![]() He just can’t tussle with a bulky DC like his mate Romelu Lukaku can. ![]() Paulo’s as quick as you like, and he can jump for Argentina. ![]() But whereas before with FM’s slightly jankier animations it might not have been clear whether a player was losing those challenges because he wasn’t fast enough, strong enough, or getting into the air high enough, now it’s clearer. The solution was to get ground balls into Paulo instead, of course. It was that tiny little Paulo was getting muscled out of those aerial challenges by Serie A’s hulking centre backs. With a pair of talented wing backs in Spinazzola and Karsdorp feeding aerial balls into the box constantly, the problem wasn’t the production. I just couldn’t get Paulo Dybala scoring in my Roma save, for example. The more naturally each player moves, the better your sense is as a manager of what’s working and what isn’t. What you need to see is twofold: to differentiate between players and notice the skilled ones, and to see how your formation and team instructions are playing out on the pitch. But SI’s absolutely correct with its priorities here-the animations matter more than the per-pixel prettiness. When it comes to poly counts of players and stadiums, and the quality of lighting, it’s still closer to Virtual Striker than modern football games. Reality check here: the match engine itself still looks very basic. And the way players transition from running to turns, jumps, tackles or backtracking really catches your eye. Basic running animations look more natural-maybe even more natural than the ballers of FC24 who take about 10 steps per second. On the pitch, the player animations have really levelled up.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |