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FIFA 13



  Kawasaki ER6N
I would like there to be bad calls like in real life ie not giving offside when it is etc.

It would make it more real IMO as football isnt always right.
 
  UR R26R.5, VW Golf R
Attacking Intelligence


Decisive Runs

  • In FIFA 12 players only evaluated the endpoint of a run, meaning that as the position of players around them changed, they’d change their mind and end up not making a run that was of any use to you.
  • In FIFA 13 the entire length of the run is considered by the player when making run choices, meaning they can make their runs with more conviction and make runs that are no longer broken as the play changes around them.
  • Test bed example shown of a player making a run towards the top left hand side of the box with the ball being brought down the right wing. As the player approaches the area he decides that the front post is the best place for him to be and sharply changes his run, cutting round the defender and meeting the ball at the front post.
  • Players can now curve their runs around defenders to get themselves into the space behind.
Curving To Stay Onside
  • FIFA 12 example shown of player making a forward run, turning back to face his team to stay onside then needing to make another 180 turn to continue his run. The whole process was jerky and unintuitive.
  • Real World example shown of Van Persie against Chelsea curving his run and slowing slightly to stay onside without having to turn around.
  • FIFA 13 example shown of a player making a similar run to the FIFA 12 example, this time the player slows/stutters his run whilst still facing towards goal, resulting in him being able to take the ball into the path of his run behind the defender.
  • Players able to curve their runs out and back in to stay onside whilst maintaining forward momentum.
  • AI Players now have the tools/animations to communicate their intentions to you, so that you can better understand what they’re going to do.
Opening Passing Channels
  • Real world example shown of Van Persie making a quick change of direction whilst running into the box (off the ball) to lose the defender and open up space to recieve a pass.
  • FIFA 13 example shown of player being aware that they aren’t in a position to recieve the ball and cutting their run to lose the defender and open up a passing channel.
  • Second FIFA 13 example shown of a player making a curved run away from a defender to create a wider space between them. This not only allows for them to take the ball in their path but to also lose the defender completely.
Curving To Space Behind
  • Real world example shown of Park (The good one, not the Arsenal one) laying the ball off to Rooney in the box and curving around the defender in front of him, into the space behind, to recieve the return ball and take a shot.
  • FIFA 13 example shown of the same scenario. The attacker recognises that he needs to be in the space behind the defender and curves his run out, then back in so that when he collects the ball, he’s facing goal rather than the corner flag.
  • Second FIFA 13 example shown of play breaking forward, with a player in running slightly ahead of the ball carrier but with a defender in his path. Whereas in FIFA 12 the prescense of the defender would have forced the player to split his run at a roughly 45 degree angle and almost remove himself from play, this year he’s able to maintain the forward path of his run by curving around the defender into the space behind.
2 Plays Ahead
  • Players now think 2 plays ahead allowing them to position themselves much more effectively on the pitch.
  • FIFA 13 example shown of the ball being passed along the back line from left to right. As the LCB recieves the ball from the LB you can see the RB start to make a run forward as he’s decided that the RCB is likely to be the next recipient.
  • Second FIFA 13 example shown of a CM recieving the ball from the left wing. You can see both of his supporting midfielders on the right side start their runs early, meaning that they’re in a much more advanced position when they recieve the ball.
  • Players will put less emphasis on staying in formation and more on expected outcomes when deciding on where to position themselves.
  • Players will no longer wait for play to come to them before looking to get involved, meaning you’ll see a lot more off the ball movement.
  • Awareness of who is expected to recieve the ball next works with the new run types, allowing players to make concise runs into useful areas even if they aren’t directly involved in the play at that moment.
Other Bits And Pieces
  • Fatigue will be a factor with attacking AI. Particularly short term fatigue.
  • Attributes will be considered when calculating player movement.
  • To combat this additional attacking AI, EA have added Lateral Contain to the defensive system. This will allow defenders to not only close down/drop off but also to contain laterally to show an attacker down the line or inside
 
