[HILO OFICIAL] FIFA 11

Conker2006 escribió:Es A mi Solo o a veces en el Camp Nou en el 2010 hablaban del San Siro? [+risas]

[carcajad] Eso es todo un clásico de la saga...llevan así 3 años.
Pues la verdad que lo que esta haciendo FIFA mostrando estos videos es lo que se deberia hacer , Decir que cambios van a realizar y Mostrarlos de una manera clara y concisa , sin tomarnos el pelo
habeis visto la fisica del balon en los chutes del programa ese??? como saquen esa fisica de balon ME CORRO

Yo es que sinceramente despues del mundial y de ver estos videos el pes esta dejando hasta de importarme :S:S ajaj
SIAN_85 está baneado por "usar clon para saltarse baneo"
a este fifa 11 lo que tienen que mejorar,cmo mucha gente dice estoy de acuerdo yo mejoraría las cargas que hay de delanteros a defensas que parecen a robocop.. pegan unos empujones que te desplazan a 3 metros... Mejoraría los pases de primer toque estilo pimg pong.. sacan de medio campo pasa.. toque corre toque corre toque corre y gol... Mejoraria en los corners a favor que como te pillen la pelota es gol seguro...
los goles aquerosos irreales q te meten de rexaces... y de cagadas de porteros y defensas.
las faltas ridiculas q se hacen.
xals_punk escribió:Pues la verdad que lo que esta haciendo FIFA mostrando estos videos es lo que se deberia hacer , Decir que cambios van a realizar y Mostrarlos de una manera clara y concisa , sin tomarnos el pelo


Exacto y una explicación clara y que se entiende, a mi el personality + si esta bien implementado me parece una maravilla y era algo que necesitaba fifa, que se note al fin la diferencia entre jugadores y la personalización.

Espero que lo hagan tambien a nivel de equipos para que no jueguen todos del mismo modo y lo de la fisica de la pelota que todavia le falta por mejorar.
El lunes 14 a esos de las 23 tendremos mas novedades provenientes del E3.

Aqui os dejo los horarios:

Lunes 14 de Junio:
- Conferencia Microsoft - 19:30 (hora penínsular)
- Conferencia Electronic Arts - 23:00 (hora penínsular)
- Conferencia Ubisoft - 02:00 (hora penínsular) (madrugada a Martes 15)

Martes 15 de Junio:
- Conferencia Nintendo - 18:00 (hora penínsular)
- Conferencia Sony - 21:00 (hora penínsular)
Esto va cogiendo forma...en esta semanita que entra a ver si cae algún gameplay pa ver como lo ha implementao...

Promete la cosa...y se agradece que sean concisos en la explicación y que no se vayan por las ramas con el típico "mejora de la física, mejora de ..."
joder iniesta? es que nunca voy a ver un jugador del atleti en la portada???
eso digo yo! pork no sale ninguno del Malaga CF XD.

Fuera coñas, esta claro que siempre saldran jugadores de los equipos potentes
aircriss89 escribió:eso digo yo! pork no sale ninguno del Malaga CF XD.

Fuera coñas, esta claro que siempre saldran jugadores de los equipos potentes


...
[+furioso]
...

En mi opinion vende mas el kun que iniesta que quieres que te diga, y mendieta fue portada jugando en el valencia...
Informacion sobre redes, celebraciones y la opcion de guardar repeticiones por parte de Gary Paterson:

First of all Gary on celebrations:

If you do not press any direction on the pad then the player will automatically run to the corner and play his trademark celebration, his teammates will run after him and interact.

And now on the net editor:

You can choose the tension (loose or tight) and also the shape (what it looks like when viewed from the side – square or triangle).

Its a small feature but one that was not too tricky for us to put in and one that I know some of the guys on here were interested in.

Now, Glen on the replay feature:

At the end of the match there is a screen which allows you to pick highlights throughout the game and save those highlights.

That’s how it was structured in what we saw. I would assume its the exact same for online.

And finally, his info celebrations:

And players will also be able to interact with teammates after scoring a goal. Producers told us the team is aiming to have more than 90 trademark celebrations in this year’s game.
pinta todo muy bien pero miedo me da ke sigan permitiendo lo de la presion y agresividad al maximo sin un cansancio notable.
Que pocas opciones el editor de redes no?? molaria que se pudiera elegir la forma de los cuadrados.. hexagonos etc.... y no solo la forma en la que se ve la red desde la banda y 2 tensiones... a ver si molan almenos...
shevita07 escribió:Que pocas opciones el editor de redes no?? molaria que se pudiera elegir la forma de los cuadrados.. hexagonos etc.... y no solo la forma en la que se ve la red desde la banda y 2 tensiones... a ver si molan almenos...

por algo se empieza tio, poco a poco iran mejorando el editor supongo, para mi es un gran acierto y la verdda eske todas las novedades ke van saliendo me parecen muy acertdas.
fikipro escribió:pinta todo muy bien pero miedo me da ke sigan permitiendo lo de la presion y agresividad al maximo sin un cansancio notable.

- Lo suyo seria que si NO quitan la presión y
los empujones pues que los penalizaran estaría lo correcto
(árbitros más severos)
así ser lo pensarían dos veces antes de empujar o presionar.
esperando como agua de Mayo, videos InGame del juego! creo que va a ser por 3º vez consecutiva mi elección de futbol este año.
jfrgr escribió:
fikipro escribió:pinta todo muy bien pero miedo me da ke sigan permitiendo lo de la presion y agresividad al maximo sin un cansancio notable.

- Lo suyo seria que si NO quitan la presión y
los empujones pues que los penalizaran estaría lo correcto
(árbitros más severos)
así ser lo pensarían dos veces antes de empujar o presionar.

si, yo creo k esa puede ser la clave + que los jugadores que presionen en todo momento pues se cansen mas

eso seria lo suyo para evitar los pitbull XD, ya que es inevitable que un rival presione cuando quiera o en cierto momento del partido pues que implementen lo del cansancio y que piten mas faltas por derribar al rival y empujones.
No se si es que mi cultura de redes de portería es muy limitada pero no recuerdo ninguna portería con redes triangulares...creo que se refiere a las hexagonales si no no tiene sentido...otra cosilla para editar podría ser también los puntos de sujeción de las redes, si lo quieres con 2 o 4 puntos de sujeción...

Para hacer un buen lavado de cara a las porterías solo les queda poner los travesaños blancos...
Evidentemente la edición de redes no servirá para el online así que espero que editen por defecto cada portería para cada estadio para evitar que todas sean iguales...

En cuanto a las repeticiones...espero que sean estilo PES y podamos manejar la cámara y todo cuando queramos volver a ver la repe desde el disco duro y no que nos tengamos que tragar el highlight original...
Se va a minimizar el efecto icing de FIFA 10 y los traspasos de cuerpos (en golpeos)?
Zakarias escribió:Se va a minimizar el efecto icing de FIFA 10 y los traspasos de cuerpos (en golpeos)

afirmas o preguntas? XD
aircriss89 escribió:
Zakarias escribió:Se va a minimizar el efecto icing de FIFA 10 y los traspasos de cuerpos (en golpeos)

afirmas o preguntas? XD


Editado [+risas] , preguntaba. Es que para mí de FIFA 09 a 10 hubo un retroceso en este aspecto. El efecto icing para mi es exagerado, pero lo que me mataba es ver en la repetición disparos a puerta en los que el propio jugador traspasaba una pierna con la otra.
Zakarias escribió:
aircriss89 escribió:
Zakarias escribió:Se va a minimizar el efecto icing de FIFA 10 y los traspasos de cuerpos (en golpeos)

afirmas o preguntas? XD


Editado [+risas] , preguntaba. Es que para mí de FIFA 09 a 10 hubo un retroceso en este aspecto. El efecto icing para mi es exagerado, pero lo que me mataba es ver en la repetición disparos a puerta en los que el propio jugador traspasaba una pierna con la otra.

pues si, en ese sentido fueron hacia atras, a ver k tal es el resultado en este fifa 11
Os dejo alguna informacion más de Gary Paterson y una nueva preview q creo q aun no se ha posteado:

Gary P. Says:

We have re-done the referee foul evaluation code



With respect to player movement and "lock on" - we have changed the code so that you do not automatically get dragged to the ball to intercept passes, you have to point your pad to the ball trajectory for this to occur. You will then be "locked-on" if you will be the first player to get to the ball.



Headers - we have tuned the error system for headers. Also added lots more anims and finally added a feature where the players have to take some time to read the ball trajectory before they can commit to running to the header point - this results in more varied and realistic situations.


And a preview on the official boards by Glen Cooley:

http://forums.electronicarts.co.uk/fifa ... eview.html

Glen Cooley – FIFA 11 Gamplay Preview Review J

Well now that the furore of FIFA 11 news coming out is starting to die down I thought it right to write up my review of what we played at EAC and also explain how the early community play tests work and just a n overview of our experience.

Most if not all of what I am going to talk about has been discussed by others or me. What I want to do is provide a little more insight and contextualise the feedback from my point of view and how I think the community will play and see the game.

Right enough waffle lets talk about how the events work.

As you know several lucky people get to go to Canada and get very early hands on with the next version of the game. There are two main reasons and a couple of collateral reasons they do this. The first and most important is so that they can listen to what we as a community want and show us how they are achieving what we want. The second reason is to listen to our feedback and discuss what we want and why we want it. These usually for lively debates between the community members and the senior development team and are enjoyable (especially as avid FIFA fans!)

So it starts with a Golden Ticket, well its not gold actually and its more of a boarding pass so not golden ticket like at all.

My first surprise was meeting Chris (HandofBeadle) and Spike (BigZombieMonkey). Both are top blokes it has to be said and throughout the week we had lots of laughs, debates and outright disagreements J

Right, we will skip the 9 hours of boredom on a plane (which as a smoker is a killer). Monday morning we go to the EAC studios. This is not to be understated the facility/campus is huge. I mean massive, i'm not sure but its probably visible from space So watching some of the people who’s first visit to the studio’s reaction was quite nice as its how I felt the first time I saw it.

You approach the studio up a large driveway passing the underground car park and drive up to the main building. The first thing you see is the Arena Pitch. Which always reminds me of that first time being Ronnie in a dark flood lit pitch (and then fluffing my shot wide).

The game play stuff is coming I promise J

After some paperwork stuff and visitor passes being issued we sit down in one of the EA University classroom/meeting rooms and are given a couple of presentations. The first by Dave Rutter which covers top level improvements and key areas they are looking to fix or improve based on the community. The next presentation is from Gary Patterson and Aaron McHardy. Gary and Aaron are the actual guys behind the gameplay for FIFA.

Throughout the presentations we are shown a series of tech videos (well once Dave R had figured out how to hook his laptop to the projector and several people came down from the IT dept to assist )

The tech videos are basically wireframe like clips of certain gameplay functionality. These are to illustrate specific improvement or to test outcomes of situations.

A set of these videos showed how the new player position and ball position/velocity affects shots. The demo showed a player hitting a shot from a ball that was coming across him. This demonstrated the way be ball will swerve with that type of shot and how hard it was to do it accurately consistently. I enjoyed that a lot as it meant that shooting will be less repetitive and feel more rewarding if it goes in.

