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Fifa 10

Lörd TH

Registered User
Release Date: September/October.
Format: All


Mr. FIFA himself, producer David Rutter, has just confirmed on the official EA forums that FIFA 10 will be making an appearance at E3 this year (click here to read the post in full).

I’ll be demoing gameplay and talking about some other features for the event, running June 2nd to June 4th, and the news embargo get’s lifted on June 5th - so you can expect a flood of info on FIFA 10 from that point forward.

I'm expecting this game to be great!
 

Foxhound

Registered User
I'm still undecided whether I'll get FIFA or PES this year. The last PES I bought was PES 6.

I want the mix-and-match on the kits this year, more stats, and a better collision system. That's about it at the moment.
 

Tech_Skill

Registered User
This is all you need

http://www.youtube.com/watch?v=byjEn00qqhc

Interview with EA sports on fifa 10 and some of the changes they will make.

360 degree dribbling is one of them, and they have revamped the manager mode.

Saying now what I been saying for months, FIFA 10 has the potential to finish pes this year, It doesnt look like EA are fucking about at all.
 

Tech_Skill

Registered User
I'm really happy about how EA have gone about changing Fifa.

Mate, this game sounds sick, to be honest, the moment i saw the EA developers on the feedback forum asking for suggestions and giving feedback, I had really high hopes, why konami cant do the same thing here I dont know, but on EA of forum the amount of feedback the fans give is nutz. All we know so far from Konami is, there is a new power gauge for tactics, the same gauge that was in fifa 09 in custom tactics, nothing major there.

I cheekily PM'd the fifa developer with some small but easy to implement suggestions, one of them was news on other transfers and more football news in manager mode and that looks like its in for this year.

Really excited about the 360 dribbling, they need to tidy up the action in the final 3rd and make it less repeatitive though. The video does say they are working on tackling and making that more realistic, I know for a fact they have acknowledged how easy it is to do balls over the top and they say they will correct that this year.

One of my only remaining concerns is the final 3rd of the pitch, if they can make it less repeatitive then i'll be even more happy.
 

Tech_Skill

Registered User
Very In-depth 1st impressions on fifa from Glen Clooley (taken from FIFA forum)

FIFA 10 - My first impression - Part 1

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Well guys to say this feels like an age just getting to tell you would be an understatement.

As I mentioned before Im not going to concentrate on features. Firstly this is because nothing is in stone bar a few of them anyways and secondly its more about the experience and game play that are key to most of us.
Before I get on to the game (patience ) I just wanted to mention a few things. While I was out there I got to speak with Gary Patterson. Gary is the creative director and a top bloke. Whilst playing him I mentioned a few issues with 09 and he went away and came back about 30 mins later asking if the solution they had come up was better. Not only does this really show that they are trying to listen to us they are actually doing stuff!! For anyone interested the example he was an issue with short passing in 09 on Manual. They now see the problem and I gave some input in to how I felt it should work. So if short manual passing sucks blame me.
Ok on to the game.

We were expectantly ushered in to a conference room. The first thing I noticed was it was wall to wall consoles.....

One thing to bare in mind is that this was an extremely early build, thats not to excuse anything merely to point out that it didnt include much of the game other than exhibition matches.

Initial impression was very good. The first thing you notice is fluidly you move now with 360 degree control. David said that it takes a while to get used to but I and everyone else seemed to take to it very quickly. Apart from the obvious it actually makes a massive improvement to game play. I was able to round the keeper a couple of times without having to fake a shot or do a PERFECTLY timed skill move and avoid 3 defenders!

So what does 360 movement mean. Well for starters it means that you can dribble in a natural way not having to make 45 degree turns to avoid tackles or when tackling you can actually place the slide tackles and standing tackles. We will come back to 360 degree dribbling but lets muse about tackling.

