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XBOX: FIFA 12


Agent31

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The first FIFA 12 footage has leaked online, showing off new features including the game's Impact Engine.

The new system will see players react to tackles depending on exactly where and how an impact hits their body, as opposed to relying on a handful of animations depicting stumbles and falls.

"The result is physical play that looks astonishingly authentic," OXM said of the feature, noting that specific injuries will also be based on new physics recognition (which has its biggest impact in career modes) and stronger players will be more resilient.

http://www.youtube.com/watch?v=V6WnNDieX1w&feature=youtu.be

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The first FIFA 12 footage has leaked online, showing off new features including the game's Impact Engine.

The new system will see players react to tackles depending on exactly where and how an impact hits their body, as opposed to relying on a handful of animations depicting stumbles and falls.

"The result is physical play that looks astonishingly authentic," OXM said of the feature, noting that specific injuries will also be based on new physics recognition (which has its biggest impact in career modes) and stronger players will be more resilient.

http://www.youtube.com/watch?v=V6WnNDieX1w&feature=youtu.be

This FIFA 12 aint ordinary bruh..

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They need to respect the technical teams in this version, Strength is so overpowered.

I want the chipped through ball sh*t nerfed aswell. When the ball comes over the top, your defender controls it only for the striker to nick the ball and run clean through

I just want a balanced game ffs

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They need to respect the technical teams in this version, Strength is so overpowered.

I want the chipped through ball sh*t nerfed aswell. When the ball comes over the top, your defender controls it only for the striker to nick the ball and run clean through

I just want a balanced game ffs

:Y:

All this would get me hype if it was clear they were gnna address the current issues before implementing all this new sh*t.

the way this sh*t angers me is ridiculous, 90% of the ppl online do this for the full 90 minutes

fifa 11 is ALL strength and speed, if your team isnt either full of players that are strong as f*ck or quick as f*ck your very likely to get beaten by people exploiting cheapness alone.

EA's marketing team and that rutter guy >>>>>>>>>>>>>>>>>>>>>

they do this EVERY year, ignore all the issues people complain about every year except day one stuff (e.g. day one of fifa 11, shots from kickoff sailing straight over the keepers head) then drop bare sh*t thats gonna be in next years game and nuff people get hype and forget how much is wrong with the current game.

How can they claim all this fatigue and pro passing sh*t after fifa 10 to stop the ppl who just pressure for 90 minutes online and pass the ball first time nonstop in every attack without ever misplacing a pass because no thought goes into passing power or weight then fifa 11 drops and onlines exactly the same :lol: its still 90 minutes of being pressured nonstop and the same passing bullshit where no thought goes into it and people feel theyre sick because they can tap A repeatedly and find a teammate with no complications.

everyone remember this sh*t...

swear none of it is in the game.

c/s clubs needing fixing aswell

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biggest gripe is first time manual passes/through balls

no matter how little power you use, they are done with full power

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The first FIFA 12 footage has leaked online, showing off new features including the game's Impact Engine.

The new system will see players react to tackles depending on exactly where and how an impact hits their body, as opposed to relying on a handful of animations depicting stumbles and falls.

"The result is physical play that looks astonishingly authentic," OXM said of the feature, noting that specific injuries will also be based on new physics recognition (which has its biggest impact in career modes) and stronger players will be more resilient.

http://www.youtube.com/watch?v=V6WnNDieX1w&feature=youtu.be

5:24 u this is just gonna piss u off in a match

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They need to seriously fix tackling and ping pong passing.

Is like you just have to hold A and they charge at you full speed and stick out their leg to get the ball with ease, and is so easy to go clear then the CB would just pick up bare pace from no where and brush you off with so much ease. Pretty much everyone and anyone can brush you off the ball easily when you go shoulder to shoulder.

Make the passing realistic also, the worst is when they hold LB+A looking for the bait 1-2 and the guy who recives the ball is just standing there waiting for the ball to come to him then his first touch is a LB+Y which is perfectly lofted but you think nah my CB is tracking the run this will flop but no your CB gets there first only for his first touch to cushion the ball for the striker and your CB is on the floor all ready from getting brushed off.

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LOL so true.

