Learning to create more natural animations and simulate the behavior of real athletes. So, if this technology is fully integrated into the EA SPORTS FC production pipeline, the future of the game's animations could look very different.

Imagine a very specific movement by a player being captured during a real match. The movement data is extracted, transferred to EA's animation system, processed, and then that same movement can potentially be recreated in the game. This means the gap between “what happens in real football” and “what we see in the game” could become significantly smaller.

But this is where my first concern begins. We still don't know exactly how deeply EA has integrated TRACAB into the core animation production pipeline of EA SPORTS FC. What we have officially seen so far suggests that EA is experimenting with using TRACAB data in its own Simulation Engine. Project Assist, introduced in 2026, is an experimental project that combines Real-Time Tracking data with EA's simulation engine. So the technology's potential is very clear, but there is still a significant gap between potential and actual impact on the game.
View attachment 440039

And this brings me to what I think is a much more important question:

If EA's main priority is still building EA SPORTS FC around the needs of online gameplay, can TRACAB really have the impact it promises?

Because these two directions are not always aligned. Real football isn't necessarily fast, responsive, or predictable from a controller's perspective:​
  • In real football, a player needs time to turn, stop, or change direction. Their body has weight, their balance can be disrupted, and contact with another player can alter their movement.​
  • But in a competitive online game, players expect to press a button and have the player on screen react almost immediately. This is where some of TRACAB's real-world data could potentially be sacrificed for Gameplay design.​
If a real-world movement is extremely accurate from a physical standpoint but causes additional Input Delay, makes the player feel too heavy, or reduces Responsiveness, EA probably can't simply implement it unchanged in the name of Realism. And this is exactly what concerns me about TRACAB and the future of FC. The technology can be incredible, but if the core philosophy of the game remains Competitive Online Gameplay, the animations will ultimately have to adapt to the Gameplay not the other way around.

In that case, TRACAB may become less of a “direct source of game animations” and more of a massive source of data for training Animation, AI, and Simulation systems. EA could use thousands or even millions of examples of real-world movement to teach its systems how real players actually move. But ultimately, the game engine itself would decide which part of that movement to reproduce based on the Gameplay situation. And I think this scenario is actually more likely than TRACAB completely replacing Motion Capture.


In such a system, an animation might not be exactly what was extracted from a real match. Instead, the game engine may have learned from real-world data “how a player should move” in that particular situation. That could be a very interesting direction for the future of EA SPORTS FC. But there is another risk. If EA continues to optimize a large part of its Animation design around speed, Responsiveness, and Online Gameplay requirements, much of TRACAB's value could end up being used beneath the surface of the game.

But there is still one big “if.” EA has to decide how far it actually wants to push Realism. Because if the ultimate priority remains Competitive Online Gameplay, Input Responsiveness, and fast player control, TRACAB cannot bring the entirety of real football into the game. In that case, the technology may be incredibly powerful, but the game will constantly have to compromise between “being realistic” and “being playable.” And perhaps the most important question for the future of EA SPORTS FC is this:

Will TRACAB actually bring real football into the game, or will it simply help EA simulate real football more accurately while Gameplay limitations continue to determine what ultimately makes it into the game?

The answer to that question could determine whether EA's acquisition of TRACAB ultimately becomes one of the most important technological developments in the history of EA SPORTS FC or simply another powerful technology whose potential remains largely constrained by the game's design limitations.​
I love to read those lengthy tech comments of yours… though I’m thinking to myself these days: When we are not even able to use our human mind properly… how are we supposed to manage artificial intelligence? 😂😉
 
From this tweet, it's already done!

thanks! Just tried FUT, oh man things are not going to be good this year. The manual defending is welcome, but the AI is now super dead, they don’t even track runs or intercept. With the new AI movement and runs off the ball it’s through ball spamming season.
 
For me 1v1 was far worse than FC IQ for this. FIFA 21 was peak 1v1 too. Awful.
Paired up with defensive midfielders refusing to get back defensively or in their box. One of the worst FIFA experiences for me. Glad it was somewhat fixed in '22, but the 1v1 was just as bad - especially for the defensive line.
 
Paired up with defensive midfielders refusing to get back defensively or in their box. One of the worst FIFA experiences for me. Glad it was somewhat fixed in '22, but the 1v1 was just as bad - especially for the defensive line.

I think this is one of the main tactical problems with the new FIFA's the midfield doesn't exist in a defensive sense.
In FIFA 16 if you played 4-4-2 defensive the DM would actually sit just in front of the defenders and act as if you are playing 2 banks of 2 CB's.

The latest FIFA's the midfield simply doesn't exist and when it comes to defenders you just through ball it with the CAM and create a goal scoring chance every time.
 
There is a remake of a PS1 Winning Eleven in the works, and it's obviously got a long way to go. Whether they will try to work on the PS1 era animations or not, I don't know (the nicer the graphics get, the more jarring the animations look).

But when you look at the flow of the game, how goalkeepers spill shots (without the ball flying away like it's made of plastic to ensure nobody concedes "frustrating" tap-ins) and how goals come from completely unexpected areas, somehow squeezing in like they do in real life...

Wow does this look like a breath of fresh air to me.

It's quite shocking how adding a facelift to a very old PES/WE like this can make you see it as if it was new, and prove it's not just nostalgia. It looks so much more rewarding than what we have now.

You could argue there's not much physicality - I would argue that the fundamentals are vital and you can see why in this clip.

(Forgive the off-topic, but I think it's a worthy comparison to how formulaic and predictable FC has become thanks to its "Competitive" roots.)

 
There is a remake of a PS1 Winning Eleven in the works, and it's obviously got a long way to go. Whether they will try to work on the PS1 era animations or not, I don't know (the nicer the graphics get, the more jarring the animations look).

But when you look at the flow of the game, how goalkeepers spill shots (without the ball flying away like it's made of plastic to ensure nobody concedes "frustrating" tap-ins) and how goals come from completely unexpected areas, somehow squeezing in like they do in real life...

Wow does this look like a breath of fresh air to me.

It's quite shocking how adding a facelift to a very old PES/WE like this can make you see it as if it was new, and prove it's not just nostalgia. It looks so much more rewarding than what we have now.

