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Official Fifa 10 Thread

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Old 06-17-2009, 08:35 AM   #1 (permalink)
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Official Fifa 10 Thread

So, a few people were talking about FIFA 10 details, and figured Id post what Ive seen out there. Sounds like its going to be awesome, especially the Manager Mode renovations.

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Blog: David Rutter, FIFA 10



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15 June 2009

By David Rutter, Line Producer, FIFA 10 Xbox 360 & PlayStation 3

By now you should have heard a fair amount about what's in store for
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. I'll cover them again here shortly - but we've a lot more coming soon, too. Throughout the end of June I'll be visiting London, Paris, Munich, Madrid, Milan, Warsaw and Moscow to get our game in front of more journalists and unveil a number of additional new features we have deliberately not mentioned yet. And during 19th to 23rd August we'll be proudly showing the game at
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in Cologne with some more new features.

Anyway, back to the here and now.

We're really proud of FIFA 09. Quality wise the game was up there, but being football and football game fanatics we're never satisfied. So with FIFA 10 we wanted to address 3 key things.

1 - Refine our gameplay.
2 - Respond to feedback from our fans.
3 - Innovate in some really cool ways.

About 70% of our effort went on the first two items, whilst the remaining 30% was spent on the very cool new innovations we have already revealed and others that we will be revealing in the coming months.

Taking each in turn...


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REFINING OUR GAME


When we look at FIFA 09 the overall quality of the gameplay is good. We've been building our 'Next Gen' gameplay for three years, and we have managed to address most of our fundamentals to a really satisfactory level.

However, there were still some frustrations and we wanted to address them. Week in and week out, when we watch real football games we see things that help us to identify how real football players behave and express themselves on the pitch. With this in mind we focused on a heap of things this year, namely:

Urgency: We wanted to replicate the degrees of urgency on the pitch. When players aren't involved in immediate 'action' they're more relaxed. As play gets closer they become more alert and responsive to what's going on around them. So in FIFA 10 this year you'll see a lot of different motions being used dependent on the state of the play and the 'threat' of the situation. We've also worked on new Face Ball logic, to ensure that players are correctly following the play and better prepared to react to the situation. This work even moves into players getting out of the way of teammates' passes and shots and players throwing themselves at the ball with effort - things like diving headers, sliding shots, falling clearances etc.

Trapping: Trapping is how the player gets into a position to control the ball, and how they control it. This year we wanted to get away from inappropriate 'earliest' trapping, where a player might move to a position where they would get the ball to touch them as soon as possible, to an 'easiest' trapping system, where players move to a position to get the ball under control as easily as possible. Essentially we gave the players more intelligence and awareness of where the most natural trapping position is. The net result: a more responsive ball-control mechanic to get the ball on the ground and under control.

Positioning: This year we wanted to ensure that players had more awareness of where their teammates were. A new system called Position Priority makes sure that defensive midfielders cover at the back if a centre back has gone up for a corner - and they won't leave their post until it's safe for them to do so. Similarly in attack, supporting players make more elaborate runs, analyzing space more effectively to curve, stay onside and create space for passes.

Passing: Yet again there was a lot of 'threat' analysis work going on. Passing players now have a greater understanding of the space ahead of teammates to make through balls more effective.

Shooting: We really wanted to improve the way the ball moves this year. So we created a tool that enables us to create a context-sensitive shooting mechanic. What this means is we can tune the error on shots based on the situation. Factors during a shot like the ball, foot and movement of both will now have the correct effect on the ball and lead to some really cool-looking shots.

Defending: We worked not just on the positioning as mentioned above, but also on the slide and standing tackles, and momentum on both. For slide tackling, good players now slide further, so you'll have more reach. They also have better targeting, so you'll generally go for the ball rather than the player. Obviously with more reach you've got to time them better, otherwise you'll be picking yourself up as the attacker is bearing down on goal. The standing tackle, which was very powerful in 09, is now less forgiving. Defenders will use more momentum in these tackles, so again, if you miss time your taackle you'll be committed to the wrong direction.


