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EA Sports FC 26 major gameplay change teased: Here's what it means for players
EA Sports FC 26 major gameplay change teased: Here's what it means for players

Time of India

time23-07-2025

  • Sport
  • Time of India

EA Sports FC 26 major gameplay change teased: Here's what it means for players

Representative Image Developers for EA Sports FC 26 have revealed a new gameplay system that will split the game into two distinct presets: "Competitive" and "Authentic." This aims to cater to different player preferences in the latest instalment of the annual football game series. The Competitive preset is designed with a focus on online modes, offering increased responsiveness and a higher degree of player control. Meanwhile, the Authentic preset is for enhanced realism and a true-to-life match tempo, resembling real football games, making it suitable for single-player modes. EA Sports FC 26 gets new gameplay modes: How they work In a recent YouTube video, developers of EA Sports FC 26 shared that they have made several adjustments to gameplay elements such as dribbling, pace, passing, tackling, goalkeeping, and physicality, based on community feedback. These changes were highlighted in the reveal trailer, with additional details released later. The Competitive setting will be mandatory in modes like Ultimate Team, while it remains optional in Career mode—where Authentic is set as the default. Players will also be able to manually tweak sliders to alter gameplay dynamics. by Taboola by Taboola Sponsored Links Sponsored Links Promoted Links Promoted Links You May Like Elevate Business Writing With This Desktop App Grammarly Learn More Undo EA SPORTS FC 26 | Official Gameplay Deep Dive Dynamic dribbling has been added to enhance responsiveness and fluidity. Goalkeepers have been updated to improve their performance, especially regarding positioning. In defending, changes aim to reduce the number of times the ball rebounds directly to opponents after a well-timed tackle, providing more consistent rewards for defensive play. Shooting and passing have been adjusted to feel more responsive. Developers have also refined player positioning, with in-game characters expected to make smarter runs than before. Additionally, Attributes and Playstyles have been rebalanced. A new High-Contrast Mode has been introduced to support accessibility. Big Question Answered: Why Google is Merging Android and ChromeOS

EA FC 26 new gameplay features confirmed with upgraded dribbling, passing and two dedicated modes
EA FC 26 new gameplay features confirmed with upgraded dribbling, passing and two dedicated modes

Daily Mirror

time22-07-2025

  • Entertainment
  • Daily Mirror

EA FC 26 new gameplay features confirmed with upgraded dribbling, passing and two dedicated modes