You could argue there's not much physicality - I would argue that the fundamentals are vital and you can see why in this clip.

(Forgive the off-topic, but I think it's a worthy comparison to how formulaic and predictable FC has become thanks to its "Competitive" roots.)


Yes, I find the project extremely interesting and, in fact, I have already proposed what I consider a rather futuristic discussion here: imagining a scenario in which, someday, the modding community itself may be capable of remastering older versions of these games through reverse engineering, using increasingly sophisticated tools and, above all, the resources that artificial intelligence may provide.

The idea itself is fascinating. However, I believe that the concept and, more importantly, the way it has been applied present considerable problems.

If the objective is truly to remaster a particular version, the fundamental principle should be to preserve its historical identity. That means respecting the squads, kits, lineups, player characteristics, competitions, and all the other elements corresponding to the season being represented. After all, everything was there for a reason and formed part of the original experience. A remaster should improve the game technically without stripping it of its identity.

Unfortunately, many modders end up taking precisely the opposite approach: they use an older version as a foundation but attempt to transform it into something “updated,” replacing squads, players, kits, and many other elements. Personally, I do not like that. To me, there is a fundamental difference between remastering a work and using an old game as a platform to create a contemporary edition. They are completely different concepts.

And it is precisely from this point that my reflection becomes broader.
Whether we are talking about EA FC or eFootball, it is ultimately the preferences and expectations that prevail within the community that end up having an enormous influence on the development of these games. Imagine, for example, working as a designer, animator, or programmer at EA. You have the technology, technical knowledge, and professionals capable of creating extremely realistic movements. However, millions of users want movements to be increasingly fast, responsive, and instantly executable, primarily because their main objective is to compete online.

As a result, a conflict emerges between realism and responsiveness.

You end up being pressured to shorten certain animations, break frames, accelerate transitions, and alter physical behavior in order to meet what a particularly vocal segment of the community considers to be “ideal gameplay.” In the end, realism is sacrificed in favor of competitiveness.
It is almost as if development were being dictated by the industry’s “VIP customers.”

Datiss77 made a rather extensive post above discussing advanced principles of realism and simulation that technologies such as TRACAB could eventually make possible. Although it is an extremely interesting and technically fascinating discussion, I must admit that it also sounds somewhat utopian to me.

Not because the technology does not exist or because achieving that level of simulation is impossible. On the contrary. EA is a billion-dollar company with enormous financial resources, cutting-edge technology, and hundreds—perhaps thousands—of highly qualified professionals. There are people within the company who know perfectly well how football works, how it used to be represented in video games, how it is represented today, and, most importantly, how it could be represented in the future.

So why have we not reached that point?
In my opinion, the problem is not necessarily a lack of technology. It is about commercial priorities.

All you have to do is watch livestreams on Twitch, YouTube, and other platforms to observe the behavior of a huge portion of the community. Competitive culture, the pursuit of advantages, speed, exploits, responsiveness, and, above all, Ultimate Team have come to occupy a central position.

Simulation? Very few people seem to genuinely care about it.
And this creates situations that, for those seeking a more authentic football experience, can become almost comical. Clàudia Pina herself is a perfect example. Despite being around 1.60 meters tall, she sometimes seems to run like the “Atomic Ant” and can win physical battles against players who, in real-life conditions, possess an enormous physical advantage, such as Virgil van Dijk. :CONF:

That is precisely where we can see how certain fundamental principles of simulation end up being subordinated to the logic of competitive gameplay.
Therefore, I believe the true center of this discussion is a much deeper question:
How can we change this mentality?
Because, ultimately, it is precisely this mentality that has been influencing and, to a certain extent, dictating the development of modern football games.

At some point, the industry stopped asking:
“How can we create the best possible football simulation?”

And instead began asking:
“How can we create the most efficient experience for keeping players connected, competing, and spending money?”
And suddenly, we all became, at least partially, hostages to this casino-like platform built around those incredible and hypnotic cards.

The problem is that this creates a vicious cycle. The company develops what generates the most engagement and revenue; the community begins consuming that model; the data shows that the model works; and, consequently, the company invests even more heavily in it. After a few years, what was originally just one mode within the game begins to dictate the entire philosophy behind its development.

Perhaps, therefore, there is only one realistic hope of breaking this cycle: the arrival of another developer genuinely willing to compete in this market with a different philosophy.

That is precisely why I find the possibility of 2K Sports entering the football market so interesting. Not because 2K would necessarily be perfect, but because a strong competitor could introduce new ideas, new technologies, new concepts for physics, animation, artificial intelligence, and, above all, a new vision of what a football game can be.

Competition could force the established companies out of their comfort zones.
Perhaps the true “remaster” we need is not merely technological. Perhaps it is conceptual: recovering the idea that a football game should, above all else, attempt to represent football—not simply create an extremely efficient environment for selling cards, feeding rankings, and satisfying the most competitive segment of the community.

In the end, technology has never been the real problem.
What is missing is the willingness to use it for the right purpose.
 
Yes, I find the project extremely interesting and, in fact, I have already proposed what I consider a rather futuristic discussion here: imagining a scenario in which, someday, the modding community itself may be capable of remastering older versions of these games through reverse engineering, using increasingly sophisticated tools and, above all, the resources that artificial intelligence may provide.

The idea itself is fascinating. However, I believe that the concept and, more importantly, the way it has been applied present considerable problems.

If the objective is truly to remaster a particular version, the fundamental principle should be to preserve its historical identity. That means respecting the squads, kits, lineups, player characteristics, competitions, and all the other elements corresponding to the season being represented. After all, everything was there for a reason and formed part of the original experience. A remaster should improve the game technically without stripping it of its identity.

Unfortunately, many modders end up taking precisely the opposite approach: they use an older version as a foundation but attempt to transform it into something “updated,” replacing squads, players, kits, and many other elements. Personally, I do not like that. To me, there is a fundamental difference between remastering a work and using an old game as a platform to create a contemporary edition. They are completely different concepts.

