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#41 (permalink) | |
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despite the protests, wears Ugg boots
Join Date: Jan 2009
Posts: 9,274
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I've had a red for bringing my keeper out and he's gone for the ball, missed it, then taken out the player. But the whole penalty decision thing needs sorting. Too many good challenges being awarded with pens. Don't mind it as much when bad challenges aren't given but it's not great. They need to sort out Champs League games being at night too. Kills it a bit playing at mid afternoon on a Wednesday. |
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#42 (permalink) |
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Reserve Team Player
Join Date: Jun 2008
Location: Sheff Wed
Posts: 3,782
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Few more things announced today:
- New features and updates to EA Sports Football Club. Meh. - Improved online features, including H2H Seasons improvements. - Additional new modes and features to be announced. A type of Expedition Mode would be nice. - Improved Career Mode with major changes developed in response to requests from fans. - Over 500 licensed clubs. Have any new leagues been announced yet? Glad there are improvements to Career Mode, as I'm usually not connected to the network that is my most used game mode. |
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#50 (permalink) | |
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Banned
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#51 (permalink) |
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Banned
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This preview sounds more promising. Make of it what you will.
http://www.computerandvideogames.com...e=1#top_banner FIFA 13: EA improves on the best FIFA yet - but is it enough? EA's tweaks and improvements promise to make you play differently... By Andy Robinson for computerandvideogames.com We've all seen the YouTube videos; Lionel Messi awkwardly snapping his leg, Fernando Torres performing an impressive triple summersault off the downed 'keeper and best of all, Andy Carroll's passionate kiss with Arsenal goalkeeper Lukasz Fabianski. The features introduced in FIFA 12 were definitely more 'revolution' than 'evolution', but they were still flawed enough to produce some hilarious yet baffling video compilations. FIFA 13 promises to fix that; the occasionally fail-prone Impact Engine has been prodded and improved - Messi's leg now doesn't break and Carroll realistically climbs off his almost-lover - and new attacking and defensive systems promise to make last year's Tactical Defending a whole lot more relevant. It's a lot of little changes that on the back of the box probably won't look as impressive as last year's bulletpoints, but side-by-side certainly make FIFA 13 look a much better game than its record-breaking predecessor. FIXING THE FAILS The Impact Engine is the most striking improvement; last year the physics-based system changed the feel of virtual collisions and (most of the time) looked great. In FIFA 13 the computer AI will actually understand it, which means no more forceful faceplants ignored by the ref, and computer players that know they're a lot bigger and tougher than Shaun Wright-Phillips. Defenders can now use their bodies - not just their feet - to block attacking players, which means pressing the tackle button and missing the ball no longer leaves you left for dead as it so often did in FIFA 12. A stronger defender like Rio Ferdinand, for example, will figure out if the striker he's tussling with is much smaller and instead of going for the trademark FIFA 12 shoulder nudge, will barge in front of his man and shield him from the ball. He'll also do this in off the ball situations, blocking speedy players like Suarez from darting into the box to pick up a loose ball. It looks great and as EA explained to us, it has further ramifications on gameplay. Defenders can now use the impact engine to affect how attacking players dribble the ball, using their physical presence to force extra touches and put them off balance. EA's created a whole new suite of animations just for this, and one example we were shown had a defender nudge his marker just as he struck the ball towards goal, putting him off balance and resulting in an easy save for the keeper. This is just one of the ways EA hopes to eradicate those long lapses in possession caused by the introduction of Tatical Defending - and players who didn't know how to tackle with it. The 'First Touch Control' system is another; unlike previous FIFA's where 40 yard crosses are always magically trapped to the receiving player's feet, FIFA 13 will introduce a more realistic variety of control. League 2 players will no longer perfectly trap long passes like Ronaldinho, and dodgy touches - which will depend on the player, his position and speed - can see the ball bounce or lost altogether, making it easy for the opposing team to gain possession. It's realistic, tactical and makes you realise how absurd the old system really was. EA's promised the system won't be overused - so you won't lose the ball every time you hit a long pass - but if executed properly it could make for a more