  UR R26R.5, VW Golf R
First Touch Control


Contextual First Touch

  • In FIFA 13 the quality of a players first touch is now determined by a new context based system which factors in pass speed, pass type, ball height, player pressure, body position, motion, player attributes and also weather.
  • There is now genuine separation between control touches and the ball itself, the ball is no longer “glued” to the players feet.
  • First Touch Control is designed to create more “battle for possession” opportunities, allowing defenders to step in when an opposition player takes a heavy touch.
  • Not every poor touch will result in you losing the ball. First Touch Control also works visually so whilst you might maintain possession the ball may “pop-up” or bobble making your next pass more difficult.
  • First Touch Control creates genuine risk when taking a touch in a difficult situation. As a defender especially you’ll need to decide when to clear and when to take a touch. EA want the system to make you think more like a real footballer.
  • Heavy control touches can be calmed by slowing from a full sprint to receive passes.
  • In some instances having a slightly heavy first touch can work to your advantage because the ball will move out of your feet and in to space.
  • First Touch Control aims to provide variation in first touch all over the pitch, rather than the uniformed perfect touch seen in FIFA 12.
Passing Changes
  • New contextual pass types have been added to FIFA 13 resulting in players automatically elevating passes if a defender is in their way.
  • Passes in FIFA 13 can now be over-hit which introduces a risk/reward element between pass speed and First Touch Control.
  • The First Touch Control system has allowed EA to open up the pass speed range as players no longer take the perfect touch every time.
  • A new suite of animations for clearances have been added to FIFA 13.
 
  UR R26R.5, VW Golf R
Complete Dribbling


Moving vs Facing

  • Leap in dribbling tech likened to the changes from FIFA 09 to FIFA 10 in terms of progress. To quote Aaron Mchardy, it’s a “Way bigger feature than Precision Dribbling”.
  • Real world example shown of Nasri in his previous trophyless life cutting into the box from the top right hand corner towards goal. You see that whilst he’s facing goal, he’s able to move sideways without changing the direction he’s facing.
  • FIFA 13 example shown of a player dribbling through 360 degrees whilst continuing to face forwards, think of Streetball control from FIFA Street. It looks a bit like that, but without the players foot rolling over the top of the ball at any point.
  • Move direction and face direction have been seperated to allow all this to work.
  • In FIFA 13 you now have 360 degrees of movement and 360 degrees of facing.
Facing Up Defenders
  • FIFA 13 example shown of Cristiano Ronaldo taking on a defender on the left wing towards the corner flag. Being faced up to the defender allows him to slide right, then drop his shoulder and shift left quickly and round the defender just by dribbling and putting in a change of pace.
  • System was complicated in previous years, with overly complex button inputs to achieve various dribbling techniques. Now everything has been boiled down to the left stick and will work contextually without the need for extra input.
  • Second FIFA 13 example shown of Messi taking the ball down the right hand side of the pitch in a typical FIFA dribbling style, head down faced, squarely facing forward. As the defender in front of him closes in he opens his body up and faces a little more towards goal, allowing him to beat the player and put a cross in just with a quick burst of pace.
  • Angle of facing determined by by LS input and angles to goal, as well as the players speed and the position of the defender.
  • The facing system will not hinder player movement, the facing angle is based on the position of the defender or the position of the goal dependent on context.
360 Shielding
  • Separating facing from movement direction has also had a positive effect on shielding. Players can now move whilst shielding without leaving the ball in overly exposed positions like they would in FIFA 12.
  • Players have the ability to properly face away from defenders when shielding providing a wider range of protection when holding the ball up.
Precision 2.0
  • Influence taken from FIFA Street, players can now drag the ball around in a way similar to Streetball Control, but it looks a lot more natural than you’d think. It’s not just been cut and pasted as a feature.
  • FIFA 13 example shown of Walcott wrong footing a defender by aiming to go one way and then quickly going the other.
  • Narrows the scope even more than precision dribble, giving more finite control.
 
  UR R26R.5, VW Golf R
Tactical Freekicks


Attacking Options

  • You will now be able to have up to three players over the ball in freekick situations.
  • Anyone of these players can perform dummies at the freekick and once they have run over the ball they remain active as a passing option for the kick taker.
  • Tactical Freekicks will allow you to create your own options from dead ball situations as well as shooting or crossing for team mates already in the box.
  • A new suite of shot animations have been added to FIFA 13.
  • A new suite of goal celebrations have been added to FIFA 13.
Defensive Options
  • To combat the multiple dummy runs the defensive wall can now reform after jumping for the first time, allowing them to try and block for a second time.
  • Players can now be added and subtracted from the wall, allowing complete control of your defensive setup depending on the location of the freekick.
  • In FIFA 13 you can now set a charging player from the wall to close down freekicks which are passed, or tee’d up for more powerful shots.
  • In FIFA 13 you can now creep the wall forwards to shorten the distance to the kick taker.
  • Creep too far though and the referee will push the wall backwards and or book a member of your team who was present in the wall.
 
  UR R26R.5, VW Golf R
Impact Engine


The Fixes

  • The Impact Engine in FIFA 13 has a much better understanding of how to resolve complex collision situations. When players fall on each other, new logic has been added to get players to roll away rather than trying to stand up together.
  • Joint tensions and strengths have been realigned from the bottom up to resolve issues with broken limbs and players exploding off one another. In FIFA 12 joints strengths were quite simply too strong, this has now been resolved.
  • Referees now have a much better understanding of contact situations and will react much better to collisions and obstruction.
Push Pull
  • Push Pull can now happen all over the pitch in FIFA 13 wheras in FIFA 12 it was restricted to only the player with the ball and the defender in contact.
  • Players will now be genuinely affected in Push Pull situations and can now be knocked off balance by defenders. This could result in the player losing the ball, a freekick or it could cause an off balance shot or pass.
  • A new range of off balance player animations have been added to FIFA 13 to compliment this.
  • Defenders now have better decision logic to chose whether it’s more effective to Push or Pull in different situations. For example, defenders will now use their body to step across attackers to push in front of them.
  • Referees now have a much better understanding of Push Pull situations.
  • New intelligence has been added so that defenders will shield the ball as it runs out of play.
  • As a defender in FIFA 13 you need to find a balance between what you can and can’t do to unsettle an opposition player using Push Pull.
 
If you turn Handballs on there is about 20,000 stoppages a game for handball. No s**t.

Lol so true.

I hate going round my mates as he has it on all the time and i always give away at least 2 pens a game. Its f**king stupid.

Sounds pretty good though, cant wait.
 
Impact Engine


The Fixes

  • The Impact Engine in FIFA 13 has a much better understanding of how to resolve complex collision situations. When players fall on each other, new logic has been added to get players to roll away rather than trying to stand up together.
  • Joint tensions and strengths have been realigned from the bottom up to resolve issues with broken limbs and players exploding off one another. In FIFA 12 joints strengths were quite simply too strong, this has now been resolved.

Does that mean players with broken ankles won't be able to get up and walk off the pitch anymore?

Does sound really good.
 

Waitey

ClioSport Club Member
  Alpina D3, AC Cobra
Lol so true.

I hate going round my mates as he has it on all the time and i always give away at least 2 pens a game. Its f**king stupid.

Sounds pretty good though, cant wait.

They fixed that in a patch ages ago.

In the last 6 seasons I've probably had about 5 pens from handballs.
 
  UR R26R.5, VW Golf R
FIFA 13 PS3 preview: hands-on impressions

The biggest footy game around is back. But after yet another title win, will it continue to laud it over the rest of the footballing world next season? Find out as we go hands-on with FIFA 13 for the first time…
“Never change a winning team” goes the old adage in football – only it doesn’t always apply. Had Sir Alex Ferguson stuck to such a policy, Manchester United would still have Peter Schmeichel barking at defenders from between the sticks and Mark Hughes sternly strolling round up front grumbling F-words under his breath. (As opposed to doing the same thing on the Loftus Road touchline.)
Even Champions need to reinvent themselves, which is why perennial trophy-winner FIFA 13 is once again going through a summer of tinkering ahead of next season’s big title race.
So can EA Canada’s footy game succeed where United failed, and hold off its most hated rival? PES 2013’s round of pigsbladder-booting is shaping up well this year, so it’s critical that the longstanding genre leader evolves.
The biggest change on this front is control. First touch is contextual and dependent on your player’s abilities as well as all manner of advanced physics: the angle at which the ball is travelling, its velocity, its height, the distance between the stadium you’re playing in and the planet Jupiter, and so on. Ok, one of those is a fib, but the bottom line is no more insta-trapping: instead, Alan Lee will control the ball like Alan Lee rather than Lionel Messi.

Hands-on, it’s immediately clear that this adds much more variation and error to matches, although it’s a bit overdone at present – half the Lyon team also control more like Lee and less like Messi. My first couple of games were littered with individual mistakes, even playing as Chelsea and then Manchester City – teams packed with players of excellent technical ability.
The upside of them making unforced errors means you get the ball back more often – particularly in games versus the AI, which in previous years seem to deploy men with superglue feet at every level of the game – but the obvious counterpoint is that it’s also more difficult to retain possession, and giving the ball away cheaply yet having no control over doing so can does initially frustrate.
Some balancing is required, then, but the idea is a sound one and there are still around three months for developer EA Canada to fine-tune. The key to getting it right will be subtly differentiating between the better players in the world instead of taking the best of the best and then scaling down their ratings – Lyon should play more like Barca than Barnet.

