FIFA 23 New Changes - The 10 Features You Can Expect From FUT 23
A few days ago, EA released an 11 minute real machine demonstration & explanation video of its latest famous football game series, FIFA 23, which introduced in detail the evolution of the game at both ends of attack and defense and the new actions added. This article will introduce the 10 characteristics of FIFA 23 that are worth experiencing.
1. Newly evolved hyper motion 2
The "hyper motion" technology introduced in the next generation version of FIFA 22 (ps5 / xsx) will evolve into "hyper motion 2" in this work and be implemented on the PC version. The so-called "hyper motion" technology refers to allowing players wearing motion capture suits (xsens) to actually play 11 vs 11 games, combining the real data obtained and machine learning technology to present more realistic actions in the game. This year's relevant motion capture was carried out at the radar stadium in Rome, the home of the Spanish Real Zaragoza club. The data of two real matches were collected, twice as much as that of last year. In addition, a separate training collection was also carried out specifically for the new "big shot" and 1-on-1 special situations. In addition, since the algorithm for collecting data has been further optimized, more than 6000 new actions have been added in this work, and the players' reaction on the field will be more real.
2. Improve the performance of women's football competition
The development team also specially invited female football players to capture the "hyper motion" action. Therefore, the game includes many female player specific actions due to differences in body shape and bones. According to the developer's interview, according to the actual data collected, the physical quality of top female football players is excellent, and there is no need to deliberately enhance their ability from the game level. In addition, the addition of women's football leagues is also a major evolution of this work.
3. Skill: dribble
The new dribbling method "skill dribbling", which uses the left joystick to complete the operation, is a system that was born on the basis of the "dynamic touch system" introduced by the FIFA Series in the past, and was specially strengthened for dribbling. When "skill dribble" is enabled, not only will the dribble reaction be more sensitive, but also the dribble style will be more personalized. During the "skill dribble", the machine learning technology can ensure that the steps of the players between each touch of the ball are free of defects, making the dribble process more smooth and silky, and effectively improving the hand feel of the previous work like "skating". From the actual experience of the author playing the demo version, it is very refreshing to have an insight into the opponent's defensive intention in advance and unexpectedly get rid of the defense by changing the direction. If you can take this opportunity to pull out the offensive space, you can take the opportunity to directly use the "powerful shot" mentioned later.
Skill dribbling is affected by the following player data:
Correctness of ball touch: with / control the ball
Action speed: dribbling / agility / reaction
Range of ball control during ball handling: ball handling / ball control
Ball carrying speed: ball carrying / reaction
Switch the speed of different movements: dribbling / agility / balance / reaction
4. Ml follow up
Following and defending refers to the defensive method in which the defender follows the ball holder closely and constantly exerts pressure on him. Players can enter the follow-up mode by pressing the L2 / LT key, and can complete high-speed follow-up and defense by pressing L2 + R2 / LT + RT at the same time.
All the follow-up and defense actions in this work come from the machine learning (ML) technology of "hyper motion 2". It seems that the principle is to extract the defensive players between the goal and the ball holder from the actually collected game data, and then conduct in-depth learning on their every move.
Thanks to this, the defensive players in this work will put their hands behind their backs in order to avoid handball when they finish their defense in the restricted area. In order to force the ball holder to the side, the players will keep a specific angle to retreat, and find the right time to steal and tackle at any time. The game between players will be more real.
Incidentally, in addition to being affected by the defensive awareness and other player data, it also takes a certain time to complete the transition from the fastest sprint state to the ML follow defense state.
Ml follow-up and defense is a system specially designed to deal with technical dribbling. Therefore, the attack and defense game between experts will be a great fun point in this work. It may be a better defensive strategy to slow down the attack rhythm by following and defending first, and then take the next step after carefully observing the intention of the opponent.
5. Three types of acceleration
There are three types of acceleration of players in this work. Short distance acceleration players and players who use large strides to catch up will be clearly distinguished.
Control type
Explosive
Short but more flexible players can complete high-speed sprint in a short distance, but the speed will slow down as the distance increases
Agility is above 65, the difference between agility and strength is above 15, acceleration is above 70, and height is below 180 cm. Example: venezius
Length type
Players with high stature and excellent physical ability have weak explosive speed but excellent long-distance sprint speed
Strong over 65, the difference between strong and agile is over 15, the acceleration is over 50, and the height is over 174 cm. Example: Van Dyke
Like the main players, players can view the acceleration type of each player in the team management interface. It is worth noting that although the data of players may be affected by factors such as chemical reactions, the endurance value consumption speed of each player is fixed in the game.
6. Body shot
It is the product of extending the "calm control" introduced last year to shooting and passing. With this, the player can complete a series of complex actions involving multiple touches, such as controlling the ball with an excellent first touch, and then smoothly connecting a shot.
7. Fight with the goalkeeper
In the previous work, when the goalkeeper competes with the other player for the header, there is often a very unnatural situation. However, in this work, the goalkeeper and the attacking player will pay more attention to each other's actions, so the game between the two sides will be more natural.
8. Shoot hard
A new shooting mode used by pressing the L1 + R1 + shooting key / lb + Rb + shooting key. When the shooting force input by the player is lower than the normal shooting force, the system will automatically switch the strong shot to the strong low shot corresponding to the original operation.
Therefore, once the attacking player with the ball gets a clearance in front of the door, the player can use more precise aiming and longer shooting energy to complete a powerful long-range shot (at this time, shooting assistance will not be enabled, and the player needs to input the shooting direction himself).
9. New set piece mechanism
The mechanisms of free kicks, corner kicks and penalty kicks have been upgraded in this work. The free kick and corner kick will allow the player to use the right joystick to adjust the flight trajectory of the ball, making the operation more intuitive. On the other hand, the defender has added a defensive strategy that allows a player to lie behind the wall and block the ground ball.
Corner kicking is an interesting experience for me. Since the expected flight path of the corner kick can be seen, it is easier to formulate various corner kick strategies, such as "changing the position of the corner kick, driving a corner kick with a lower height and close to the front point of the goal".
In terms of penalty kicks, this work will add a brand-new contractive circle shaped calming bar. The shooting direction is controlled by the left joystick, and the system will now automatically control the shooting trajectory within 3 feet of the door frame. Therefore, the player no longer needs to keep the collimator within the goal range as before (the accuracy is completely determined by the shooting timing and strength).
10. Other noteworthy changes
In addition to the above content, this work also makes changes to the details that many players care about, such as introducing new actions, 5 replacement places and a larger area for passing.