And it is precisely from this point that my reflection becomes broader.
Whether we are talking about EA FC or eFootball, it is ultimately the preferences and expectations that prevail within the community that end up having an enormous influence on the development of these games. Imagine, for example, working as a designer, animator, or programmer at EA. You have the technology, technical knowledge, and professionals capable of creating extremely realistic movements. However, millions of users want movements to be increasingly fast, responsive, and instantly executable, primarily because their main objective is to compete online.

As a result, a conflict emerges between realism and responsiveness.

You end up being pressured to shorten certain animations, break frames, accelerate transitions, and alter physical behavior in order to meet what a particularly vocal segment of the community considers to be “ideal gameplay.” In the end, realism is sacrificed in favor of competitiveness.
It is almost as if development were being dictated by the industry’s “VIP customers.”

Datiss77 made a rather extensive post above discussing advanced principles of realism and simulation that technologies such as TRACAB could eventually make possible. Although it is an extremely interesting and technically fascinating discussion, I must admit that it also sounds somewhat utopian to me.

Not because the technology does not exist or because achieving that level of simulation is impossible. On the contrary. EA is a billion-dollar company with enormous financial resources, cutting-edge technology, and hundreds—perhaps thousands—of highly qualified professionals. There are people within the company who know perfectly well how football works, how it used to be represented in video games, how it is represented today, and, most importantly, how it could be represented in the future.

So why have we not reached that point?
In my opinion, the problem is not necessarily a lack of technology. It is about commercial priorities.

All you have to do is watch livestreams on Twitch, YouTube, and other platforms to observe the behavior of a huge portion of the community. Competitive culture, the pursuit of advantages, speed, exploits, responsiveness, and, above all, Ultimate Team have come to occupy a central position.

Simulation? Very few people seem to genuinely care about it.
And this creates situations that, for those seeking a more authentic football experience, can become almost comical. Clàudia Pina herself is a perfect example. Despite being around 1.60 meters tall, she sometimes seems to run like the “Atomic Ant” and can win physical battles against players who, in real-life conditions, possess an enormous physical advantage, such as Virgil van Dijk. :CONF:

That is precisely where we can see how certain fundamental principles of simulation end up being subordinated to the logic of competitive gameplay.
Therefore, I believe the true center of this discussion is a much deeper question:
How can we change this mentality?
Because, ultimately, it is precisely this mentality that has been influencing and, to a certain extent, dictating the development of modern football games.

At some point, the industry stopped asking:
“How can we create the best possible football simulation?”

And instead began asking:
“How can we create the most efficient experience for keeping players connected, competing, and spending money?”
And suddenly, we all became, at least partially, hostages to this casino-like platform built around those incredible and hypnotic cards.

The problem is that this creates a vicious cycle. The company develops what generates the most engagement and revenue; the community begins consuming that model; the data shows that the model works; and, consequently, the company invests even more heavily in it. After a few years, what was originally just one mode within the game begins to dictate the entire philosophy behind its development.

Perhaps, therefore, there is only one realistic hope of breaking this cycle: the arrival of another developer genuinely willing to compete in this market with a different philosophy.

That is precisely why I find the possibility of 2K Sports entering the football market so interesting. Not because 2K would necessarily be perfect, but because a strong competitor could introduce new ideas, new technologies, new concepts for physics, animation, artificial intelligence, and, above all, a new vision of what a football game can be.

Competition could force the established companies out of their comfort zones.
Perhaps the true “remaster” we need is not merely technological. Perhaps it is conceptual: recovering the idea that a football game should, above all else, attempt to represent football—not simply create an extremely efficient environment for selling cards, feeding rankings, and satisfying the most competitive segment of the community.

In the end, technology has never been the real problem.
What is missing is the willingness to use it for the right purpose.
Great post! Basicly it all ends at the question how to translate a 90min game to about 10min.

Speed? Hopefully not.
Shot and pass precision? Not really promising.
Player marking? Yes, maybe.

And that is the point when sliders come in. We just need a whole lot more of them, all above real gamechangers like animation speed, overall speed and so on. Of course, they doesn't mask the underlying gameplay foundation completely. But they make those basicly unplayable EA games somewhat playable and are the only way to deliver people the soccer game they dream of.
 
Yes, I find the project extremely interesting and, in fact, I have already proposed what I consider a rather futuristic discussion here: imagining a scenario in which, someday, the modding community itself may be capable of remastering older versions of these games through reverse engineering, using increasingly sophisticated tools and, above all, the resources that artificial intelligence may provide.

The idea itself is fascinating. However, I believe that the concept and, more importantly, the way it has been applied present considerable problems.

If the objective is truly to remaster a particular version, the fundamental principle should be to preserve its historical identity. That means respecting the squads, kits, lineups, player characteristics, competitions, and all the other elements corresponding to the season being represented. After all, everything was there for a reason and formed part of the original experience. A remaster should improve the game technically without stripping it of its identity.

Unfortunately, many modders end up taking precisely the opposite approach: they use an older version as a foundation but attempt to transform it into something “updated,” replacing squads, players, kits, and many other elements. Personally, I do not like that. To me, there is a fundamental difference between remastering a work and using an old game as a platform to create a contemporary edition. They are completely different concepts.

And it is precisely from this point that my reflection becomes broader.
Whether we are talking about EA FC or eFootball, it is ultimately the preferences and expectations that prevail within the community that end up having an enormous influence on the development of these games. Imagine, for example, working as a designer, animator, or programmer at EA. You have the technology, technical knowledge, and professionals capable of creating extremely realistic movements. However, millions of users want movements to be increasingly fast, responsive, and instantly executable, primarily because their main objective is to compete online.

As a result, a conflict emerges between realism and responsiveness.

You end up being pressured to shorten certain animations, break frames, accelerate transitions, and alter physical behavior in order to meet what a particularly vocal segment of the community considers to be “ideal gameplay.” In the end, realism is sacrificed in favor of competitiveness.
It is almost as if development were being dictated by the industry’s “VIP customers.”

Datiss77 made a rather extensive post above discussing advanced principles of realism and simulation that technologies such as TRACAB could eventually make possible. Although it is an extremely interesting and technically fascinating discussion, I must admit that it also sounds somewhat utopian to me.