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Keepers:
[
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] Lots of improvements here. We've looked at interception logic - calm and collected in low-threat situations, through to punches under pressure. Again, lots of urgency work too. The keepers are now far more aggressive coming off their line, but if caught off their line they can scramble back to scoop the ball out of danger. We also worked on the goalies' momentum to ensure his saves are realistic.

There's a heap more too - and I'm sure in upcoming blogs by Creative Director Gary Paterson and Gameplay Producer Aaron McHardy they'll be discussing these, and much more, in lots of detail.

RESPONDING TO FEEDBACK


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So as I'm writing this we're nearing the 300 millionth game of FIFA. What a number. And what a lot of feedback. For me, feedback has taken two forms.

1 - Frustrations
2 - Requests

And I'll take each in turn...

Frustrations: I'm on the
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a lot, posting and reading. There are a lot of people who love the game, and there are a lot of people who discover, report or exploit things in our game that they're unhappy with. So, we really want to make the people who have legitimate gripes happy, and the exploiters play fair. Some of the things we're changing are:

1. Stopping lofted through balls leading to 1-on-1 with the keeper.
2. Preventing goals being scored from kick off.
3. Improving shooting so you don't hit the woodwork so much.
4. Making our movement animations look better.
5. Working to make offsides less frequent and the advantage rule more intelligent.
6. Starting to remove scripted graphical sequences and adding quick free kicks.

We've done a lot more too, but this should give you a sense of how much we are actually listening to the frustrations people are telling us about.

Requests: The second part of responding is requests. This year we're proud to announce that we're including a Practice Mode within FIFA 10. Using the Back/Select button from the 1-on-1 arena, you'll be able to bring up a menu enabling you to choose to play a practice match or set pieces. You can change the number of players on each side, and a little blog exclusive here - it's multiplayer, too. Only locally though - you can't have your online friends join your practice match. But 5 v 5 outfield players, on a full size pitch, is now a reality
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INNOVATIONS


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This year we really wanted to change the way the game played. One of the big things we wanted to do was firstly change the player control mechanic, but also to give people more freedom to express themselves realistically on the ball. We've managed to do this in three ways this year:

1. 360 Degree Dribbling
2. Skilled Dribbling
3. Freedom in Physical Play.

360 Degree Dribbling: Believe it or not the players in FIFA 09 could only move in eight directions. Up/Down, Left/Right and Diagonals. You might not have noticed it, but at times this led to a feeling of frustration in the way players dribbled and turned with the ball. 360 Degree dribbling totally frees you from those eight directional constraints. It's the first time ever in a football game; literally, a super-fluid way to move with the ball. We've introduced a larger area of 'control' in front of the players, wider dribble touches and a much more responsive and accurate pad reading system to allow you to go wherever you want. With practice it's even possible to switch the ball from one foot to the other.

Skilled Dribbling: In addition to the 360 system above we wanted to give skilled dribblers the ability to rapidly move the ball laterally. Imagine you're down near the corner flag and being pressed by a defender. By pressing the top left bumper you can take rapid, high fidelity touches of the ball to jink left and right to throw defenders' momentum. It's also useful in other areas of the pitch. I like to think of it as a more accessible skill move.

Freedom in Physical Play: With the wider dribble touches we added a new collision sharing system. In combination with the increased area of possession you're looking at 'overlapping' areas of control. A true fight for possession when you're shoulder to shoulder. It's more varied, and when the players are evenly matched can lead to some great extended and less predictable physical interactions on the pitch.

It's not all just about gameplay though.


