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Interview: Fifa's Road To The World Cup

Discussão em 'Jogos - Discussão Geral' iniciada por possessed, 4 de Abril de 2002. (Respostas: 8; Visualizações: 1671)

  1. possessed

    possessed Full Throttle BOINC Roller

    Hoping to offer the definitive representation of this year's great tournament, EA Canada takes us through what's new in the latest version of the acclaimed series

    17:09 As long as France doesn't win, everything will be alright. That's what people throughout England will be softly saying to themselves as they nervously chew on nails with the big day drawing ever nearer. It's unlikely we'll win, of course - we can deal with that - but having our continental rivals be holders of both the World Cup (by a fluke) and the European Championship (deservedly, begrudgingly), is almost too much to bear.
    But if the absolute worst comes to the worst, to save reaching for the bottle of pills in the cabinet, or burying our heads firmly in the sand, there is another opportunity for redemption in the shape of EA's 2002 FIFA World Cup, releasing on PS2, GameCube, Xbox, PSone, and PC in time for the greatest show on Earth this May.

    Building on the success of FIFA 2002, developer EA Canada has endeavoured to recreate the atmosphere and excitement of playing in the World Cup finals as closely as possible. And while great effort has been spent on the presentation, considerable efforts have been made to enhance gameplay, with numerous changes being made to create an altogether more realistic portrayal of the beautiful game, which nevertheless retains EA's classic accessibility.

    As Eriksson's proud army prepares to take on whatever the world throws at it (including, presumably, coins and toilet rolls), we spoke with Nicholas Wlodyka, associate producer of the FIFA series, who gave us the full low down on EA's World Cup special:

    What have you done to capture the spirit of the World Cup?

    Wlodyka: We've done several things from both a gameplay standpoint and a visual standpoint. We really wanted to capture the drama, emotion and passion of the World Cup, so we've brought the scenes to life by doing things like making the crowd wear their teams colours, having camera flashes and big national flags - everything that makes a stadium feel alive.

    We've also added a whole new layer with what we call theatrical musical scores - that's music like you'd have in movies like the Gladiator when you go into a big battle. It's orchestrated music to really pump up the moment. We've done that with all the key moments in the game including match intros, goals, fouls, and celebrations. Every time you play, you see and hear different things to illustrate the way the intensity rises as you progress through the competition.

    What about changes in gameplay?

    Wlodyka: Gameplay changes are quite substantial. In FIFA 2002 (the game previous to the World Cup edition) we started moving towards a more realistic kind of football product. We've taken the philosophy that we're a game that's easy to pick up and play - we have to be: fun is the core essence of a videogame. But the other thing is, it's got to be a fun, realistic football product. We've therefore addressed several things - we've built on the passing system by introducing a new airplay system, which gives more control for the user without making it more complicated.

    Before we had multiple button presses for headers and so forth. Now, when the ball is in the air, you decide whether to pass or shoot, and choose the power and where you want it to go. The AI then determines what the best corresponding animation is for that, so if the ball's at head height I'll do a header, or if it's at foot height I'll do a volley. For the situations in-between, when it falls on his thigh or chest, the great thing about this system is it will actually play the ball of these body parts and play a volley.

    Anything else?

    Wlodyka: Another major change is with the player animations. We've had a lot of problems in the past where the animations didn't flow together very well and didn't look realistic. We've worked on this a lot, so now when two players come together they actually push at each other as they fight for the ball; we have all sorts of tackle animations, from hook slides to just putting a foot in, to going in with studs up. All these things add another element of realism to the game, and make everything flow a lot smoother.

    Then there's the concept of Star Players. Without making the game unbalanced, we wanted to have certain players possess unique abilities that would make them like secret weapons and give them the ability to turn a match around - just like they would in real life. We've broken it up into four categories: pace - Michael Owen will always have a few steps on the defence; passing - Beckham puts a natural curl on the ball; if you're a great shooter like Scholes, you have more power; finally free kicks, so players like Figo, Carlos, and Beckham have more swerve, power and accuracy.

    All these changes put together make World Cup feel completely different from FIFA 2002.

    Are there any notable differences between the various versions on different formats?

    Wlodyka: All the different versions, PC, Xbox, PS2 and GameCube are exactly the same game. Basically we use what's called "common modules" - the AI is developed by the AI team and put onto each platform and that ensures quality control across the board. The only differences you'll see are as a result of the actual hardware: GameCube can do some cool lighting effects that PS2 can't; Xbox looks very realistic because of its power, and it has bump-mapping on the field. All the features you'll find, however, are available on all skews.