Not because the technology does not exist or because achieving that level of simulation is impossible. On the contrary. EA is a billion-dollar company with enormous financial resources, cutting-edge technology, and hundreds—perhaps thousands—of highly qualified professionals. There are people within the company who know perfectly well how football works, how it used to be represented in video games, how it is represented today, and, most importantly, how it could be represented in the future.

So why have we not reached that point?
In my opinion, the problem is not necessarily a lack of technology. It is about commercial priorities.

All you have to do is watch livestreams on Twitch, YouTube, and other platforms to observe the behavior of a huge portion of the community. Competitive culture, the pursuit of advantages, speed, exploits, responsiveness, and, above all, Ultimate Team have come to occupy a central position.

Simulation? Very few people seem to genuinely care about it.
And this creates situations that, for those seeking a more authentic football experience, can become almost comical. Clàudia Pina herself is a perfect example. Despite being around 1.60 meters tall, she sometimes seems to run like the “Atomic Ant” and can win physical battles against players who, in real-life conditions, possess an enormous physical advantage, such as Virgil van Dijk. :CONF:

That is precisely where we can see how certain fundamental principles of simulation end up being subordinated to the logic of competitive gameplay.
Therefore, I believe the true center of this discussion is a much deeper question:
How can we change this mentality?
Because, ultimately, it is precisely this mentality that has been influencing and, to a certain extent, dictating the development of modern football games.

At some point, the industry stopped asking:
“How can we create the best possible football simulation?”

And instead began asking:
“How can we create the most efficient experience for keeping players connected, competing, and spending money?”
And suddenly, we all became, at least partially, hostages to this casino-like platform built around those incredible and hypnotic cards.

The problem is that this creates a vicious cycle. The company develops what generates the most engagement and revenue; the community begins consuming that model; the data shows that the model works; and, consequently, the company invests even more heavily in it. After a few years, what was originally just one mode within the game begins to dictate the entire philosophy behind its development.

Perhaps, therefore, there is only one realistic hope of breaking this cycle: the arrival of another developer genuinely willing to compete in this market with a different philosophy.

That is precisely why I find the possibility of 2K Sports entering the football market so interesting. Not because 2K would necessarily be perfect, but because a strong competitor could introduce new ideas, new technologies, new concepts for physics, animation, artificial intelligence, and, above all, a new vision of what a football game can be.

Competition could force the established companies out of their comfort zones.
Perhaps the true “remaster” we need is not merely technological. Perhaps it is conceptual: recovering the idea that a football game should, above all else, attempt to represent football—not simply create an extremely efficient environment for selling cards, feeding rankings, and satisfying the most competitive segment of the community.

In the end, technology has never been the real problem.
What is missing is the willingness to use it for the right purpose.
Great post!
 
I've said a lot of times.

The core of what is FIFA / FC is fine, they have a great engine, great animation suite, great IK system but its just designed and tweaked to be like this.

What I dont quite understand is that EA added "Authentic" to the game, which has enabled the development teams to essentially do whatever they like in offline modes. Except, all they do is tweak the sliders and leave it like that. Why bother doing all that effort to just provide a lousy slider set?!

They have the tools there to create a better gameplay mod than me or Anth or whoever but dont do it. It would take a few weeks of better design and properly watching football and they have it all there to make something fantastic.

So much so that in the FC 27 Beta, they cut down the amount of assets in the Authentic section of gameplay to only a few items??? So someone put a load of effort in so that the engine could be tweaked to become truly "authentic", then handed it over to another team to build it and they just went "nah, i dont understand this, lets just put it all in sliders instead".

What is also missing from the game is the AI is just too generic and doesnt even think like a human at all. AI development is not easy but you can tell it is not thought about in EA. The amount of times you see the AI not shoot, not pass, not play a proper attacking pattern is so funny. The AI refuse to play long ball and second man rush tactics. It is like it doesnt understand the team and player ability to then do something in a certain way. Also the gameplay just cant do it because they make all players have glue on their foot.

Its things like that make the game so off putting and this has been a problem since I can remember with FIFA, which is why I preferred PES and TIF in the PS2 days.

I gave the beta a fair crack of the whip a few days ago and adjusted the sliders to something that suits my gameplay. It gets CLOSE to what I want but it is missing some stuff badly. Mostly ball control. Even with the error set to 99, it still glues to players. We also dont have a slider that determines how much attributes matter!!! Something that has been in NHL for a long time by the way.

I am trying to keep modding out of these discussions but I still believe only modding can save this game. It has a fantastic core but just poorly designed.
 
As AI and coding constitutes a substantial proportion of my job, I've actually been tinkering with modernizing both FIFA 16 and PES 6 with updated graphics, online play, smoothing animations and loadable squads from any season as far back as Football Manager stretches as that's where I'll get the squad lists and player stats from. It's still in it's infancy but I have been exploring how to do it without it costing me $10M in token use but with the new open source Chinese models like Kimi and DeepSeek, it's reduced the cost significantly for some of the work. It'll be a long time in the future but I have started with the code analysis from the original ISOs. My plan would be for them to be fully launchable in one file with no extra modding required like with my PES patches back in the day. Expanding the databases to literally include every team in every division in every major league around the world isn't actually as difficult as it seems as I've learned from merging company databases into original platforms that are no longer supported. I'll post an update when I have one and if there's any help I need but my GrokBot can do as much running as an agent as I can in doing a lot of stuff.

Edited to say, translating the original FIFA 16/PES 6 game engines into later titles is a no-no because from analyzing the code from EAFC 26 and eFootball, the dogshit literally runs throughout the entire code and it would take almost an entire rewrite which is far beyond my ability.
 
Last edited:
I've said a lot of times.

The core of what is FIFA / FC is fine, they have a great engine, great animation suite, great IK system but its just designed and tweaked to be like this.

What I dont quite understand is that EA added "Authentic" to the game, which has enabled the development teams to essentially do whatever they like in offline modes. Except, all they do is tweak the sliders and leave it like that. Why bother doing all that effort to just provide a lousy slider set?!