strategic game where pinging the ball about like Barcelona actually means something, and applying pressure can legitimately force mistakes. ATTACK ATTACK ATTACK Because only the best players can now trap the ball like Kaka in glue-glazed Adidas Predators, the superstars of the game feel as skilful as they are in real-life. The penultimate FIFA 13 feature EA showed us was 'Attacking Intelligence', which promises to result in computer players positioning and moving around the pitch in a far more realistic fashion. The way it works is - and bear with us here - AI players now analyse space on the pitch differently. The virtual footballers now think two plays ahead instead of one, which means they can analyse entire runs rather than just their next move in to space. It looks impressive, and even more so when EA points out that your teammates will now work out who the ball possessor is most likely to pass to next. This seemingly results in intelligent, flowing attacks with CPU wingers running to support the unmarked fox in the box waiting to strike, rather than the double-marked man with the ball. Compared to FIFA 12, it's a huge improvement. FIFA 13 looks a step forward then, but it could potentially feel very different to play as well. EA's calling 'Precision dribbling 2.0' its finished, "complete" dribbling system. It takes the 360-degree movement introduced in the last game and introduces contextual elements, changing dribbling styles based on the situation such as 1v1 scenarios. It almost looks like it dynamically integrates skill moves traditionally reserved for the left trigger and brilliantly, there's even a cut down version of FIFA Street's Street Ball Contol when your player isn't moving, allowing you to dance the ball around your feet with just the left stick. Finally, the last FIFA 13 buzzword EA's talking about is 'Tatical Free Kicks', which allow players to order kickers to feign shots and run over the ball, while defending teams can command the wall to jump at will and dynamically add and remove players. EA hopes the new system will inject more 'cat and mouse moments' in multiplayer setpieces. We came away fairly impressed with FIFA 13's gameplay improvements, even if we're still not clear where the 'big new feature' is. Last year's game broke records and was arguably the best ever, side-by-side FIFA 13's army of advancements look to have made a more tactical, balanced and realistic footy sim. Is that going to be enough to impress the fans? We'll give you a better idea when we get actual hands-on time in a few weeks. |
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#53 (permalink) |
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First Team Regular
Join Date: Dec 2008
Posts: 15,152
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Sounds good.
I hope they improve the start up time, it takes far too long for the game to load up in comparison to other games and is it really that difficult for it to remember that I want English as the language? |
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#54 (permalink) |
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Reserve Team Player
Join Date: Jun 2008
Location: Sheff Wed
Posts: 3,782
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Agree with this, has always irritated me that it takes so long to load up. Especially when I can't just switch it on and go and get a drink or something because I have to sit there and click ok 3 or 4 times before it comes on.
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#55 (permalink) |
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First Team Regular
Join Date: Jul 2007
Location: I like turtles
Posts: 16,853
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I don't believe anything that EA says they'll do with a game anymore.
The games are always better when they introduces a new system the year before and next they spend the resources on improving the flows in said system. |
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#56 (permalink) |
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First Team Regular
Join Date: Oct 2005
Location: Stockholm
Posts: 18,554
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Just fix the fucking replay mode after FT in head to head online. If one player wants to leave after FT without seing a 5 min footage of all the highlights then let him, irregardless if the opposition keeps him waiting.
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#58 (permalink) |
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Reserve Team Player
Join Date: Jun 2006
Posts: 4,885
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It's like Groundhog day with FIFA. The same promises made by EA and the same fawning reviews and yet each year the game is hugely flawed. Konami really need to get their act together for the good of the consumer.
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#59 (permalink) |
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First Team Regular
Join Date: Nov 2010
Location: Argh
Posts: 13,473
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I would love it if Konami sorted themselves (and Pro Evo) out... I know a few people said last years was a return to form for them, but for me, it was still missing on several things that used to make Pro Evo's great.