Adjusting to this new control mechanic makes those first few games a little jarring at times, but otherwise the action is already as fluid as last year’s game, and some subtle improvements are very evident. Quick free-kicks happen seamlessly, with AI team-mates shifting the ball back into position then looking to move into space as soon as the ref’s whistle goes. Strikers also bend their runs better – although I still saw far too many offsides – and full backs seem more aware of when it’s a good time to overlap, rather than requiring a tactical prompt to do so.
Best of all, the ‘all-or-nothing’ gamble of the square-button tackle has been toned down: the AI assists the angle of your challenge this year rather than relying on you to get it right to the exact degree. There’s still an element of risk versus reward, but it’s been significantly downplayed – and that’s definitely a good thing.

Shooting feels much the same for now, although I spotted a handful of new keeper animations – including City and England custodian Joe Hart brilliantly diving backwards to claw a goalbound Frank Lampard rocket (deflected, obviously) around his near post. Players seem to leap more realistically, and hang longer, for headers too – in one game Didier Drogba nodded home firmly into the bottom left corner, from as far away as the penalty spot. It’s the kind of goal you’ve seen him score a dozen times for Chelsea, but never appeared possible in previous FIFAs – at least, not without a massive goalkeeper rick.
Penalties are the same. Hey, stop with the Dowie face – I’m just the messenger.
There’s little to report at present in terms of off-field improvements. I spoke to line producer David Rutter for an interview that’ll appear in issue 73 of the mag (out 10 July) about the possibility of a PES-style ‘quick subs’ screen – indeed I’ve nagged him about it for years – but he brushed off the enquiry. So either it’s a surprise being saved for later or, more likely, it’s not happening at all.
The most controversial discovery of the day occurred in my final game, playing as Barca against former OPM man Nathan Ditum’s Chelsea. From a Messi corner, Carles Puyol headed firmly onto the bar. The ball dropped down a good couple of yards over the line, span out… and the game went on. (I also went on to lose 0-5, so this moment wasn’t inconsequential.)
It could have been a bug in the early code, but here’s hoping it’s a nod towards Sepp Blatter’s reluctance to embrace goal-line technology. (Unlikely, yet we can hope.) US sports series MLB: The Show was improved significantly by the introduction of umpires who make mistakes, and FIFA would unquestionably feel even more ‘human’ if it made the same move – albeit with the option to turn them off it people want to retain robot linesmen. I’m speaking to Rutter again next week at E3, and will make sure to clarify this possibility – and what went on with the over-the-line non-goal – then.

For now, it’s clear that this early code still isn’t quite there – its biggest modification, that of player control, is clearly a work-in-progress. But elsewhere improvements outnumber moans, and FIFA holds the advantage of already being number one in the eyes of both fans and critics; so it’s going to take something truly special on PES’s part for the latter to do a Man City. There is one certainly you can already rely on ahead of next season, though: you’re going to enjoy it more than Mark Hughes will.
FIFA 13 is out on PS3 on 30 September.

http://www.officialplaystationmagazine.co.uk/2012/05/30/fifa-13-ps3-preview-hands-on-impressions/
 
  UR R26R.5, VW Golf R
After the last few weeks it is fair to say that the beautiful game is alive, well and "predictably unpredictable". This is a term which Executive Producer David Rutter likes to use and encapsulates the feeling that the team is trying to recreate in FIFA 13. The result is a game that feels more alive and more lifelike. Some of the changes are quite obvious and will take some adjustment, while others are subtle yet effective in creating a more realistic environment.

One of the more noticeable changes initially is the introduction of first touch control. Previous FIFA titles were guilty of each and every player having flawless control regardless of their skill level or how zippy a pass was. First touch control takes a variety of elements into account including the pace of the ball, the positioning of the player and the pace at which they are running to receive the pass to determine what their first touch is like. If you try to take a lobbed pass at full tilt, don’t be surprised to see things go awry, regardless of who is receiving the pass. On the other hand if the pass is hit right, and the player is ready for it, you will have the time and space to launch an attack. What is interesting to see is how the top players in the world can improvise and use bobbles to their advantage. In one match, Aguero took a pass that was spinning a little too much, his touch caused the ball to bounce up, but without hesitation the shoot button was mashed and the ball sailed into the top corner.