With EA FC 26 on the horizon, EA Sports has confirmed all of the new gameplay features coming to the latest EA Sports FC title. EA Sports has released a deep dive into the new gameplay features coming to EA FC 26, and there's a lot for players to look forward to, on paper at least. ‌ The EA FC 26 hype train is well and truly pulling out of the station, with EA Sports confirming the EA FC 26 cover stars, as well as the FC 26 release date, the official trailer, and all of the EA FC 26 Ultimate Edition pre-order details that are getting players incredibly excited. And now, EA has released an in-depth pitch notes article, going into detail about all of the new gameplay features coming to this year's EA Sports FC title, including more responsive dribbling, quicker passing, new roles, two distinct gameplay modes and much, much more. ‌ Here's the complete EA FC 26 pitch notes, as per a post on EA's website. ‌ EA FC 26 gameplay features confirmed Welcome to the EA SPORTS FC 26 Gameplay Deep Dive Pitch Notes. Our names are Keegan Sabatino, Gigo Navarro, and Thomas Caleffi, designers and producers from the FC Gameplay Team, and together with the whole team we're excited to share the new Gameplay features coming to FC 26. Our focus this year can be summed up in 3 words: make gameplay better. ‌ FC 26 is powered by your feedback, and we aim to make it feel more responsive, rewarding, and enjoyable. We concentrated on three main areas: Competitive and Authentic Gameplay separation Gameplay Fundamentals Feedback-Inspired Features And Updates Let's jump right in. ‌ Competitive and Authentic Gameplay In FC 26, we've separated gameplay into two presets: Competitive and Authentic. This split is based on where and how you play FC, and with this change, we're able to customize the match experience of each mode to suit what you want out of the game. Competitive Gameplay is tuned for added responsiveness and higher player control, mainly focused on online modes like Ultimate Team and Clubs. Authentic Gameplay is tuned for higher realism and true-to-life match tempo/speed in offline modes, like Career Mode. ‌ We'll cover both in more detail later in this article. Gameplay Fundamentals Along with separating Competitive and Authentic gameplay, we had the goal of addressing the most requested changes by the community, and the problems that prevent you from having the best football experience. We've refined the foundational gameplay mechanics, including Dribbling, Pace, Passing, Tackling, Shooting, Goalkeepers, and Physicality. ‌ These refinements apply to both Competitive and Authentic Gameplay. Feedback-Inspired Features/Updates We also wanted to bring some new and updated features that you've been requesting, and that are important for us. These range from our new High-Contrast mode, to more Corner Kick Assignments, tweaked Player Roles, and new PlayStyles. Let's start with the fundamentals. ‌ Gameplay Fundamentals Refining Fundamentals Driven By Community Feedback While the split of Competitive and Authentic gameplay will allow us to tweak each individually, there was a great deal of common feedback from the community around the general gameplay of FC. With FC 26 we wanted to address this by focusing on what matters most: the fundamentals. All of the improvements to fundamentals mentioned below apply across both Competitive and Authentic gameplay. Dribbling and Movement - make players more agile and responsive on and off the ball. Goalkeepers - make them more consistent and intelligent. Defending - reduce the quantity of balls that bounce back to the opponent. Passing and Shooting - make it more responsive and improve available options. Attacking and Defensive Positioning - make better runs and provide more support. Physicality - make it more reliable to protect and shield the ball. First Touches and Controlling the Ball - improve the control of trapping the ball. Online and General Gameplay Responsiveness - make the game more consistently responsive for both Online and Offline. ‌ Dribbling and Movement One core fundamental is how players move both with and without the ball. Our goal has always been to make players on the pitch feel agile and responsive, so for FC 26 we narrowed in on the community's feedback to provide a more fluid dribbling experience, overall better control with and without the ball, and responsive movement. Dribbling In FC 26, Dynamic Dribbling is a new way to give you better control with increased responsiveness and more consistent outcomes. In order to achieve this, we made the changes below to our dribbling system. Dynamic Dribbling [NG] In FC 26, dribbling has received a significant amount of changes to improve responsiveness and fluidity. ‌ Dribble Touch Intervals - re-tuned how close the player keeps the ball to themselves when dribbling. The interval between dribble touches varies between Competitive and Authentic. Player Height - adjusted animation consistency and speed for players based on height to balance the performance between tall and short players. Foot Preference - adjusted dribbling foot preference logic and animation branching logic to allow for more responsive ball control. Dribbling Animation - re-evaluated and re-tuned our dribbling animation library to ensure the consistency, speed, and responsiveness for dribbling were standard across the board. Animation transitions and branching have been improved for increased responsiveness and to diminish the feeling of being 'locked in' to animations. Jog Dribble - increased speed of jog dribbling alongside improved logic for ball direction when dribbling to achieve more consistency in their desired speed. Effort Dribble Touches - Effort Touch animations now trigger during drastic dribble turns to ensure faster and authentic turns. We have removed the Agile Dribbling mechanic due to its low usage and to make the Shielding controls more consistent. Removed Agile Dribbling - L2 + R2 || LT + RT Removed contextual Agile Dribbling and its setting from the menu. ‌ Movement We heard feedback that players felt sluggish and heavy, especially when changing directions or when chasing down the ball. Our goal with FC 26 is to make all players more agile and able to accelerate more explosively in any direction, so we tuned the relative pace of players to ensure that the fastest players feel like the quickest ones on the pitch. Here's what we have changed to achieve this: More Agility [NG] Explosive Sprint - increased player agility and explosiveness in every direction. Run Styles - adjusted runs to be more natural and explosive to reflect the pace of an authentic football match. Attacker Vs Defender Speed - improved the speed differentiation between Attackers versus Defenders to achieve an improved balance between the two. ‌ Acceleration Types [NG] For FC 26, we're going back to 3 Acceleration Types to allow for a more predictable pace of play. We felt that three types were easier to understand and created a better acceleration balance. We also separated the formula that determines the Acceleration Types between male and female players in order to provide a better distribution among players. Acceleration Type Changes Explosive Agility minimum 65 (Agility - Strength) >= 10 Acceleration minimum 80 Height has been separated between male and female players Male height maximum 182cm (~6'0') Female height maximum 162cm (~5'4') ‌ Lengthy Strength minimum 65 (Strength - Agility) >= 4 Acceleration minimum 40 Height has been separated between male and female players Male height minimum 183 cm (~6'1') Female height minimum 164cm (~5'5') Controlled - any player that does not meet the other two requirements above. ‌ Adjusted the early stages of all three types to be more responsive. Adjusted deceleration of all players to be faster and snappier. Other Changes Jockey - improved Jockey movement to be more agile and responsive. New Jockey animations to improve maneuverability and feel more grounded. Turns - improved animations for all types of turns (drastic turns, swivel turns, etc.) to be faster and more