Another highlight was a video showing multiple players challenging for the ball which is something that is severely lacking in previous FIFA’s.

The presentations also formed an ad hoc Q&A which was nice. Lots of questions about ping pong passing repetitive shooting were asked and answered.

After the presentation, we went on a short facility tour, and although this is nice I think I can speak for us all and say that we were itching to play the game after all the presentations and would have quite happily skipped the tour!

Right gameplay.

We are ushered in to a gameplay/user group testing room. This room has lots of TV’s and Xbox 360’s and a one way mirror at one end (that is used to watch focus groups and monitor reactions but wasn’t used as far as I know while we were there).

The consoles all have the XNA dev kit on them (or at least that’s what I think it is) and were switched on with the main FIFA 11 menu up. Because of the early nature of the build there are very limited options on the menu, settings and exhibition match are the only active ones.

Being eager, I jump straight in to an exhibition match and notice how the room full of 20 people becomes a lot quieter!

One last thing before jumping in to the gameplay. The game is very very early and we are told there are a few niggles, issue and things not working quite right which is normal but it helps to appreciate that in context. We were also asked to save replays of anything that we thought was odd, didn’t work right or had positive/negative feelings about (for example how the defensive AI moves etc.)

Finally game play. Well in all honesty the first couple of games are hard to gauge. Sure you can see and feel the improvements but because of excitement and being so familiar with FIFA 10 you don’t really start to play and use the improvements for a few games. It takes a while but when you start adapting your play is like a eureka moment.

The first improvement for me was the physicality. What this means is the players now shield, back in to and compete for the ball much more organically and less shoulder charging and comedy bouncing. You sense that Heskey will hold the ball up better than say Kuyt could. It makes you experiment and mix your play up. You probe in midfield, and either get impatient and try to use the wide outlets or get the ball in to feet of the striker to move the team in to the final third. This is much more like the football I used to play and the football I watch from the terraces.

The physicality now means that the players have weight, they have substance and it also means you can play the game slower without being steam rollered.

Passing, this is an interesting one. Because I don’t play ping pong it was less noticeable. Every pass I make, is usually after a controlled touch or a few steps which means that the new passing system wasn’t as evident to me. This is a good thing though, because when I played some of the guys from Germany it was clear that the new passing system was taking them out of their pong passing comfort zone. It also showed that both faster and slower players can play the game they want against each other.

There are several factors to the new passing.

- Playing the ball quicker reduces accuracy, not just directionally but in terms of pass speed.
- The more passes strung together the less easy they are to control and pass again first time.
- Because no team is full of Xavi or Fabregas’s (well until Arsenal sell him to Barca at least) trying to ping pong from a good passer to less accomplished passers is very very difficult
- Passes will now swerve, and can be over hit or under hit more frequently.

Overall the new passing system adds to the authenticity but not to the determent of having a balanced fun game and not to the extreme of full manual controls. Which although a hot and contentious topic on the forums it’s not a control system for everybody.


After adjusting my playing style to the new passing you start to see other improvements. Through balls are special now. There is a real satisfaction to getting them right. This is because of the decreased accuracy and need for appropriate power. Through balls now feel like a skill and give a sense of achievement. This sense of achievement though is short lived when you get through on goal………

Having played some attractive midfield play, managed finally to coax out a chance, I try one in the top corner. God damn it the goal keeper (Renia) takes a step and springs to his side and touches it away. It was at that moment I realised how much they were improving the game. I watched the replay back and you could see how the goal keeper now read the shot and sprung just like in real life to tip it wide.

In the presentation we were told how the goal keepers are now more life like (and thankfully they don’t leave their line so readily!) We were shown some videos on the differing styles of goal keepers like tall imposing Petr Cech and smaller more agile Reina. Cech obviously has advantages in being able to reach much further but Renia has the agility of an antelope (ok maybe not that much but you get the idea).

This is all good and adds to the player “personality” but in game it now means more organic and realistic GK choices in terms of saves and so forth. With this new GK AI multiple saves are more pronounced, the palm the ball less (but still too much for me) to strikers and the better goal keepers can adjust there body to make saves. This is most evident when they misread the trajectory and stick a hand out the other way or foot.

Another nice touch is the introduction of GK kicking styles. There is now a sideways (a’la cech) type kick and a normal up and under type goal kick. Very nice additions in my opinion. Again it all adds to the feeling of authenticity.

Would of like to of seen this after a deflection but I didn’t have any deflections so will have to wait and see how it looks and feels on that front I guess.

Personality+ Personally I think the build was too early for us to see the full potential of this. It was present but there is work left to do on it. A nice surprise is that in the build we had we had a lot of the new player faces. I found this out when I was showing Dave Rutter a replay and he zoomed in on Fabregas and said shhh they shouldn’t have been in our build yet!

It was hard in our build to tell the difference in the improvements in physicality, improved passing and more dependence on attributes. Again we will have to wait for later revisions or the demo to see the true potential of this and how it feels and looks in practice.

Some examples of personality+ were evident though. Brazils right back Alvez for example isn’t shy in going forward in real life. In fifa players now have individual styles of play. Alvez for Brazil has a “low” defensive work rate and actively looks to go forwards. He doesn’t neglect his defensive duties but gives that sense of wanting to get in on the play. The contrast is better though watching Rooney work his socks off up front while Berbatov just looks disinterested most of the time. Pretty much like real life to me J

Ooooo another thing was the way your team mates will celebrate with you, jumping on your back which again just adds to the warm fuzzy feeling of scoring a great goal.

Shooting and ball physics feel much better. Hitting low shots now feels better the ball zipping nice and low. Personally I’d like a little more pace on them but its subjective I guess.

