Preview FIFA 18 PS4

FIFA 18 just showed up at EA Play 2017, but we were able to attend the game presentation at the end of May to find out all the new features that would bring this new installment of the most eternal futuristic saga. After a new success of sales of the previous delivery, with this FIFA touch changes ; However, it is the second game with a new graphics engine and, as tradition says, it is now when we really will see the intention of EA Sports at this stage of the saga. The company has talked about four fundamental pillars on which FIFA 18 is based, so let's review them.

 

The first is the Frostbite engine itself, which FIFA 18 Ultimate team hack has been working for a whole year to allow the game to look and feel better than ever. The transition between engines is always a difficult step for programmers; Therefore, in what the people of EA Sports calls "year two" can dedicate themselves to polishing all the aspects that concern the visual section. Apart from seeing it in the images they showed in the presentation, during our own test of the game we could see how everything reaches new levels of realism. There are already two consoles that will be able to move it to 4K, and it shows that the studio has wanted to live up to. Textures, filters, lighting effects, etc., combine to make each frame a visual marvel.

 

The second point is the one that will most impact when it comes to playing, especially the fans of the saga. The animation system, which directly affects the control system, has evolved exaggeratedly. On the one hand, it has been sought that the game has a greater degree of reaction , FIFA 18 Pieces hack that every time we start to run or start a dribble the player responds as soon as possible. On the other, there was talk of the importance of the naturalness of the movements, especially for the new ones in the saga. If we have a series of movements in mind, the studio wants us to be able to realize them without having to fight with control. For a third, it has been explored how to get the players to transmit with their animation the sensation of explosivenessThat when we ask them to do something, their bodies accuse it unreservedly. To this is added the personality: he does not run in the same way a Marcelo as a BenzemaThat is why new captures have been made that reflect the particularities of the main players and each type of player, in general.

 

 

Obviously, you can not capture all players available in the game, but that's where the new scheme of animations by archetypes , which defines the type of movement according to the physical of each person, depending on whether they are low, tall, Thin, etc. The idea behind this implementation is that we can recognize the players without being aware of the signs or the numbers of the shirt, On the one hand, and on the other, that there is variety in the field beyond the visual. In addition, the animation system now works according to the frames, not according to each step of the animation. That is to say, we are no longer dependent on the end of each animation to move to the next, no longer wait for the end of the whole step to change direction, for example, but in the middle of an animation, in a Given frame, the player can search the chestnuts to start the new action without losing visual fluidity.