responsive. Low Urgency - improved low urgency and relaxed animations for players not directly involved in the play to be less frantic and have them ready to accelerate when needed. ‌ Goalkeeper We received a lot of feedback on goalkeepers, especially regarding their positioning, the place where they deflect the ball, and how they look when doing so. Our goal with Goalkeepers is to make them more consistent and reliable, reducing the frustration they can cause, and improving the balance of skill vs authenticity. Goalkeeper Fundamentals ‌ In FC 26, goalkeepers received several improvements, such as how they handle deflections, how they position themselves, and even their decision making, all with the goal of reducing frustration while staying authentic to football. Deflection Control - added a new level of control for save deflections to significantly reduce the amount of deflections going back to opponents. Most deflections will now go out of bounds, toward teammates, or to open space away from opponents. Goalkeeper Senses - refined goalkeeper's ability to read shot trajectories to better reflect real-world save efforts and shot detection. Technical Improvements - improved base systems for goalkeeper handling, more consistent shot-stopping, and more reasonable decision making in one-on-one situations. RL GK Positioning [NG] One of the most significant updates in FC 26 is the introduction of Reinforcement-Learning (RL) Goalkeeper Positioning. ‌ This new system uses machine learning to help AI-controlled goalkeepers make more realistic decisions about where to position themselves in the box. By analyzing countless scenarios, the AI can now better cut down angles and react to different types of attacks while adjusting their position more intelligently. It's important to note that RL Positioning is only active in certain situations, and is only used to position the Goalkeeper. The system is not active when making a save or performing a catch. New Volumetric Animations Animations play a crucial role in how goalkeepers look and feel on the pitch. In FC 26, we're introducing new volumetric animations for goalkeepers. These animations are based on real-world volumetric motion capture data, resulting in more fluid and realistic movements. This not only enhances the visual authenticity of the game but also ensures that goalkeepers respond more accurately to different types of shots and situations. ‌ Be-A-Goalkeeper We could not improve the fundamentals of GKs without touching the Be-A-Goalkeeper (BAG) experience. BAG has received many updates, including new controls and assistance levels, PlayStyles, revamped UI components, and an updated presentation, along with unique camera and audio treatments. Revamped Be-A-Goalkeeper Experience For players who enjoy controlling the goalkeeper directly, the Be-A-Goalkeeper (BAG) mode has received a comprehensive update. Players can also play as keepers in Clubs RUSH. You can also use Goalkeeper PlayStyles when in BAG Mode. ‌ New Control Scheme - new controls to give you as much control over your actions from dive direction, claiming crosses with a punch or catch, smothering the ball, or reaction saves. Dive Direction - flicking the Right Stick will prepare your goalkeeper to dive in that direction for a short period. Right Stick Flick Cross Claiming - when there is a cross coming in, you have the ability to request either a catch or punch attempt, timing will matter. Punch (When ball is crossed): Circle/B Catch (When ball is crossed): Square/X One-on-One Situations - rushing the attacking dribbler, you have the ability to attempt to smother the ball or attempt to make yourself big to block the incoming shot. The direction of this action is based on your movement direction. Rush: Triangle/Y Ball pickup / smother: Square/X Reaction Save / Make Yourself Big: Circle/B Reaction Saves - when the shooter is close or you wish to take the dive timing into your own hands, you can modify your dive direction to play an instant save attempt. Reaction Dive On Demand: R1 + Right Stick Flick || RB + Right Stick Flick Visuals New Dive Direction UI - a new Dive Direction UI that appears when there is potential for a shot. Updated Positioning UI - updated the auto-positioning AR visual. Camera - new 11v11 camera that brings you closer to the action with the ability to manually pan the camera. Camera Pan: L1 + Left Stick direction || LB + Left Stick direction ‌ Defending We know how it can feel to time a tackle perfectly only for the ball to go right back to the opponent. So, when working on fundamentals, we spent a lot of time focusing on improving these issues during tackles, interceptions, and blocks. Our goal is to reward you for well-timed challenges or anticipating a pass, and now you'll be more likely to win the ball cleanly and retain possession in those moments. Tacklebacks, Bouncebacks, and Reboundbacks ‌ Tackle Outcomes - improved logic when Stand or Slide tackling the ball to a teammate. Shot Blocks - added a new deflection control system to make blocked shots put the ball away from danger. Interceptions - added a new deflection control system to try to keep possession or move the ball to a teammate when making an interception. Tackled Opponents - opponents will feel the effect of a tackle more severely when dispossessed of the ball by playing a realistic reaction after the tackle, thereby reducing the likelihood of them recovering the ball back right after getting successfully tackled. Defending Tackle Spam - improved logic for spamming tackle, to make the delay after a missed tackle more consistent. Tackle vs Block - when pressing Stand Tackle near the dribbler about to take a shot, the defender will be more likely to try to tackle rather than block. Tackles From Behind - reduced the effectiveness of tackling from behind the dribbler. Tackle Personality - added more player personality for stand tackles Players with a low stand tackle attribute (below 71) can only perform basic stand tackle animations. Players with a medium stand tackle attribute (71-84) can perform most stand tackle animations. Players with a high stand tackle attribute (85+) can perform all stand tackle animations. ‌ Passing and Shooting Some of the strongest feedback we got on Passing and Shooting is that they can often feel sluggish, as well as that some shots or pass types are unbalanced. Our goal in FC 26 is to improve the options available to players and ensure that the shot or pass is as responsive as possible. Passing Pass Responsiveness With our focus on core mechanics, we dedicated significant effort to ensuring passes, particularly first-time passes, are as responsive as possible. ‌ Passing Angles - rebalanced animation restrictions to allow passing to cover a broader range of angles. Faster Animations - enabled first-touch animations for passes when contextually appropriate, such as short distance passes. Passes Behind - Increased animation coverage for 135° and 180° passes, also allowing backheel passes to play contextually in these scenarios. First-time 135° and 180° through passes are now significantly less accurate to avoid Directed Run-related exploits. Quick Passes - Optimized short-distance, low-power passes to prefer faster, more responsive animations with minimal wind-up. Note that in Competitive Gameplay, first-time pass accuracy is reduced, despite being more responsive. Improved Through Pass Targets We've introduced the concept of Passing Lanes for semi-assisted through passes. Aiming at a specific passing lane (the gap between two opponents) ensures the best target selection for the intended receiver within that lane, respecting your aim and intention. ‌ Through passes will also now lead receivers more effectively. Other Changes Pass Receiver - improved pass receiver selection, especially for Ground and Through passes. Crosses - adjusted Crosses to lead more in front of the target, along with increased accuracy when in easy contexts. Ground Passes - regular Ground passes will now have a straighter trajectory with less contextual