Well tackling has been very much improved. Firstly slide tackles feel much more natural and less of a weapon. They also feel like the ref considers more and arent so much of a lottery. Players now actually slide further and hunt out the ball rather than the player. This is a massive improvement almost on par with the dribbling as slide tackles are not weapons but actually a part of real life football. With the improvements to slide tackling it really feels like a skill now just like passing or crossing.

Standing tackles now need to be timed if you want to win the ball because anyone with any sort of awareness will dodge any button bashing. I was concerned that "homing" still happens and something else I mentioned is that the call second player option felt a bit strong. As we all know the AI will place and time tackles bloody well so sometimes you feel a little "gamed" when tackled by an AI controlled player. I did voice my concern and they were honest and asked for feed back and explained that there is alot of tweaking to go. That said they also said they needed balance between attack and defence which is a fair point. Is it a weak point, not really now that you can skip past them in unpredictable ways, just a minor irritant when a good move breaks down.

All of that said it was only after 2 days of intensive play on very early game code so I will give the benefit of the doubt on that. Plus the other benefits go along way to mitigating this one concern.

Right now that I have talked a bit about balance, there are a few VERY nice and cool things introduced.

You know in FIFA 09 you would sometimes screem at the freaking TV telling the mid fielder to chase back or not be "magnitised" to the player with the ball? Well now in FIFA 10 players will forcibly move to cover holes. An example of this is say corners where the CB's have gone in to the box (oh yes the tall strong heading players now go up for corners and free kicks!) well now the mid fielders will actively cover the gap in defence. In open game play its pretty cool to see a player droping back and getting in to another players position while you pressure.
For every Yin there is a Yang and this comes in the form of shooting. You can now drive low shots, how this pans out in the final game I am reserveving judgement. Essentially its a two stage power bar (for example first 50% is power but low and the final 50% adds height). This wasnt massively apparent in the build of 10 we played but coupled with the fact that I am so use to litterally breathing on the shoot button its rare these days I can actually hold it above 25% let alone 50%

Goal keepers was interesting, they have been tweaked a fair bit and now chase back for chips and can clear from the goal line. In addition to this they can make double saves and "try harder". That said we didnt get anywhere close to new keeper AI so again its speculative at this point but was promising.

Another nice touch is how defenders can now clear more appropriately. They no longer do random punts out when not under pressure or decide to just do a soft header out. This again helps the game play.

Before I go on to the other things, I just want to say that this year the game play feels organic. What I mean is that if you want to "play" you can if you want to change the tempo in a game its up to you.

Now a big question is game speed. Well its probably a little quick but its reactive to you. If you play slower then the game will go slower. If you want to play fast counter then you can. Next year there will be subtle changes in player speed brining the difference closer. What this means that under the right circumstances CR will skin a defender and get a yard or two but in an out an out race the defender is there or there abouts. Depends on the defence though

The defence line. Hmmm this is an interesting one, is it better yes would I say its the best it can be well time will tell. I still felt it played a little too high. That said its much harder to run from the kick off and because of the new defensive AI and reducing the speed differential between attackers and defenders through balls arent easily spammed.

Midfield. Well the pitch size hasnt increased but the game play has. You now really need to use the midfield if you want any sort of attack other than the odd attempt at quick countering. Using the midfield is more of my normal style anyways but the way they will call for a ball (not shooting off making random runs but looking for it to feet) really makes the game feel better. This needs work and is on the "things to get done list" but in its current incarnation I am pleased with the way it is going.

While I gather my thoughts on an overall summary lets take a little time out to talk "online changes". Having a chance to meet with the team and ask some questions its fair to say that I really do believe EA and especially David when they say there is no momentum in the game. David told me they took it seriously enough to do a FULL audit of the code base in search of the damned momentum........they didnt find any. What was promising was I spoke to a couple of engineers who probably more candidly than they should said they were able to make improvements to the online play and tweak some of the online code and game play engine to make it better. Alas I wasnt privvy to anymore than that however when your sitting 3 feet from a person that lives and breathes game development and wants nothing more that to push the boundries doing the best they can achieve its hard to doubt there honesty. All in all regardless of the issues we faced there was a definative "we will try our damndedst to make it better for you guys that suffer the problems with online play" it was sincere and I believe them.