They have the tools there to create a better gameplay mod than me or Anth or whoever but dont do it. It would take a few weeks of better design and properly watching football and they have it all there to make something fantastic.

So much so that in the FC 27 Beta, they cut down the amount of assets in the Authentic section of gameplay to only a few items??? So someone put a load of effort in so that the engine could be tweaked to become truly "authentic", then handed it over to another team to build it and they just went "nah, i dont understand this, lets just put it all in sliders instead".

What is also missing from the game is the AI is just too generic and doesnt even think like a human at all. AI development is not easy but you can tell it is not thought about in EA. The amount of times you see the AI not shoot, not pass, not play a proper attacking pattern is so funny. The AI refuse to play long ball and second man rush tactics. It is like it doesnt understand the team and player ability to then do something in a certain way. Also the gameplay just cant do it because they make all players have glue on their foot.

Its things like that make the game so off putting and this has been a problem since I can remember with FIFA, which is why I preferred PES and TIF in the PS2 days.

I gave the beta a fair crack of the whip a few days ago and adjusted the sliders to something that suits my gameplay. It gets CLOSE to what I want but it is missing some stuff badly. Mostly ball control. Even with the error set to 99, it still glues to players. We also dont have a slider that determines how much attributes matter!!! Something that has been in NHL for a long time by the way.

I am trying to keep modding out of these discussions but I still believe only modding can save this game. It has a fantastic core but just poorly designed.
Do you feel like FC 27 have more modding potential than FC 26 when it comes to gameplay?
 
EA piss me off. Daizen Maeda has had hair since 2023. And it's now they finally decide update his face for FC27. After he's buggered off to Ipswich.

Bet Håland had his long hair until FC29
 
I've said a lot of times.

The core of what is FIFA / FC is fine, they have a great engine, great animation suite, great IK system but its just designed and tweaked to be like this.

What I dont quite understand is that EA added "Authentic" to the game, which has enabled the development teams to essentially do whatever they like in offline modes. Except, all they do is tweak the sliders and leave it like that. Why bother doing all that effort to just provide a lousy slider set?!

They have the tools there to create a better gameplay mod than me or Anth or whoever but dont do it. It would take a few weeks of better design and properly watching football and they have it all there to make something fantastic.

So much so that in the FC 27 Beta, they cut down the amount of assets in the Authentic section of gameplay to only a few items??? So someone put a load of effort in so that the engine could be tweaked to become truly "authentic", then handed it over to another team to build it and they just went "nah, i dont understand this, lets just put it all in sliders instead".

What is also missing from the game is the AI is just too generic and doesnt even think like a human at all. AI development is not easy but you can tell it is not thought about in EA. The amount of times you see the AI not shoot, not pass, not play a proper attacking pattern is so funny. The AI refuse to play long ball and second man rush tactics. It is like it doesnt understand the team and player ability to then do something in a certain way. Also the gameplay just cant do it because they make all players have glue on their foot.

Its things like that make the game so off putting and this has been a problem since I can remember with FIFA, which is why I preferred PES and TIF in the PS2 days.

I gave the beta a fair crack of the whip a few days ago and adjusted the sliders to something that suits my gameplay. It gets CLOSE to what I want but it is missing some stuff badly. Mostly ball control. Even with the error set to 99, it still glues to players. We also dont have a slider that determines how much attributes matter!!! Something that has been in NHL for a long time by the way.

I am trying to keep modding out of these discussions but I still believe only modding can save this game. It has a fantastic core but just poorly designed.

The beta will be closed soon.

I want to make a global feeling and I have got a different feeling from my experience with the beta.


First, I have played more than 650 hours to FC 26. So it's fresh in my head.
I played more than 60 games on the beta.


The big issue of FC 26, was the lack of fouls.
The first thing in FC 27 you will noticed is : yes EA can made a physical game!
At the start of the beta, CPU made too many nasty dub slidding tackle . After an update, I have seen more little fouls, it's more logic.

The sliders are now powerful and you don't need to increased to high value like before.
Shoot error at 60 is perfect.
In general. 65 is the hightest value except for physically at 99😍

What's new on the screen?

The graphics are better, the lighting is amazing!
The pitch is great too.

How is the ball physics ?

With defaut value for Authentic, the ball is not stick to your feet. I didn't need to change it.
On rainning match, it's far better than FC 26. You won't see anymore rocket ball or too slow passing.
They have improved the shot variation, with a real curve. Freekick are fantastic this year. With B Fernandes or Dybala, you can score some beauties!

How feel the players ?

There is more inertia but with more rectivity too. You can now with a powerful defender like Upamecano destroys a striker like Vinicius with strong shield contacts. Very rare on FC26.
If you have seen the last video of Anth James with his V10, , everything I have seen is in FC 27 : the physicality, the strong defense, less frenetic mouvs, the better AI.
The goalkeepers are insane in a good way. Last year, they didn't box the ball enough or go away of their surface. It was fixed in FC 27. The GK sliders is at 50 at vanilla and i didn't need to increase it🤩
They go out of their surface to kick the ball if needed with many new animations.


What about AI?

EA fixed many things. Before you have to switch quickly to take control of the right player in defense because they were really dumbed and too heavy. Now, the selection is quicker and the position of the team is good. You defend now like a team, and not in 1Vs1👍.
You will see different type of marking : individual or collective. But you will see some evolution when the score changed. CPU will press you if you have the advantage but will turn around the ball if the CPU is winning.
Today, i was winning 2-0 at Sunderland. I make 5 big changes to have fresh players for the next match. It was rainning and my defender in a bad period made a very bad control. CPU has stolen the ball and scored. CPU is pushing until the end of the match to score😎

What about career mode?

I hate the new menus, too dark and FUT like but I'm living with it.
Tranfers are now great. It's take more time to have a player. It depends of your team, the conditions of the contract, your rival can going in your tranfer to steal your target. You can chose the general overal of your target and your , like in old FIFAs.


Dynamic general, what is it?

You start with a general but depends of your performance, it will increased or go down.
You will have more pressure with your stars if they didn't have great performance.
After a long injuries, it will take time to find your initial level.


How about management?

