FIFA Street | Xbox 360

HDV 7

Time is the Fire, in which we burn
گرافیست سایت
Jul 24, 2009
2,699
نام
Hadi
EASروی صفحه فیسبوکش عکس بازیکنی رو بصورت شطرنجی گذاشته که قراره کاورستار بازی بشه. هر 12 ساعت هم قسمتی از عکسو مشخص میکنه. من خودم حدس میزنم ویلشر باشه. :d

FIFAStreet_Who-580x362.jpg

همچنین این تریلر رو هم کنارش منتشر کرده (البته مال دو سه روز پیشه) که ترکیبی از دو تریلر قبلیه البته چند صحنه اضافه هم داره.
 

HDV 7

Time is the Fire, in which we burn
گرافیست سایت
Jul 24, 2009
2,699
نام
Hadi
امروز سایت FSB همونطور که قول داده بود Preview بازی رو در سایتشون قرار دادن (بعد از تستی (نسخه آلفا) که 2 روز پیش انجام دادن) که شامل اطلاعات بسیار جالبی در مورد بازیه.
البته من چون وقت نداشتم نتونستم ترجمه کنم برا همین متن اصلی رو اینجا میذارم.

*
The build of FIFA Street we played was an Alpha version of the game and was not representative of the final product. We played on the Xbox 360 and all online functionality was disabled*
Street Dribble

One of the biggest changes to the gameplay in FIFA Street comes in the form of Street Dribble, which is an evolution of Precision Dribble which we all know from FIFA 12. This time Street Dribble is initiated by holding L2, but instead of being mobile you’re now stationary. You then use the left stick to manoeuvre the ball with incredibly accuracy from left to right, front to back and anywhere in between. This allows you to tease a defender in to a tackle, shifting the ball away in a flash, or to maintain possession in extremely tight spaces.​
What Street Dribble also does is face you up to your opponent as soon it becomes active. This removes a lot of the finicky positional issues that Precision Dribble suffers from but more importantly it enforces the one-on-one essence of street football. If you want to use standard dribble or sprint you still can, but when using Street Dribble it’s all about high control fidelity and ultimately, trying to embarrass your opponent with intricate footwork.​
Now you can’t just stand still all the time no matter how precise the ball control is, which is why the real joy of Street Dribble is found in the transitions. You can perform any myriad of skill moves direct from Street Dribble but how you transition in and out of them is where the real success of the system is found. A tap of R2 (sprint) will burst your player out of Street Dribble in an instant and then it’s all down to your timing, the skill move and the exit angle as to whether you beat the man or not.​
Street Dribble is new and exciting but it will take people time to get used to it, especially when you factor in the added complexity of ball movement, plus learning all the skill moves. It’s what it adds to the flow of FIFA Street matches that’s so impressive though because it gives things a pleasing ebb and flow that FIFA 12’s break neck pace always fails to capture. There’s a genuine reason to slow things down in FIFA Street and the cat and mouse duels that Street Dribble instigates all over the pitch are a joy to experience.​
Skill Moves