So now on to my thoughts on the game.

A little bit about my games. I played about 20 on assisted and the rest (think 16 hours of playing + smoke breaks) on semi shooting, semi passing and manual everything else.

If you have played me you know I like to play the ball high to players short or cross field a lot. Just like in real life where the ball doesnt stay permenantly glued to the floor. In this aspect the new code has now reduce ball flight time by 50% or so meaning that you can make a high pass and not watch the weeds grow as it "floats" to the player. The real example of this is playing a long high square ball to switch play now actually works in a way you would expect. Gone are the days of playing a cross field high square ball only to watch the attacker make up 30 yards to intercept it!. As I like to use them for shot passes or to keep the ball away from the feet of defenders this works nicely. Player control is better not seeing the recipient chest it 20 yards but take it in there stride. I forgot this part, you can now shift the ball to the players other foot with a slight dab of right stick

So passing, I have to say is improved. Again though I would need a week or two with the game to really say its perfect. But first impressions yes I like it and if the improvements in manual passing come over I think that everyone will like it.

Shooting......feels better and the ball less floaty. Sure you can still spoon a shot and not all shots are magnetised to the keeper. It felt like a realistic mix. That said I think with assisted and practice your gonna be able to slot home more than you miss. The devs said that the algorithm isnt finished and the latest not in the build we played so I cant really comment. I did score some very satisfying goals though

Defending. This is definately better. When you conceed it feels like the onus was on you. We know thats not the truth some of the time but at least the game engine isnt rubbing your face in it.

Speed. This is so subjective its hard to summerise it. For me it felt like a good mix that said its an area that needs real detailed views and feedback on. The one thing I will say is that when you have the ball you get to dictate the pace which is nice. That said some players will still be able to close you down more aggressively. This is combatted with 360 dribbiling and potentially a new sort of close control type of dribbling.

Overall based on what I saw I would say 8 out of 10 with the next 4 months to make it a 9/10 out of ten. Thats not to say there arent things that annoy you but more to say its a real step forward.

For me its going to be online play both 1v1 and clubs. These are the two modes I play and would be disappointed and angry if they werent up to the standard of the rest of the game. We had that this year and a repeat would be upsetting.

The world isnt perfect but any little things to improve online game quality would be very much appreciated.

Again great game, really tooooooo early to give a definative review but the signs are POSITIVE and I cant fk'ing wait now! grrrr

Oh by the way you can take quick free kicks too

Right guys I will answer some questions through out the day (please bare in mind I am at work though!) but cant cover anything
beyond game play as I didnt see anything other than that

Laters

Glen
 

BarnDoor

Witchfinder General
The only thing I hope they get rid of is the ridiculous number of fouls given for accidental challenges made nowhere near the ball or worse still follow through in the penalty area. All the time you see players lunging for a last ditch challenge in the penalty area only to bring the player down AFTER he has the shot, and obviously in real-life a penalty is never given. But in FIFA it always is. Get rid of this and the game will be all the better for it.
 

Lorenzinho

Registered User
I ended up selling PES2009 and sticking with FIFA. I'll probably investigate both and see where it takes me from there. I think I'm far too used to FIFA though.
 

Tech_Skill

Registered User
Ok guys, here it. The Intial gameplay spec for FIFA 10

FIFA 10 - First Look

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FIFA 10 - First Look






The moment all you rabid footie fans have been waiting for is finally here. The unveiling of FIFA 10, and a first look at the game from a HANDS-ON perspective. Everything you are about to read is truth at the moment. Please be aware that the game is roughly 60% complete, and changes can, and most likely, will occur. As for now, enjoy the following...