This year, it's the key. Find the perfect mix between stars and wonderkids evolution.
If they don't play enough, they will demand to be out of your team.
With more unexpecting moments, many light or long injuries will happened before an important match like a derby or a Champion League match.
You can break bad performances but it could be worst after the match.
So I played like usual with United and Juventus.
I'm leader in Serie A but 8th in Premier League.


How is the most important thing : the gameplay?

I was thinking that EA will make only little fix and basta.
But for the first Time since man years, you fell some nice things, of the old FIFAs.
FC 26 was the first step but many things were not enough.

Now, playing against City or Real Madrid or Sassualo, you feel the difference.
A 60 gen didn't make the same passes or shot than B Fernandes. Playstyle are like old player ID of Konami. Stats matter really and the moral too.
The better ball physics, the CPU is always on now with intelligent moving and a great reactivity, the fun is hear.

You love FC26? This opus will be great for you.
The comeback of the fouls changes so many things in career : strategy, injuries, stamina.
EA have done a great job. I hope FC 27 vanilla will be like that or better.


For me, this gameplay is a 8,5 near 9/10.

FC 26 is a 7/10.

I having 5 penalties in 8 matchs. I didn't expectig that before starting the beta.
On FUMA, legend, the game is really competitive.


The cons :

Sometimes, ballspeed on pass at night is too high
No sexy menus : too dark and FUT like
Some strange animations of running with some long players like Osimhen
Still some skating
Some visual ghosting
Cutscenes not at constant 60 fps on PS5 Pro
Interviews are only text
The CPU shoots too early sometimes without defender near it
 
The beta will be closed soon.

I want to make a global feeling and I have got a different feeling from my experience with the beta.


First, I have played more than 650 hours to FC 26. So it's fresh in my head.
I played more than 60 games on the beta.


The big issue of FC 26, was the lack of fouls.
The first thing in FC 27 you will noticed is : yes EA can made a physical game!
At the start of the beta, CPU made too many nasty dub slidding tackle . After an update, I have seen more little fouls, it's more logic.

The sliders are now powerful and you don't need to increased to high value like before.
Shoot error at 60 is perfect.
In general. 65 is the hightest value except for physically at 99😍

What's new on the screen?

The graphics are better, the lighting is amazing!
The pitch is great too.

How is the ball physics ?

With defaut value for Authentic, the ball is not stick to your feet. I didn't need to change it.
On rainning match, it's far better than FC 26. You won't see anymore rocket ball or too slow passing.
They have improved the shot variation, with a real curve. Freekick are fantastic this year. With B Fernandes or Dybala, you can score some beauties!

How feel the players ?

There is more inertia but with more rectivity too. You can now with a powerful defender like Upamecano destroys a striker like Vinicius with strong shield contacts. Very rare on FC26.
If you have seen the last video of Anth James with his V10, , everything I have seen is in FC 27 : the physicality, the strong defense, less frenetic mouvs, the better AI.
The goalkeepers are insane in a good way. Last year, they didn't box the ball enough or go away of their surface. It was fixed in FC 27. The GK sliders is at 50 at vanilla and i didn't need to increase it🤩
They go out of their surface to kick the ball if needed with many new animations.


What about AI?

EA fixed many things. Before you have to switch quickly to take control of the right player in defense because they were really dumbed and too heavy. Now, the selection is quicker and the position of the team is good. You defend now like a team, and not in 1Vs1👍.
You will see different type of marking : individual or collective. But you will see some evolution when the score changed. CPU will press you if you have the advantage but will turn around the ball if the CPU is winning.
Today, i was winning 2-0 at Sunderland. I make 5 big changes to have fresh players for the next match. It was rainning and my defender in a bad period made a very bad control. CPU has stolen the ball and scored. CPU is pushing until the end of the match to score😎

What about career mode?

I hate the new menus, too dark and FUT like but I'm living with it.
Tranfers are now great. It's take more time to have a player. It depends of your team, the conditions of the contract, your rival can going in your tranfer to steal your target. You can chose the general overal of your target and your , like in old FIFAs.


Dynamic general, what is it?

You start with a general but depends of your performance, it will increased or go down.
You will have more pressure with your stars if they didn't have great performance.
After a long injuries, it will take time to find your initial level.


How about management?

This year, it's the key. Find the perfect mix between stars and wonderkids evolution.
If they don't play enough, they will demand to be out of your team.
With more unexpecting moments, many light or long injuries will happened before an important match like a derby or a Champion League match.
You can break bad performances but it could be worst after the match.
So I played like usual with United and Juventus.
I'm leader in Serie A but 8th in Premier League.


How is the most important thing : the gameplay?

I was thinking that EA will make only little fix and basta.
But for the first Time since man years, you fell some nice things, of the old FIFAs.
FC 26 was the first step but many things were not enough.

Now, playing against City or Real Madrid or Sassualo, you feel the difference.
A 60 gen didn't make the same passes or shot than B Fernandes. Playstyle are like old player ID of Konami. Stats matter really and the moral too.
The better ball physics, the CPU is always on now with intelligent moving and a great reactivity, the fun is hear.

You love FC26? This opus will be great for you.
The comeback of the fouls changes so many things in career : strategy, injuries, stamina.
EA have done a great job. I hope FC 27 vanilla will be like that or better.


For me, this gameplay is a 8,5 near 9/10.

FC 26 is a 7/10.

I having 5 penalties in 8 matchs. I didn't expectig that before starting the beta.
On FUMA, legend, the game is really competitive.


The cons :

Sometimes, ballspeed on pass at night is too high
No sexy menus : too dark and FUT like
Some strange animations of running with some long players like Osimhen
Still some skating
Some visual ghosting
Cutscenes not at constant 60 fps on PS5 Pro
Interviews are only text
The CPU shoots too early sometimes without defender near it
Hey, just regarding graphics, you said they are better.

What did you compare it to? I also have a PS5 Pro, for me checking side by side, it was worse then FC26, but I put that down to it being a Beta.

Be great to know if I missed anything. Thanks.
 
The beta will be closed soon.

I want to make a global feeling and I have got a different feeling from my experience with the beta.


