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2025-01-29 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > IT Information >
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Shulou(Shulou.com)11/24 Report--
This article comes from the official account of Wechat: ID:chuappgame, by Xiong Yu
There is sincerity, not less, but not much.
As the authorization contract with the International Football Federation (FIFA) expires, EA can no longer put "FIFA" in the game name. Regardless of EA's loss of "FIFA" and FIFA's loss of US dollar bills, with the official release of the new series "EA Sport FC 24" (hereinafter referred to as "FC 24") on September 29, a new chapter in the series of games has officially opened.
For veteran players, the impact of a name change is almost the same as that of pouring a glass of water into the Pacific Ocean on sea level. After all, after so many years of development, the play of the "FIFA" series has become very mature and stable, and has long accumulated a considerable number of fixed audiences. Few veteran players think their gaming experience will change dramatically in FC 24.
As a matter of fact, "FC 24" continues the previous rhythm of the "FIFA" series: each generation remains largely the same, but some new features are added, tinkered with details and slightly better. For light players, "FC 24" and "FIFA 23" still play the same game, but for slightly heavier players, the change is obvious, and there are a lot of new things worth mentioning.
Of course, the most immediate change you can see when entering the game is UI: it becomes what was common 20 years ago, with a straight line from top to bottom. Considering that the series has been going on for many years, the introduction of this article also focuses more on the "change" part, of course, in order to make it easier for new players to understand, a brief description is also added at the beginning of each subtitle-if you really haven't touched the series at all, then the beginning and end of each part may help you understand the game in general.
For veteran players, if you want to sum up the change of "FC 24" in one sentence, it should be quite easy to understand: it does not change as much as the two generations of "FIFA" when the engine is replaced, but it changes more than most of the two generations of "FIFA" when the engine is not changed.
Does that sound sincere? But such an idea can easily be dispelled by a large number of Bug and translation errors in the early days of FC 24. On the plus side, the "always bad" places in the series are still authentic, bringing back the familiar "FIFA" flavor for old players at the moment of renaming the game.
The feel of "kicking football": it's that game, but there are also changes. Let's start with the most basic "kicking football" in the football game. This is a crucial question, and it is easy to answer: FC 24 is still the best game to play football, which is no doubt due to the lack of competitors. If you want to enjoy playing football on the screen, you still have little choice this year, it's it.
But has it changed for the better by comparing itself vertically? I don't know. It can only be said that, judging from the current situation, the different feel from "FIFA 23" does bring a fresh feeling. But what about another 100 hours? Then I don't know. After all, the feel of "FIFA" changes from generation to generation, and each generation is accompanied by a lot of gimmicks, but except in the years of engine replacement, these changes are usually more gimmicks, how many arrests have been used and what new technologies have been adopted. In terms of the long term, the series does get better, but the pros and cons between neighboring generations are still hard to tell-sometimes EA even jumps over and over again, making the game more like the previous generation in subsequent patches.
Doesn't that sound awesome? Especially the "GPU jersey stretch", but I have no idea what this is talking about. Let's talk about the new stuff of "FC 24". It should be noted that the feel of each generation of games is always adjusting, and the evaluation here can only be aimed at the current version of the game. And, since most of my games take place in FUT mode, the player attributes in the current opening phase are far less powerful than those in the later stages of "FIFA 23", so some of the differences in experience may also be caused by player attributes.
First of all, it is an annual convention that the modeling of players is of course new. What is slightly special this year is that the women's football team has joined the FUT model, which means that players will have the opportunity to use more women's football players, which is a new element for players. In addition, this generation of EA claims that "the model is 10 times more accurate", but I don't feel that much at all, and I always feel that this statement mainly highlights how perfunctory modeling has been in previous years. In addition, new basic action animation and new fancy styles are available from generation to generation, which are customary.
Then, the system changes that have the greatest impact in this work are accelerated changes and new skill systems.
For the first time, "FIFA 23" introduces three different types of player acceleration, namely, the control type, the explosive type and the long type, which mainly affects the stage at which the players accelerate faster. "FC 24" deepens the system, changing three to nine, making the difference in the feel of different players more obvious.
Pay attention to the acceleration type bar on the right. Now each player can be transformed into multiple acceleration types depending on the chemistry. The badge system is the new and perhaps the most important change this year. The past player skills have been inherited and refined in this work, and on this basis, golden skills have been added, which only some players can have. Golden skills have a more powerful effect than ordinary skills, but can give a fairly strong increase in specific areas (such as acceleration, rubbing, passing medium), which is simply a "must-kill skill".