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#60 (permalink) |
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Banned
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One of these days my tagline will be replaced with 'FIFA addict'. Here's another article.
http://www.stumbleupon.com/su/2d3Gr8...%28Football%29 E3 2012: Fifa 13 hands-on preview Ahead of its official unveiling at E3, we've had a hands-on session with the latest Fifa game – and here's our guide to the new player AI, tougher defenders and more Fifa 13: the latest instalment in an odyssey towards realism Fifa isn't really a game, goes the perennial message from its creators – it's a continually evolving simulation. Every year, David Rutter, the producer of the series since 2007, has to sit in demo rooms around the world and explain to groups of skeptical journalists what this means. Fifa 13 doesn't merely refresh Fifa 12 with new players and modes; it's the latest instalment in an obsessive odyssey towards realism. We might not all buy the message, but that's the heart of it. They do love football at EA's sporty Vancouver campus and they're determined to do it justice. That doesn't always mean a total rewrite of the entire engine, either. The through line of Fifa 13 seems to be refinement. "Last year was about lots of new technology," says Rutter. "The player impact engine did a good job of updating the fluidity and dynamics of the game - it introduced all these amazing animations, some of which were quite humorous, but on the most part added a sense of continuity. However, they didn't really change the game so much. This year we wanted to take the technological additions and build true game-changing features on top of them." For attacking teams this is going to mean much more cohesive and expressive behaviour from AI players. "We're doing a lot of work with off the ball runs," says Rutter. "Being able to stay onside better, creating a feeling of the team as a whole attacking with you." This should put an end to players running in and out of offside positions, blindly prompted by the movements of their team-mates – instead, they should decide where they want to go, and then subtly adjust their direction, shape and pacing depending on the defensive line. "Think pathfinding," says Rutter, "but significantly more committed, dynamic and aggressive." Rutter also talks about the reactive behaviour of top players – the way Van Persie will realise he's in a poor position, then duck out to forge some space for himself. "Our players will now do that too," he says. "Players will bend their runs wide to allow the ball to be played in behind them. "Or, if they have nowhere to go, they'll run slightly away from the goal to open up space. They'll also whip around defenders to stay on their run – they're much more decisive." During my hands-on demo, I saw a little of this happening, especially with computer-controlled players responding much earlier to my attacks. When you go forward, they'll make themselves available even when they're probably a couple of passes away from the ball. Although Fifa players have always stuck a hand up to request the ball, they do seem to be doing it a lot earlier in Fifa 13, gaining a few yards on defenders since last year. The most controversial element is likely to be the push/pull option, located on the B button, which allows players to start physically grabbing and shoving an opponent before they've even received the ball, potentially stealing possession. It needs to remain within the laws of the game though and yellow cards will be shown for persistent muggers. More subtly, defenders will now be able to simply step in front of attackers to gain possession, rather than going in with a risky tackle – this will also allow you to shepherd the ball out when it's approaching the touchline. In play, what this all adds up to is a noticeably more springy, improvisational game. The ball rebounds off shins and backs, or richochets between players, squirming out at unforseen angles. While players were certainly capable of clattering into each other in Fifa 12, there is more sense of controllable aggression here, thanks to the push/pull mechanism – even though the ramifications of a nudge in the attacker's back might not always be favourable, given the frisky new physics. As for the dribbling system, pushing both triggers while on the ball gets you a revised close control mode in which your player simultaneously strafes and dribbles, while facing the goal or the incoming defender. The system is much more expansive than previous iterations, allowing you to cover a lot more ground and really tease at the back line, looking for opportunities to sell the defender one way, before darting the other – apparently, they've taken elements of the skilful ball control engine from Fifa Street and added them to the main Fifa 13 system, via the left analogue stick. "We wanted you to be able to really enjoy those moments when you're attacking goal," says Rutter. "Ronaldo will chop the ball one way then burst round the other side – this is something you can do in Fifa now. It's triggered contextually, so it'll happen automatically, but you can also instigate it yourself. This idea that you can lure the defender in then ghost past them at speed is one we've always wanted to achieve, and being able to do it while facing the goal is great." Part of the refinement has