After listening to feedback from numerous forums, worldwide gamers, and websites, the FIFA development team has been hard at work producing the most realistic football simulation to date, FIFA 10. We are, “Building on the success of FIFA 09 by continuing to focus on what matters most to our fans.” - Dave Rutter

After getting some hands-on, I must say, Rutter is clearly telling the truth. Simply put, I got home from the FIFA 10 Event and now find it difficult to play FIFA 09 knowing what FIFA 10 has to offer. Back to actual gameplay in a few...

The development team’s Number 1 priority for FIFA 10 is gameplay. Although, FIFA 09 wasn’t all that shabby, the team has listened to feedback and incorporated many suggestions into FIFA 10's development. Seven main concerns are as follows:

Urgency - Adding over 50 new movement cycles and a new urgency AI logic that drives more responsive player positioning. This includes concepts such as marking and space threat to improve the authenticity of our players movement keeping them focused on the ball and moving at a speed appropriate to the context of the action.

Details include improved player orientation when collecting the ball and an ability to keep the game balanced and in motion.

Trapping – Improving player’s intelligence by giving them an awareness of where the easiest, most natural trapping position is. Increases responsiveness as players are able to get the ball on the ground and under control easier and faster.

Details include improved control over the ball, improved ball distribution, and a reduction in missed traps.

Positioning – Introducing more advanced defensive positioning concepts such as position priority which allows defenders to multi-task resulting in more intelligent covering logic. Positions are covered when dangerous spaces are left by an out of position teammate. In attack, players will analyze space more effectively, curve their runs in an attempt to stay onside, create passing lanes and drive for more variety in attacking options overall.

Details include more intelligent (ie curved) player runs when both attacking and defending. Attackers make smarter runs to create space and defenders now take the smartest (fastest) route to defend an oncoming attack.

Passing – Improving the analysis of space and the threat of putting the ball in that space. This leads to an improvement in through ball passes that will give the receiver more options and allow him more time to outrun his defensive marker.

Details include fluidity when both making and receiving a pass. Utilizing space more efficiently makes the game play more smoothly.

Shooting – Refining our context sensitive shooting system using a tool that allows us to recreate in-game situations and ensure that the different error factors have the correct effects on the ball trajectory, thus creating varied, authentic, logical shots.

Details include real world physics. Tweaking and tuning Reynold’s and Magnus values allows FIFA 10 to achieve the best and truest ball physics ever. Also fixed is the problematic and frustrating “hitting of the woodwork too often”.

Defending – Improvements to slide tackle targeting (ie giving more reach to good players and trying to avoid tackling through the dribbler), press marking, and adding better effort clearance logic (ie sliding to block crosses, overhead kick clearances) will give the defender more options. Counterpointed by a less forgiving standing tackle will make defending a more tactical skill in FIFA 10.

Details include improvements to slide tackling, press marking and effort clearances. Holding down the standing tackle button will no longer result in an instant steal. Defense is more tactical than simply pressing and holding tackle.

Goalkeeping – A myriad of improvements and refinements including: Improving the GK’s perception of where he can intercept a loose ball, the urgency at which he should do so and his movement style. This results in a more responsive and more powerful rushing system. New animation warping technology will allow us to control the GK’s save momentum and ensure that his saves are realistic to create variety in scoring as his positioning and momentum will play a greater factor in his range of saving.

Details include a major goalkeeper overhaul. Overall keeper intelligence has improved. Gone are the half-line kick-off goals. The keeper now has the abilities to get down low on low, hard shots, and to tip or punch chipped shots. He also has the ability to dive, get up and still react to another shot on goal. Overall keeper movement is much more fluid.





In addition to these improvements, the development team has responded to feedback from over 250 million games played. Sifting through suggestions made directly by FIFA gamers, improvements have also been made in the following areas:

Animation – Improvements have been made in sprinting and movement animations.

Rules – Improvements have been made in player runs to alleviate the off-side’s epidemic, and the advantage rule has been tweaked to allow play to continue when necessary.