The badge system greatly enhances the value of stars. In the past, attributes were the most important thing in the game, skills were more of an icing on the cake, and the strong increase in golden skills can make the players who own it more unique-in addition to the normal play experience, this should greatly affect the market structure of FUT.
The badge system may have revolutionized the player evaluation system in the past, but the current FUT is still in its early stages, and all you can see is a slight increase in the price of players with golden skills.
Golden skill is an enhanced version of common skills, from the current game experience, the game has also added some operating systems, and some of the old systems have also been changed. In terms of passing, "FC 24" adds precision passing (rub key + long pass or straight plug), which allows players to manually specify the passing route with a cursor (previously only approximate direction and strength can be specified). In terms of personal experience, the accurate straight plug ball is very practical when there are a variety of routes to choose from, but it is also more difficult to operate; accurate long passes are less profitable, with the advantage of specifying more precisely to whom to pass, and the downside is that there are more mistakes at the landing point.
When a player uses an accurate pass, an additional cursor appears in the picture to represent the position of the ball, and the speed of the short pass seems to be slower, which means the ball is more likely to be cut off. as a result, the power short pass becomes easier to use-although it has always been important, I use it more frequently this generation.
In terms of defense, the game has added advanced defense functions, players can choose whether to open or not. Previously, players would choose to stretch their legs directly or squeeze their opponents with their bodies according to the situation, while in advanced defense mode, the short pass button on the PS handle was added to give priority to body impact and try to seize the position; the original steal button was more only used to stretch legs to steal.
In the current game, I think advanced defense is a valuable new system that needs to be adapted. I'd be more inclined to open it. Because in "FC 24", ordinary steals are more likely to lose position, and the crab step defense that lowers the center of gravity seems to be less efficient than before, at this time, the new short pass key break in advanced defense can disturb the offensive players on many occasions without losing the position.
In terms of shooting, there are not many changes at the system level. The button for shooting on the instep of the outside foot, which is quite easy to use in FIFA 23, has been cancelled, and the trigger of the shot on the back of the foot depends more on the game situation and the player's stunt. "FIFA 23" compared to the chicken rib shoots before the swing has decreased, perhaps the utilization rate can increase.
In my experience, "FC 24" has reached a new balance in the game experience-it is easier to break the ball, but it also loses more positions when it fails, which makes the rhythm of both sides of the attack and defense different, so it is generally not "easier to attack" or "better to defend".
EA's description of advanced defense, in short, the new button will give priority to "physical confrontation." at present, it seems that this generation of basic dribbling is quite important, as long as you switch acceleration, horizontal dribbling (cut key + left rocker), agile dribble (lower center key + accelerator + left joystick), controllable acceleration (rubbing key + left joystick), you can get rid of opposing players' defense by changing direction even without using any fancy style. But sometimes I can't help thinking that the development of this series is really getting more and more complicated, even not including any fancy dribbling has been divided into at least six types.
FUT: it's the same online game, but it looks a little easier. Let's talk about FUT mode. First of all, a brief introduction to friends who do not understand this model, this is a year-round operation, continuous activities of the online game. In FUT mode, players can draw cards to get players and form their own teams. This mode provides a variety of PvE and PvP games at the same time, and even professional "FIFA" events are held around this mode. It can be said that the FUT model has been the center of the "FIFA" series for many years, and the "FC" series will remain the same for the foreseeable future.
In "FC 24", the FUT model has ushered in a considerable change.
Perhaps the biggest change is the addition of women's football players mentioned earlier, which has caused a lot of controversy in the player community, such as whether things such as "playing together" are too untrue. or many cards that are actually unusable are suspected of contaminating the card pool (thus making it harder for players to get good cards), and so on. But in this article, we will discuss this new change only in terms of gameplay.
The most immediate impact is that there are many new models that have never been seen before. In terms of women's football, the game gives players attributes according to the level of players in the league and national team, so the game attributes of top women's football players and top men's football players are very high, which is not much difference. The difference is more in the model-the average height of women's players is shorter than that of men's players, which tends to mean more flexibility under the current engine, but more at a disadvantage in physical confrontation.
As a result, the addition of women's football players provides a lot of new options for the players in the middle and front court. Legendary women's football players like Mia Hamm are in the first echelon of the game, at the same level as Pele and Ronaldinho, second only to Ronaldinho.
