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FIFA in Japan PDF Print E-mail
Written by FIFA Community - Marten van Urk   
Wednesday, 04 November 2009 21:31
While at Microsoft, one of my responsibilities was oversight of the Japanese market. A fascinating country and culture, I thoroughly enjoyed my time over there. It is the cradle of our industry, and despite some recent ups and downs in the fortunes of Japanese developers and publishers, some of the most creative content in games still emanates from Tokyo and Kyoto. 

Having said that, one of the frustrations of being an American company attempting to do business in Japan is the insularity of the industry that defends locally-made content and looks down on games from abroad. I appreciate this is a unique culture that has very different tastes in entertainment.  But while western movies and music can be extremely popular with younger consumers, foreign-developed games (or yoge, as they are called) have an extremely difficult time breaking through with Japanese gamers.  This has frustrated American and European publishers for decades. 

In the past, we've pointed to things like genre preferences, game play mechanics and character art as issues in breaking through in this culture. But with simulation sports games, these issues would seem much less relevant - it's typically about the gameplay.  So you can imagine my disappointment every year as we struggle to break through in Japan with our outstanding FIFA franchise (which, I should point out, is a game made by developers from more than 20 different countries, including Japan). This year's tour de force has been universally-acclaimed as the best iteration ever in the long history of the franchise, garnering a number of perfect scores from reviewers and averaging a metacritic score of 91. So imagine my delight to see Famitsu award the game a platinum rating (36/40), a score only enjoyed by the cream of the crop of games released in Japan. That score obviously caught soccer gamers eyes over there, as the game debuted in the top 10 this week, much to our delight.

Having said all of that, it is clear we still have work to do in Japan to more fully understand what drives that gamers attraction to sports titles. Let me be clear on this. I recognize that there are many factors that contribute to a gamer's decision to purchase (or not) a particular game, I'd just hate for the gamers in Japan to not get as much enjoyment as the rest of the world out of the best sports game of this console generation.  Also, we'll continue to do our part to try to better understand the Japanese consumer - with market research, focus groups with gamers of all ages, and feedback sessions with journalists - and continue to improve on the best soccer game in the world.
 
FIFA: The Road to Redemption PDF Print E-mail
Written by FIFA Community - Marten van Urk   
Wednesday, 28 October 2009 17:52

A Game of Two... Games

The annual battle for football videogame superiority between Konami and Electronic Arts feels like it's been going on for as long as consoles have been around themselves. In fact, that's pretty much the case, for all intents and purposes, given that the first FIFA title to hit the shelves did so in 1993 on the SEGA platforms of the day, while International Superstar Soccer - the precursor to Pro Evolution Soccer - arrived in Japan on the Super Nintendo in 1994.

Since then they've spawned around 36 titles between them and succeeded in dividing opinion on just which was the better all-round football game, with - historically - a sense that while the FIFA games were well-finished in terms of presentation and licenses, the Pro Evo titles were where the real football fans spent their money.

That said, review scores have mostly been pretty close. Going back to late 2004, Eurogamer's evaluation of FIFA 05 was a solid 8/10, while Pro Evolution Soccer 4 was 9/10. EA's franchise dipped to a 7/10 the following year, while Konami's game - crucially the last 'ex-gen-only' title grabbed another 9/10.

Then a funny thing happened - Microsoft released the Xbox 360 and the race was on to put out football games in high definition, and utilising the new improved online functionality that the console brought with it.

If we ignore the aberration of FIFA 06: Road to the World Cup - and my. how we'd like to forget with its 2/10 score - for the next two years both franchises tied on 8/10 reviews. But last year, Pro Evolution Soccer 2009 fell to a 7/10 versus FIFA 09's 8/10 - and this year the tables turned completely as Pro Evo scored another 7/10, but FIFA 10 rose to a 9/10 rating.

While it's possible to point to Konami's struggle to fully get to grips with the Xbox 360 and PlayStation 3, on the other hand EA has actually improved its act... something which hasn't harmed unit sales, either.

Reinventing the Ball

According to Peter Moore, EA Sports president, the changeover is the result of a long-term series reinvention plan that dates back to before his time, but had a firm focus on the new consoles coming to market.

"We're obviously very pleased with the critical and commercial success we're enjoying right now with FIFA 10," he told GamesIndustry.biz. "Well before I arrived to EA, there was a commitment made to reinvest in this franchise from both a development and marketing perspective.