Now FIFA Street wouldn’t be FIFA Street without skill moves and there are loads of them, some familiar and plenty brand new. What’s nice is that the fundamental moves (step overs, body feints, heel chop, etc) are now even easier to perform than ever before with only swishes of the right analogue stick required. Other skill moves require Street Dribble (L2) to be held, some L1, some R1, some RS and others, a mad combination of any of the above. How difficult you want things to get from a control perspective is kind of up to you really and the harder the combinations get, the more elaborate the skill moves become.​
Learning combinations is one thing but there are hidden depths to FIFA Street’s skill moves that depend entirely on the context of the move. For example, if you’re using Street Dribble and you drag the ball all the way over to the right and complete a rainbow flick (back/forwards) your player will do a rainbow flick. But, if you drag the ball directly behind you and complete the same combination, you’ll still get a rainbow flick, but the animation of the move will be slightly different. This adds an awful lot of visual depth to FIFA Street but it also entices you to continue to experiment with ball position even once a skill move is learnt, to find that special animation that maximises the eye candy of beating a defender. That only covers things on the deck as well because once the ball is airborne another world of pain opens up for your opponent and some moves are designed solely for taunting and showboating.​
The other notable change is that skill move input is no longer tied to the direction that your player is facing like in FIFA 12. With such a huge variety of moves on offer this would have made FIFA Street an impossible mess to navigate with the control pad, so the decision to keep skill move input the same no matter which way your player is facing is a good one. Because the arenas are much smaller the players invariably get closer to each other than ever before and this massively reduces thinking time when performing skill moves, making them feel instinctive and more natural than FIFA 12.​
Everyone knows I’m not a fan of skill moves in the main FIFA series because a lot of the moves are too elaborate, too repeatable and for me simply aren’t suitable for a game which professes to be a simulation. In FIFA Street that’s all thrown out the window because for the first time the context of skill moves is correct. The street is where these moves belong and the simplification of basic moves, combined with the added difficulty of others, contributes towards what is essentially the ultimate FIFA skill move playground, providing depth and intrigue on every level.​
Tactical Defending

With such a vast arsenal of skill move weaponry at the feet of the world’s best attacking players in FIFA Street, you’re going to need to be sound defensively. Fortunately Tactical Defending is back and it’s pretty much the same as in FIFA 12 although you can now get much closer to the attacker when at the shortest Contain distance – a crucial change.​
There’s no slide tackling purely because it represents an instant foul in street football so defending well is all about using standing tackle, Contain and getting your timing right. If you miss a tackle in FIFA 12 there’s more often than not someone to cover you but in FIFA Street if beaten, you’re completely left for dead. Some people might not like that feeling of helplessness but for me it adds incredible tension and importance to each and every one on one duel.​
The standing tackle is still a “lunge” and how powerful that lunge is, depends entirely on player ability. The problem with the standing tackle system is that you still don’t have any control over the direction of the tackle once you initiate it. The forwards now have Street Dribble to manoeuvre the ball from left and right in an instant, so it seems odd that as a defender you can’t combat that power by having an input in to tackle direction yourself?​
The balance between defence and attack is actually really good though, and neither feels over-powered. But, defensively whether you win the ball or not still feels like a lottery at times and in such a focussed environment, a one button defensive mechanic against the wealth of skill moves on offer feels a little bit light weight. It’s more of a missed opportunity than anything I feel because the reinvented FIFA Street brand would have allowed the team the freedom to do something a bit different with Tactical Defending but with all that said this complaint doesn’t really harm the experience in any discernible way.​
Shooting/Passing/Crossing

The most pleasing thing about the shooting and passing in FIFA Street is that it doesn’t feel Assisted at all and the game wide configuration contains a pleasing amount of direction and power based error. When you start playing with the better players in the game this feeling is obviously minimised but at the start of World Tour mode with only basic players, passing and shooting deficiencies are certainly felt.​
The control layout for these elements is identical to FIFA 12 and you can still use through balls, finesse shots and skill passes (L1 and Pass) which now finally feel at home and can also be very useful to help divert the ball around an opponent or off an adjacent wall.​
The ball physics are also exemplary in FIFA Street which is to be expected after the huge leap forwards we saw in FIFA 12. With the numbers of players reduced, and the playing field condensed, there are more subtle deflections to admire and of course a multitude of different surfaces like walls and fences from which the ball will bounce very differently. The attention to detail in areas like this feels remarkable at times when playing FIFA Street and even though elaborate goals and fun are the name of the game, having it all grounded by real physics truly forces home that feeling of authenticity.​
AI