In terms of flower inversion and data, in fact, it is already for Peugeot. However, for the players in the middle and backcourt, it is very difficult for most women's football players to play. Especially for centre-backs and goalkeepers, height is almost a mandatory requirement, which makes it impossible for some players to play no matter how high they are-which is the origin of the term "pollution card pool". However, this problem is not limited to women's football. Football games always pay attention to models, and there are always some players who are more popular because of the game mechanism, not to mention backcourt players. In almost every generation of games, the price of Ronaldo is much higher than that of Lionel Messi. It's pretty much the same.
This is an interesting and helpless thing. The virtual world of the game provides an opportunity for men and women to compete together in sports, and it does make up for the inherent differences in numerical value, realizing a fair scene that has never been seen in the real world. However, under this design, there will still be some players who are "fairer" than others-which seems to be a metaphor, implying that the real Taoyuan hometown does not exist anywhere.
My pioneer lineup has selected four women's football players, especially Kundanangi, with an initial speed of 91, a strong 91 and a price of only a few thousand. Another major change in FUT is that this generation has introduced a new mechanism evolution system. To put it simply, players can choose the players they want to evolve and improve their attributes, skills, and overall reviews through regularly updated evolution quests. It is worth noting that as long as the conditions are met, players can evolve many times, and tradable players will be turned into non-tradable players after starting the evolutionary task.
It's a great new system. The biggest benefit is that players can finally have truly unique players in the FUT. In past versions, the most special player players could get was just one of two different versions of SBC (a quests system in the game to get rewards through player exchange), and there was no real "only you" player card. But by choosing different base cards, coupled with multiple evolution, players will be able to have a very special card later in the game.
It must be very special, as for whether it is strong or not. That's hard to say. At present, EA has launched a number of evolutionary tasks, many of which look great, such as centre-back speed + 15, player overall rating + 5. However, these powerful evolution at first glance are often subject to harsh conditions that can only be used by certain players, for example, to have a speed of + 15, the centre-back's original speed must be less than 65. This ensures that the evolutionary system does not unduly upset the balance of the game.
I liked the system so much that I stared at the database for seven or eight hours, almost enumerating all the players that could be selected for several evolutionary tasks. These seven or eight hours make me admire the skill that EA designers have accumulated over the years-they simply have the ability to "never let players take advantage". There seems to be a wide variety of evolution, and many places are very supermodels, but it really does not affect any really valuable card, and almost all evolutionary players have a superior replacement that can be purchased directly. What a numerical planning skill this is!
On the website FUTBIN, you can find out which players can evolve in addition to the level of "never let players take advantage", as well as EA's Bug team (yes, I believe the "FIFA" project team has a dedicated Bug team that can steadily develop so many Bug over the years and make sure that many of them remain unrepaired for many generations). In a short evolutionary task, I encountered two Bug, one of which was an important translation error that made it impossible to complete the evolution even if it was prompted to complete the task, and the other was to reset the progress of the task at the moment of the completion of evolution. This finally led me to give up the evolving players and take out the gold coins in one step in the market.
Here, "score 2 goals" should mean "hit 2 long-range shots outside the restricted area". This kind of translation problem has often occurred in the past, and players in the Chinese version must turn to the English version to confirm if they feel a little wrong.
This is the evolutionary task that I was reset after I finished, because it can only be done in PvP mode and requires lower-back players to assist, so it's troublesome, at least for now, the evolutionary system only provides transitional players, and players don't get particularly good players through this system (yes, I'm sure spending 50,000 gold to upgrade Fatti is a trap). Having said that, it's still a good system that allows a lot of players who can't play (such as Jinka Matip) to play, and it does provide freedom, at least it's something to look forward to.
These are the core changes. There are many other changes, such as the cancellation of the position card, the player can be directly changed to the support position, which reduces a lot of tedious operation. The legendary players' chemical calculation has also been changed, and now the legendary players also provide a tacit agreement in the league, which has greatly increased the value of the legendary players.
In addition, the various awards offered by the current FUT, especially the season awards, have been significantly improved, and you can even get 85 + player packages without having to play for too long-which is quite impressive compared to the previous game progress at the same time.
Of course, it's another thing to have players who can't make good players. This has to go back to what I think is the most important thing in playing FUT: mindset. If you are not careful, it will become a very serious negative experience. Please always keep in mind that in the face of those messy raffles or blood pressure soaring winners and losers, only calmly can you better enjoy the game.