So far, FIFA 13 seems to emphasise a more attacking approach and playstyle. Players seem better equipped to read how passing moves will play out. If you pass from the left side of the pitch to the centre, players on the right move to become more available for a pass. The biggest attacking change is a more refined Attacking Intelligence. Forwards identify where the space is or work out how to create space for others. Unlike previous FIFA titles, they don’t keep running until they’re yards offside. Instead, they will attempt to bend their run, adjust their step and strain to stay onside. If caught offside after all that, you really only have yourself to blame. Naturally, this ability will depend on the player in question and their usual tendencies and behaviours.

The game feels more open and quicker paced with more chances than you could shake a big stick at, to paraphrase a classic FIFA quote from Andy Gray. While you must think a little more about passes, players make better runs and through balls seem to have been tweaked. The pass that you want seems to be the pass you actually get more often than not. That’s one bugbear out of the way at least.

Taking notes from FIFA Street, players will be able to dribble with the ball close to their body while facing the goal and the opposition’s defender. The ability to turn their body gives some of the best players in the world the ability to eek out a little bit of space and burst through at full pace. Whether defenders will be able to cope with all of these runs, passing moves and close quarters dribbling remains to be seen. The best form of defence may well be a great offence.

The free kick system has been given an overhaul. Quick free kicks are more dynamic than ever as teammates will kick the ball back to where it is to be played from. This allows for a more free-flowing game and can create golden opportunities if used correctly. The primary alteration for free kicks is the implementation of tactical free kicks. Once again, we’re back to a feature that aims to emulate real life as players can line up dummy runners and have any one of three players either pass or take responsibility for a shot.

The goal of FIFA 13 is to recreate real football moments and it certainly looks likely to do so. The first touch control, complete dribbling system and attacking intelligence combine successfully to simulate the predictable unpredictability of real life football. Players will have to think and take responsibility for what happens on the pitch. But remember it’s not over until the final whistle blows, so keep your focus or you could face the heartbreak of an injury time goal that snatches precious points from your grasp.

http://clickonline.com/games/preview--fifa-13/10191/
 
  UR R26R.5, VW Golf R
Every year the EA Sports team headed up by Executive Producer David Rutter unveils a new FIFA game and every year it’s such a dramatic step forward from the previous year’s release, it leaves its predecessor in the dust. This year continues that trend. At the time of its release, FIFA 12 felt like – and probably was – the pinnacle of the football sim genre. Next to FIFA 13, it feels outdated and unrealistic.
This is down to the fact that FIFA 13’s gameplay has benefited from myriad tucks and tweaks, all aimed at achieving the same overriding objective: to bring FIFA’s on-pitch action ever closer to resembling the real thing. According to Rutter, the guiding principle behind the changes made to FIFA 13 is encapsulated in a quote from Real Madrid manager Jose Mourihno, made at the end of a match that saw Chelsea march into the Champions League final after defeating Barcelona.
“One of the great things about football,” he said, “is that it’s unpredictable.”
“When we heard [Mourihno say] that, we thought ‘Thank God!’”, says Rutter. “It’s pretty much what we’d set out to do with FIFA since last Christmas. We wanted to capture the drama through the unpredictability that is football.
FIFA_13_02.jpg

Attacking team AI is much stronger in FIFA 13.
“What we’re talking about are those unexpected moments that get you out of your seat cheering,” he continues. “I’m not talking about random stuff – in video games that’s just irritating. I mean that, in FIFA 13, when things go off script, it happens for a reason. They make sense after the fact – after that moment when you just weren’t expecting them.”
To that end, Rutter and his team have added a couple of features that play on the relationship the beautiful game has with the gods of fate and chance.
The first and most noticeable change from FIFA 12 governs the individual players’ first-touch capabilities. As early as last year, players with a rating as low as 60 could receive a lobbed pass with ease, the ball sticking itself to their feet like their boots were made of felt, and the ball of Velcro. Now authentic ball physics have been tossed into the mix.
“First touch control is the equivalent change to the game that tactical defending was last year,” says Rutter. “We’re calculating the outcome of a pass based on the context of what the ball is doing – whether it’s spinning, what speed it’s travelling at – and what the player is doing – whether he’s running, whether he’s stationary, whether someone’s pushing him and whether he can successfully control the ball at his feet.”
When players are on the receiving end of a lobbed pass, the ball bounces off their head and body, and it’s down to each individual players’ skill level as to whether they’re able to bring the ball under control quickly. Not only does this make long passes a more risky proposition, it makes defending a potential nightmare.
If players have a defender intercepting a long ball with opposing strikers bearing down on them, they’re more advised to punt the ball into the stands rather than try to finesse it to a teammate. Unless the defender in question has the requisite skill level to control the ball, they risk handing a scoring opportunity to the opposing side.
Their defending efforts aren’t helped much by the game’s re-jigged attacking AI, which jettisons the indecisive attitude from yesteryear, and actually makes a concerted effort to stay onside.
“Last year, [players] sometimes didn’t really feel like their entire team was involved in the attacking effort,” says Rutter, “so we’ve done a lot of work with off-the-ball runs with the AI. [It’s able to] to stay onside on attack a lot better and there’s a real feeling that the team is attacking with you. That makes the whole attacking dynamic of the game a lot more enjoyable.”
FIFA-13-01.jpg