    Why buy FIFA World Cup instead of any of the other football titles due for release around the time of the World Cup?

    Wlodyka: FIFA is absolutely the complete football experience. FIFA has always had great visuals, and they've been tremendously enhanced for World Cup. What blows you away the most is how much the game has changed - traditionally we've been associated with being an arcadey version of the game, which is great because people have picked it up and had fun right away, and we've kept that in place, plus added a new Beginner level to give new users a chance to enjoy it.

    More importantly though, we're moving forward trying to make it a more realistic football experience in terms of how the players play and what animations we use. The new airplay system allows you to do things like little flick-on passes to breaking players, and also score new goals you've never been able to manage before.

    In addition to this we've added a souvenir element to the product, so we offer the user the chance to see what's happening in different parts of the world. We have videos that show off what football means to people in Africa, and how they group up with football compared to Europe, Asia, and South America. There's also exclusive John Motsen commentary, and behind the scenes footage of the orchestra sessions.

    These aren't reasons to buy the product necessarily, but they put it together into a nice, cohesive package.

    Do you learn much from other football games?

    Wlodyka: Absolutely. We look a lot at Pro Evolution Soccer and This Is Football - all our competitors for that matter: each has its set of strengths. We're listening to consumers and building a game for them, finding out what they want.

    Finally, what do you make of England's chances in the tournament?

    Wlodyka: Interesting question. They're in a very difficult group. I actually think there'll be a lot of draws in the group and it will come down to goal difference. Interestingly enough, the FIFA team [based in Canada] is a big fan of England - we have a lot of people on our team who are from England, so if there's one team to follow it's England.

    A lot of the games we go to see are English matches, so we have a good chance to see what they're all about. In terms of how they'll actually do, I think they'll make it through their group and surprise a lot of people. Are they gonna win the World Cup? It's probably not going to happen this year, but I think we're in store for an exciting World Cup.

    As long as it's not France.

    Wlodyka: [laughs]. Exactly! Johnny Minkley











  2. Korben_Dallas

    Korben_Dallas Zwame Advisor

    Tenho andado a jogar a demo e está excelente. Ainda não me habituei à nova jogabilidade (joguei pouco) mas ainda vou demorar a habituar. Parece um jogo quase TOTALMENTE novo...

    A EA Sports decidiu mesmo trazer EVOLUÇÃO à série Fifa... excelente :eek:
  3. Jhac

    Jhac Power Member

    Bastava o link...
  4. Korben_Dallas

    Korben_Dallas Zwame Advisor

    Estive a jogar mais um bocado e o jogo está lindo. Dá para fazer jogadas lindas e golos MESMO LINDOS!!!!!!!!!!!!!!

    São tantas as inovações que dava para editar o Fifa 2003...

    Mas o ppl da EA Sports parece que quer ir longe...

    Vou jogar mais!!!

    (qd sai o completo?)

    PS: Acho que copy-paste para o fórum é que é. com pics e tudo. isso sim são posts!
  5. Korben_Dallas

    Korben_Dallas Zwame Advisor

    Ainda não consegui perceber como se faz de forma a escolhermos se o jogador remata de primeira ou cabeceia...

  6. GatoVadio

    GatoVadio Power Member

    Pá tá dificil
    Eu que ganhava na boa o Fifa2002 Road to World Cup em World Class, agora vejo-me á rasca para ganhar em Professional.

    Korben, para cabecear não será o SS e rematar o DD?

    Eu queria saber é como fintar os desgraçados, eles tiram logo a bola, só mantendo distancia e procurando linhas de passe é que consigo manter a posse. E tb gostava de saber como tirar a bola aos outros vindo de tras sem fazer o tackle, a tecnica de ombro do ultimo Fifa2002 já n resulta lá mt bem.
  7. possessed

    possessed Full Throttle BOINC Roller

    para cabecear deve ser manter o D carregado quando a bola vem no ar e para rematar deves ter de estar a "martelar" na tecla ex: DDDDDDDDDDDDDDDDDDD
    Última edição: 8 de Abril de 2002
  8. Korben_Dallas

    Korben_Dallas Zwame Advisor

    Tecla D? ou D-Pad? Eu jogo com o Sidewinder... (o melhor!)

    Possessed não sei se será assim tão simples...

    Mas o cabecear / rematar não se distingue pela tecla.

    Podes cabecear para passar, para fazer tipo LOB ou mesmo para rematar.

    Qd tiver tempo vejo isso...
  9. possessed

    possessed Full Throttle BOINC Roller

    é a tecla D, nunca me consegui habituar a user preferencialmente uma pad

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