Career model: it's still the same, but the experience has taken an unexpected turn for the better. Although it is no longer the enthusiasm of the overnight play manager model 10 years ago, I still try the open career model for each generation of "FIFA" to experience the new content that once attracted me into the series.
Generally speaking, the career model of FC 24 has not changed much. Whether it is the club career model, or the player career model, it is the same.
The club career model that plays the club manager still follows the new growth training system adopted in FIFA 20, which determines that the base of this model will not change much. However, this work is also slightly strengthened in terms of tactics, players can choose to coach the club's playing style, and the scouts, coaching systems are integrated with this style choice, which makes the whole training system more integrated.
The bus, of course! It is worth noting that the current club career model is more necessary to limit the number of players in the lineup. In the past, too many players only caused complaints from bench players, but now it slows the growth of players because of the limited number of coaches responsible for training them-the fun for many players to play in this mode is to practice demons, so this may have a considerable impact on their game habits.
Now the player's team will hire a lot of coaches, with some professional team feeling.
The board will also directly comment on the quality of a transfer and the career pattern of a player who plays a player has not changed much. Its core system follows the skill tree system of "FIFA 22" and the personality system of "FIFA 23", and has made some fine-tuning on this basis. A more important change is the introduction of the target system, where players can now plan their careers more autonomously, such as targeting a target club at the beginning of the season and seeing a task menu. if you achieve the task, you will be able to transfer and get a better salary for yourself at the same time.
The point of "spending wages" is still the same as that of the previous generation, although it is a good thing to spend, but many designs are really complicated-is the sauna really the first stop for professional players to train home every day? You might as well go straight to the club! Generally speaking, the career model of "FC 24" has put more energy into improvement, and the core mechanisms of the two models are still the same as those of the previous generation, but each has introduced something new and become more mature. This is in line with psychological expectations, players of course want to have a major update in the career model, but also know that this matter EA can not spend major efforts to do, the current tinkering can only be said to be at a normal pace.
Slightly more than I expected, the highlight moment experience of the current two career modes of the game is excellent. Highlight moment is an old system that has been around before, allowing players to play only the best parts of the game without having to play the whole game. The problem is that the actual experience of the highlight moment in the previous film is so bad that it is often the wrong time to cut in and out, so that it is better to play the whole game directly. But "FC 24" optimizes this model to a fairly comfortable state, where each segment happens to be a clear scene, while greatly shortening the time for single-game play.
The optimization of this model seems inconspicuous, but it quite affects the rhythm of play-I would even like to call it the biggest change in the career model. After all, a big problem with the career model is that a full season is too long, unplayed and lack of participation, but this model can simplify a long game to four or five segments, which makes the length of "one season" just right.
In addition, the current formality CG finally looks like a conclusion: in the new era, I will still score a pass for "FC 24" in the old atmosphere. Counting this long series, most of the time I will give the same score to a certain generation. In the final analysis, there is nothing to evaluate in a dominant field, and the purchase advice is still "recommended to buy online football games if you want to play football. It is better to wait for a discount if you just want to play it casually."
I'm a little hesitant about the status quo. "FC 24" is something that provides stable expectations, and maybe it's good not to change as much as it is now. But when it comes to complaints and dissatisfaction, there are still many players, and the only problem is that they can't find another choice. So much so that when FIFA threatened to play a new football game, I really mocked and looked forward to it at the same time-what if I could do a good one?
Changing the name is not important. After all, from the player's point of view, I only care about what I can play. But beyond the name, I care a little bit about where the money EA saves from licensing fees is spent-I really hope it can be spent where players can perceive it.
But that may not be the case. After playing for almost a week, I have encountered a lot of Bug. In addition to the above-mentioned evolutionary system Bug, there are UI interface keystroke failure, UI interface lock left rocker failure, SQB game pause button failure and so on. As for translation errors, I can see mistranslation or typos every two days. This is also a version of PS5 known for its "stability", and PC players have reported more problems on the Internet.
You see, the money saved may not be where the player wants it to be.
(the game evaluation code is provided by EA, and the evaluation device is Sony PlayStation5. )
Advantages
+ New badge skills
Evolutionary system of + FUT
+ FUT reward has increased slightly.
+ the optimization and perfection of career mode
Shortcoming
− is still the FUT that is heavy enough to bring a sense of responsibility.
− massive Bug
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