curve. Teammates will now maintain their position to receive ground passes. Lob Passes - Lob passes will have more driven trajectories when the path is unobstructed. Goalkeeper Throws - improved throw targets from the goalkeeper. Clearances - adjusted Clearance logic to make them more responsive. ‌ Shooting Shooting Responsiveness To make shooting more fair and rewarding, we've enhanced responsiveness. Our goal for this is that when you ask your player to shoot, it happens quickly and as expected. Close-range Shots - shots near the net will use more reactive animations with minimal wind-up. Shooting Angles - rebalanced animation restrictions to enable shooting to cover a broader range of angles. ‌ Low Driven Additions and Timed Finishing Removal In FC 26, Low Driven shots will be performed by double-tapping the shot button. Low Driven is now a global* shot modifier instead of being contextual based on your shot power. With the new button mapping, we had the opportunity to extend the Low-Driven mechanic across all shot types* by pressing the Shot button again after powering up your shot. ‌ Trivela Shots and Gamechanger PlayStyle Trivela shots will now be connected to the new Gamechanger PlayStyle. A player without this PlayStyle will not be able to perform trivelas. While visually impressive and powerful, Trivela Shots became overused by players across all positions, often leading to unrealistic and exploitable scoring patterns. Our goal with this change is to balance the shooting mechanics of the game, especially in Competitive Gameplay. GameChanger PlayStyle - Trivela Shots can only be performed by players with this PlayStyle or PlayStyle+ If a player doesn't have the Gamechanger Playstyle or PlayStyle+, attempting a Trivela Shot will default to a lace shot instead. See the PlayStyle Section for more details on the new Gamechanger PlayStyle. ‌ Attacking and Defensive Positioning You've been asking us to increase fluid attacking movement, while also having a logical defensive structure, for a more fun and dynamic match. Our goal in FC 26 is to make your teammates's positioning more flexible, regardless of Role, allowing them to make more runs and provide you with more supporting options as you progress up the pitch. ‌ Attacking Positioning Player Support - reevaluated the positioning logic to provide better supporting options for the ball carrier, trying to always have someone available as a passing option. Attacking Runs - made several changes to the attacking runs logic: Increased the number of attacking runs by players, to lower reliance on triggered runs. Attacking runs more consistently run into open space. All players will be more likely to make the best attacking run options instead of strictly following what their player Role dictates. Ex. a Winger can cut into the box if the opportunity arises, where before they would wait out wide. Ex: a Wingback can move forward if there is open space in front of them. Balanced Build Up - teams will have a more balanced approach, giving you run options as well as close-support options. Offside Runs - improved attacker's ability to stay onside, and the speed in which they come back when offside. ‌ Player marking - adjusted positioning of defenders to now man mark opponents when close and inside the box. Defensive Line Height - the defensive line will not automatically push up as far when trying to keep players offside. Physicality Protecting the ball and keeping it is an essential part of football, and we agree that this is an area with lots of room for improvement. Our goal is to give you added consistency with the shield button, allowing you to protect the ball, be it when receiving a pass, when the opponent presses against you when controlling the ball, or when bumping a marker with your shoulder as you dribble to make a bit of space. ‌ Shielding Improvements In FC 26, Shielding has been fully reworked to provide you with more consistent options and extra authentic physicality across the pitch. Shield Trapping - our objective was to give players a new tool when trapping the ball and wanting to stand their ground instead of immediately moving. Improved positioning when receiving the ball and Shielding Hold L2 || Hold LT. Increased Strength-based differentiation when Shield trapping. Prioritized getting in the way of incoming opponents instead of getting the perfect touch on the ball. Rebalanced and improved outcomes of several scenarios and timings when starting to Shield before and after receiving the ball. New Shielding trap animations, to increase shielding coverage and effectiveness Shield Dribbling - Dribble shielding has been fully reworked to make it more consistent and better at respecting your input. Improved consistency of player positioning relative to the ball when Shielding. Improved transition from Shielding to Sprint. Re-tuned how long you can Shield depending on how much short-term fatigue you have. New Shielding movement animations. ‌ Shield Entries We added multiple new ways to perform one-off Shield actions while moving. These actions can be used to quickly and physically get in front of the opponent before going into a rapid burst of speed, or they can be a way to start shielding when out of position. Dribbling Shoulder Challenges - new type of Shielding action that allows you to better protect the ball while dribbling. Physics - improved physics effects for both the shielder and the shieldee, to accentuate the physicality of the action. New Animations - multiple new animations added for Step-ins, Seal Outs, and Shield Turns. Enforcer PlayStyle - new animations added for players with the new Enforcer PlayStyle and PlayStyle+. Contested Box Outs ‌ On top of all the improvements to physicality in FC 26, we are adding a new mechanic called Contested Box Outs. Stronger players are able to keep opponents away when fighting for an incoming air ball. This allows players to use Shield when in front of their opponent, triggering a strong physical action that provides more space to either trap the ball or set up for a header. The effectiveness of the Box Out is based on the Strength difference between the two players. It can only be triggered if your player is in a good position when waiting for the ball. Following a Box Out, you can transition into any action to allow a fluid continuation of play. ‌ Other Physics Changes We've spent a lot of time ensuring that we've reduced physics-based frustrating scenarios that could sometimes occur. Jumping over fallen players will now be much more reliable and effective.. Players getting stuck together when stumbling will be moved to the side to allow them to detach and continue play. When trying to avoid other players, we have made them more slippery. This is so that player avoidance doesn't cause players to get stuck on each other. ‌ Controlling the Ball and First Touches Similar to physicality and defending, first touches could have been frustrating in the past when they felt sluggish, non-urgent, or when they fell back to the opponent. Our goal with these improvements is to make players feel more agile and in control of the ball, especially when trapping it. ‌ Controlling the Ball - Responsiveness First Touch Responsiveness - significantly improved responsiveness of first touch ball control to seamlessly transition into dribbling right after contact with the ball. Ball Control - refined players' ability to control the ball after a pass or interception to maintain possession. Factors influencing the difficulty of a first touch include ball speed relative to the player's speed, ball height, requested exit angle, opponent pressure, the part of the body used for the touch, the extent of stretching, and player attributes such as Ball Control, Interceptions, and Composure. First Touch Precision - when receiving or intercepting a pass, holding L2 || LT will greatly improve the players ability to control the ball at the trade-off of player's move speed. Earlier timing of this input will result in increased control. Flick Ups - improved flicking actions