involved actually reducing the ability of some players. First touch control has gone through the mincer: "We're now calculating the outcomes of the player receiving a ball, based on context," says Rutter, who also tells us the new system is based on the shooting engine, and will give defenders new opportunities to take the ball from the attacker – and vice-versa. "How the ball is spinning, the speed it's traveling, whether it's rising or falling … and also the position of the player, whether he's running, whether there's a defender pushing him – all detemine whether he'll be successful when the ball lands at his feet." In effect, a 50-rated defender won't be gracefully receiving long distance passes on one perfectly outstretched foot anymore. "It's not realistic, it's not football," says Rutter. "We need to allow for variety, drama and unpredictability. You're going to have to think more intelligently about how you're going to control the ball in difficult situations." Another interesting change is in the freekick system, which I've always had problems with in Fifa. You're now able to line up several players to pull off feints and fakes before actually taking the kick. Meanwhile, if you're defending, you can add extra players to a wall and hit a button to make them jump and reform, or even sneak forward (but the player you're in control of will get carded if he tries it on too much). For many, this won't address the single biggest criticism of the Fifa freekick mechanic – the sheer difficulty of scoring from a set-piece – but it at least adds some more options. There is clearly some balancing to do elsewhere. If there is to be pushing and pulling, you want it to be immediately effective; especially when you have a juggernaut like Micah Richards applying pressure to Jermain Defoe. However, on several occasions I had to virtually attack the opposing player to get him off balance. Also, turning on the ball feels a little slow, so the spinning, squirted passes that Tevez often feeds to his co-strikers feel tantalisingly out of reach. Nuanced is probably the right word for it all. Fans who were beginning to read – and even tire of – the staccato physical quirks of the last title, will find a whole new range of possibilities and outcomes. Fifa 13 may not currently look like an extraordinarily different beast to Fifa 12, but under the hood, it's seeking to tweak and fine tune what worked and quietly eliminate what didn't. And of course, there will be changes to the game's range of modes, including its ever-growing online component – all of which we'll deal with in another article. For now, a roomful of games writers are getting their hands on the immediate future of the Fifa simulation – and they're enjoying every second. |
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#61 (permalink) |
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"It's like..."
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A mate of mine who works for a magazine let me know something interesting about how these preview/review articles work recently.
Apparently last year they did one piece which was (very) slightly critical of Fifa 12, and EA were immediately and aggressively on their case about it, and basically blackmailed them into changing it by threatening not to let them preview any of their games in the future. Rockstar also did exactly the same thing when they gave the latest GTA only 4.5/5. I mean it was already obvious that this is what's been going on for a number of years, but it's amusing how easily it seems to work and influence people. |
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#69 (permalink) |
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Coach (But never a mod)
Join Date: Nov 2002
Location: india
Posts: 32,935
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After spending a lot of time ranting about FIFA, FIFA 12 really did deliver on a lot of fronts. Now, if they could just realize that you can't make a career mode where they youth players stay crap and hence the footballing world has no good players after some years into the game.
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#76 (permalink) | |
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First Team Sub
Join Date: Sep 2010
Posts: 5,951
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If you are strictly buying 1 then i would say stick to fifa, as you may not like f1, but its an awesome game and online is very good too, especially with friends you can have alot of fun. I say get Fifa first, then wait a few weeks and the f1 games usually fall in price quite quickly. |
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#77 (permalink) | |
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Not a bad guy (Whale Killer)
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#80 (permalink) |
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Reserve Team Player
Join Date: Nov 2009
Location: Being and Nothingness
Posts: 2,747
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Pretty simple, you earn coins after every match and you can spend those coins on either individual players or try your luck with a pack. To build a well-gelled team, you have to get 100 chemistry between them - you can do this by putting together players who play in the same league, of the same nationality, same team etc.
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