"The team began the long process of rewriting the core gameplay engine with the switch to this generation of consoles, and our developers have been fully focused on innovating, tuning and polishing ever since.

"The combination of a great game and our renewed focus on speaking directly with fans - engaging them in the development process and listening to their feedback - has created the perfect storm for us. Bottom line - we've made the right bets and we've got an extremely talented team who have worked their butts off to get us to this spot."

It's difficult to argue that the approach hasn't paid off, and talk to the current FIFA team in Montreal and they'll often repeat words such as "simulation" and "real" - indicative of the four key themes they work around today.

"We have a number of sets of what we call pillars," explains the game's producer, David Rutter. "Gameplay, authenticity, approachability and competition are the ones we use a lot on the team. But what ends up within them are filtered by three important criteria.

"Refining - what needs to be made better; responding - what our fans are asking for or telling us needs to be improved; and finally innovating - what our next leap is, and where. Each filter needs to contribute specifically to the improvement of the game, rather than being purely a back of the box marketing gimmick. We've gotten very good at that over the last three or four years."

He goes on to underline Moore's point about reinvention, and why taking the long term view several years ago is what's helped the publisher to reap rewards now - a videogame proof of the old adage about never taking success for granted, perhaps.

"It's been a revolution in its own way. We took the decision as a studio to totally rewrite our gameplay as we moved onto the Xbox 360 and PlayStation 3. The emphasis was to build a brilliant gameplay engine - from the ground up, with extendible systems supporting the fundamentals of football.

"Basically a true simulation, that was unpredictable when it should be, didn't break the laws of physics, but still eminently playable. And, as I say, extendible. We're at a point with FIFA 10 where we could do some revolutionary things - like our 360-degree dribbling - but that came about because we'd evolved the systems around it to a level that allowed us to do that.

A Fine Line

Of course, stray too far into the realms of reality and the fun can ebb away - a mistake that Eurogamer editor Tom Bramwell noted the team hasn't made: "Despite its love of simulation, FIFA 10 is also sensible about where to draw the line, continuing to ignore handballs, inadvertent back-passes and other things for which the player can't be held responsible," he wrote.

"We look at real football," adds Rutter, "and take a huge amount of influence from that. Our Set Piece Creator this year happened because we looked at the sorts of free kicks that happen in the real world, and our system couldn't support it. So we developed a tool, that became a feature, allowing the variety, unpredictability and excitement of real free kicks.

"Pretty much everything we put into the game comes about from what we see, read and hear about real football, which is why we're such a great game."

But while he's confident on the quality of his own game, he's also not about to put the boot in to the Old Enemy - no doubt taking note of the same old adage about success.

"I've been a massive PES fan since the original PlayStation. Indeed I played it almost exclusively until FIFA 08. With that FIFA title it was clear that what we were up to at EA Canada was to re-envision what a FIFA game was. It was about providing the undisputed number one gameplay experience, the number one authentic simulation of the sport - which includes licenses, player likenesses, and so on - and the very best competitive experience, be that against CPU, human or online.

"I think PES is a good game, that's reflected in its reviews. I don't think anyone thought EA would be able to make such huge strides in football game quality. I'm glad our team continues to prove that we can."

Clearly the main objective of producing the best football game in the business has, for now, been achieved - but the work continues and it's unlikely that as one of the key sellers in EA's Riccitiello era FIFA will be allowed to rest on its laurels.

And Reinventing the Wheel?

But what does that mean for other franchises within the publisher? A lot has been said about the condition of the previously key Need for Speed series, with a different approach now being taken to try to put the franchise back at the front of gamers' minds.

It's too early to speculate on the success of that approach after just one release - Shift, which scored 7/10 and seemed to struggle a little bit in terms of establishing a consistent driving style within itself - but using the template for evolution that FIFA's laid down is very much on the cards according to Keith Munro, VP of global marketing.

"As with any long-standing brand, innovation is critical to keep consumers engaged and excited about Need for Speed," he told GamesIndustry.biz. "Launching a game every year in this genre is unheard of, let alone keeping it fresh and at quality.

"So we approach this by asking consumers what they want most - and we can see that while nearly all racing gamers enjoy the action driving experiences from games like Most Wanted and Undercover, there are those that prefer more authentic-simulation racers or over-the-top arcade racing.