Shooting seems to have more variety the ball doesn’t seem to hit the same spot each time and gives that sense of again being less predictable. I scored a few from distance out of a lot of attempts so it seems the shooting is more balanced and life like. The animations for shooting are more life like too with it taking a fraction longer to wind up for a long shot.

Other nice features were the new audio customisation. To demonstrate this we were taken deep in the EA studio to where they record and edit music, sound effects and so forth. We recorded a few chants that were to be put in to the game and watched in one of the “cinemas” at EAC.

After record the chants Jeff the audio producer for EA sports explained the new audio features. Firstly you can play your own track lists. This is something the community has wanted for a long time so is a nice inclusion.

The in game audio now lets you record and imports various audio files for aspects of the game. You can customise the song for when your team come on to the pitch, when you score and load authentic chants that are sung by your teams supporters.

For people in to this it’s really going to add to the realism. Not only will it really feel like your team, it will sound like you’re at the ground!

Video replays. Again another community wish was to be able to save videos to your hard drive and save replays from online games. Well EA have worked hard and you can now do that. At the end of a match all the highlights are listed and you can choose which ones to save. Finally we can have some proof on the forum of “I scored this amazing goal against a Real Madrid abuser with Barnet” J

The last thing before I stop waffling was the creation of a new pass while we were there. Gary had been toying with the idea of a new driven/bouncing lob and asked us what we thought to the idea. Everyone thought it sounded great so he went away, stayed late that night and coded it up. (Thanks Gary we do appreciate the effort)

The following day because the code was in a build that has new secret unannounced features in it Gary and Aaron brought now a full Xbox 360 Dev Kit (in a rather nice matte grey finish). We were under strict instructions to not restart the machine and had one of the dev team with us at all times to make sure we didn’t load another build (the dev kit machines allow you to store multiple builds of the game on it hence the security)

Unfortunately we only got to play a couple of games on that build but it was much better than what we had been playing all week. The new pass was a superb addition. Being able to put a ball at pace at chest height or bounce it in to a player was brilliant. I keep thinking of Heskey backing in to a player and chesting the ball down as the only way to describe this new pass!

Overall the game is looking so promising, I did have another moan to anyone that would listen that the second player press is too powerful and that defending should be a skill much like attacking so hopefully they will come up with some ideas on toning it down. Gary did say they had experimented with second press not tackling but jockeying but said that didn’t look or feel right so we will have to see what they do on that one.

I am probably missing a few things out so will added them in as I remember them.

Anyways hopefully you get a feeling for the new game and a little taste of how this early testing works and how EA are trying to listen to us.

My fingers hurt now.
jjoseca escribió:Os dejo alguna informacion más de Gary Paterson y una nueva preview q creo q aun no se ha posteado:

Gary P. Says:

We have re-done the referee foul evaluation code



With respect to player movement and "lock on" - we have changed the code so that you do not automatically get dragged to the ball to intercept passes, you have to point your pad to the ball trajectory for this to occur. You will then be "locked-on" if you will be the first player to get to the ball.



Headers - we have tuned the error system for headers. Also added lots more anims and finally added a feature where the players have to take some time to read the ball trajectory before they can commit to running to the header point - this results in more varied and realistic situations.


And a preview on the official boards by Glen Cooley:

http://forums.electronicarts.co.uk/fifa ... eview.html

Glen Cooley – FIFA 11 Gamplay Preview Review J

Well now that the furore of FIFA 11 news coming out is starting to die down I thought it right to write up my review of what we played at EAC and also explain how the early community play tests work and just a n overview of our experience.

Most if not all of what I am going to talk about has been discussed by others or me. What I want to do is provide a little more insight and contextualise the feedback from my point of view and how I think the community will play and see the game.

Right enough waffle lets talk about how the events work.

As you know several lucky people get to go to Canada and get very early hands on with the next version of the game. There are two main reasons and a couple of collateral reasons they do this. The first and most important is so that they can listen to what we as a community want and show us how they are achieving what we want. The second reason is to listen to our feedback and discuss what we want and why we want it. These usually for lively debates between the community members and the senior development team and are enjoyable (especially as avid FIFA fans!)

So it starts with a Golden Ticket, well its not gold actually and its more of a boarding pass so not golden ticket like at all.

My first surprise was meeting Chris (HandofBeadle) and Spike (BigZombieMonkey). Both are top blokes it has to be said and throughout the week we had lots of laughs, debates and outright disagreements J

Right, we will skip the 9 hours of boredom on a plane (which as a smoker is a killer). Monday morning we go to the EAC studios. This is not to be understated the facility/campus is huge. I mean massive, i'm not sure but its probably visible from space So watching some of the people who’s first visit to the studio’s reaction was quite nice as its how I felt the first time I saw it.

You approach the studio up a large driveway passing the underground car park and drive up to the main building. The first thing you see is the Arena Pitch. Which always reminds me of that first time being Ronnie in a dark flood lit pitch (and then fluffing my shot wide).

The game play stuff is coming I promise J

After some paperwork stuff and visitor passes being issued we sit down in one of the EA University classroom/meeting rooms and are given a couple of presentations. The first by Dave Rutter which covers top level improvements and key areas they are looking to fix or improve based on the community. The next presentation is from Gary Patterson and Aaron McHardy. Gary and Aaron are the actual guys behind the gameplay for FIFA.

Throughout the presentations we are shown a series of tech videos (well once Dave R had figured out how to hook his laptop to the projector and several people came down from the IT dept to assist )

The tech videos are basically wireframe like clips of certain gameplay functionality. These are to illustrate specific improvement or to test outcomes of situations.

A set of these videos showed how the new player position and ball position/velocity affects shots. The demo showed a player hitting a shot from a ball that was coming across him. This demonstrated the way be ball will swerve with that type of shot and how hard it was to do it accurately consistently. I enjoyed that a lot as it meant that shooting will be less repetitive and feel more rewarding if it goes in.

