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FIFA 11

PSU intervju:

EA Sports has a long history with FIFA. Over the years we’ve seen some major changes, mostly in the control and graphics, but with FIFA 11, EA Canada will introduce some of the biggest changes we’ve seen in the series.

New features like playing as a goalie, 11-on-11 online matches, and player abilities that match their real-life figures are all welcome additions to the FIFA franchise. But some things are slow to change—FIFA 11 will not feature Move functionality or 3D support. In particular, the clear push toward motion controls doesn’t seem to faze the creators of FIFA, but if there is a way to properly implement it, we could see Move as a part of FIFA’s future.

With so many changes, some small like graphic enhancements, others major like the new Personality+ system, we decided to go to the source and find out what we can expect when FIFA 11 hits retailers on just about every system known to man. Producer David Rutter took the time to speak with us about these major changes, and give his opinion on topics such as Move and what puts the FIFA franchise apart from its competition.

Make sure to check out the exclusive advanced defending techniques video provided by EA and let us know in the comments section what new features gets you the most excited. Also, you can check out some new screens here.

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PSU: It appears the biggest change to FIFA 11 is the Personality+ system. Why is EA Sports promoting this new system, and why has it taken so long to build in-game characters that closely match their real-world counterparts?

Rutter: Personality+ is a massive feature that integrates itself into every facet of gameplay—Visuals, Animations, Attributes and feedback systems. All in all Personality+ delivers distinctive and distinguishable players in every position on the pitch. Naturally the attributes form the core component of the Personality+ feature. The gameplay is now fully driven by player attributes and traits— both on and off the ball. Even goalkeepers. Feedback from the commentary—and indicators in the menus—also help those less knowledgeable fans understand who’s good at what on the pitch. For visuals we’ve three times as many body types this year, and we can manipulate them almost infinitely. In addition we’ve addressed the largest number of star heads in any 360/PS3 version of FIFA. Animation wise we’ve added tons of new animations for players based on their style of play, and have also implemented a comprehensive facial animation system – including blinking. On top of that the players now have trademark celebrations where appropriate. We were able to achieve this level of individualism for players within the game this year because our engine is now very mature and our gameplay is now so refined that we just need to polish it each year. This enabled us to dedicate more resources to exploring new ways to maximize the database and achieve a more holistic representation of each individual player.

PSU: We know FIFA 11 will not get Move support. Do you think the future holds a spot for motion controls in the soccer (football) game market?

Rutter: We’ve yet to experiment sufficiently to commit. I can say we have some ideas that we’d like to explore – but I’m only inclined to add things if it benefits the game.

PSU: This year, we get to play as the goalie, how do you describe the experience as opposed to playing as a striker who will likely have more ball time?

Rutter: If I look at how I feel in goal there are 3 things that resonate with me. I’m a bit scared when the ball comes near the goal, I feel a bit isolated – and at times bored, and then I end up shouting at people. We took this and put it into the game. The act of saving is pretty intense – it’s easy to make a mistake, but harder to save. It’s a very satisfying, but nervy, experience. I find it quite stressful. The isolation is what makes this happen. It’s periods of inactivity followed by extreme action. It’s quite different from being a striker. There’s little collaboration or co-operation for the keeper. That’s where shouting comes in. We’ve implemented a ‘zoom up pitch’ with the select button, and under teammates are what we call ‘call to actions’ – essentially button prompts. You can get you teammates to do things – a bit like shouting at them. It’s very me

PSU: What were the difficulties in creating true 11-on-11 online matches?

Rutter: Technically it’s very challenging. Online Team Play is all about playing cooperatively and it is a very satisfying experience. We have wanted to introduce playing as a goalie for a long time but we didn’t want to rush it. If we did it badly it would negatively impact OTP. So we had to do it well and do it right the first time. Our gameplay is so polished after years of refining that we can add extra features like this that don’t come at the expense of core agmeplay.

PSU: Over the years we’ve seen a fair amount of changes to ball/dribbling controls, what does EA think about its control system this year? Will we find easier to use controls, greater depth for more advanced players?

Rutter: I like to describe it as deep and richly rewarding. There are different types of dribblers and specific animations for specific dribbles. Speedsters, physical players, technical players, close controllers all handle the ball differently. We’ve got so many different types of player personalities now–each and every type of player feels and looks so different. It’s really enjoyable – and a metagame in its own right. You will also find that new 360 degree fight for possession really adds another element to the game. I was playing a game where I was trying to dribble between two players and I was jostling with one to maintain my dribble and as soon as I released him I had to keep possession of the ball and meet the challenge of the second player and skip through the opening between them. It was very rewarding.

PSU: FIFA World Cup 2010 South Africa introduced a two-button control system for those new to the FIFA experience; will FIFA 11 carry a similar system? Is there anything to help attract a new audience?

Rutter: We’ve ‘borrowed’ the 2 button control scheme. We’ve not done a whole lot more to help attract a new audience particularly – except continue to make the very best sports gameplay there is.

PSU: Finally, what sets FIFA 11 apart from its competition this year, which is also promising to offer the best soccer (football) experience on the market?

Rutter: We’ve got the most refined gameplay again, the most fan feedback and the coolest innovations. If you are a gamer, a football (soccer) fan, and ‘competitive,’ FIFA 11 offers probably the most comprehensive, deep, rewarding and high quality gaming available. We believe it’s the best sports game ever made.
 
Izgleda sasavo, ali je zabavno i dosta vise se polaze na taktiku, nego na skill.
 