Some of the lofted through balls that get through im just like eyebrow.gif

The worst is when your there thinking 'Nah ive covered that, too easy to read'.....then next thing your defender throws a random leg out at the ball, which slows him down and their striker is one on one from a situation where shouldnt of even had the ball. Headloss.

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http://www.fvpa.co.uk/forum/viewtopic.php?f=82&t=13841

It's a REALLY long read so I will copy and paste the key points:

FIFA 12 - A webcast with the devs

- Upon connecting to the webcast we were greeted by Aaron Mchardy and Santiago Jaramillo who are both game play producers for the FIFA series

-Aaron said “what we really wanted to achieve this year, as a game as a whole, is we want to make a game that feels really different from FIFA 11. Its change really every area of the game from the boot flow to the final whistle. We’ve done a lot of changes to the menu, to the presentation, a lot of things happening in game modes around the game but we’re not going to tell you about that today.”

-This year however the plan is to create a revolution by making some key changes that will in turn change the way user play FIFA.

-Tactical Defending; pressing has been removed and replaced with a tracking jockey that Aaron referred to as “contain”.

-When you hold down to press it has been replaced so your player will track the ball carriers run by jockeying at a distance that you adjust with the left analog stick.

-holding down contain and moving as close as you can to the ball carrier does not result in your player making an attempt to tackle, instead the automated tackle has been replaced with a button press so now you have to time your tackle affectively. Pressing too late may result in missing the tackle altogether or pressing it too early may give the ball carrier too much time to see the tackle coming and step away from the attempted tackle.

-The secondary press has also been replaced with the new contain system which means if you are using contain with your own player and you bring in the secondary contain instead of preparing a tackle, he will also track the player but will actively look to block off passing options.

-Unfortunately there was not much talk on how this will affect the pressure abuse in most games but my personal opinion is that it sounds as if it will be a lot harder to apply constant pressure without missing tackles and pulling players out of position.

-Precision Dribbling; Aaron summarized that the new precision dribbling as “the ability to dribble the ball, maintaining close control when you’re in traffic and when you’re near the sidelines, as well as giving the ability to shield players and dribble at the same time”.

-In FIFA 11 you don’t have the ability to take small touches that change your direction in traffic/a congested part of the field without risk of running into an opposition player and losing possession. Yet in real football this is where the best attacking players in the world would shine and it also didn’t allow teams like Barcelona to be realistically created due to this being an area of the game where they excel.

-Aaron pointed out a video which we saw in FIFA 11’s build up where there was a demonstration of the jog speed turn radius followed by the new lower tier speed dribble. With the jog speed you could see that the player had good control but used a space of four to five yards to make all of his turns and twists which as we all know in real football and FIFA is actually a lot of space.Aaron then showed a clip of the newer lower speed dribbling (precision dribbling) which showed a player turning and twisting as he did in the jog speed video, only this time the space used was within a yard which in-game would allow a player a lot more ability to avoid a tackle or to turn his back to a defender allowing him to maintain the ball in a small space.

-This will in turn make the pitch seem a lot bigger which was an issue in previous FIFAs as the pitch felt cramped and lacking space. Essentially the combination of potential to miss tackles and a more precise dribbling system should give us the space which is something that has always been lacking.

-Another great advantage of this new system is how it will affect the pace of the game as you will have three tiers of pace and this will be combined with various statistics such as acceleration, sprint speed, ball control etc

-Santigo added that the precision dribbling system is “very sophisticated and very intelligent

-When you first play FIFA 12 you will “feel it” right away.

-There will be a button command for it too so that the user could use it certain situations when they wanted to

-Another use of the precision dribbling and shielded dribbling was then shown in a video entitled “change of pace”

-The video showed a test bed set up of a player slowing up the play by turning his back on a defending player and as the defending player came in attempting to make his tackle the precision dribbling was used to turn the attempted tackle and then the player explodes out using his sprint into the open space. This was all executed using a change of pace and the new precision dribbling and shielded dribbling

-Impact Engine;The introduction to the new Impact Engine involved some big statements from Aaron when he said “we’ve basically taken out a large chunk of our game in our physics engine and put in a completely new one” and added “this is probably the biggest change we’ve made to our engine since we rebuilt it for the next gen consoles”.

-Impact Engine in a nut shell is a new physics engine/collision system which is one of the best technical advances that FIFA has had in a long time in my personal opinion.