when receiving an aerial ball in all directions to be more consistent and predictable. Consecutive Flick Ups will progressively become less effective to prevent exploits. Loose and Contested Balls Player Urgency - new ability to increase players' urgency when attempting to reach a loose ball or contested ball by pressing Sprint R2 || RT. Holding Sprint prompts immediate acceleration toward the contact point. Without the Sprint input, the response might be less immediate, highlighting the importance of your reaction time in critical moments. Gameplay Animation Improvements ‌ Animation transitions and branching have been re-evaluated and retuned across most areas of Gameplay to improve consistency and responsiveness. Adjusted the following areas across all animations to make them more internally consistent: time to contact ball, ball trajectories better aligned with animation, pose fidelity, and animation exit speed. Improved selection of animations to better match the player's current speed and animation speed. Relaxed the coverage required for animations, allowing them to start faster in many situations. Fatigue Redesigned When investigating responsiveness, one common piece of feedback was that players would sometimes not feel the same across the course of a match. For Competitive Gameplay purposes, we decided to redesign some elements of the Fatigue system. ‌ Our goal with this change is responsiveness; a player should always feel and play well when you are controlling them. Note: the changes below only apply to Competitive tuning, though Clubs has a slightly different design. Short-term and long-term fatigue only affects AI-controlled players User-controlled players are NOT AFFECTED while being controlled. CPU-controlled players in Competitive tuning are also not affected by fatigue. An example is when playing Squad Battles. When controlling a player, the effect of fatigue on the Sprint Speed and Acceleration attributes is not in effect. Meaning a user-controlled player acts as if they have full stamina when controlled. For AI players, they will have a reduction in Sprint Speed and Acceleration when fatigued (proportional to the fatigue level). Relentless and Relentless+ PlayStyles have been changed to increase how quickly your short-term fatigue recovers (more details in the PlayStyles section). For Authentic Gameplay, fatigue works as before. For Clubs, short-term fatigue works as before, however, long-term fatigue doesn't accumulate for any player. For example, when short-term stamina depletes, the player is slower when running until the fatigue bar recovers. Note: this design is subject to change. ‌ Inputs, Indicators, and Overlays Improved the Input Processing System. More info in the Responsiveness Deep Dive: Fixed Skill Move detection issues. We made the Player Indicator more responsive during gameplay. Created a new overlay to better display connection status (visuals subject to change): Competitive and Authentic Gameplay Let's dive into one of the most significant changes we've ever done to gameplay - splitting it into two separate experiences based on how and where you play the game. ‌ Online modes like Football Ultimate Team and Clubs will have their own gameplay type called Competitive Gameplay, while offline modes like Manager Career and Player Career will use Authentic Gameplay as default. This change is a direct result of your feedback, from the comments, posts, and threads, to the hours of conversations we've had with the community about how our game could improve. And yes, this means that we can tweak, tune, and change the gameplay for each type without affecting the other. If we add a more realistic feature like slower skill moves, we can make sure they only happen in Authentic, while something like removing the fatigue from user-controlled players can be tailored to Football Ultimate Team. ‌ We know that Online and Offline players have different priorities, and we want to showcase that by creating two enjoyable, separate ways to play FC 26. Competitive Gameplay Made for FUT and Clubs Competitive Gameplay is mandatory/locked in FUT, Clubs, Online Seasons, and Online Friendlies. It is optional in Kick-Off and Career Mode. Our goal with Competitive Gameplay is to create a more skill-driven competitive experience by reducing the impact of randomness and assistance. This is an experience tailored for those who enjoy fast-paced, responsive gameplay. ‌ The changes to Competitive Gameplay aim to deliver on the three 'competitive community' priorities: Responsiveness, Consistency, and Control. Here are the main differences in Competitive Gameplay: All GK deflections try to get away from danger, reducing rebound goals Reduced tackles/blocks/interceptions bouncing back to your opponent Less AI defending, resulting in looser defensive lines Fewer auto tackles and auto blocks Redesigned Fatigue feature More responsive and smoother transitions in and out of specific animations Increased passing speed and responsiveness Tighter control and more speed while dribbling, and skill moves are faster Increased variability on crosses, to favour player skill over repetitive wide play Increased heading error relative to Authentic Increase variability in Corner Kicks outcomes, with fewer attacking players involved by default Less authentic visuals when avoiding a ball, to resolve these situations more effectively Players get up quickly after being tackled to the ground Players show no reaction animations when hit by a fast incoming ball ‌ Note that while some of the effects above were mentioned in the Fundamentals section, they were increased/tuned up for Competitive gameplay. UT Competitive Camera [NG] We also created a new UT Competitive Camera that is exclusive to the Ultimate Team Stadiums. ‌ This camera provides a way to see more of the pitch, while still showing off the stadium and its atmosphere. This camera is on a rail, ensuring more predictable pad angle behavior to aid Competitive Gameplay. Authentic Gameplay Bringing Realism and Choice to EA SPORTS FC Authentic Gameplay is the default for Manager and Player Career Mode and optional in Kick Off. You'll still be able to toggle between both presets in Kick Off and Career to tailor your gameplay experience. Authentic gameplay is not playable in Ultimate Team or Clubs. ‌ Our goal with Authentic Gameplay is to create a true-to-football experience with a heavy emphasis on realism, strategy, and immersion. This is an experience tailored for those who enjoy methodical and less predictable gameplay. What allows us to achieve the above is not just the Competitive mechanic toggle, but also the Authentic Gameplay Sliders. We have carefully tuned them to accomplish that true-to-football experience with a heavy focus on realism and immersion. Weather Effects are also turned on by default. The changes to Authentic Gameplay aim to deliver on three authentic community priorities: Immersion, Realism, and Less Predictability. ‌ The main differences in Authentic Gameplay are: Authentic Sliders Weather Effects, including Wind, Rain, and Snow Lower speeds for dribbling and skill moves More physics-based GK rebounds, blocks, and bounces More realistic tackle accuracy Greater AI defending enabled, with tighter defensive lines and defenders reacting realistically when a ball is nearby More realistic and tighter positioning in midfield More realistic header passing and shooting accuracy Corner kicks and Crossing tuned to match real-world success rates Players avoiding a ball might occasionally be hit by it instead More realistic animation transitions Human-like reactions and get up animations Authenticity Features Toggle Article continues below This setting activates a set of features that are specifically designed to support the Authentic gameplay type, such as the increased influence of physics in ball movement, or the increased assistance with AI defending. This toggle is locked when in Authentic Gameplay, but can be turned on/off when customizing your gameplay type. It cannot be turned on in Competitive.