Players' skills impact the way they're able to control the ball a lot more.
Players also have a lot more control over the ball thanks to the tweaked dribbling mechanic. By holding in both triggers (or R2 and L2 on a PS3) and using the left stick, they can activate FIFA 13’s precision dribbling mechanic, which is built off the back of FIFA Street’s gameplay engine. Each individual players’ overall score is called into account – Christiano Ronaldo is far better at this sort of thing than Kolo Toure – but even at base level the agency provided by the engine is superb.
The new dribbling mechanic opens up a whole new one-on-one player-battle for possession of the ball. Players are better able to fake out opponents and create crossing and scoring opportunities based on their ability to outfox their opponents on a one-to-one basis. This is tempered somewhat by the new impact engine; aside from slide tackles, players can now push and shove opponents off the ball. There’s a new physicality to FIFA 13, that really comes into its own in the game’s set-pieces.
In previous FIFA titles, when players were awarded a free-kick, they’d either try a finesse shot towards one corner of the net or blast towards the goalmouth and hope for the best. FIFA 13’s free-kick set up offers players a whole host of new options. Players now have the choice to have between one and three players fake-taking a kick before the selected player steps up to hammer the free-kick home. This also enables them to pass to players in the attacking set-up, rather than have to commit to a shot on goal.
The new attacking options are counterbalanced by the choices the defending player now has. Apart from being able to add a player to a wall, and move the wall forward, defenders are free to mark threatening players or simply charge the kicker. The whole free-kick scenario has been deepened for both the attacking and defending sides and is all the better for it. Players can even edit their own attacking and defending strategies based around free-kicks.
FIFA_13_03.jpg

The Player Impact Engine feels much more realistic this time.
“We have a massive tool in the game that acts as a tactics editor”, says Rutter. “We put it in there a couple of years ago and it turns out that, while it’s fantastically fun to play with, it was probably a bit too hardcore for people. This is why the new tactical free-kicks is there – for more casual players, who want to be able to do this immediately.
“But you can spend a couple of days, probably, figuring out in the editor exactly what you’re going to do with every player on the pitch and how they’ll react in a free-kick scenario.”
Graphically, FIFA 13 is certainly a step forward on its predecessor and its impact engine has been tweaked as well. In FIFA 12, players were often treated to the odd unintentionally hilarious collision animation, which made players fly up in the air as though they’d just trodden on a landmine. FIFA 13’s impact engine makes everything look far more authentic; when a player crashes to the ground, it looks eye-wateringly painful – even if the player in question bounces back to his feet seconds later.
While these changes, when described separately, probably don’t sound like a massive upheaval, on the pitch they translate into a whole new way of playing FIFA 13. Quite frankly, FIFA 12 players are likely to experience teething problems when they manage to get their hands on the game this September. The new first-touch physics require some getting used to, the improved AI adds speed and aggression to attacks and the new free-kick and defend options can prompt small breaks in matches as each player weighs up their options. The only immediate win here is the new dribbling mechanics, as they agency they give to players is an absolute boon.
But if our experience is anything to go by, FIFA 13’s new gameplay is worth getting to grips with. Once players factor in the changes and impact on the pitch action, FIFA 13 plays incredibly well. It feels like the next evolutionary step for EA’s football sim and, as is the case every year, after an hour or so at the new game’s controls, going back to last year’s iteration feels wrong in a way.
Rutter and his team are tight-lipped about any other new content slated for FIFA 13 in the way of modes, DLC or online challenges. For now, though, the most important aspect of their game – the on-pitch action – looks stunning and this should prove a solid foundation to build on. Roll on September…

http://uk.ign.com/articles/2012/05/30/fifa-13-predicting-the-unpredictable
 
  UR R26R.5, VW Golf R
Last week was a miserable one for Spurs fans as they missed out on Champions League football by virtue of Chelsea winning the same competition – but there’s better news for them on the virtual field, as White Hart Lane is one of the official stadia included in FIFA 13.