"Recognising this, Need for Speed is making games that are tailored to the specific racing tastes of each gamer. For example, Shift is an edgy, stylish, visceral authentic racer whereas the upcoming Nitro marks our first arcade foray and the first time we've built a Need for Speed game exclusively for the Nintendo platforms."

Like the FIFA story of recent years it could take some time before Need for Speed becomes the industry standard racer - partly because there's also a lot of high quality competition out there, with the likes of Forza, Gran Turismo and GRiD - but it'll be interesting to watch.

One thing is certain - if genuine quality is the new standard of judging success for games within pbulishers like EA, rather than the more traditional brand potential and unit sales bottom line, that can only be a good thing for consumers.

 
David Rutter interviewed by Darren Cross PDF Print E-mail
Written by FIFA Community - Marten van Urk   
Sunday, 25 October 2009 22:19

FIFA 10 chief David Rutter spoke to Darren Cross at HQ in Vancouver just ahead of the game’s launch to tell him how he likes to play the game, offer his top tips and reveal what sort of player he is on a real footy pitch…

First off Dave, in your typical day, how often do you play the game?
“I get in to work at 9am and play constantly until 10am, usually against a couple of people who get in at around the same time or slightly earlier – it’s quiet in the office until around 10am. I’m then in meetings until around noon. If those meetings are one-on-one then we’ll sometimes play FIFA 10 during those. I go to the gym at lunch if I can, then from 1pm to 5pm it’ll be similar to the morning. Today, for example, I’ve probably played 15 games of FIFA 10 so far, then once I’ve finished with doing interviews I’ll grab some food and stay in the office until around 9pm.”

You basically play it all day then! When you find yourself with free time after work, do you ever fancy a game of FIFA online?
“Yes! With FIFA 09 we had a lot of online matches. We had an achievement last year that unlocked an accomplishment on 360 if you played against a member of the Development Team and beat us. Then if you beat someone who had beaten us you got the accomplishment transmitted to you, like a virus! That was quite good fun. I’m really keen to get out there and play real people but, I’ll be honest, I’m not that good online. Within a week of FIFA 10’s release there will be people playing online around the world who are so much better than everyone here – it’s quite terrifying!”

What team do you mostly play as?

“It depends – if you come into my office to play me at FIFA 10 and you choose Barcelona, I’ll choose Real Madrid. But if you came in here and chose QPR, I’d play as Leicester! I like it to be fair!”

What kind of player are you? Do you like to knock it around or are you very direct?

“I’m usually very direct, but I tend to adapt my style to how the other person is playing. For example, if I’m playing Matt Jones – our Group Art Director – he’s not very good, so I’ll be very direct going forward and very aggressive in defence. But if I’m playing Gary or Aaron then I’ll be a lot more careful, otherwise they’ll completely rip me apart!”

Do games get competitive within the team?

“Yes – very much so! I’m an alright player, I’m not the best but I’m not bad, but we’ve got a few very good players. On Fridays in particular I try not to have meetings and all day people will come and try to beat me, which is good fun!”

So, who’s the best player in the team?
“Gary’s very good, and so are Ben and Aaron. For the last few years we’ve had professional gamers on the team, and I’ve played against the FIFA Interactive World Cup winner and a few of the other guys who came very close. They’re all obviously very good as well. I think I lost 1-0 to the player who won the entire thing, I beat a couple of the finalists, and I lost badly to one or two others. I played a guy in Poland on our Polish Producer Tour for 10 and he hammered me 3-1 or something like that!”

Do you use any of the trick moves?

“Not so much. I’m not a showboater!”

Not even when you’re a few goals up?
“No not really – I’d rather just win by a lot of goals! When I’m playing football on a real pitch I am not a showboater, and I’m not when I’m playing FIFA either. What I’ve noticed from playing people from all over the world is that players from different countries have different styles of playing. So you’ll see that the French and Mexican players are very trick orientated – they will try to do tricks in a very artistic way with lots of flair. I still say that Mexican FIFA players are by far the best I’ve ever played against. I don’t know why but they’re all brilliant at it!”

How about real footy. Do you watch a lot of it?

“Yes! Almost everyone has a TV in the office here and we try to use real football as a comparison. You see things in every game of football that we either don’t do well enough or don’t do at all, so watching a real game of football can be somewhat analytical for me as well. I find it much easier to relax watching football than I do to relax playing FIFA, but at the same time I see things and think ‘Wow, we’ve got to do that!’ For example, our Set Piece Creator came about because wanted to improve set pieces and used Thomas Brolin’s free-kick as an example of something we couldn’t do in our game – that escalated into a feature!”