Al' kad podvucemo crtu, ipak je sranj*e? :)
 
Manje od ps3/xbox360 PESa :).
 
The first inclusion of Online Pass functionality in a FIFA game doesn’t have the team “worried,” producer David Rutter has assured VG247, adding that making additional charges to those playing online with a secondhand copy is necessary to justify both the “human cost” of online development and improvements in the game’s multiplay service.

Online Pass, the EA Sports initiative that charges those buying secondhand a $10 fee to play games online, came into effect for all of the publisher’s titles with the release of Tiger Woods 11 in June this year.

FIFA 11, releasing on October 1, will be the first FIFA product to use the scheme.

“I don’t think we’re as worried about it as some people probably think we are,” said Rutter, when asked if he was apprehensive about bringing Online Pass to FIFA, EA’s biggest franchise.

“From the day it goes live to six weeks after, we’re all on 24 hours a day, seven days a week call, to try to fix anything that happens on the servers or game that people are reporting. On a personal level, that’s going to cost me part of my life. I don’t get paid overtime.

“I’m not, for one instance, suggesting that I don’t want to do it, but there is a human cost.”

Ridiculously expensive

Rutter went on to chorus recent quotes from EA Sports boss Peter Moore on the matter, saying the charge was necessary not only to ballast general maintenance costs, but also to fund further development.

“There’s a company cost for maintaining this kind of stuff, and we’ve always done it [at no extra charge],” Rutter added.

“Many people are enjoying playing online, and we want to continue to not just do that, but we also want to continue to make it better and better and better.

“It’s ridiculously expensive, and we want to try to deliver the best possible thing we can do. For the vast majority of people that buy the game, they’re not seeing any additional cost.

“The only thing they are see the hindrance of having to put in a small code at the beginning of the game, which will ensure that their online experience is unparalleled.”

Online Pass also has the benefit to EA of encouraging people to buy games new. Used game sales are constantly cited as a reason for declining new sales.

Online gaming has become highly important to EA Sports. FIFA 10 alone logged 10 million online game sessions within one week of launch. The last confirmed sales stat for FIFA 10 was 9.7 million units in February of this year.

FIFA 11 is to include bolstered online features over its predecessor, such as the ability to play full a career as a goalkeeper.

Počeli da deru kožu :d
 
I dalje se ne zna koje ce lige biti u igri? Iskreno, to me jedino i zanima :)
 
Kako se ne zna? Pa sve kao i u proslim verzijama + Ruska liga i mozda jos neka nisam siguran.
 
Mislim da je jedina novost ruska liga (koja je bila u PS2, PSP i PC verziji prošle godine). Bilo bi lepo da iako nemaju UEFA licencu, ove godine makar srede sisteme takmičenje u evro kupovima.
 
Najvise me nervira, kada uzmete da igrate sa nekim klubom koji se kvalifikovao za Evropu, u prvoj sezoni, te iste Evrope NEMA! Nadam se da su to sad malko ispravili
 
Mislim da ni ujednoj igri iz FIFA serijala nisi mogao da igraš Ligu šampiona ili Kup UEFA u prvoj sezoni,
nego si morao da se kvalifikuješ. Nekad je manager mod trajao samo 5 sezona (FIFA 2003), dok danas traje max. 15. Dok čekamo da se pojavi demo evo jedne "lepe" kopilacije: Fifa 11 - Gameplay Fifa Day [www.fifaitalia.net]
 
Mozda u toku noci na americkom PSN-u..
 
Koliko se ja sećam četvrtkom je stizao update sa USA PSNa, jedino ako nisu nešto promenili...? Ipak je sada tamo još uvek 14ti.
 
Ti bi valjda trebao najbolje da znas :) Moji dobro obavesteni izvori koji bi hteli da ostanu anonimni kazu ovako.. :)
 
Ma ovo je vezano za update PSNa. Ako je 15ti u pitanju kapiram da je po kanadskom vremenu. Što će reći naš 16ti ujutru.
 
Ipak su moji izvori bili u pravu ;) Demo je na US Store-u, kucajte u search "FIFA 11" .. 1545 MB.
 
Ja ni ne mogu.. Stvarno mi treba ona fora sa XBL-a, da mogu da pokrenem download iz bilo kog mesta, samo da mi je upaljena konzola. A ne znam ni da li da skidam, sutra PES demo :d
 
Probao demo :)

Odlican je, uzeli su pozitivne stvari iz World Cup-a i dodali neke nove. Mnogo manje moze da se divlja, sto je super. Treba malo vremena da se navikne. Probao sam samo na blic, sad cu da se razvalim od probanja :)
 
Demo je odličan :)
 
Igrao sam PS3 demo. Odlican je!

Nema vise onako lakog dodavanja, ne polazi mi za rukom cak ni sa barsom a kapiram da oni imaju statistike za dodavanja na maksimumu. Grafika je isto poboljsana, face igraca su dosta bolje uradjene. Svidja mi se sto su zadrzali penale iz world cup-a. Ima jos novih stvari, primete se te sitnice ali sve u svemu to je to, igra je slicna kao predhodna fifa... (za razliku od pes-a koji je dosta promenjen). Cudi me da nisu transveri aktuelni, Ibrahimovic u barsi na primer?!

Ne svidjaju mi se novi meniji. Sve je mnogo krupnije i nekako rogobatnije. Mozda cu se vremenom naviknuti. Takodje one statistike kad izbace ispod rezultata, zauzme veliki deo ekrana.

Sve u svemu, dobar je utisak, ovih par meceva sto sam odigrao...
 
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