Another highlight was a video showing multiple players challenging for the ball which is something that is severely lacking in previous FIFA’s.

The presentations also formed an ad hoc Q&A which was nice. Lots of questions about ping pong passing repetitive shooting were asked and answered.

After the presentation, we went on a short facility tour, and although this is nice I think I can speak for us all and say that we were itching to play the game after all the presentations and would have quite happily skipped the tour!

Right gameplay.

We are ushered in to a gameplay/user group testing room. This room has lots of TV’s and Xbox 360’s and a one way mirror at one end (that is used to watch focus groups and monitor reactions but wasn’t used as far as I know while we were there).

The consoles all have the XNA dev kit on them (or at least that’s what I think it is) and were switched on with the main FIFA 11 menu up. Because of the early nature of the build there are very limited options on the menu, settings and exhibition match are the only active ones.

Being eager, I jump straight in to an exhibition match and notice how the room full of 20 people becomes a lot quieter!

One last thing before jumping in to the gameplay. The game is very very early and we are told there are a few niggles, issue and things not working quite right which is normal but it helps to appreciate that in context. We were also asked to save replays of anything that we thought was odd, didn’t work right or had positive/negative feelings about (for example how the defensive AI moves etc.)

Finally game play. Well in all honesty the first couple of games are hard to gauge. Sure you can see and feel the improvements but because of excitement and being so familiar with FIFA 10 you don’t really start to play and use the improvements for a few games. It takes a while but when you start adapting your play is like a eureka moment.

The first improvement for me was the physicality. What this means is the players now shield, back in to and compete for the ball much more organically and less shoulder charging and comedy bouncing. You sense that Heskey will hold the ball up better than say Kuyt could. It makes you experiment and mix your play up. You probe in midfield, and either get impatient and try to use the wide outlets or get the ball in to feet of the striker to move the team in to the final third. This is much more like the football I used to play and the football I watch from the terraces.

The physicality now means that the players have weight, they have substance and it also means you can play the game slower without being steam rollered.

Passing, this is an interesting one. Because I don’t play ping pong it was less noticeable. Every pass I make, is usually after a controlled touch or a few steps which means that the new passing system wasn’t as evident to me. This is a good thing though, because when I played some of the guys from Germany it was clear that the new passing system was taking them out of their pong passing comfort zone. It also showed that both faster and slower players can play the game they want against each other.

There are several factors to the new passing.

- Playing the ball quicker reduces accuracy, not just directionally but in terms of pass speed.
- The more passes strung together the less easy they are to control and pass again first time.
- Because no team is full of Xavi or Fabregas’s (well until Arsenal sell him to Barca at least) trying to ping pong from a good passer to less accomplished passers is very very difficult
- Passes will now swerve, and can be over hit or under hit more frequently.

Overall the new passing system adds to the authenticity but not to the determent of having a balanced fun game and not to the extreme of full manual controls. Which although a hot and contentious topic on the forums it’s not a control system for everybody.


After adjusting my playing style to the new passing you start to see other improvements. Through balls are special now. There is a real satisfaction to getting them right. This is because of the decreased accuracy and need for appropriate power. Through balls now feel like a skill and give a sense of achievement. This sense of achievement though is short lived when you get through on goal………

Having played some attractive midfield play, managed finally to coax out a chance, I try one in the top corner. God damn it the goal keeper (Renia) takes a step and springs to his side and touches it away. It was at that moment I realised how much they were improving the game. I watched the replay back and you could see how the goal keeper now read the shot and sprung just like in real life to tip it wide.

In the presentation we were told how the goal keepers are now more life like (and thankfully they don’t leave their line so readily!) We were shown some videos on the differing styles of goal keepers like tall imposing Petr Cech and smaller more agile Reina. Cech obviously has advantages in being able to reach much further but Renia has the agility of an antelope (ok maybe not that much but you get the idea).

This is all good and adds to the player “personality” but in game it now means more organic and realistic GK choices in terms of saves and so forth. With this new GK AI multiple saves are more pronounced, the palm the ball less (but still too much for me) to strikers and the better goal keepers can adjust there body to make saves. This is most evident when they misread the trajectory and stick a hand out the other way or foot.

Another nice touch is the introduction of GK kicking styles. There is now a sideways (a’la cech) type kick and a normal up and under type goal kick. Very nice additions in my opinion. Again it all adds to the feeling of authenticity.

Would of like to of seen this after a deflection but I didn’t have any deflections so will have to wait and see how it looks and feels on that front I guess.

Personality+ Personally I think the build was too early for us to see the full potential of this. It was present but there is work left to do on it. A nice surprise is that in the build we had we had a lot of the new player faces. I found this out when I was showing Dave Rutter a replay and he zoomed in on Fabregas and said shhh they shouldn’t have been in our build yet!

It was hard in our build to tell the difference in the improvements in physicality, improved passing and more dependence on attributes. Again we will have to wait for later revisions or the demo to see the true potential of this and how it feels and looks in practice.

Some examples of personality+ were evident though. Brazils right back Alvez for example isn’t shy in going forward in real life. In fifa players now have individual styles of play. Alvez for Brazil has a “low” defensive work rate and actively looks to go forwards. He doesn’t neglect his defensive duties but gives that sense of wanting to get in on the play. The contrast is better though watching Rooney work his socks off up front while Berbatov just looks disinterested most of the time. Pretty much like real life to me J

Ooooo another thing was the way your team mates will celebrate with you, jumping on your back which again just adds to the warm fuzzy feeling of scoring a great goal.

