FIFA 08

ConsoleSports.net UEFA Euro 2008 Review

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Written by Paul Miles   
Tuesday, 27 May 2008
UEFA 2008The European Championships taking place this summer in Austria/Switzerland are the setting for EA's latest soccer offering and I'm going to be honest and state that I wasn't expecting much from this one from the beginning.

As a verdict, aside from a couple of good new features and game modes, it looks and feels like a mix between Fifa 08 without the club teams and a  “rush to store in time for the June tournament cash cow”

 Visually the game is an improvement in some areas and a step backward in others. Background views on the stadiams are awful, there are still no officials on the pitch during regular play, Ronaldo is not greasy enough (just kidding Man Utd/Portugal fans), the fact that you only see one sub when 3 are being made is still a problem and the fans are not as realistic either, especially at the intro to each game.  

On the plus side......Spain's Carlos Puyol's hair looks spectacular in cut scenes and replays !!! In fact player likenesses in general are definitely on the up but I wish EA would put the same effort into the visual representations of their soccer titles as they do in the NBA/NHL series. Right now the Fifa/UEFA games do not look realistic enough.........


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Last Updated ( Tuesday, 27 May 2008 )
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UEFA 2008 Demo Impressions

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Written by Paul Miles   
Monday, 21 April 2008
UEFA 2008 BoxAs some of you will be aware, the demo version of EA’s UEFA Euro 2008 is currently available for free download on the xbox 360 marketplace.

UEFA Euro 2008 for those of you who aren’t in the know is basically the world cup but with only the European teams taking part. Forgive me if I sound patronising but there are plenty of people who have already asked me this question !! It is held every 4 years, alternate to the world cup and it is a huge deal in Europe and indeed across the globe.

Normally, at the hint of a football/soccer related demo, my ears would perk up like a rabid hound but I have to say I am not a great fan of these single tournament games as I feel they are purely a money grabber. Having said that, I am aware that some of you are genuinely interested in these games as you may not follow a “club” team and it is only the international teams you are after, in which case you my want to check this one out…

The demo version is a full 90 minutes of a qualifying round matchup between France and Germany played as either the full team or in EA’s great addition from Fifa 08, the “be a pro mode”.


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Last Updated ( Monday, 21 April 2008 )
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UEFA EURO 2008 Producer Diary. Part 1 & 2

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Written by Craig Gonzalez   
Tuesday, 18 March 2008
UEFA EURO 2008
Producer blog
By Gary Paterson, associate producer

When we first sat down to talk about what it was we wanted to achieve on UEFA Euro 2008 it was clear that we wanted our focus to be on quality and emotion. Quality in that we wanted to continue to enhance the football engine that we had been developing for the previous 3 years, and emotion in that we wanted to capture the feeling and passion of the Euro tournament. In addition to this we wanted to create a gameplay feeling that was clearly different to what had already been released on Xbox 360 & PS3.

To achieve this we looked at what it was about the Euro finals and qualifying games that made them so dramatic. What we found was that a team’s tactics often set the tone for the match. Smaller nations often played defensively against the larger nations, getting men behind the ball, trying to stifle their superior opponents. This in itself creates an emotion and a tension throughout the game – will the ‘big’ team be able to break them down, or can they hold out. So this is one aspect that we have carried through into our game. Each team will alter their tactics pre-game and during game depending on their status and the tournament and match context. The effect is dramatic, emotional and very rewarding. Seeing teams go 5-4-1 when defending a lead or pushing forward in a 4-3-3 to try and get a vital equalizer creates a very fulfilling, unique gameplay experience.


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Last Updated ( Tuesday, 18 March 2008 )
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FIFA Soccer 08 Q&A with EA

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Written by Scott Hemphill   
Tuesday, 12 February 2008

FIFA Soccer 08 Q & A

Questions answered by members of EA team FIFA development team Bruno Amata, Lino, and David De Myttenaere

Q- How do you collect the data for the huge in-game soccer team database?

A- We use a community of data editors who gather all of the data related to each of the leagues, teams and players that we have in the games. Our community of editors is based all around the world, primarily in the countries that feature in the games. The data is collected using a web based tool called the World Web Editor (WWE). As the name suggests, the tool is used worldwide and our editors around the globe enter data via WWE. This data is then integrated into the various football titles that EA produces. 

Q- What type of data do you collect?

A- We collect data for all players and teams we have in our game and also gather reference pictures for all players to help create the huge range of player heads in the game. 

The most challenging data to collect is player attributes and traits as this data has a significant impact in game so it has to be as accurate as possible. As well as the players and team info we also collect data for player assets, accessories, team formations and squads, league info and much, much more. 

Q- Give us some stats about the database this year – how many teams, players etc?

A- You may have seen the PR guys saying FIFA 08 was the biggest game we’ve ever done; this year’s game features 15,000 players, 576 teams and 30 leagues.  
 

Q- Do you ever add attributes or get rid of them? How do you decide on the attribute changes?

A- The database currently has 35 attributes. The wide range of these attributes allows the players in our game to be as realistic as possible. We’re always trying to improve the attributes every year to make the player’s behave as authentic as possible in game.  

Sometimes attributes are removed to reflect the changes to the AI, while new ones can be added are also added which helps to improve the AI. We communicate with the game team and AI team to help improve the way the attributes are used in our game. It’s crucial that the teams and Data Collection are aware of what is needed and how it can be changed so the data is as accurate as possible and to make sure it is being used correctly. 

Q- If we look at FIFA 08 – when did you start collecting the data for the game?

A- For FIFA 08, we started to collect new data and tune the existing data around March 07. Our web editing tool is always live and we are constantly collecting and updating data throughout the year. 


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FIFA Street 3 Q&A from EA

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Written by Scott Hemphill   
Tuesday, 12 February 2008

 

 

FIFA Street 3 Q & A

(questions answered by Justin Sheffield, lead designer) 

Why should a FIFA 08 gamer also buy FIFA Street 3?

As a football fan myself, I see FIFA Street 3 as an opportunity for a quick and casual football experience. When I don’t have a lot of time to invest in a long match with pre-game strategies and setup, with managerial and season factors to weigh – I just want to sit down in front of an HD TV with a 5.1 setup, a cold beverage and a friend and have some fun playing football before (or after) we head out for the night – that’s where FIFA Street 3 fits the bill for me. It’s the evolution of arcade street football, you’ve never seen anything like it before – and it’s a blast to play! 

Is the game based on the way futsal is played?

It’s got some futsal elements in it – we based a lot of the keeper saves, for instance, on a futsal style – not so much covering or catching the ball, but keeping the ball in play and making a lot of point-blank saves. We tried to give the game the same kind of spacing as futsal too – not have the AI attack all the time – we gave players space to do some tricks and show off some moves.


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