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Manager Mode


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We're fully aware on the team that Manager Mode is HUGELY popular. Outside 1 v CPU and 1v1 play it's the most played mode in the game. Using our 'responding to feedback' tag line, we just couldn't ignore the volume of requests coming in to address a number of areas in this mode. We've improved 50 major components to Manager Mode in the following areas:

1. Match Realism
2. Transfers
3. Player Development
4. Football Atmosphere

Match Realism: We've totally reworked our simulation engine. Results for simmed games are now generated minute by minute and are based on individual team strengths and weaknesses - down to the level of individual players, defensive, midfield and attacking lines, and formation. From the simulations we run here, we're really happy with the realism of the results we're generating, and our league tables look pretty believable too
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Authentic Transfers: In 09 we were guilty of using financial clout as the main decider for transfer success. This year there's more decision points. Whilst money is still very important, career prospects and squad opportunity also play an important role in the success of a player's decision. You'll also have much more intelligent AI competing against you.

Player Developments: We wanted to make sure that players developed believably for FIFA 10 - so we've invested heavily in making intelligent player-growth curves based on a number of factors. These physical, mental and technical curves effect how well a player will develop, as well as where the developing player is based and how we'll they're performing.

Football Atmosphere: The world of football is constantly changing, at a high and low level, and we wanted to inject some much-needed authenticity here. You'll see AI rotating squads based on match performance, have real-time transfer updates on a week by week basis and summaries of what's going on in your football world.

The Future: We're looking at Manager Mode as a multi-year investment for us. It's going to take us a little while to get to a Manager Mode that matches the quality of our on-pitch gameplay - but we're really committed to pulling this off
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IN CLOSING...


As I mentioned, that's about all I can talk about at the moment - and I know the guys here will be doing more in-depth blogs concerning their game features as the weeks and months go by. We'll also be releasing more info on what's going on regarding our other unannounced features over the coming weeks, too.

I'm looking forward to reading the feedback from this blog and hope that you're as excited about hearing this stuff as we are making it
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Cheers,

D

Here is a Manager Mode Q&A from the EA Boards. Ill also link to a fiew first impression threads from a couple of mods who got to go out and play a build of the game.

Quote:
I took some time ask MM Producer Marcel Kuhn a few questions regarding my favorite FIFA mode, Manager Mode. Please post your constructive feedback and perhaps we can get more insight from the dev team on other modes as they are revealed shortly. Enjoy...

Wepeeler - "I'm big into transfers and building ultimate teams. Is that harder this year?"

Marcel Kuhn - "Definitely, two major reasons for that are the new layers of decision-making in the transfer process and the re-written financial system. Let's start with the financial system, instead of relying on the sponsors, this year the board will be the major source of "income" for your club. The board will grant you two different budgets you will have to manage, Club Budget and Wage Budget. Club budget will be used to pay for players transfer fees, purchase staff upgrades and so on, while the Wage Budget will pay for your players wages. You will start with a specific amount of money, which ensures that Chelsea and Manchester City are rich while Bolton or promoted side Burnley don’t have a lot of cash to spend. During the season you will make a bit of money via ticket sales and sponsors, but what matters the most is to fulfill your board objectives. At the end of the year the board will look at your performance and refresh your Club and Wage Budget accordingly. Obviously, they will only grant you more money to spend, if they are happy with your performance. As you’re dealing with a limited amount of money, the new player transfer and wage values come into play. Players like C. Ronaldo or Kaka were fairly affordable in FIFA 09, in FIFA 10 they will be much closer to the actual transfer and wage values that are being paid for them at the moment."

"As a little bonus, we’ve added a Board Difficulty level this year which will affect your starting Club and Wage budget. This will allow users that want to try out the mode for the first time to start with a fully loaded wallet, while seasoned Manager Mode veterans can challenge themselves on a higher difficulty level and work hard towards signing their dream players."

"In terms of the transfer system, there are a couple of key changes, i.e. which players are for sale, but the most time was spent splitting the logic into a two-tiered process. First you have to convince the club of the desired player and then you have to convince the player. The factors that play into this are not only the offered money, but also things like, how many players you already have in the same position, is your club going to play in Europe next season, how much mentorship can you offer the player as his manager and so on. The overall result will be that you will have a harder time building your ultimate team, but it will also be more realistic and transparent to you why you were able to sign or not sign players."

Wep - "How is the experience point system different? Last year it was easy to get a team of 99s after only 2 seasons. Has that been tweaked?"