Shooting and ball physics feel much better. Hitting low shots now feels better the ball zipping nice and low. Personally I’d like a little more pace on them but its subjective I guess.

Shooting seems to have more variety the ball doesn’t seem to hit the same spot each time and gives that sense of again being less predictable. I scored a few from distance out of a lot of attempts so it seems the shooting is more balanced and life like. The animations for shooting are more life like too with it taking a fraction longer to wind up for a long shot.

Other nice features were the new audio customisation. To demonstrate this we were taken deep in the EA studio to where they record and edit music, sound effects and so forth. We recorded a few chants that were to be put in to the game and watched in one of the “cinemas” at EAC.

After record the chants Jeff the audio producer for EA sports explained the new audio features. Firstly you can play your own track lists. This is something the community has wanted for a long time so is a nice inclusion.

The in game audio now lets you record and imports various audio files for aspects of the game. You can customise the song for when your team come on to the pitch, when you score and load authentic chants that are sung by your teams supporters.

For people in to this it’s really going to add to the realism. Not only will it really feel like your team, it will sound like you’re at the ground!

Video replays. Again another community wish was to be able to save videos to your hard drive and save replays from online games. Well EA have worked hard and you can now do that. At the end of a match all the highlights are listed and you can choose which ones to save. Finally we can have some proof on the forum of “I scored this amazing goal against a Real Madrid abuser with Barnet” J

The last thing before I stop waffling was the creation of a new pass while we were there. Gary had been toying with the idea of a new driven/bouncing lob and asked us what we thought to the idea. Everyone thought it sounded great so he went away, stayed late that night and coded it up. (Thanks Gary we do appreciate the effort)

The following day because the code was in a build that has new secret unannounced features in it Gary and Aaron brought now a full Xbox 360 Dev Kit (in a rather nice matte grey finish). We were under strict instructions to not restart the machine and had one of the dev team with us at all times to make sure we didn’t load another build (the dev kit machines allow you to store multiple builds of the game on it hence the security)

Unfortunately we only got to play a couple of games on that build but it was much better than what we had been playing all week. The new pass was a superb addition. Being able to put a ball at pace at chest height or bounce it in to a player was brilliant. I keep thinking of Heskey backing in to a player and chesting the ball down as the only way to describe this new pass!

Overall the game is looking so promising, I did have another moan to anyone that would listen that the second player press is too powerful and that defending should be a skill much like attacking so hopefully they will come up with some ideas on toning it down. Gary did say they had experimented with second press not tackling but jockeying but said that didn’t look or feel right so we will have to see what they do on that one.

I am probably missing a few things out so will added them in as I remember them.

Anyways hopefully you get a feeling for the new game and a little taste of how this early testing works and how EA are trying to listen to us.

My fingers hurt now.


Alguien podria contar para los de la LOGSE que dice asi mas o menos por encima.
Si alguien pudiese traducir las palbras de G. Paterson... lo único que entiendo es que han rehecho a los árbitros
a ver si en un rato lo hago luego [+risas]

Otra cosa sobre los arbitros, no se donde lei(Creo Vandal) que este año, aunque siguen siendo inventados, te ponen caracteristicas del arbitro, sobre su forma de arbitrar y tal.

Cogerlo por pinzas porque se que lo he leido, pero ahora no recuerdo donde y tampoco si era de PES

edit que pensaba que deciais la review [+risas]

sobre G.Paterson

- Rediseño criterio arbitral
- Ahora los jugadores no iran automaticamente al balon en el momeno de interceptarlos. Deberas apuntar hacia donde esta el balon para que vayan hacia el. En cuanto lo hagas, el jugador ira automaticamente hacia el balon, siempre y cuando hayas sido el primero en ir hacia el
- Han solucionado los errores de los cabezazos. Han añadido mas animaciones y una nueva caracteristica en la cual se debera leer la trayectoria del balon ya que no sera dirigido automaticamente al punto donde va el balon centrado. Segun el da situaciones mas variadas y realisticas.

La review como que me da palo, pero bueno luego me la leo y hago un resumen por encima, especialmente de lo que no se haya dicho
reberes tio haz un esfuerzo y resumen lo mas importante de esa preview, espero impaciente tu traduccion, un saludo makina.
me lo leo ahora y si me da tiempo hago el resumen ahora, sino lo hare mñn siempre que no lo haya hecho alguien ya.

He estado con el SSFIV por eso no tenia muchas ganas xD
reberes escribió:me lo leo ahora y si me da tiempo hago el resumen ahora, sino lo hare mñn siempre que no lo haya hecho alguien ya.

He estado con el SSFIV por eso no tenia muchas ganas xD

jaja no te preocupes hombre,cuando tu puedas, un saludo.
Hay el SSFIV xd, me vicia demasiado y solo hace un dia que lo tengo xD.

Sobre la preview, tiene un tochaco introductorio, pero bueno ahi va lo que mas me ha llamado la atencion

- Es una beta prematura, faltaban muchos modos de juego, algunos fallos generales etc.

- Los primeros partidos vuelve a chocar el cambio que hay en la saga, porque acostumbrados a Fifa 10/World Cup este es muy distinto sin perder la base.

- Dice que la fisica de los jugadores ha sido mejorada. Disputas de balon mas originales que no se reducen exclusivamente a las cargas hombro a hombro y que ahora por fin puedes imprimir un ritmo de partido lento sin miedo a que te arroyen.

- Tema ping pong, lo que sabiamos, intentar pases al primer toque provoca poca precision de direccion y potencia, cuantos mas juegas al primer toque mas chungo se hace y que incluso entre jugadores de calidad es dificil.