With the variety of game modes on offer in FIFA Street (which Tom is previewing) coding the AI to respond correctly in all the different scenarios the game offers I’m sure was no easy task. The AI was one of the things we were told was least finished in the build we played but that didn’t prevent a few promising behaviours shining through.​
In FIFA Street you could be playing in an arena with any number of different goal shapes and sizes from tiny one-foot goals, to Futsal goals, or 5-a-side goals which are quite wide but low. We’d become fairly accustomed to the AI’s shooting behaviours in the smaller arenas so when we experienced a wide open 6v6 Futsal tournament it was incredibly refreshing. Mainly because for the first time the AI was actually shooting from distance due to the increased goal size and regularly tested our keeper from range. It’s a small detail but it’s an incredibly important one if FIFA Street’s AI is going to have the depth required to add the longevity we’d all like to see.​
The only niggle we found with shooting was that on the Hard difficulty setting there were probably too many occasions where a wayward shot would let us off the hook. That’s probably down to tuning and balancing as much as anything but none the less it was a minor gripe we had.​
The AI of course will harnesses the power of Street Dribble against you and it most definitely will bamboozle and embarrass you with its own skill moves, especially on Medium and Hard difficulties. We’ll need much more time to judge just how good the offline AI is in FIFA Street but even in the short time we had, it was displaying some promising signs of street football savvy.​
Verdict

I guess the most critical success factor for FIFA Street on the pitch is that it stands out compared to its behemoth big brother FIFA 12. Simply copying the gameplay from FIFA 12 and putting it indoors, with half the players would have been a total disaster but that was never a worry of mine to be honest and the message from the team at EAC has always been, “FIFA Street is it’s own game”.​
And standout it does because it’s a completely different experience to any FIFA game before it and personally I do think it can co-exist with FIFA 12 because of the obvious distinctions in style. Many of FIFA 12’s gameplay features were built up as revolutionary during 2011 and sadly most fell short of that benchmark. However in Street Dribble, FIFA Street has something that feels genuinely special and in terms of the impact it has in instilling the essence of street football alone, it’s every inch the revolution.​
Gary and his team have worked wonders with FIFA Street’s gameplay and although a few minor issues turned our heads for just a moment, on the whole it’s an incredibly rewarding and fun game to play, which in itself is refreshing for FIFA. On the pitch FIFA Street is more than a credible alternative to FIFA 12 and in fact comparing the two probably doesn’t do justice to the way FIFA Street comfortably stands tall as its own game, on its own merits.​
It was a little later than first advertised, but the revolution is finally here.


 

HDV 7

Time is the Fire, in which we burn
گرافیست سایت
Jul 24, 2009
2,699
نام
Hadi
قسمت دوم : Match Types

PANNA

Panna matches are tight, technical affairs, played 2v2 in the smaller, more enclosed arenas. You earn points for beating players, 1 for a ground beat and 2 for an aerial beat, but ideally you want to be aiming for nutmegs as they’re worth three. As you earn points through play they build up in your bank, to claim them and add them to your total tally you need to score. Scoring gives you one extra point but importantly wipes your opponents bank setting you both back to zero.​
Whilst it’s fairly straightforward to build up points, cashing them in isn’t always easy. With the arenas being so tight, even just having four players fills the pitch up making it tough to break through the defence. Add to that the fact that the goals are so small, making space and shooting from distance isn’t an option unless you’ve already beaten the defensive line with tricks or you fancy chasing the shot down after it’s bounced off the wall. That’s not to say defending is a doddle, if you attack in pairs you’ll leave yourself wide open to being broken on in seconds, you’ll want to try and keep someone on the line as much as possible. The winner is the side with the most points at the end of the time limit.​
We found the matches to be really exciting and a lot more tactically involved than you’d imagine. You’d think that scoring loads of points is all there is to it, which is semi true, but there’s definitely a knack to knowing when to cash in. Not to mention the fact that a cheap (tactical) goal can turn things around in seconds. When done at the right time it’ll reset all of your opponents hard work, frustrating them and giving you a slight edge, just ask Dave. 28-0. Panna is by far the mode I’ve missed most since we had to put the pads down.​
FREESTYLE