Nintendo Download: A Smashing Good Time: Donkey Kong Bananza is out now!
Nintendo Download: A Smashing Good Time: Donkey Kong Bananza is out now!

Business Wire

time17-07-2025

  • Entertainment
  • Business Wire

Nintendo Download: A Smashing Good Time: Donkey Kong Bananza is out now!

REDMOND, Wash.--(BUSINESS WIRE)--This week's Nintendo Download includes the following content: Nintendo eShop on Nintendo Switch and Nintendo Switch 2: Donkey Kong Bananza – The big guy is back – and he's not alone! Explore a vast underground world with Donkey Kong and Pauline by smashing your way through it! With DK's brute force and Pauline's special singing abilities, you can crash through walls, carve tunnels with your fists, punch straight down into the ground and even tear off chunks of terrain to swing around and throw in groundbreaking exploration. Take a deep dive into fun with the Donkey Kong Bananza game – available now on the Nintendo Switch 2 system! Shadow Labyrinth – Navigate an alien maze and consume darkness in this 2D action platformer and genre-twisting alternate take on the iconic PAC-MAN series. On a mysterious planet littered with relics from past wars, Swordsman No. 8 is awoken by a floating yellow orb known as PUCK. You will shift between three different forms – jumping and slashing as the agile Swordsman No. 8, exploring in classic PAC-MAN style as MINI-PUCK, and unleashing devastating power as the mecha construct GAIA. Use these different playstyles to turn the tables on your enemies and grow from prey to apex predator. Shadow Labyrinth launches July 18 on Nintendo Switch and Nintendo Switch 2. A Digital Deluxe edition of the game will also be available, featuring a digital artbook and soundtrack. Pre-order is available now on Nintendo eShop. The Wandering Village – In a world where mysterious plants are spreading all over the earth and emitting toxic spores, a small group of survivors seeks shelter on the back of a giant, wandering creature they call 'Onbu'. Become their leader, build a settlement and form a symbiotic relationship with Onbu to survive together in this hostile, yet beautiful post-apocalyptic world. The Wandering Village is available today on Nintendo Switch. Pre-orders: EA SPORTS FC 26 – The Club is yours in EA SPORTS FC 26. Play your way with the definitive, complete and overhauled gameplay experience powered by community feedback. The new Authentic Gameplay option delivers the most true-to-football experience ever in Career, while the Competitive Gameplay option is driven by refined fundamentals – with added consistency and enhanced responsiveness that is tailor-made for play in Football Ultimate Team and Clubs. Experience Manager Career, new live events and tournament modes, as well as archetypes inspired by the greats of the game with new classes in Clubs and Player Career. EA SPORTS FC 26 launches Sept. 19 on Nintendo Switch 2. Pre-order EA SPORTS FC 26 today and receive exclusive Club and Career rewards. EA SPORTS FC 26 Ultimate Edition is also available for pre-order on Nintendo eShop, giving you up to seven days of early access. Nintendo Music: Activities: Summer Deals at Retail – From now through July 19, save 2 $20 on select Nintendo Switch games like Animal Crossing: New Horizons, Splatoon 3, Kirby's Return to Dream Land Deluxe, Super Mario RPG, Pikmin 4 and more at participating retailers! Shop deals online now at GameStop. For more information, visit My Nintendo – Nintendo Switch 2 Party with GameTruck Sweepstakes – Enter the My Nintendo – Nintendo Switch 2 Party with GameTruck Sweepstakes 3 from now until Sept. 8 at 11 p.m. PT for a chance to win a two-hour video game party for up to 15 guests! Try out the Nintendo Switch 2 system and celebrate a birthday, corporate event or game night with video games for all ages, high-definition screens and heart-pounding sound systems! For more information, visit Nintendo eShop sales on Nintendo Switch and Nintendo Switch 2: Check out the full list of deals available this week at Also new this week on Nintendo eShop on Nintendo Switch 2: WWE 2K25 Standard Edition – Available July 23 Also new this week on Nintendo eShop on Nintendo Switch: Ad SHOOt Anomaly Collapse Arcade Archives Super Dimension Fortress MACROSS II Be A Bee Beat 'Em Up Collection (QUByte Classics) Bring You Home Cardboard Town Command Under Fire RTS – Available July 18 Cottonville Diluvian Winds Farm Together 2 God Wars Golden Tee Arcade Classics Gym Manager – Available July 18 Hatsune Miku Logic Paint S+ – Available July 23 Jump Up 3D: Mini Basketball Karma City Police – Available July 18 Lethal Cosmic Hunt Majorariatto Duo Bundle Maze: Path of Light Misc. A Tiny Tale – Available July 22 Only Up To Space Peek a Fish! PINEAPPLE: A Bittersweet Revenge – Available July 18 Pro Baccarat – Available July 18 Queen's Garden: French Splendor Collector's Edition Secret Paws – Cozy Offices – Available July 23 Upin & Ipin Universe For news and updates on all things Nintendo, you can also check out the free Nintendo Today! smart-device app. Whether it's news about games, info about your favorite characters, or videos and comic strips — you'll get personalized fun every day. 1 Nintendo Switch Online membership (sold separately) and Nintendo Account required. Not available in all countries. Internet and compatible smart-device required to use app. Data charges may apply. Terms apply. 2 Offer valid 7/6/2025 - 7/19/2025, while supplies last. See participating retailer for details. Savings based on manufacturer's suggested retail price. Actual savings may vary. 3 NO PURCHASE NECESSARY. Void where prohibited. Open to legal residents of the 48 contiguous United States (excluding Alaska, Hawaii and US Territories) who are 13 years old or older. Sweepstakes begins 10:00 a.m. PT on 6/4/2025 and ends at 11:00 p.m. PT on 9/8/2025. To enter, you must (1) have a Nintendo Account (if you do not have a Nintendo Account you can register for one at (2) visit (3) sign in to your Nintendo Account, and (4) redeem 10 Platinum Points per entry at the My Nintendo – Nintendo Switch 2 Party with GameTruck Sweepstakes page ( as stated in Official Rules. There will be two (2) winners. Each winner will receive one (1) 2-hour video game party package for up to 15 participants (ARV $499.00). Total ARV of all prizes: $998.00 USD. A Nintendo Account is required to receive and redeem points. Terms apply ( Odds of winning depend on number of eligible entries received. Details and restrictions apply. For Official Rules, visit Sponsor: Nintendo of America Inc., 4600 150th Avenue NE, Redmond, WA 98052. NINTENDO SWITCH ONLINE Nintendo Switch Online is a paid membership service that allows members to team up or face off online in compatible Nintendo Switch games like Super Mario Bros. Wonder and Splatoon 3, and Nintendo Switch 2 games like Mario Kart World. Members also enjoy a curated library of classic NES, Super NES and Game Boy games, including Super Mario Bros. 3, Super Metroid and The Legend of Zelda: A Link to the Past, among many others. Nintendo Switch 2 players can use the GameChat feature to connect with friends through voice, video or screen sharing (terms and requirements apply, visit Those without a Nintendo Switch Online membership can still join the fun during the Open-Access Period, ending March 31, 2026. Additionally, members can access the Nintendo Music smart-device app to stream or download Nintendo soundtracks, create playlists, browse music by different categories and more. To find out more about the benefits that come with Nintendo Switch Online, to view membership options and to learn about a free seven-day trial for new users, visit NINTENDO SWITCH ONLINE + EXPANSION PACK With a Nintendo Switch Online + Expansion Pack membership, players get access to even more benefits, including a library of Nintendo 64 games with added online play for up to four players (additional accessories may be required for multiplayer mode; sold separately), a library of select Game Boy Advance games, retro SEGA Genesis games, Animal Crossing: New Horizons - Happy Home Paradise DLC, Mario Kart 8 Deluxe – Booster Course Pass DLC and Splatoon 2: Octo Expansion DLC (full version of game required to use DLC for that game; sold separately). Nintendo Switch 2 players can also access a library of classic Nintendo GameCube games, enhanced features for compatible Nintendo 64 games and upgrade packs for The Legend of Zelda: Breath of the Wild – Nintendo Switch 2 Edition and The Legend of Zelda: Tears of the Kingdom – Nintendo Switch 2 Edition (full version of games required to use content for that game; sold separately). NINTENDO eSHOP Nintendo eShop is a digital store that features a wide variety of content, including new and classic games, applications and demos. Users can add money to their account balances by using a credit card or purchasing a Nintendo eShop Card at a retail store and entering the code from the card. All funds from one card must be loaded in Nintendo eShop on the Nintendo Switch family of systems or Nintendo Switch 2. Customers in the U.S. and Canada ages 18 and older can also link a PayPal account to their Nintendo Account to purchase digital games and content for the Nintendo Switch family of systems or Nintendo Switch 2 both on-device and from the Nintendo website. PARENTAL CONTROLS AND MORE Remember that Nintendo Switch and Nintendo Switch 2 both feature parental controls that let adults manage the content and features their children can access, including GameChat. Nintendo Switch and Nintendo Switch 2 players who register a Nintendo Account gain access to free-to-start games and free game demos from Nintendo eShop, and also get the latest news and information direct from Nintendo. For more information about parental controls and other features, visit or Note to editors: Nintendo press materials are available at a password-protected site. To obtain a login, please register on the site.