And you mentioned earlier that you play…
“We have two leagues that run in the office – the recreational league and the Premiership. I’m in the Premiership and we have national teams as our strips. Last year I played for England and this year I play for France – it’s a random draw. The standard here is very high. One of our animators was a finalist in the Red Bull Freestyle Footballing Championship, so he’s very good. Gary is also good and Aaron used to play for the Jamaican youth team, so he’s pretty good too!”

Are you any good?
“I’m not all that! I can run around a lot and pass. I would describe myself as a spirited and slightly-too-old-to-be-agile winger!”

Finally, have you got any tips that could help readers improve as FIFA 10 players?

“It would be a combination of tips really. First of all, don’t sprint around everywhere because you will get punished! Also, don’t use the double press all the time, because you will pull your own players out of position and a smart opposition player will be able to exploit that. Another tip is to use Skilled Dribbling to face off, then just drop the left trigger off and sprint out – it’s really handy for a very fast change of direction and that’s one of the ways I get around opposition players.


Finally, don’t always play as teams like Manchester United, Real Madrid or Barcelona if you don’t support them – do try to play as your own team. If you keep using your own team then you’ll learn how to play as them and then you’ll be much better when you do play as one of the other big teams. Also, if your mate comes round who thinks he’s a bit special with one of the super teams, but you’ve been practising as Leicester City and are alright with them, then that can be quite humiliating for your mate!

 
FIFA 10 Live Season available! PDF Print E-mail
Written by FIFA Community - Marten van Urk   
Friday, 23 October 2009 19:58

This weekend marks the return of Live Season 2.0 and FIFA 10's huge new game mode, My Live Season. The Live Season premium service has been expanded into a new game mode for FIFA 10, enabling subscribers to feel the weekly pulse of football with dynamic updates of real-world information to make the game as close to real life as possible.

The My Live Season premium service in FIFA 10 features weekly updates of player form, transfers, injuries, suspensions, fixtures, results and league standings, creating a mode that mirrors the real world, where you can play your favourite real-world teams' games in complete authenticity in any of the following leagues: Barclay's Premier League, La Liga BBVA, Ligue 1, Bundesliga, Serie A and Mexican Primera Division. The game mode enables you to visually track your results against real life as you progress.

"Every Wednesday is Live Season day where dynamic real-world data and analytics will be updated in FIFA 10 to match the weekly rhythm of real-world football and subscribers will have the chance to rewrite their clubs' history," said David Rutter, producer of FIFA 10.

My Live Season is available for the PlayStation 3 and Xbox 360. The service is valued at a recommended retail price of £3.99 ($4.99 / €4.99) for the ongoing season on PlayStation Network and 400 points on Xbox Live Marketplace for each individual league.

A package of all leagues will be available for the recommended retail price of £7.99 ($9.99 / €9.99) for the ongoing season on PlayStation Network and 800 points on Xbox Live Marketplace.

Get the full inside story on My Live Season (and a load of screenshots) in producer Marcel Kuhn's new blog at Off The Bench.

 
FIFA update available! PDF Print E-mail
Written by FIFA Community - Marten van Urk   
Friday, 23 October 2009 19:06
  • The update for FIFA 10 on the PS3 and Xbox 360 will be available these days. The update will install itselfs.
  • Live season 2.0 this weekend available to use!
 
FIFA 10 in Stores North America PDF Print E-mail
Written by FIFA Community - Marten van Urk   
Wednesday, 21 October 2009 20:42
FIFA Soccer 10 Highest Rated Sports Game Ever on PLAYSTATION 3 and Xbox 360


Electronic Arts Inc. announced that FIFA Soccer 10 from EA SPORTS™ is available in stores throughout North America beginning today for the PLAYSTATION®3, Xbox 360®, Wii™, PC, PlayStation®2, PSP® (PlayStation®Portable), Nintendo DS™ and mobile. 

FIFA Soccer 10 launched Oct. 1 across Europe with record-breaking success, selling 1.7 million copies at European retail in the first week to become the fastest selling sports game ever and EA’s biggest European launch in history. FIFA Soccer 10 has also launched to widespread critical acclaim. It is presently the highest rated sports videogame ever* on PLAYSTATION®3 and Xbox 360® with review scores of 91 on both platforms. 