Freestyle matches are similar to Panna in that you need to score to bank the points you’ve accumulated, but instead of being rewarded in small increments for beats, you earn points by doing tricks and combos, increasing your bonus bar and then cashing in by sticking the ball in the net whilst it’s at its peak. As you use tricks they become less profitable in terms of points, so you can’t just spam the high scoring tricks, you’ll need to mix things up. The games aren’t limited to 2v2 and the winner is the first team to pass a pre set points threshold. The matches we played had a target of 2500 points, which usually took around 8-10 minutes to complete, just to give you an idea of length.​
FUTSAL

Futsal is as close as this game gets to the main FIFA series. With more players on a bigger pitch, there is much less emphasis on tricks to beat players. Matches don’t exactly play like FIFA 12, but they’re a little more relaxed when compared to Freestyle or Panna matches. The emphasis is obviously on scoring goals so whilst tricks can be useful, they’re certainly not the be all and end all. If clubs were ever to appear in future any way, then Futsal would be the only mode that could possibly make it work. It’s a great mode and a lovely change of pace from the frantic feel of some of the others.​
LAST MAN STANDING

Last man standing sees both sides start off with an equal number of players, which decreases as the match goes on. When a goal is scored, the goalscorer leaves the pitch and the team carries on without him. It’s a match type I was really looking forward to, but ended up being unimpressed by. The matches aren’t particularly eventful and it felt like the teams were just trading goals as the players were whittled down, making the whole match largely pointless up until the inevietable 1 on 1 that it would end with. That’s not set in stone of course and I’m sure there is excitement to be found in those matches, especially if you do end up with 1v3 or 4, but I just didn’t get the appeal (Dave wanted me to point out that he loved it and that I’m wrong).​
PRACTICE ARENA

Not so much a match type, but it’s important to point out that there is a practise arena that you can use to learn tricks. It reminded me a bit of the FIFA 08 arena in terms of style and lighting but the important thing is it’s just you and a keeper. Just like FIFA 12, the keeper AI is pretty aggressive, so if you get too close they’ll take great pleasure in stealing the ball and walloping it over your head into the open goal behind you. If you keep your distance you’ve got plenty of space to nail those neck stall to rainbow flick combos. Seriously, try doing one of those.​
CUSTOM

Again, not a match type but you get four slots for saving custom game types. You can mix and match the options present in the modes above (within reason) and save them into slots that you can quick launch matches from. It’s a small touch, but you’ll find those all over FIFA Street, little tweaks and touches that make your experience that much smoother and more enjoyable.​
Overall there is plenty of variety to the match types available in FIFA Street, the beauty being that they each offer something completely different but none of them feel out of place.


---------- نوشته در 05:35 PM اضافه شد ---------- نوشته قبلی در 05:34 PM ارسال شده بود ----------

