Fifa 2019
Some positives about the game:
Improvements in the general atmosphere of the game. The fans have become more engaged and the graphics have improved in general, especially the players' forms. In addition to purchasing the rights of the European Champions League and simulating the amazing atmosphere of the championship. The beautiful thing is that there is an option to play a normal game with an atmosphere and present the Final of Champions
The addition of a lot of character movements (Animations) in addition to the feature "First Touch" contributed to making the gameplay significantly more smooth. Heel passes have become more practical where a skilled player can pass in multiple positions, and also deal with the ball at the moment of receipt or before it reaches the ground has become more realistic and practical, previously the player was often waiting for the ball to reach the ground until it passed or dodged.
Add detailed statistics for the "kick-off" that includes the number of cards, shots and mistakes committed, so that the game clarifies every person or team that prefers to attack from any side of the field, where the percentage of attacks appears from the rear and the sides. Statistics like this add more fun and discussions between friends, which in my opinion is one of the most important things in sports. The beautiful thing also is that each player can link his account inside the game with his personal account on the PlayStation Network or Xbox, so all the statistics are supposed to be transferred and registered everywhere.
Addition of phases or options (House Rules) that I like to call “entertainment”. For example, he developed Survival, and his idea is that once you score a goal the referee will expel a player randomly. Or (Long Range) change the mechanism of calculating goals and make long shots equal to two goals, and other options. Certainly not phases you'll always play, but having to break a routine is a very excellent thing.
As it is known in the previous parts, during the game the player can switch between tactics and choose either “crushing attack”, “attack” or “moderate”. The problem was that what happens when choosing these tactics is always constant and not necessarily practical. Now with this part, the player can control the details of each of these options, and can choose a specific plan for each tactic. For example, you can create a 4-2-4 plan for overwhelming attack and 5-4-1 for defense, and the plan and player positions change directly and without the need to stop playing. Also, you can control the pressure, attack build method, and just about anything for every tactic
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