- El juego no sera para nada tan facil como ahora, pero tampoco llegara al punto de los controles manuales, para que no os asusteis(Algunos) xD

- Dice que ahora dar pases es como hacer un regate y que te llena de satisfaccion dar el pase de forma perfecta, aunque dice que es mejor la sensacion de meter un gol

- Parece que por fin los porteros reaccionaran de manera correcta cuando les hagas salir para que despejen un balon que se queda en el lateral del campo y fuera de su area, volviendo de inmediato a porteria (supongo que eso tambien pasara cuando veas que una pelota se va a camara lenta a saque de esquina y quieres que tu portero la coja para evitarlo...)

- Distintos tipos de porteros que segun altura, corpulencia, etc tendran habilidades diferenciadas

- Los porteros atajan mas incluso tirandose, aunque aun "palmean" demasiado segun su criterio. Tambien hacen paradas del tipo cubro palo corto me tiro a ese palo pero cuando veo que me lo tiran al palo largo intento pararlo con el pie/mano contrario a la direccion en que caigo (espero explicarme bien xD)

- Tema personalidad futbolistas parece ser cierto por lo que explica y a su vez estar bien implementado

- Muchas caras nuevas

- Mejor participacion de tus compañeros en las celebraciones (Mientras celebraba una le saltaron a la espalda xD)

- La fisica vuelto a ser mejorada (eso ya sera a gusto de cada uno xD)

- Los chutes no van siempre en la misma trajectoria, asi que son mas impredecibles como en la vida misma(Depende del jugador claro esta)

- las animaciones de chutes son mas reales y por ejemplo chutar desde mas lejos supondra una ejecucion de chute mas perceptiva que dentro del area (tiempo ejecucion)

- El tema de canticos, nada nuevo (por tanto aun no sabremos si podemos ajustar el tiempo que queremos que suene o si se pueden poner en diferentes situaciones, por ejemplo si el equipo recibe una goleada que se escuchen X vete ya xD)

- El tema repeticiones, se ve que de partidos online tambien podremos guardarlos en el disco duro (A mi esto me emociona, porque para las ligas de mi web ya tendremos video resumenes y podremos hacer votaciones de mejor gol del torneo etc xD). Se ve que al final del partido saldra una lista y podremos guardar el resumen entero o las jugadas que nos interese

- Se ve que paterson les consulto sobre la idea de un nuevo pase que tenia en mente introducir en el juego, al enseñarselo todos le dijeron que era perfecto y se quedo hasta tarde para introducirlo en el juego xD

- El ultimo dia jugo a una beta que se notaba que estaba mucho mejor que la que jugaron durante la semana. Esa beta incluia el nuevo pase que dice que se le ha quedado en la memoria por la forma de ejecutarlo y de recibir tan real que tienen los jugadores

- Han estado probando soluciones sobre al hecho de apretar X + boton 2º jugador, aun estan en ello pero tiene pinta que buscaran una solucion para que no sea de vago su uso [+risas]

eso es todo y he resaltado lo que me parecia mas interesante

a modo personal aunque ya he ido dejandolo entrever a medida que lo leia, estoy con los dientes largos xD. Si es como lo pinta, cada vez falta menos para que Fifa llegue a la "perfeccion" (Nunca hay nada perfecto pero ya me entendeis xD)

Mirare la conferencia del E3 de EA en directo y sinceramente no tenia pensado hacerlo xD
muchas gracias reberes [oki] , como bien dices madre mia como pinta esto, lo unico ke me moskea un poco es ke no hablen nada del cansancio para poder eviatr los pitbulls ke presionan todo el partido sin consecuencia alguna.

me encanat la idea de ke ya no sera tan facil pasar al primner toke, yo creo ke sera una cosa parecida al semi, cosa ke me viene de lujo porke asi juego yo.
haber si vemos algun ingame en el e3.
reberes escribió:...


[tadoramo] [tadoramo] [tadoramo] Gracias
reberes gracias crack! [oki] pinta todo estupendo la verdad.

Por cierto, aqui los detalles de la conferencia de EA en el E3:

http://insideblog.easports.com/archive/ ... at-e3.aspx
Deisler10 está baneado por "usar clon para saltarse baneo"
cuando es el E3? se sabe si sacaran algun ingame?
Muchas gracias reberes...da gusto entrar a este hilo... [tadoramo]

El Lunes a las 23:00 la conferencia de EA y el Miercoles a las 21:00 una presentación mas detalla de Peter Moore de los juegos de EASports...

Semana entretenida se prevee... [mad]
Ahora mismo, objetivamente, este juego tiene tantas papeletas para ser grande que me da MUCHO miedo que la caguen...

(lo mismo me pasa con la roja jaja)
6ons1 escribió:Muchas gracias reberes...da gusto entrar a este hilo... [tadoramo]

El Lunes a las 23:00 la conferencia de EA y el Miercoles a las 21:00 una presentación mas detalla de Peter Moore de los juegos de EASports...

Semana entretenida se prevee... [mad]


Pues serán un lunes y miercoles interesantes, espero alguna novedad mas aunque con lo leido hasta ahora ya me parece un gran adelanto. Quedan muchas cosas por retocar de FIFA10, aunque es dificil que arreglen todo, seguro que algo cae. On-line, edicion... veremos que nos cuentan.
Muchas gracias reberes por el curro.

La verdad es que dice cosas muy interesantes, espero que lo de la pelota sea cierto y sea todavia mejor todavia no siento en fifa la sensación de que cada jugada o disparo puede ser gol y me sigue pareciendo aún demasiado artificial eso, falta variedad y en esto tambien afecta los porteros que deberian tener mas animaciones y movimientos y no ser tan "robots"

El tema del personality espero que afecte tambien a nivel de equipos que no sea lo mismo llevar al barça o jugar contra el que hacerlo por ejemplo con el mallorca o el depor que parece que todos juegan igual.