قسمت سوم : World Tour

FIFA Street: World Tour Preview

The first thing you’re tasked with in World Tour mode is creating your street football character. The player creation suite is very similar to that seen in the main FIFA series but the menu style has been completely overhauled for FIFA Street. The options you have at your disposal are good and you’ll be guided through the process of changing body types, skin colour, hair, eyes, face shape, etc.
The one notable absentee from the character creation suite in FIFA Street is the option to import a Game Face. This has been left out by design because the technology still doesn’t support multiple Game Face’s. So if you downloaded a friends FIFA Street player lets say, you wouldn’t be able to see their created Game Face. It’s a minor disappointment but none the less the interface is slick, the options are exhaustive and you should be on the pitch with a lifelike representation of yourself in no time at all.​
Your first match in World Tour acts as a sort of tutorial really because you haven’t actually created your street team at this point. There are proper Tutorials available in-game too which guide you through the games core components and these are voiced by none other than EA SPORTS FIFA Podcast host Stevie Morgan. At the beginning of World Tour though its just you and a random collection of mates having a kick-about but once this match is completed, your rags to riches street tale can begin in earnest.​
The team creation suite is also nicely presented and you have the ability to customise your teams badge from a host of pre-sets and setup kit options for home and away variations. The colour schemes you choose for your kits are also quite clever because they work in colour bands. So, if you choose blue as the primary colour for your home kit, all your players will turn out in blue but they may wear slightly different shades depending on the apparel (hoodie, football shirt, tank top) they have equipped. It’s subtly done but it adds a pleasing amount of depth to your squad’s appearance. Initially your kit options are quite limited but as you play through World Tour mode you begin to unlock more and more items and eventually you’ll be sporting the finest licensed street gear.​
Then it’s on to naming your team and finally choosing your starting Nation. We chose the UK and were pleased to find that the game then asked us to choose a starting region within the United Kingdom. We selected the South East and the first Challenges and Tournaments available to us were in Maidstone, Guildford, Portsmouth and Brighton. Taking the regional detail to a level this finite is just fantastic and starting in Spain, Italy or anywhere else for that matter will invariably provide a completely different World Tour experience.​
The World Tour map itself is beautifully presented and the variety of match types on offer even in the starting region is excellent. Some of the matches are one-off Challenges which you just need to win to complete and others are Tournaments which could be knock-out or league based. There are three match difficulties to choose from, Easy (Bronze), Medium (Silver) and Hard (Gold) which control the rate that you unlock new kits and accessories as well as game difficulty. Completing matches on Hard will unlock all three items available per match; on Medium you unlock two and Bronze just one. This gives you total control over game difficulty in World Tour and if you do get stuck at any stage, you can always retry the same Challenge at a lower difficulty or revisit it when you have better players.​
And that rather neatly leads me on to the way that your players develop and improve during World Tour mode. When playing in matches your squad members will accumulate XP for beating players, performing tricks, scoring goals and generally playing well. This will eventually result in them leveling up and having points to spend on upgrading their attributes which you can choose where to assign. Once enough XP has gone in to particular attribute categories your players begin to take on specific squad roles. So if Player X has a high Defence skill that makes them a “Stopper” and if they have high shooting they could be classed as a “Finisher”. It’s similar i guess to the traits system in FIFA 12 but you now have the kind of control over player development that you’d expect to see from a traditional RPG rather than a sports game.​
There are a number of ways you can choose to populate your street team one of which being you hand creating each team member individually by using the character creation suite. You’ll also have the ability to download characters that your friends have created, or simply fill your squad will randomly generated players. The option to add real life footballing stars to your World Tour team happens a bit further down the line and some challenges will even allow you to hand pick one member of the opposition to join your team as an additional reward. You also have complete control over the apparel and accessories each of your squad players wear, which makes putting your own unique stamp on FIFA Street incredibly easy and satisfying.​
Once you’ve played through and won the Regional street matches its then on to the National stage where we had matches in Aberdeen (2v2 Panna), Liverpool (6v6 Futsal), Belfast (3v3 Freestyle) and many more. Again the variety is fantastic and when you start playing in bigger tournaments like the Futsal one in Liverpool, where there are proper stands, a big crowd, a referee and more professional teams to play, World Tour really begins to flesh out in front of you.​
In the limited time we had with FIFA Street the National level was as far as we got in World Tour mode but after that you eventually advance to European and then finally World events where you’ll come up against the very best players and teams the game has to offer. It’s a mouth-watering prospect and I for once can’t wait to venture in to World Tour in more depth once the game comes out in March.​
What’s also unclear is how the online aspect of FIFA Street will integrate with World Tour but even with the online functionality disabled we were able to see leaderboards for each Challenge on the World Tour map, so you will be able to compare your offline scores against your friends. That’s really important because there needs to be more to World Tour than just completing every match on Gold and unlocking items, so it’s pleasing to know that a competitive element between you and your friends will also be persistent in your World Tour experience.​
Verdict