-The motivation for the change was down to the technical limitations of the old collision system like how to solve things such as a player jumping up to contest a header and going over the back of another player, a mid-air collision during a diving head or a player poking the ball away as a striker shot and how the legs would collide.

-The first video that we saw was from FIFA 11 of a player in possession running directly into a standing tackle which resulted in a tackle and the player who was in possession stumbling.

-The problem we’ve all seen in FIFA 11 is that this quite often results in an unrealistic stumble rather than an actual collision, especially when two players run right into each other.

-Aaron then moved on to show us a video of the new engine simulating the exact same type of collision only this time the new engine took into consideration all of the points of impact and momentum resulting in the player who was tackled getting knocked backwards due to the impact of the hip, chest and knee.

-Santiago also added “Last year you could play FIFA and then after a couple of months you would have seen all the falls and the stumbles that we had in the game, but when you get FIFA 12 because all of these animations are now getting modified in real time and giving you a different result every time then you can be playing FIFA for 8 months and every game there is potential to see something you haven’t seen before.”

-We were then shown another example of how the new engine helps give a more realistic outcome in shielding by being shown a video from FIFA 11 where the ball was being shielded and arms were clipping through each other frantically and even at one point the aggressors head managed to penetrate the defending players shoulder. Aaron explained that this happened because the situation was changing so rapidly that the old engine could not string together animations well enough to prevent this from happening.

-He then went on to explain that with the new engine the information is being constantly updated and there is a more organic sense of impact which results in more realistic collisions. The video that we saw demonstrating this actually was very impressive as a defender came charging in from behind on a shielding player. Due to his momentum and the better detection of impact the charging player made impact knocking the shielding player over and then his own momentum caused him to fall over too.

-The videos of how the impact engine affects the game was then followed up further with Aaron explaining how it can create something that they have been referring to as “unexpected behaviours” which essentially is animations that you would not expect having played previous versions of the FIFA series.

-In the video clip it showed Jon Obe Mikel sprinting and Johan Djourou closing him down head on. As the two players near each other for the collision Mikel side stepped and Djourous leading knee makes contact with both of Mikels thighs causing his body to flip a full 270 and land on his back.

-One thing that Aaron then cleared up is that you won’t see “extreme” situations like this all of the time and it was just one random outcome they wanted to show off as it was the kind of challenge you would only see once or twice in a season.

-At this point Aaron handed over to Santiago to tell us more about “contextual dribble turns”. Santiago began to explain how in previous FIFA's it was common to try and dribble in and out of tight spaces due to players attempting to tackle you and how quite often, even if you managed to navigate the ball through the contesting players, the player you were controlling would make contact and go into a stumble animation causing you to lose the possession.

-With the new impact engine and contextual dribble turns the players now “understand” the context of their collisions and so if they weave the football through two players but get clipped on the leg it won’t necessarily result in a free kick and a stumble animation, instead the player will be clipped but will recentre his balance and maintain his run.

-The example clip we were given was a great example as a defending player attempted a slide tackle as the ball carrier turned, this caused the ball carrier to attempt to jump/hop over the sliding players legs only for his trailing foot to be caught. In previous series this would have resulted in the player going to ground and being given a free kick but in this case, using the impact engine, the player managed to shift his weight to avoid falling over and carried on his run.

-Aaron then said that the last thing he would talk about was “the foundation for the future” and how this new engine is also laying a foundation for future FIFA games as it allows the team to do so much more than they could before implementing it. He then added that they have in fact added a few “cool new things” this year using it, one being “true injuries”.

-True Injuries;True injuries can be created in FIFA 12 thanks to the new impact Engine. The engine and some new programming allows the understanding of impact magnitudes of every single part of the body, understands joint torque and when things happen how much force it applies on a joint or a limb giving realistic injuries.

-In the demonstration clip we saw Torres being tackled by a defender but as the defenders outstretched leg collides with Torres’ knee he falls backwards causing his other leg to buckle under his own weight and twist backwards putting a massive amount of torque on his other knee. Instantly after he rights his leg on the floor he rolled back in pain and then leaned in to hold his knee on the floor whilst play went on. He also went on to get up and limp slightly and when this is all plays out in game it really did look genuine and realistic.