Immersion – Creating a total football experience. Continuous play now including quick free kicks. A Practice Arena to hone your skills. Realism like you have never seen on the pitch…

Although refining fundamentals is a KEY component of the development team’s priorities, innovation is something that is never overlooked. Improving a franchise is often more difficult than establishing a franchise, and FIFA is ever-improving. Check out these 3 new innovative additions:

360 degree dribbling – The first-ever TRUE 360 degree dribbling system in a football game that gives you finer control in dribbling and allows you to find spaces between defenders that previously did not exist.

Skilled Dribbling – Animation warping technology now gives skilled dribblers the ability to face the defender and use the highly responsive lateral dribbling to skip past the defender.

Freedom in Physical Play – Wider dribble touches and new collision sharing allows for a varied, less predictable and extended fight for possession between the dribbler and the defender.





Out of all the aforementioned improvements, additions, tweaks and tunes, I was most impressed and excited about the development to the Manager Mode. It’s been a bit repetitive in the past, and I was looking forward to hearing what the team had to say. To make Manager Mode more authentic, the team has added 50 or so improvements. They are broken down into 4 major categories:

Match Realism – 1) Based on team strengths and weaknesses, 2) Fidelity down to players, strengths of lines, formations, and 3) Authentic Team Standings based in minute to minute game calculations.

Authentic Transfers – 1) Logic-based on multiple decision points (ie not just, “Not enough $$$”), Finance, prestige, career prospects and other players play a role, and 3) Competiton from AI clubs.

Believable Player Development – 1) Players’ growth curves based on multiple factors, 2) Playing environment affects growth, and 3) Growth against potential affects player demands

Surrounded by Football World – 1) AI rotates formations/squads based on match importance, 2) Real-time transfers week by week 3) Summaries and highlights of transfer events promote bidding wars.


Enough of the technical jargon. Hands-on. That’s what you all want, right? Ok. Here goes…

Over the 2 days of hands-on play at EAC, I played as much as I possibly could. Every chance I had I played. I played while eating. I played while drinking. I even thought about playing while I used the washroom. I played as much FIFA 10 as I could so that I could offer a truly honest impression of how it played. When Rutter said we are, “Building on the success of FIFA 09 by continuing to focus on what matters most to our fans…”, I feel as though he really truly meant what he said. I can see the FIFA 09 foundation shining through, but the game as a whole feels differently. At only 60% completed bugs were present, and things were broken, but the game felt right. I know the direction they want to go, and I can see the light at the end of the tunnel.

Manager Mode is a huge part of my FIFA gaming life, so I’ll start off with that. Although we did not get to see Manager Mode in action, we were shown a pretty decent overview. The team has added about 50 or so key improvements to the existing MM to stave off repetition and change the overall feel of MM. For once, it would nice to do more. Interact with your players, hear about what other clubs are doing, and have a sense that you are managing a club, not just playing games over and over until you win every cup and max out all your players top 99. For FIFA 10, a few factors play a role in growth: Mental, physical and skill level. As a player get older, his mental knowledge of the game increases, his skills stay roughly static, but his physical attributes decrease. Combining all 3 factors makes for more realistic growth, and hopefully every player cannot achieve a 99 after only 2 seasons. I’m very anxious to test out the new MM…


Game speed is something that I noticed right away. It has definitely been slowed down a bit. I’d say it’s safe to say that it’s somewhere between FIFA 08 and FIFA 09. It’s not as slow as FIFA 08 but it’s not nearly as fast as FIFA 09. Players now have more time on the ball and the buttons still seem very responsive. Midfielders now have a purpose in the game and that is to move the ball around, build up attack and also defend in case of a bad pass or interception! I was really digging the speed and anyone who wanted a slower FIFA 09 without sacrificing responsiveness will be happy.