Lo demas pinta bastante bien a ver si nos muestran ya algo ingame en el E3
Éste año al parecer trae muchas novedades el juego. Lo único que no he escuchado, en cuanto a jugabilidad, es si habrá distinción entre diestros y zurdos (que Messi o Robben siempre conduzacan con la zurda por ejemplo) y, si habrá un cansancio más realista.

Por lo demás solo espero que los estadios sean fieles a la realidad.
Muchisimas gracias reberes, menudo curro!!! Pinta genial, es lo que le faltaba a la saga, un aire de realismo que se estaba perdiendo en el sector, creo que aunque ha muchos puede que no les atraigo del todo ya que quieren un juego mas arcade, es el camino indicado. Los amantes del futbol vamos a gozar de lo lindo porque el futbol es asi, dificil, controlar un balon y dar un pase adecuado es un reto que no todos los jugadores pueden hacerlo a la perfeccion.
Por ahora, creo que faltan pocas cosas por mejorar para este año, lo del cansancio estaria muy bien y le daria realismo tambien al tema. Torneos para el modo online y para ir terminando un buen modo manager mejorado.

Salu2!¡!
Reberes,yo también te agradezco el esfuerzo.
Espero que ahora en el E3 nos pongan algún vídeo ingame para ir viendo más novedades y detalles.
q dia y q hora si se sabe hablan de fifa en e3?por donde lo podria mirar?
dominator52 escribió:Muchisimas gracias reberes, menudo curro!!! Pinta genial, es lo que le faltaba a la saga, un aire de realismo que se estaba perdiendo en el sector, creo que aunque ha muchos puede que no les atraigo del todo ya que quieren un juego mas arcade, es el camino indicado. Los amantes del futbol vamos a gozar de lo lindo porque el futbol es asi, dificil, controlar un balon y dar un pase adecuado es un reto que no todos los jugadores pueden hacerlo a la perfeccion.
Por ahora, creo que faltan pocas cosas por mejorar para este año, lo del cansancio estaria muy bien y le daria realismo tambien al tema. Torneos para el modo online y para ir terminando un buen modo manager mejorado.

Salu2!¡!



A mi me importa un pepino los que quieren un juego arcade, que se compren Pure fútbol o el fifa street. Esto es un simulador o por lo menos es lo que esta saga ha querido ser desde fifa 08.
david_sanfer escribió:
dominator52 escribió:Muchisimas gracias reberes, menudo curro!!! Pinta genial, es lo que le faltaba a la saga, un aire de realismo que se estaba perdiendo en el sector, creo que aunque ha muchos puede que no les atraigo del todo ya que quieren un juego mas arcade, es el camino indicado. Los amantes del futbol vamos a gozar de lo lindo porque el futbol es asi, dificil, controlar un balon y dar un pase adecuado es un reto que no todos los jugadores pueden hacerlo a la perfeccion.
Por ahora, creo que faltan pocas cosas por mejorar para este año, lo del cansancio estaria muy bien y le daria realismo tambien al tema. Torneos para el modo online y para ir terminando un buen modo manager mejorado.

Salu2!¡!



A mi me importa un pepino los que quieren un juego arcade, que se compren Pure fútbol o el fifa street. Esto es un simulador o por lo menos es lo que esta saga ha querido ser desde fifa 08.


+1

Ojalá sea verdad y Fifa 11 sea un simulador como dios manda. Hoy he jugado unos partidos a Fifa 10 después de mucho tiempo y los resultados era más de tenis que de futbol. Y si a eso le añadimos el pinball y el correcalles....
kikolora escribió:q dia y q hora si se sabe hablan de fifa en e3?por donde lo podria mirar?

kikolora torpedooo aquí lo podrás ver (14 de junio)
es la conferencia de prensa de EA Sports:

http://e3.gamespot.com/press-conference ... ea%3Btitle

Saludos [bye] [bye]
Gary Paterson habla sobre los tiros a puerta:

In 11 we will be adding some longer shot animations for powerful shots, this will make the shots feel more powerful and also make you have to work harder to get into space for a shot.

Dice q han añadido más animaciones para los tiros a puerta de largo alcance (porfin :p ) y q esto hará q los disparos se sientan más potentes.
jjoseca escribió:Gary Paterson habla sobre los tiros a puerta:

In 11 we will be adding some longer shot animations for powerful shots, this will make the shots feel more powerful and also make you have to work harder to get into space for a shot.

Dice q han añadido más animaciones para los tiros a puerta de largo alcance (pordin :p ) y q esto hará q los disparos se sientan más potentes.


También comenta que ahora será mas dificil encontrar espacios para tirar a puerta.... esto pinta a juegazo :D
shevita07 escribió:
jjoseca escribió:Gary Paterson habla sobre los tiros a puerta:

In 11 we will be adding some longer shot animations for powerful shots, this will make the shots feel more powerful and also make you have to work harder to get into space for a shot.

Dice q han añadido más animaciones para los tiros a puerta de largo alcance (pordin :p ) y q esto hará q los disparos se sientan más potentes.


También comenta que ahora será mas dificil encontrar espacios para tirar a puerta.... esto pinta a juegazo :D


Si y no, en este caso creo que se refiere a que para poder realizar los nuevos chutes necesitaras mas hueco, porque ya se dijo en la otra preview que puso jjoseca que los tiros desde lejos tenian un tempo de ejecucion un poco mas lento que los de dentro del area.

Aunque ya se ha dicho mas que de sobras que segun la habilidad le sera mas "facil" realizar chutes precisos.
donde puedo ver lo del e3 en directo?
¿La conferencia de EA Sports es hoy a las 23:00?
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