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Long read: The beauty and drama of video games and their clouds

"It's a little bit hard to work out without knowing the altitude of that dragon..."

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E3: FIFA 10

Early kickoff.

In a further bid to add greater realism, players are being made more tactically aware. A typical corner scenario in FIFA 09 would see your centre-halves head up-field in a bid to get their noggins onto a whipped-in cross, leaving a gaping hole in your defence that a hopeful punt and a nippy opposition striker could easily exploit. In FIFA 10, defensive midfielders are set to intelligently drop back to cover the space vacated by centre-halves during set-pieces. This, coupled with less accurate up-field punts, should hopefully lower the number of breakaway goals. And despite their increased believability in FIFA 09, goalkeepers are also being lavished with attention, with 'keepers set to rush out more urgently in one-on-one situations while resisting the temptation to show off to the cameras by hurling themselves heroically at rudimentary saves.

After last year's version took the robust, physical nature of the beautiful game to the next level with an improved jostling system, FIFA 10 is promising to further develop the system with the introduction of increased defender and goalkeeper momentum, which will hopefully prevent defenders from sticking to attackers like young, beautiful women with daddy complexes stick to Hugh Hefner. This should hopefully make it easier for tricky wingers to give shadowing defenders the slip or play them for fools with a deft feint. Goalkeepers will also possess greater levels of momentum, which could result in greater attacking variables when the shots start raining in and pinging off their flailing limbs.

While the code we sampled was only 45 per cent complete and missing a number of the promised new features, we were able to gain a very early first impression. By far the most striking on-pitch addition was the 360-degree dribbling system, which provides greater player control compared to last year's eight-axis movements. With this improved level of control it's possible to make space for players far more easily, while the angle of a player in possession had a far greater effect on the accuracy of through-balls, allowing us to slot our passes into space far more easily than in FIFA 09.

Either they're posing for the camera, or FIFA 10 takes some welcome liberties with the rules. Three teams per games! No standing!

Off the pitch, Rutter and his team have also been busy, with over 50 improvements being made to Manager mode. "We've worked really hard on this, especially in the realism, transfers and player development departments," he says. "We're trying to make management more believable by having other things going on around you in the world of football. We also want to make a big deal of the transfer system. A club, player and manager's prestige will all be taken into consideration during the transfer process, as well as the player and manager's experience, and whether the squad already has lots of great personnel in that player's position."

"We also want to make sure that we have proper player development in Manager mode. Not every new player will end up being the next Zidane. The player's environment will affect their growth, so if they play at a great club they'll grow better than at a bad club and also if they play better. A player's ego will also grow and they may become more demanding. The AI-controlled teams will also work far harder towards improving their squads than before."

While still in its infancy, FIFA 10 is already promising much, with its myriad tweaks and innovations hopefully proving sufficient to adequately improve the game from last year. However, with the series already riding high, maybe a succession of tweaks to perfect the already highly realistic and accessible on-pitch action is just what the franchise needs to take it that extra, often elusive step from star performer to true champion.