MK - "Another portion of the game we completely re-did. We weren’t happy at all with the growth system in FIFA 09 and a lot of post-release user feedback showed us that we’re on the right track. As a first step we removed manual growth, Manager Mode is supposed to be a realistic and authentic experience, being able to make Sami Hyypia from a 84 rated centre back into a 99 rated left winger is neither realistic nor authentic. Therefore we decided to reset to clock on the growth system."


"What you will see in FIFA 10 is, that players will collect experience in 3 different categories – Physical XP, Mental XP and Skill XP. How fast they collect XP depends on the amount of time they play, who they play against and so on. Once they hit a growth point in either of these 3 categories, the related attributes will either increase or decline. In addition every player will have a potential he can reach, this way every player will have its own individual growth. Younger players with high potential will collect XP faster, especially their physical skills will improve quickly, while older players have a higher overall but might start to decline. As a result the user will have to make a lot of decisions regarding his line-up, do I play the young hotshot and allow him to reach his potential as fast as possible or do I go with the currently high skilled player that has started to decline?"

"To give the user a some help making these decisions, we’ve added a new ability for your scout. Your scout will be able to predict the future overall for a player, depending on the scout’s level he can look further and more accurate into the future."

Wep - "Are there "practice sessions" where you can prepare your team for a big game?"

MK - "In FIFA 10 we will introduce pre-season friendlies where you can fine-tune your line-up and maybe get some good results in order to improve your players form before the going gets tough. Player form is a new concept we adopted from Live Season. Note that within Manager Mode, we actually don’t use the real world player form, the form will be solely based on how the player performs within the Manager Mode World. The result of playing really well over a longer period of time will be that the players form increases and his attributes will be slightly improved for the time being. Of course the same applies if your players don’t perform well, which will make it harder to get your club out of a slump."

Wep - "Can you practice with your actual squad?"

MK - "Practice Mode is not included within Manager Mode for FIFA 10. That being said, if that is a feature that users would like to see specifically for Manager Mode, this can be an early addition for the next FIFA wish list. In the meantime, for FIFA 10, there will be a new Practice Mode. It will be accessible via the arena and in this mode you can practice set-plays, do “n vs. x” (i.e. 5-on-5) training matches or improve your finishing in 1-vs-1’s against the goalie."

Wep - "Has the messaging system with the front office been tweaked? If yes, how so?"

MK - "Overall there have been several improvements to get the information to the user in an easier and quicker way. In terms of the information you receive from the Board, you will have a summary right on the new Manager Mode HUB screen. This HUB screen acts as a desktop to provide you with the most important pieces of information at a glance. It will show, i.e. the latest table, activities on the transfer market and the before mentioned Board Summary. As the Board Confidence will play a crucial role and change very dynamic, you will get an update on Board Confidence after every game."

"The incoming message system has one major change that goes in-line with the overall attempt to make navigation more user friendly. For all emails you receive that require a decision, you will have a direct link to the place where you can make this decision, i.e. when you have a failed negotiation you can re-negotiate with that player on the spot rather than having to remember to go to the “Negotiation History” once you’re back in the HUB."

Wep - "Can you edit kit numbers?"

MK - "Big “YES”. We’ve added a screen where you can re-assign kit numbers manually at any point."

Wep - "Is updating your office (ie keepers, strikers, tickets etc ) different?"

MK - "We’ve made minor tweaks here and especially tuned the impact of coaches on player fatigue. We thought that on lower staff levels players got tired way too fast, so we’ve reduced the impact that coaches have on the recovery rate to avoid having to rotate your squad after every 2-3 matches."

Wep - "What exactly do you guys mean about a total football experience. Crowd into it more? Banners, flags, scarves etc?"

MK - "For Manager Mode it means that we wanted to remove everything that takes you out of the immersion of living as a manager in a authentic football world. Let me give you some examples, i.e. C. Ronaldo transferring to Aalborg = not total football, Wigan beating Manchester United 5-0 = not total football, playing in Sunny / Dry weather in the EPL, every week, no matter what time of the year = not total football…. To achieve this we reworked the fundamentals this mode is based on, we work towards avoiding these unrealistic events from happening and replaced them with more football authentic events. In the end we’re aiming to create a game mode that contributes to the overall “Total Football Experience” FIFA 10 will deliver via all its features."

