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GameSpy preview

Kimmer

Youth Team
EA's FIFA Soccer series has been lording over the futbol scene since 1993, and it wasn't until recently that it's had any serious competition. While Konami's Winning Eleven series has been tearing up the pitch on the PS2, FIFA is still the unquestioned ruler on the Xbox. For many fans, however, FIFA Soccer 2004 was a bit of a letdown. Sure, the graphics were great and the career mode was deep, but issues with player control and AI left a lot of people wondering if EA would be able to stay dominant for much longer.

It's no surprise then that in the newest version, FIFA Soccer 2005, the developers have listened to their fans and attempted to fix all of the problems. We were recently given a demo of the new game, and things are definitely looking up. Since it's the second year of the core engine, the developers have been able to spend more time tweaking and fine-tuning the game, and it really shows.

One of the biggest new features is the Fluid Player Kinetic System. EA has improved the sensitivity of the analog stick and the buttons, giving you more control over the player with the ball. In the previous titles, changing direction or stopping would be shown as a quick animation (although it wasn't obvious to most people), which gave your opponent an extra split-second to steal the ball from you. With the new system, everything is done on the fly, so it looks and plays much smoother.

Another new implementation is something the producers are calling First Touch. This is a subtle change, but it can really change the dynamic of the game. Most affected is the passing system. Before, if you passed the ball to one of your teammates, he would have to slow down a bit to corral the ball before continuing forward. Breaking momentum allows your opponent to catch up with you, thus giving him more of a chance to steal. The producers explained that First Touch allows you to be in control of the ball, without necessarily being in possession of it.

The developers also reworked the interaction zones for the virtual players. A player receiving a high ball can stop it with his head or chest, barely slowing down to drop it to his feet. The more aware your players are, the easiest they are able to do this.

This awareness is another new feature of the game. For the first time, EA has updated the rating system it's been using in its database of players. Previous games rated players on a scale of 1-10 on such skills as passing, running, and shooting. FIFA Soccer 2005 now rates players on a 1-30 scale, and better players have much better anticipation and field awareness than lesser players. This allows them to get open faster, which leads to more scoring chances.

The last point the producers touched on was increasing localization options for fans. While there are over 15000 players in the game already, teams are constantly updating rosters. To keep up with this, they've implemented a create-a-player system that's reminiscent of their Tiger Woods series. When creating a player, you can tweak his looks using a myriad of options, and it's amazing how close you can get to making him look like the real thing. On the bottom of the player creation screen, there is a long code called EA DNA. Once you've created the player, you can save the code and distribute it however you wish. EA is hoping that local fan newspapers and websites will give out codes for any new player that joins their home team, so fans can simply plug in the code and start playing with him. This will help keep the game fresh for a long time.

With FIFA Soccer 2005, EA is hoping to solidify its iron grip on the Xbox's soccer scene. From what we've seen so far, they're on their way to claiming the cup.

*Spiffy
Greatly improved player control; EA DNA implementation; Xbox Live support.

*Has opponent AI gotten better?
 

Kimmer

Youth Team
Originally posted by nickclubman
Props bro! I was just checking GameSpy and couldn't find anything lol.

Good work(H)

NK.

lol, i just tiped fifa 2005 in the "keysearch" but without hope.... but wow i found this great preview, i think that i have luck because i never find anything relevant.
 

Maniac

Reserve Team
I don't won't to get my hopes up, like I did for fifa 2004, but I really am looking forward to this new DNA-feature. :confused:
 

Hydde

Youth Team
IM very sure the ga,e will be good enough for eveyrone.


U can see some positive changes in the Euro game...and if this game have those features of first touch, that were urgently needed in the series, this can only get better.

The creation center will be very good.
 

ishan1990

Senior Squad
Re: GameSpy preview

Previous games rated players on a scale of 1-10 on such skills as passing, running, and shooting. FIFA Soccer 2005 now rates players on a 1-30 scale, and better players have much better anticipation and field awareness than lesser players.

What is this about a 1-10 scale and a 1-30 scale??

1-30? fifa 04 had 1-100 someone please tell me if i'm way off. I hope i am....
I'm thinking what they are saying is that the highest player is at a 30. Thats gay. It sould be 100.
Someone tell me please.
 

ishan1990

Senior Squad
maybe they mean that instead of 10 attributes players have 30 attributes
(like shooting dribbling ect.) but didn't fifa have more than 10 attributes anyways? I'm so confused....
 

Rport03

Youth Team
This is what I think they mean...

When they punch the skill levels into the game they only had the option of 1-10, so really all the players would almost be the same and very general, like if they punch in someones speed to be 3 and then someone to be 5, its not a huge diffrence because the numbers are so close (more general).

But now with 1-30 scale they can be more accurate and not so general because now they a longer span of numbers to work with.. so that guy with the 3 will still be 3 but the guy who had the 5 might be more like a 8 or 10, now its a bigger gap and they could be more precise as to how much better each number gets.. (for example, 1-10 scale, 1 could be 5mph as 2 would be 10mph, but with the 1-30 scale 1 could be 2mph while 2 becomes 4 mphs, etc..)

Well Hope you guys understand what I mean, but all in all its all about being more accurate..
 

Hydde

Youth Team
Like somoeone said.. i think that they are not talking about the numbers.. they are talking about the attributes but im not sure.

For example:
In the fifa 2004...players have attributes like heading,passing,shooting,dribbling,ballcontrol,tackle,pace..and things like that. I think they are like 10 attributes..

well i think this time it will be those 10, plus 20 more.. I dont know.

If that is the idea, i think is a very very cool feature because now we can have a lot of different player´s skills in the game...and certain players can really have Unique characterictics.
 

Rport03

Youth Team
Well On the screen it will proably be the scale of 1-100, But Proably they can't punch in 1-100 for being so accurate because of possiblities of restraints of what the PS2 could handle, or for that matter anyother console... I mean don't hold me against of what i said, this is pure opinion but I just think the 1-30 is what they punch in for the codeing of the game, like I said 1-10 is very short and very general, 1-30 they could be more accurate (a wider range of numbers) but on the game itself it will possibly 1-100.... now it could be that they maybe ment attributes, seeing how in '04 they didnt have that many, but I belive they had more than 10 but who knows I guess we'll just have to wait and see...

Now with the EA DNA... I remember in the WWE Smackdown series THQ was going to use a simular system for there Create-a-wrestler... But they dropped it because of the fact that they couldnt get it just right and I think that the numbers would of been to long (something along those lines, im not so sure) But in my opinion I don't know of anyother game that has a system like this and to me if EA could pull it of, even if it has a few tiny bugs I think it will be something big, I mean is it easier making them yourself or coming online finding a code, ounching it in and bam in 2min you already have them made, it beats taking an hour or whatever making them.. Again I bet that if EA pull it off other EA Sports titles will use it and so will other games altogether, I for one am looking forward to this, as I belive it will be an awesome option.
 


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