With this new system in place collisions can cause injuries all over the body in a realistic manner rather than it being a scripted chance as it seemed to be before.

-Another form of injuries that have been added are self injuries. In the clip we were shown of a self inflicted injury the player had run himself down and then as he stretched to reach the ball he suddenly began to limp due to pulling his groin.

Another injury form that has been added is re-injury and in this clip we saw Fabregas wearing a knee brace after just coming back from a knee injury and during a tackle he falls to the floor and re-injures his knee.

-Aaron then informed us of something called “push pull” which has been added with the purpose to create better and more realistic battles for possession via pulling and pushing.

-Pro Player Intelligence;basically an improvement for the AI players. Essentially pro player intelligence is about players knowing who they are playing with, what their strengths are, what their weaknesses are and using that to an advantage.

-A good example of this was when we were showed Peter Crouch winning high pass after high pass whilst playing for Tottenham Hotspur against AC Milan in a real match. We were then showed how this is replicated in FIFA 12 with players choosing to cross when Crouch was in the area but when Defoe was in the area instead the cross was not delivered and the ball was recycled.

The dev team are confident this will change the very essence of how the game is played with team mates making decisions based on the type of players they are playing with and the situation itself.

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http://www.fvpa.co.uk/forum/viewtopic.php?f=82&t=14557

Not as long read as before but I will copy and paste the key points:

FIFA 12 - Gameplay write up

-Myself (Spike) and a select group were invited to join EA in Guildford on Wednesday 1st June to try the new game play of FIFA 12. I must first start by saying I did get to try the game play of FIFA 11 around the same time of the year last year and this has helped me become critical with the added bonus of hindsight.

28b4i6g.png

-Menu;as you can see Kaka is in the image above the actual menu but what is very nice is he is animated as the menu loads. You'll see Kaka perform an action and then it freezes him as if it were a photograph at which point you can navigate the menus. The menu seems lag free which was nice but obviously we had no access to various options as they were greyed out, we were not connected to the servers and I imagine Ultimate Team was yet to be installed meaning these factors could potentially return the menu lag.

-Presentation;Upon starting my first match of Arsenal vs Chelsea (the only two teams in the build we played), I was greeted with the arena as per usual. I clicked start and was greeted with a new introduction screen. The screen divided with the Chelsea badge presented in a 3D manner and then I was greeted with John Obe Mikel dribbling in a large close up of his entire player model. It was a very nice touch and was followed Van Persie sliding on his knees in celebration for Arsenal.

wujeza.png

Game Play

Defending;I instantly held down what was the press/tackle button to try out the new contain feature that replaces it and found that I no longer felt like I could charge a ball carrier like a wild boar that was out of control. The secondary press is now set to the RB button and B is now the commit to tackle button. I was amazed at how removing pressing/auto tackling opens up the game giving you more space on the ball and yet it did not bother me that the game was now a lot harder when defending. I noticed that by secondary pressing the opponent no longer felt pressured to pass the ball off as soon as possible as the secondary press will never commit to a challenge, instead it is up to you to switch to that player, make up the containing space and either walk into the ball carrier to attempt a tackle or press B to actually stick out a foot and commit to that challenge. I think the contain is best described as a tracking motion or automatic jockeying where the defender does not spread his body as much. It works nicely in the game and you cannot abuse the tracking as the closest you can get to the ball carrier whilst containing is around 1-2 yards. You cannot just let the computer do your defensive work by holding B as could in FIFA 11, instead when you use secondary contain you find your teams player nearest to the ball will track at a range of around 3 yards making it harder for the ball carrier to run freely but not forcing him to make the pass until that player or another attempts to make the tackle. I'm also positive that this will bring a whole new level of difficulty to clubs with defenders having to stay on their feet more as you would expect in real football, something I'm very happy to see.

Dribbling;With the new addition of "tactical defending" dribbling now feels more powerful, it's almost as if I feel comfortable to try and beat a player with dribbling now which is something I've never felt before in a FIFA game. The new precision dribbling makes a large impact on dribbling as it feels more natural to twist and turn or just to hop out of the way of a tackle that has missed the ball but clipped me as I've passed him. One thing that really stood out was how nippy Walcott felt when dribbling, his pace and acceleration felt right as when I attacked the wing I found Ashley Cole struggling to contain me if I got a yard on him and I could then use that yard to break away using Walcotts pace. The new precision dribbling allows me to dodge small fouls and then use that split second that the defender has mistimed his tackle to break free and really use Wallcotts pace as he does himself in real life. It feels as if smaller players can now weave in and out of areas they previously would have lost the ball due to lacking strength.