Fans of the North London side have clamoured for the stadium’s inclusion for years – and on the back of our first hands-on with EA’s new footy title, OPM can confirm that their prayers have been answered. We even played a match in the stadium (between Chelsea and Man City – Spurs weren’t in this early version of the code) and all its landmarks, like the Jumbotrons at either end, are present and correct.

Another presentation improvement is the ability to set the time at which matches kick-off anywhere from midday to 10pm in the evening, in half hour increments. It’s an improvement on the ‘day’ or ‘night’ settings from previous games, and suggests that FIFA 13 may include a real-time lighting model similar to that found in MLB 12: The Show, where the sky darkens as evening falls. That wasn’t evident in the build we played, but we’ll investigate further during our next hands-on at E3.

:cool: :cool:
 
  UR R26R.5, VW Golf R
Some Tweets from the guys playing (bottom to top order):

Nicolas Van Hoorde ‏@NicolasVH

Commentary in CM menus! They talk about next week games and talk short about the game you just played/simmed. #FIFA13

Nicolas Van Hoorde ‏@NicolasVH

Fourth official holds up board during sub cutscenes. #FIFA13

Nicolas Van Hoorde ‏@NicolasVH

New goalkeeper animations spotted. Looks good. #FIFA13
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13m Nicolas Van Hoorde ‏@NicolasVH

Hoho, what a goal by new signing Mario Gomez. Blast of a shot. So shooting feels much better, is what I'm trying to say. #FIFA13

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16m Nicolas Van Hoorde ‏@NicolasVH

Don't know why but Kevin De Bruyne is just lovely to play with in #FIFA13. If you start CM with Chelsea, bring him back from Werder!

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21m Nicolas Van Hoorde ‏@NicolasVH

Argh, 5 minutes in. 1-0 to Stoke in first BPL game with Chelsea. #FIFA13

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22m Nicolas Van Hoorde ‏@NicolasVH

#FIFA13 skill games really remind my of #TopSpin / #VirtuaTennis minigames.

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30m Nicolas Van Hoorde ‏@NicolasVH

I asked for 50 million EUR extra. Got rejected by board. #FIFA13
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31m Nicolas Van Hoorde ‏@NicolasVH
It comes with a price though. I requested extra money but had to commit to achieving an League Cup AND FA Cup win. #FIFA13

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33m Nicolas Van Hoorde ‏@NicolasVH

You can hand in a request to the board to receive more transfer budget. #FIFA13


41m Nicolas Van Hoorde ‏@NicolasVH
@Andrea_J30 No licensing questions please.

1h Nicolas Van Hoorde ‏@NicolasVH
New cutscene before first compeition game. Photographers take team photo. Again a nice little touch. Also captains shaking hands. #FIFA13

1h Nicolas Van Hoorde ‏@NicolasVH
Before each game (both in Career Mode as in Exhibition) you can assign a controller to one player. On PS3, up to 7 controllers. #FIFA13

1h Nicolas Van Hoorde ‏@NicolasVH
@alekko63 Just got an offer from a Belgian club to loan Piazon. #FIFA13

1h Nicolas Van Hoorde ‏@NicolasVH
@NickChim94 Nope. No loan + player deals.

1h Nicolas Van Hoorde ‏@NicolasVH
@MatsvStam Jup!

1h Nicolas Van Hoorde ‏@NicolasVH
Just signed Gomez with the Mata money. Sorry Fernando. #FIFA13

1h Nicolas Van Hoorde ‏@NicolasVH
Changes in gameplay are much more subtle than last year. But that's fine. It's a much better game than #FIFA12.

1h Nicolas Van Hoorde ‏@NicolasVH
Also noticing much more noise from the crowd. Especially when alone on goal or before/after a shot. Much more atmosphere. #FIFA13


1h Nicolas Van Hoorde ‏@NicolasVH
Still limited to 3 subs in friendlies. #FIFA13

1h Nicolas Van Hoorde ‏@NicolasVH
On World-Cass, opponent CPU seems to be more deadly. First friendly lost 1-3. #FIFA13

1h Nicolas Van Hoorde ‏@NicolasVH
Yes, the managers seem to celebrate/react dissapointed after a goal. #FIFA13

1h Nicolas Van Hoorde ‏@NicolasVH
New sub cutscenes. #FIFA13

1h Nicolas Van Hoorde ‏@NicolasVH
You can also see your teammates warm up during a game. Nice touches. And yes, the managers move. #FIFA13

1h Nicolas Van Hoorde ‏@NicolasVH
I can confirm that your created manager will be visible during matches. #FIFA13

1h Nicolas Van Hoorde ‏@NicolasVH
@NickChim94 Will be replaced by teams chosen by CPU or you can select the team. Every team actually.