North American packaging of FIFA Soccer 10 features Major League Soccer stars Cuauhtémoc Blanco of Chicago Fire and Sacha Kljestan of Chivas USA and Chelsea’s world-class attacking midfielder Frank Lampard on the cover. 

FIFA Soccer 10 is powered by the first-ever true 360° dribbling system and new Skilled Dribbling technology that gives players finer control of the ball and unprecedented responsiveness. It also features a new Practice Arena, Customizable Set Pieces and Virtual Pro, a mode that enables gamers to live out the fantasy of playing as a professional player by using Game Face to put themselves in the game and then embarking on a career with more than 200 accomplishments to master across all games modes. Join an Online Team Play Club & play 10v10 against hundreds of thousands of Virtual Pros from around the world in the Pro Club Championship, with the top clubs battling it out to become Regional & World Champions. FIFA Soccer 10 refines an already potent game engine, combined with authentic club and league licenses, to continue to set the benchmark as the most complete and intelligent simulation of soccer.

FIFA Soccer 10 Wii delivers action packed, non-stop soccer action. Improved shooting power for greater scoring range, new target passing for more scoring opportunities and more responsive goalies that send juicy rebounds back into play create frantic action in the attacking zone.  The new “Strike It System” on set pieces pits players against each other in a head to head challenge for a true test of nerve as each player must time the shaking of their Wii™ Remote perfectly in order to either score or defend free-kicks, penalties and corners. Compete and compare your performance against family and friends. Play online with a friend in 2v2 online matches and tournaments. 



* Source www.metacritic.com as of Oct. 19, 2009
 
FIFA 10 game update details PDF Print E-mail
Written by FIFA Community - Marten van Urk   
Monday, 19 October 2009 17:50

fifa_updateRoamily Broad published a blog with the announcement of a next FIFA 10 update. The update is at Playstation and Microsoft to deploy it. Read the full post below.

Details of a downloadable update for FIFA 10 on Xbox 360 and PlayStation 3 have been revealed.

Following the launch of FIFA 10 in Europe on 2 October, feedback was rapidly forthcoming from the community and the development team wasted no time in addressing the core feedback. The result, two weeks later, was a finished update that has since been delivered to Sony and Microsoft for their certification.

For more details on the update, check out the forum thread here.

A note on the forums

We have created a section on the FIFA forums dedicated to interaction with the FIFA team themselves, called the Dev Team Lobby. It’s separate from the rest of the bustling forums, and posts to it are pre-moderated. But why’ve we gone and done that, you ask?

Simply, we have such a massive number of people posting on the forums these days that it has become practically impossible for members of the FIFA development team to keep track of everything that’s being said. While they’re very interested in all the feedback that’s come since the launch of FIFA 10, just reading it all would take up most of their day, let alone actually responding. And when they do respond, of course, their answers are quickly drowned in the general forum flood and most users don’t get to see it.

So while anyone can post their thoughts to the Dev team Lobby, moderators will be making sure that each post is constructive, on-topic and not simply duplicating earlier comments; only those with ‘purpose’ will pass the filter. That means the development team should have a much easier time absorbing feedback, as well as having a much more focussed means of responding to the things people are most keen to hear about.

List of updates

FIFA 10 Game Update (X360 and PS3) – The Details 

As always a big factor in the success of the FIFA franchise is the involvement of its massive community of fans and this year is no different. The FIFA development team actively sought out feedback and opinion from the community during the development of the game, and now it’s in people’s hands that activity hasn’t slowed down.

Responding to post-launch feedback from the community during the last two weeks, a new downloadable game update is being readied for both the Xbox 360 and PlayStation 3. What follows are details of exactly what changes you can expect on installing the update.


Many thanks to everyone for their feedback to help us improve your experience of FIFA 10.


Online and Connectivity


PlayStation 3
Feedback
: Players disconnected from PS3 matches too frequently in the development teams opinion, usually during the first half with a connection-lost message.
Update
:Players will be able to complete online games with minimal disconnections.


PlayStation 3
Feedback
:Players disconnected too frequently in the development teams opinion, from the PlayStation Network when playing online with a profile with many FIFA friends.
Update
: Players will not see any unexpected behaviour relating to having many friends on their profile.


Xbox 360 / PlayStation 3

Feedback: No teams in Div 3 or below on world standings
Update: All Divisions will have stats listed once there are enough teams to fill the divisions above them (50 teams per division, so Division 3 should start having stats listed once there are 101 teams in the standings).