Impact Engine;To look at the new Impact Engine positively it really can add realism to the game in the sense that it allows players to remain on their feet when they would have previously fallen to ground, it adds more variety to collisions, it allows injuries to be "understood" and it has a lot of potential in a variety of other ways. The problem with this pre-alpha build that we played (I must stress that being pre-alpha makes a big difference) is that there seems to be a lack of understanding from the games referees as to what should and shouldn't be considered a foul and more to the point what would merit a yellow card and what would merit a straight red card. To explain this further I was very happy whilst playing one match where I went around Petr Cech only for his arms to take my legs out completely. The referee immediately sent Petr Cech off which made perfect sense as had not only stopped me from having a scoring chance but had also made no contact with the ball. This was a positive decision by the referee but it seemed the more that I played that I could not receive a straight red card unless I denied a scoring opportunity. Once I realised this myself and Lee (a gamechanger and writer for SweetPatch.TV) set about fouling each other in the most viscous manners possible to test how the game reacted to it. Below are a list of collisons that occured and the results of them:

-Lee dived in two footed making contact with both of my ankles forcing them down and causing a nasty bend of the leg - no foul given

-I raised a leg and kicked Lees player in the back causing him to collapse to the floor with the ball no where near me - no foul given

-I headbutted Lees player in the air causing him to collapse without making any contact with the ball - no foul given

-Lee went through the back of my legs causing one to twist unnaturally and injure my player - yelow card

Most people who were playing the game were able to agree that this was happening far too much and that it made the game very hard to judge in terms of how the Impact Engine would work. Having said this if EA do tidy up the impact engine and the understanding of fouls then it'll be an amazing addition to the game as when it works it's very impressive. Being as it is a new engine and this was a pre-alpha build I'm still not panicking about this issue being fixed as I think there is no way you can play the game without experiencing it so the devs are probably more than aware of it and looking to fine tune prior to release.

AI;On a negative side the game still doesn't seem to understand intelligent off the ball runs, it's still a case of running in fairly straight lines or strikers getting in the way of wingers by coming out wide etc There is also in my own personal opinion a problem with the AI supporting players by coming to them to give them an option. Too many occasions on FIFA a player doesn't react to a loose ball. The AI still seems to do this far too often as you see a ball roll past them in the midfield and you know that had they been a real person they would have made the effort to collect the ball. These problems aside one great new change is the AI's ability to create chances. Whilst playing against Arsenal as Chelsea I really felt as if I was playing Arsenal as they worked the ball around the edge of the area on both sides and in the middle. There was also signs that they had no intention to cross unless there was a real chance that Van Persie or Chamakh would get to the ball as they were aware that Chelsea were stong in the air whilst they were not.

To summarize the AI, I think EA still have a crazy amount of work to do as there are still too many things that massively frustrate me as I play the game. The majority of them were AI based but on the same note I have to give EA credit for giving teams a little more team individuality and that ability to be a little less predictable in how it attacks.

Heading;Due to the Impact Engine there are a lot better air collisions and you really get to feel like you're a victim to gravity should you jump and get it wrong. Positioning plays a much larger part of heading successfully now with headers going behind a player if the ball is too high or in a few cases the ball bouncing off of the floor and going over the goal if you head down with too much conviction. One of my favourite additions to heading is how if you jump up to challenge for a header and the opposition player backs into you then quite often it can result in you falling over his back with brilliant realism. So what is the key problem? As always in FIFA heading is a 2 man thing, only one player from each team can truly challenge for the ball which defeats the whole purpose of being able to crowd out a big man in the box. With all FIFA's you can have one striker in the box and if the cross is good enough he'll only be challenged by one play from the defensive team, even if there are seven men in the box all around him. This is something PES has always seemed to have had over FIFA and I just cannot understand how a game aimed to be a simulation of football can limit a single player from each team to challenging for a ball in the air.

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