Playing through a games core single player component is always difficult in such a short space of time and we did have to fast path a lot of the upgrading and customisation in favour of just playing matches to advance the mode. That’s probably a blessing in disguise to be honest because there’s so much to customise and micro-manage about your FIFA Street team, that delving in to it with full code is probably the only way to do it justice. None the less, for those of you that like tinkering, FIFA Street has more than enough options to quench your creative thirst.​
Even at Alpha build World Tour feels surprisingly complete and the variety on offer in the different match types, locations and tournaments makes it feel truly compelling. It’s very structured, very coherent and your path to success is literally laid out in front of you. That’s not a bad thing necessarily because you can complete the matches in any order you choose, but ultimately you’re locked in to World Tour’s grand design. Perhaps the rigid challenges could have been complimented by some dynamic ones which initiated randomly, I don’t know? I’m knit picking a bit here and that in itself is a good sign because during the four or five hours we poured in to World Tour I struggled to find anything that I really disliked about it and Tom was the same.​
I think everyone can imagine how FIFA Street will fare online this year and the sense of style, fun and banter it brings to the FIFA franchise makes it almost guaranteed for success in that field. Offline is where some people would have been worried about World Tour being perhaps under-cooked or a bit thin on depth but that’s certainly not the case from what we experienced.​
The team have focused so much time and energy in to the little details of World Tour that the only way to truly appreciate it in all its glory will be to run multiple game saves with teams from different starting regions. That’s going to increase FIFA Street’s replayability immeasurably and any question marks surrounding its longevity can be firmly cast aside because of that. The team at EAC traditionally produce offline modes which have a definite beginning and end with great success (World Cup 2010) and FIFA Street’s World Tour mode might just be the best of the lot.
 

ston cold

کاربر سایت
Mar 3, 2009
1,484
نام
amir
اما خداییش شماره قبلیشو هر از گاهی با بچه ها رو ایکس باکس میزنیم حال میده هرچند از نظر تکنیکی از نسخه پی اس تو ضعیف تر بود
 

HDV 7

Time is the Fire, in which we burn
گرافیست سایت
Jul 24, 2009
2,699
نام
Hadi
اما خداییش شماره قبلیشو هر از گاهی با بچه ها رو ایکس باکس میزنیم حال میده هرچند از نظر تکنیکی از نسخه پی اس تو ضعیف تر بود

من کلا FS3 رو اصلا از این سری حساب نمیکنم. یه ایده مسخره که نمیدونم از کجا به ذهن سازنده هاش رسیده بود. ولی خوب خدا رو شکر بالاخره تصمیم گرفتن سری رو به مسیر اصلیش برگردونن.
 

Sport

کاربر سایت
Dec 22, 2006
1,018
نام
رامین
دقیقا یک ماه و 17 روز دیگه به انتشار بازی مونده.اینقدرم که EA داره نشون میده رو این بازی کار میکنه و با توجه با اینکه هیچ خبری از سوی EA در مورد ساخت جام ملتها نیومده دیگه بعید میدونم UEFA EURO 2012 در کار باشه.کاش این بازی رو به یه وقت دیگه موکول میکردن.
 

HDV 7

Time is the Fire, in which we burn
گرافیست سایت
Jul 24, 2009
2,699
نام
Hadi
دقیقا یک ماه و 17 روز دیگه به انتشار بازی مونده.اینقدرم که EA داره نشون میده رو این بازی کار میکنه و با توجه با اینکه هیچ خبری از سوی EA در مورد ساخت جام ملتها نیومده دیگه بعید میدونم UEFA EURO 2012 در کار باشه.کاش این بازی رو به یه وقت دیگه موکول میکردن.

این اتفاق سابقه داشته و در سال های 2004 و 2006 هم با فاصله کم FWC 2006 و EURO 2004 رو روانه بازار کرده بودن. الان قوی ترین احتمالی که هست اینه که بازی به صورت دیحیتالی یا همون DLC عرضه بشه. این احتمال هم از اونجا نشات میگیره که توی فابل های سیو فیفا 12 چند تا فایل مربوط به EURO 2012 هم دیده میشه. (اسمشون هست). بنابراین این احتمال هنوز در حد شایعه است و ممکنه مثل دوره های قبل عرضه EURO به FS ربطی نداشته باشه.
 

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