First, I have played more than 650 hours to FC 26. So it's fresh in my head.
I played more than 60 games on the beta.


The big issue of FC 26, was the lack of fouls.
The first thing in FC 27 you will noticed is : yes EA can made a physical game!
At the start of the beta, CPU made too many nasty dub slidding tackle . After an update, I have seen more little fouls, it's more logic.

The sliders are now powerful and you don't need to increased to high value like before.
Shoot error at 60 is perfect.
In general. 65 is the hightest value except for physically at 99😍

What's new on the screen?

The graphics are better, the lighting is amazing!
The pitch is great too.

How is the ball physics ?

With defaut value for Authentic, the ball is not stick to your feet. I didn't need to change it.
On rainning match, it's far better than FC 26. You won't see anymore rocket ball or too slow passing.
They have improved the shot variation, with a real curve. Freekick are fantastic this year. With B Fernandes or Dybala, you can score some beauties!

How feel the players ?

There is more inertia but with more rectivity too. You can now with a powerful defender like Upamecano destroys a striker like Vinicius with strong shield contacts. Very rare on FC26.
If you have seen the last video of Anth James with his V10, , everything I have seen is in FC 27 : the physicality, the strong defense, less frenetic mouvs, the better AI.
The goalkeepers are insane in a good way. Last year, they didn't box the ball enough or go away of their surface. It was fixed in FC 27. The GK sliders is at 50 at vanilla and i didn't need to increase it🤩
They go out of their surface to kick the ball if needed with many new animations.


What about AI?

EA fixed many things. Before you have to switch quickly to take control of the right player in defense because they were really dumbed and too heavy. Now, the selection is quicker and the position of the team is good. You defend now like a team, and not in 1Vs1👍.
You will see different type of marking : individual or collective. But you will see some evolution when the score changed. CPU will press you if you have the advantage but will turn around the ball if the CPU is winning.
Today, i was winning 2-0 at Sunderland. I make 5 big changes to have fresh players for the next match. It was rainning and my defender in a bad period made a very bad control. CPU has stolen the ball and scored. CPU is pushing until the end of the match to score😎

What about career mode?

I hate the new menus, too dark and FUT like but I'm living with it.
Tranfers are now great. It's take more time to have a player. It depends of your team, the conditions of the contract, your rival can going in your tranfer to steal your target. You can chose the general overal of your target and your , like in old FIFAs.


Dynamic general, what is it?

You start with a general but depends of your performance, it will increased or go down.
You will have more pressure with your stars if they didn't have great performance.
After a long injuries, it will take time to find your initial level.


How about management?

This year, it's the key. Find the perfect mix between stars and wonderkids evolution.
If they don't play enough, they will demand to be out of your team.
With more unexpecting moments, many light or long injuries will happened before an important match like a derby or a Champion League match.
You can break bad performances but it could be worst after the match.
So I played like usual with United and Juventus.
I'm leader in Serie A but 8th in Premier League.


How is the most important thing : the gameplay?

I was thinking that EA will make only little fix and basta.
But for the first Time since man years, you fell some nice things, of the old FIFAs.
FC 26 was the first step but many things were not enough.

Now, playing against City or Real Madrid or Sassualo, you feel the difference.
A 60 gen didn't make the same passes or shot than B Fernandes. Playstyle are like old player ID of Konami. Stats matter really and the moral too.
The better ball physics, the CPU is always on now with intelligent moving and a great reactivity, the fun is hear.

You love FC26? This opus will be great for you.
The comeback of the fouls changes so many things in career : strategy, injuries, stamina.
EA have done a great job. I hope FC 27 vanilla will be like that or better.


For me, this gameplay is a 8,5 near 9/10.

FC 26 is a 7/10.

I having 5 penalties in 8 matchs. I didn't expectig that before starting the beta.
On FUMA, legend, the game is really competitive.


The cons :

Sometimes, ballspeed on pass at night is too high
No sexy menus : too dark and FUT like
Some strange animations of running with some long players like Osimhen
Still some skating
Some visual ghosting
Cutscenes not at constant 60 fps on PS5 Pro
Interviews are only text
The CPU shoots too early sometimes without defender near it
I think you are one of those people that always sees the positives in things and that isn't a bad thing but it can blind your ability to truly see the negatives. I have read a few of your posts in thread, you seem to keep going against the general sentiment of everyone else here. I know this place is a "shit on FIFA / FC" fest but some of what others have said is very true of the beta but somehow you seem to playing a very different game.

A couple of things to note from your post:

- You keep saying you play FUMA. A lot of people dont. So you are not experiencing what everyone else is. FUMA is like turning off the attribute system for passing in this game and doesn't effect the AI at all.
- You said you played with United and Juventus. A lot of us here like playing with poor teams and experiencing a different level of football. Or what should be a different level of football. FIFA / FC has always struggled to showcase differences in attributes and FC27 hasnt changed that. The fact I can put on the pitch the entire youth team and still win games is a big problem!!! This is a major dock in score for me. If you compare that to my FC 26 Middlesbrough playthrough and I was forced to put youth players in my midfield and was really struggling, its a night and day difference in gameplay that I need to feel.
- You say graphics are better? I would say differently, they are around the same, if not more cartoony. And this is will all graphics maxed out on the PC.

Another thing to note. The devs have come out and said that there will be changes to gameplay on release, especially with fouling. So I expect this company to do what they always do and destroy what I think we all welcomed.

I agree the changes to the career are a huge step forward and congratulations to the new designers for doing all of this but for me, without the gameplay representing football differently at each level, it is really hard to enjoy playing the game. End of the day, we are not playing the menu gambling simulator of FUT here, we are playing a quality career mode and road to glory. We want the entire package to work.

In my opinion, this game is nowhere near 9 out of 10... Although I think you are comparing it to other FIFA / FC to get to this number?
 
Do you feel like FC 27 have more modding potential than FC 26 when it comes to gameplay?
Not much more. Core gameplay is better but a lot of what has changed seems to be away from our ability to edit.
 
Hey, just regarding graphics, you said they are better.

What did you compare it to? I also have a PS5 Pro, for me checking side by side, it was worse then FC26, but I put that down to it being a Beta.