1h Nicolas Van Hoorde ‏@NicolasVH
Nice, those #FIFA13 skill games are used to fill up loading before match.

1h Nicolas Van Hoorde ‏@NicolasVH
My 40M EUR offer for Gomez has finally been accepted. Now to contract negotations. #FIFA13

1h Nicolas Van Hoorde ‏@NicolasVH
Menus are much more responsive. Visual style is mainly the same, but it's much smarter presented. Less going back/forth in menus. #FIFA13

1h Nicolas Van Hoorde ‏@NicolasVH
Wanted list for transfers is a nice addition. #FIFA13

1h Nicolas Van Hoorde ‏@NicolasVH
Things like transfers in CM can still be fine-tuned till last second. Not that there's anything wrong. Just saying it isn't final. #FIFA13

2h Nicolas Van Hoorde ‏@NicolasVH
Ow yeah, for all those wondering where RVP is going. #FIFA13 decided he's going to Bayern for 34 million EUR.

2h Nicolas Van Hoorde ‏@NicolasVH
Started CM with Chelsea. Got a bid of 37 million EUR for Mata from Man City. Counter-offered 57. They got back with 49. I accepted. #FIFA13

2h Nicolas Van Hoorde ‏@NicolasVH
Some other neat additions too, but I won't spoil everything. See for yourself September 28th. #FIFA13

2h Nicolas Van Hoorde ‏@NicolasVH
Haha, new option when creating your manager. Outfit-style: training, suit or 'shirt and tie'. Can also choose color. #FIFA13

2h Nicolas Van Hoorde ‏@NicolasVH
New option before starting CM: set financial strictness. This is a percentage that decides how much from a outgoing transfer you get.#FIFA13

2h Nicolas Van Hoorde ‏@NicolasVH
Also, you can let the CPU pick the teams (randomize) or just pick the teams yourself, so you can replicate the groups from real life!#FIFA13
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2h Nicolas Van Hoorde ‏@NicolasVH
No play-off games for season 1, straight to groupstage. Both Champions' Cup and Euro League. Good enough. #FIFA13

2h Nicolas Van Hoorde ‏@NicolasVH
Here's a BIG one: you can now play in European competitions from the first season in Career mode. #FIFA13

2h Nicolas Van Hoorde ‏@NicolasVH
Have been asked this. Saudi Pro League and Polski League are in. #FIFA13

2h Nicolas Van Hoorde ‏@NicolasVH
All other settings seem pretty much the same. #FIFA13

2h Nicolas Van Hoorde ‏@NicolasVH
There are a few more sliders in audio settings. Not 100% sure, but you can now set volume imported chants and 'voices players'. #FIFA13

2h Nicolas Van Hoorde ‏@NicolasVH
Can't talk about online, but there's something new a lot of fans will appreciate. Not long til everybody can hear about it. #FIFA13

2h Nicolas Van Hoorde ‏@NicolasVH
I'm with #FIFA13 now. Just to be clear: I play all manual. Maybe if lofted through balls haven't changed, I might change that back to CPU.

2h Nicolas Van Hoorde ‏@NicolasVH
Let's to this! #FIFA13 http://instagr.am/p/OJEbEqiw8c/

3h Nicolas Van Hoorde ‏@NicolasVH
On my way to #EA for #FIFA13 playtest! [URL="http://instagr.am/p/OI_soqiw68/"]http://instagr.am/p/OI_soqiw68/[/URL]
 
  DCi
Cool - was speaking to a EA dev friend who said management really wanted to focus on the presentation aspect. I.e. The team photo/captain bits and even he was a bit cynical and we said everyone watches it once or twice then just skips it but I like the idea of visible manager/subs warming up
 

Cookie

ClioSport Club Member
I hope they've sorted out the issue where a) BAP can make subs (lol) and b) BAP never actually gets subbed.
 

cafcross

ClioSport Club Member
Those skill games look brilliant. Bit of fun to pass the time, but also very useful for playing the game and improving your skill level.

The only thing I hope they've improved is no transfers in the first summer of career mode.
 
  UR R26R.5, VW Golf R
The skill games are used during loading sections too, so it's not just shooting like it always was.
 


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