Xbox 360

Feedback: Occasionally, no users could be found during a Pro Ranked match search, while there were users available to play.
Update: Pro Ranked match search will always be successful when there are users available to play.

Manager Mode

Xbox 360 / PlayStation 3
Feedback
: Player form changed too dramatically while playing through manager mode.
Update
: A player’s form is now more subtle and does not affect physical attributes.

Xbox 360 / PlayStation 3

Feedback: Occasionally loaned players from the first transfer window would be sold by teams in the second transfer window.
Update: AI teams with players loaned to them will not sell these players in the second transfer window.

Xbox 360 / PlayStation 3
Feedback
: Occasionally players would disappear that were bought in the first transfer window when simming matches in the second transfer window.
Update: The players team will not lose players during the second transfer window without any action on the user’s part.

Xbox 360 / PlayStation 3
Feedback
: Goal Keeper Clean Sheets were being tracked as assists in the Top 20's screen.
Update: Assists will only be awarded to players that passed the ball to the goal scorer immediately before the goal was scored.

Xbox 360 / PlayStation 3

Feedback: The game occasionally crashed when entering gameplay, team management, or transfer lists during the first season after loaning out players and filling the roster to full. There were too many players at the club.
Update: Loaned players will now still count towards one of the 42 roster spots so the player cannot have more players than the maximum belonging to their team.

Xbox 360 / PlayStation 3

Feedback: Rarely, the player could progress past the end of season with a negative club budget after signing and, later, choosing not to re-sign players during a season.
Update: Choosing not to re-sign players will not cause the team’s budget to decrease further.

Live Season 2.0/My Live Season.


Xbox 360 / PlayStation 3
Feedback
: Changing the squad at the central hub of My Live Seasons to include invalid players would make the game hang if substitutions were later attempted during gameplay.Update: The player will be informed that the player cannot be substituted into the lineup.

Xbox 360 / PlayStation 3

Feedback: Too many match events, for example yellow cards, were being tracked incorrectly which would occasionally make My Live Seasons hang.
Update: The user will be able to use Live Season mode without any hangs, and all match events will be tracked correctly.


Xbox 360 / PlayStation 3
Feedback
: Youth players were shown with incorrect ages.
Update: The Youth Players’ ages will be correct.

Stats


Xbox 360

Feedback
: Some ranked Head-to-Head matches did not update on some leaderboards.
Update: All ranked matches are now tracked correctly on the leaderboards.

Xbox 360 / PlayStation 3
Feedback
: Stats did not track correctly if players turned off their console during a Clubs match.
Update: A player quitting / disconnecting from a game after five minutes of game time have elapsed will always be assigned a DNF and Loss.

Xbox 360 / PlayStation 3

Feedback: After a completing Clubs game online, Last Match stats were not updating correctly.
Update: All match stats are updating correctly.

PlayStation 3
Feedback
: FIFA Interactive World Cup stats and points were not always reporting correctly
Update
:FIFA Interactive World Cup stats and points are now being reported correctly.

Xbox 360 / PlayStation 3

Feedback: Regional league stats were being reset too frequently.
Update: Regional league stats will now be reset on a monthly basis.

Gameplay

Xbox 360 / PlayStation 3

Feedback: Players teammate AI in online Clubs games was not equivalent to World Class AI.
Update
: Teammate AI while playing in clubs is now World Class.

Friends Leagues

Xbox 360 / PlayStation 3

Feedback: One User's team becomes invisible after following a set of specific, unusual invitation steps.
Update: Both teams will be visible during gameplay.

At the current time we have no confirmation of when the downloadable update will be available to users but it is currently with Microsoft and Sony for testing.



 
Game facts PDF Print E-mail
Written by FIFA Community - Marten van Urk   
Monday, 28 September 2009 22:13

FIFA 10: How big can soccer be?

At the first of Octobre, the newest soccer game will be launched. After winning 25 awards with FIFA 09, EA Sports release the game FIFA 10. With more than 350 million games played, all the community feedback and the realism of soccer, this game is developed by soccer fans for soccer fans. The new engine, the new Live Season, the 360° dribbling system and many more features makes this game big! How big can soccer be? Lets FIFA 10!

Developer: EA Sports Canada

Release date: 1th October 2009

Genre: Sports

Game rating (AU): G

Game rating (EUR): 3 - Early Childhood