Be great to know if I missed anything. Thanks.
I compare to FC 26 on the same TV (Samsung QD OLED 65" S95D).
The pitch has better colors, textures and lensflare is better (better ray tracing or HDR?). I have PSSR always actived.
But the cinematics are not always smooth. It was ok before the second patch.
 
I think you are one of those people that always sees the positives in things and that isn't a bad thing but it can blind your ability to truly see the negatives. I have read a few of your posts in thread, you seem to keep going against the general sentiment of everyone else here. I know this place is a "shit on FIFA / FC" fest but some of what others have said is very true of the beta but somehow you seem to playing a very different game.

A couple of things to note from your post:

- You keep saying you play FUMA. A lot of people dont. So you are not experiencing what everyone else is. FUMA is like turning off the attribute system for passing in this game and doesn't effect the AI at all.
- You said you played with United and Juventus. A lot of us here like playing with poor teams and experiencing a different level of football. Or what should be a different level of football. FIFA / FC has always struggled to showcase differences in attributes and FC27 hasnt changed that. The fact I can put on the pitch the entire youth team and still win games is a big problem!!! This is a major dock in score for me. If you compare that to my FC 26 Middlesbrough playthrough and I was forced to put youth players in my midfield and was really struggling, its a night and day difference in gameplay that I need to feel.
- You say graphics are better? I would say differently, they are around the same, if not more cartoony. And this is will all graphics maxed out on the PC.

Another thing to note. The devs have come out and said that there will be changes to gameplay on release, especially with fouling. So I expect this company to do what they always do and destroy what I think we all welcomed.

I agree the changes to the career are a huge step forward and congratulations to the new designers for doing all of this but for me, without the gameplay representing football differently at each level, it is really hard to enjoy playing the game. End of the day, we are not playing the menu gambling simulator of FUT here, we are playing a quality career mode and road to glory. We want the entire package to work.

In my opinion, this game is nowhere near 9 out of 10... Although I think you are comparing it to other FIFA / FC to get to this number?
Since decades, I always the only man seeing the positives in FC games.
But I can't show anything for FC 27, because of the NDA.

I like your mod by the way, and I still thinking your a legend.:COOL:

I play FUMA since FIFA 20 and it changes many things for me on the gameplay. I can't play FC/FIFA on FUTO or semi, I want to master what I want to do on the pitch : passes, shot, switch my player, crosses, fouls, etc...
I dont' understand why footy lover who wants realism still plays FUTO or semi... That's the first thing.
It's not a critical, just a fact, don't kick me!

I have friends who used to play Aleman Aachen and Cambridge, so I play and my friends too many matches against the CPU with D2/D3/D4 teams to test, but not on career this year.
The big problem with FC is the gameplay is worth with big teams, than little ones. The script, the speed bug, it's a nightmare.
If you fix gameplay with 5 stars, you will have fun with 2 stars.

The gamespeed will be lower.

I saw like you the bad things : some rocket pass speed sometimes, the sliding, bad animations, but I'm also focus on what is working, the good things.

We have the chance to test the game before release.
80€ or £ or $ is a lot of money for a video game so it's important to be honest.
I only speak about my experience. I said how and with my settings.

8.5/10 is the global gameplay note. FC 26 was 7/10.
FIFA 17/ PES 5 and FIFA 15 is a 9/10 and FIFA 14 and Winning Eleven 9 is a 9.5/10.
PES 2021 is a 8/10 and Football life is a 8.5/10.

It's only my personnal taste.

The career producer said there is too much stupid fouls. It's true. Seeing a sliding tacle by a striker in the middle of the pitch is not realist.
Still now, he never lies, so I will waiting the final release to be happy or not.
I have a match with 11 fouls with 8 yellows and 2 red cards and 2 penalties. It's sometime too much. But I prefer that than nothing at all. But you can tweak the agressivity.
If after the patch, I have 8 fouls with 5 yellows , 1 red and 1 penalty, it will be ok;)
 
Since decades, I always the only man seeing the positives in FC games.
But I can't show anything for FC 27, because of the NDA.

I like your mod by the way, and I still thinking your a legend.:COOL:

I play FUMA since FIFA 20 and it changes many things for me on the gameplay. I can't play FC/FIFA on FUTO or semi, I want to master what I want to do on the pitch : passes, shot, switch my player, crosses, fouls, etc...
I dont' understand why footy lover who wants realism still plays FUTO or semi... That's the first thing.
It's not a critical, just a fact, don't kick me!

I have friends who used to play Aleman Aachen and Cambridge, so I play and my friends too many matches against the CPU with D2/D3/D4 teams to test, but not on career this year.
The big problem with FC is the gameplay is worth with big teams, than little ones. The script, the speed bug, it's a nightmare.
If you fix gameplay with 5 stars, you will have fun with 2 stars.

The gamespeed will be lower.

I saw like you the bad things : some rocket pass speed sometimes, the sliding, bad animations, but I'm also focus on what is working, the good things.

We have the chance to test the game before release.
80€ or £ or $ is a lot of money for a video game so it's important to be honest.
I only speak about my experience. I said how and with my settings.

8.5/10 is the global gameplay note. FC 26 was 7/10.
FIFA 17/ PES 5 and FIFA 15 is a 9/10 and FIFA 14 and Winning Eleven 9 is a 9.5/10.
PES 2021 is a 8/10 and Football life is a 8.5/10.

It's only my personnal taste.

The career producer said there is too much stupid fouls. It's true. Seeing a sliding tacle by a striker in the middle of the pitch is not realist.
Still now, he never lies, so I will waiting the final release to be happy or not.
I have a match with 11 fouls with 8 yellows and 2 red cards and 2 penalties. It's sometime too much. But I prefer that than nothing at all. But you can tweak the agressivity.
If after the patch, I have 8 fouls with 5 yellows , 1 red and 1 penalty, it will be ok;)
How was your experience playing against AI. Did you not find them really passive with the ball and not trying to create anything?

I played a modded FIFA 15 last night after finally getting it working. I know it's new feeling bias, but jesus what a game vs the AI.
 
Back
Top Bottom