Physicality is stressed as an integral part of the game. No longer is it simply defender or attacker wins, but there exists a longer fight for the ball and jostling for position is essential. Due to the increased physicality physics there will be many animations for jostling. In the air battles are rougher and players will be seen getting knocked over. Expect to see battles.





Passing looked off to me, and we were assured that it wasn’t even close to being finished. It seemed as though passes were put a bit too far in front of the receiving player, but again, passing was only about 60% complete.

Shooting was also not fine-tuned. The development team was hard at work trying to get the physic’s values to where they needed to be and wanted our feedback to help. I feel as though shooting in 09 was a tad too easy, and I knew when I was going to score before I even struck the ball. That’s fine and dandy, but it’s highly repetitive. More variation is key, and when do you ever see 15 shots ALL on goal in real football?

Defending was a lot of fun. It seems as though it’s much more manual this year vs last year. Gone was the hold down tackle until you stole the ball, and I really liked the change. Defense was much too easy in FIFA 09, and I prefer a challenge of a more manual approach. Looks good so far.

Goalkeeping was by far the most tweaked characteristic. At first, I couldn’t get by the damn keeper to save my life. He made smarter reads on angles, tipped my chipped shots and rushed me if I got too close. His positioning was better, and he made extra dives when out of reach of a ball. He was a beast…





I’ll end with gameplay, as I saw some things that were really nice. Quick free kicks and warnings before cards have been incorporated directly into gameplay. When I first saw my opponent reach his hand down to touch the ball during gameplay, I almost fell out of my chair, but he was really just setting up a quick free kick! Unreal! My team was out of position, and I had to scramble to get back. No more cutscene needed to see the ref run up to a player for a warning/carding. I got tackled, and the ref ran right up to the player and showed a yellow. That was really satisfying, haha. Like I mentioned previously, the gamespeed was slowed down, and I felt like I had a lot more time on the ball. Players made smarter runs, the 360 dribbling dope as %&#@, and I really can’t wait to get more hands-on for that alone. I did some skills and they were effective, but I was much more interested in core gameplay, So far, it’s looking like FIFA 10 is going to crush FIFA 09. But in a good way.
 

Lörd TH

Registered User
It sounds amazing but I thought last year Rutter said that they couldn't put 360 degree movments in because the players would just be falling over all of the time? Thanks for posting it by the way!
 

Tech_Skill

Registered User
Oh, if anyone wants to know the reason why FIFA10 could spank PES for another year, here's why
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“We have benefited from 275 million games played online to refine FIFA 10 in a way that matters most to our fans,” said Andrew Wilson, Vice President&Executive Producer for the FIFA franchise.“We’ve listened and responded to their feedback to improve player control, responsiveness and intelligence and create what we believe is the world’s most authentic football videogame.”

Listening to feedback and addressing gamer frustrations has become a key part of the EA SPORTS strategy to improve the FIFA franchise on an annual basis.
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You listening seabass???
 

wrathchild_uk

Registered User
Lets be realistic Konami would have to do something amazing for the next pes to even come close to fifa 10. They have yet to release a decent next-gen version of pes..so to go from that to releasing a game that rivals or betters fifa is unlikely to happen in one year.
 

FIORE_FAN

Registered User
Not that I'm writing PES off just yet, but this year I got a hold of my first FIFA game since the first ISS Pro Evo on PS1. I play it regulary and as I see it, FIFA right now are miles ahead of PES.
PES is still the game I'm going to look for first - but as news emerge about FIFA10, one can't help to get exited about it, and at the same time have nervous thoughts about PES' chances to keep up with the pace of the EA team.
When I bought my FIFA09 game, I went to the FIFA forums on EA's site - and the first thread i saw, was a thread from the development team asking for feedback?!!?! How can they not improve, when they aproach a new game this way? Looking very much forward to the new games of both FIFA and PES this year.

Status right now in my view: FIFA is just ahead of PES (but PES haven't been showcasing yet - so hopes are still high!!) ;o)
 
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