Bayern Munich Sign Multi-Year Partnership With EA SPORTS FC
Bayern Munich Sign Multi-Year Partnership With EA SPORTS FC

Forbes

time16-07-2025

  • Entertainment
  • Forbes

Bayern Munich Sign Multi-Year Partnership With EA SPORTS FC

Bayern Munich star Jamal Musiala will feature on the cover of EA SPORTS FC 26. (Photo by Andrew J. ... More Clark/ISI Photos/ISI Photos via Getty Images) Bundesliga club Bayern Munich has signed a multi-year partnership with video game makers EA SPORTS FC. The deal replaces a previous agreement with video game makers KONAMI. As a result, Bayern's Allianz Arena wasn't part of Electronic Arts' successful football video game franchise. "We are incredibly proud to welcome FC Bayern München as an exclusive partner of EA SPORTS FC,' James Taylor, Director of Football Partnerships at EA SPORTS, said in a statement. 'As one of the most iconic clubs in world football—with a legacy of excellence, a global fanbase, and an unmatched influence on the sport—FC Bayern München represents the very best of the game. It's a privilege to bring their story, players, and passion to life for millions of fans in EA SPORTS FC 26 and beyond." Although Bayern players and the badge were always correctly displayed thanks to the EA SPORTS FC Bundesliga partnership, the Allianz Arena wasn't part of the deal. That's going to change now going forward. 'Passion, commitment, and emotion are the hallmarks of football, both on the pitch and in the virtual world—and the gaming community is growing with every move,' Executive Vice Chairman of FC Bayern Michael Diederich said. 'We at FC Bayern are all excited to share these attributes with our new partner EA SPORTS FC. Together, we want to further expand our interaction with the next generation of football fans: on the pitch and on the game console." As part of the deal, Bayern Munich star Jamal Musiala will feature on the cover of EA SPORTS FC 26 alongside Real Madrid star Jude Bellingham this year. Furthermore, the FC Bayern Women's team will also now feature as part of the game. 'I'd play the game with my friends, my dad, and my sister. These players—Ronaldinho, Lionel Messi, Neymar, Cristiano Ronaldo—were untouchable in my eyes,' Musiala said in an interview with The Athletic that was published simultaneously with the cover release by EA SPORTS FC.' I'd watch their skills, then go out to the garden or the park, dribbling through cones, seeing what I could learn from them. So this is a big moment for me, a dream come true.' Musiala is the first Bayern Munich player to be on the cover of EA Sports flagship video game and the first Bundesliga player since Marco Reus in 2017. The Bayern Munich playmaker signed a new contract with Bayern Munich earlier this year that is considered the most extensive package in the history of the Rekordmeister. Although Musiala will be available for selection in EA SPORTS FC 26, the 22-year-old will be missed on the real field for the foreseeable future. Bayern's new no.10 suffered a serious ankle injury at the FIFA Club World Cup this summer that will keep him out for an expected four to five months.

The Club Is Yours With EA SPORTS FC™ 26: Jude Bellingham and Jamal Musiala Revealed as Cover Stars of EA SPORTS FC'S Most Community-Driven Title
The Club Is Yours With EA SPORTS FC™ 26: Jude Bellingham and Jamal Musiala Revealed as Cover Stars of EA SPORTS FC'S Most Community-Driven Title

Yahoo

time16-07-2025

  • Entertainment
  • Yahoo

The Club Is Yours With EA SPORTS FC™ 26: Jude Bellingham and Jamal Musiala Revealed as Cover Stars of EA SPORTS FC'S Most Community-Driven Title

First look at EA SPORTS FC 26 gameplay revealed in new trailer, showcasing innovations powered by community feedback, available worldwide on September 26 REDWOOD CITY, Calif., July 16, 2025--(BUSINESS WIRE)--Today, Electronic Arts Inc. (NASDAQ: EA) announced generational talents Jude Bellingham and Jamal Musiala as the cover athletes for EA SPORTS FC™ 26 and EA SPORTS FC Mobile, while also revealing a first-look at EA SPORTS FC 26 gameplay, ahead of its worldwide launch on September 26, 2025. WATCH: EA SPORTS FC 26 REVEAL TRAILER Bellingham and Musiala join Zlatan Ibrahimović, who was unveiled as the cover star for EA SPORTS FC 26 Ultimate Edition earlier this week, to usher in a new chapter for EA SPORTS FC that's powered by FC community feedback. Bellingham returns to the cover of EA SPORTS FC, following his debut last year, and is joined by former youth teammate Musiala, who stars as the first FC Bayern Munich player to ever feature on a global EA SPORTS FC cover. "It's really nice to share this moment with Jamal, as a reflection of how far we've come. I remember our times rooming together in the England Youth team, we'd play the game all the time," said Real Madrid midfielder Jude Bellingham. "Where I'm from, everyone knows the game, everyone plays it and talks about it so much. I'm grateful to be given the opportunity to be on the cover again." "When I found out I'd be on the cover of FC, it was such a crazy feeling. I thought, how could I tell my little brother? He's a big fan of the game, so this will be a nice surprise for him," said Bayern Munich star Jamal Musiala. "It's something I always wanted growing up and it's such a big part of football culture. Who knows, maybe I can still beat Jude at FC." EA SPORTS FC 26 IS SHAPED BY YOUR FEEDBACK Play your way with new game-wide innovations and an overhauled gameplay experience, powered by feedback from the FC Community, including: Refined Gameplay Fundamentals: EA SPORTS FC 26 delivers a variety of game-wide changes, including improved dribbling responsiveness and fluidity, re-tuned run curves for more explosive player movement, all new reinforcement-learning-driven goalkeeper positioning, close-body volumetric animations, new, more versatile Playstyles and Player Roles, and much more. Authentic & Competitive Gameplay Presets: The new Competitive Gameplay preset—driven by refined fundamentals, added consistency, and enhanced responsiveness—is tailor-made for play in Football Ultimate Team™ and Clubs, while the Authentic Gameplay preset delivers the most true-to-football experience ever in Career. Experience Manager Career Like Never Before: Step into the exhilarating world of Manager Live, a new dimension added to the mode through a live hub bursting with ever-changing variable-length Challenges. Alongside Original Career and Live Start Points, Manager Live hosts regularly released scenarios throughout the new season curated around the real world of football, giving players the next thing to go after in their careers. Archetypes: A brand-new feature to FC 26, Archetypes has been inspired by the greats of the game, introducing new classes to Clubs and Player Career, bringing more individuality to players. Develop your abilities by upgrading attributes and unlocking Archetype Perks to give your player a distinct feel on the pitch. New Live Events and Tournament Modes: In FC 26, fans will be able to put their dream squads to the test in Football Ultimate Team with new Live Events and Tournament modes, as well as a refreshed Rivals and Champs experience. Unrivalled Authenticity: EA SPORTS is proud to bring unrivalled real-game authenticity in EA SPORTS FC 26 with over 20,000 athletes, across 750+ clubs & national teams, playing in more than 120 stadiums and 35+ leagues, powered by the support of more than 300 global football partners. "FC 26 reflects our ongoing commitment to building this game with and for our community," said John Shepherd, VP & GM, EA SPORTS FC. "We are players too, and that shared passion drives everything we do. This year brings an overhauled gameplay experience, new Tournaments and Live Events in FUT, all-new Archetype customization in Clubs, and a Career Mode that comes alive through evolving Challenges. We can't wait for players to feel the difference this September and help shape the future of FC." To further deepen its community-first approach, EA SPORTS has launched FC Feedback: a new initiative that empowers players to contribute directly to the evolution of EA SPORTS FC, building on a year of features in FC 26 informed by community input. This brings together multiple ways players can share input, including the Player Feedback Portal, community-led Design Councils, the FC Discord Server, Forums, and social media. In celebration of the cover reveal, fans who play EA SPORTS FC Mobile between July 17-31 will receive a special 102 OVR Jude Bellingham Player Item and 102 OVR Jamal Musiala Player Item✝. July 17 will also see Zlatan Ibrahimović make his return to FC Mobile as an ICON, letting players recruit him to their club, while also being able to relive key moments from his legendary career in ICON Chronicles. With the Rivals Update, EA SPORTS FC Mobile recently introduced gameplay improvements to Ground Passing and VS Attack informed by user feedback, resulting in a more authentic and consistent competitive experience. PRE-ORDER EA SPORTS FC 26 TODAY Pre-orders are now available for EA SPORTS FC 26, which will launch on PlayStation®5, PlayStation®4, Xbox Series X|S, Xbox One, PC, Amazon Luna, Nintendo Switch, and Nintendo Switch 2. EA SPORTS FC 26 will be available worldwide to play on September 26, 2025, with early access through the Ultimate Edition beginning September 19, 2025*. EA Play** members, the Club is Yours in EA SPORTS FC™ 26 with the EA Play 10-hour early access trial, starting September 19, 2025. Members also score member rewards including monthly Ultimate Team™ Draft Tokens and seasonal club rewards, as well as receive 10% off EA digital content including pre-orders, game downloads, FC Points, and DLC. For more information on EA Play please visit For more information on EA SPORTS FC 26, please visit and ensure you're following our global social channels for all the latest upcoming news and announcements for EA SPORTS FC. *Conditions and restrictions apply. Offers may not be available on all platforms and/or all territories. See for details.✝Conditions and restrictions apply. See for details.**Conditions, limitations and exclusions apply. See EA Play Terms for details. PRESS ASSETS ARE AVAILABLE AT About Electronic Arts Electronic Arts (NASDAQ: EA) is a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers. In fiscal year 2025, EA posted GAAP net revenue of approximately $7.5 billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission. Category: EA Sports View source version on Contacts EA SPORTS FC NewsroomFCNewsroom@ Se produjo un error al recuperar la información Inicia sesión para acceder a tu portafolio Se produjo un error al recuperar la información Se produjo un error al recuperar la información Se produjo un error al recuperar la información Se produjo un error al recuperar la información

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