A MAJOR thanks goes out to Marcel for his very thorough answers to some key MM questions. Please post feedback as I am interested in what you guys think, and I know the dev team will be also.
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Old 06-17-2009, 10:09 AM   #2 (permalink)
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Re: Loads of FIFA 10 info.

Looks awesome, really looking forward to it in October.
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Old 06-17-2009, 10:50 AM   #3 (permalink)
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Re: Loads of FIFA 10 info.

Yeah hopefully this surpasses FIFA 09 as the best football game ever. New features look cool.
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Old 06-17-2009, 08:16 PM   #4 (permalink)
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Re: Loads of FIFA 10 info.

Is it just me or is the Man U player's head way too small for his shoulders?
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Old 06-18-2009, 06:36 PM   #5 (permalink)
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Re: Loads of FIFA 10 info.

Getting this as always..
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Old 08-18-2009, 08:19 AM   #6 (permalink)
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Re: Loads of FIFA 10 info.

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Old 08-18-2009, 10:58 AM   #7 (permalink)
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Re: Loads of FIFA 10 info.

I liked the Fifa 09 demo but didn't get the full game because lack of money. Loved it a lot more than my old PES 08 game. This one looks great, if everything goes to plan I'll be picking it up when it's released.
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Old 08-18-2009, 12:49 PM   #8 (permalink)
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Re: Loads of FIFA 10 info.

My bad, they removed the vid from YT. But if you go to the FIFA site you can watch the new trailer, its fuggin awesome.
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Old 08-18-2009, 04:57 PM   #9 (permalink)
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Re: Loads of FIFA 10 info.

Cannot wait for this will be beyond epic.
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Old 09-02-2009, 04:48 AM   #10 (permalink)
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Official Fifa 10 Thread

More info

Quote:
Below is a list of all confirmed information and updates/improvements to Fifa10 compared with Fifa09. The original source for all items on the list are given in the souces list at the bottom of this post.

If there is anything new to add to the list then please post in this thread and I will update the original post. Enjoy!

Fifa 10 Release Dates

* UK - 2nd October 2009
* Europe - 2nd October 2009 (assumed)
* US - 20th October 2009
* Worldwide - TBC

Fifa 10 Demo Release Dates

* UK, Europe & Rest Of World - 10th September 2009
* US - 17th September 2009

Fifa 10 Soundtrack

* See them and listen to them here

Fifa 10 General Improvements

* 360° dribbling
* Skilled dribbling, holding LB/L1 goes in to a high-res dribbling motion, can be used to take players on.
* Virtual Pro, see virtual pro blog (linked below) for features
* Custom Set Pieces, offline and online, online CSPs may be disabled if certain routines and abused online.
* Practice Arena improved to allow 1v1, corner, freekick and penalty practice plus training matches with x versus x number of players. *updated*
* 'Anything goes' practice matches (no referee!)
* Realistic fatigue system, no more 90 minute sprinting!
* Continuous play, less cut-scenes that break up the play, fouls, yellow and red cards etc do not have cut-scenes *edited*
* Realistic weather patterns and night matches
* Ability to do long "rory delap" type throw-ins
* Goal side flat ad boards on the pitch are gone
* Improvements to the advantage rule
* No scoring from kick off
* Graphic improvements, you can see players breath in cold weather, player graphics have been redone and are an improvement on last year
* Goalkeepers can get sent off
* Greatly improved goalkeepers with ability to make double saves
* New nets
* Improved ball physics, ball feels heavier and does not 'float' across the pitch
* Improved player awareness, no more getting in the way of cross field passes
* CPU will perform skill moves
* Can change the freekick taker during the game
* Improved ball control/trapping
* Game speed faster than 08 but slower than 09
* Able to move the wall when defending freekicks
* Improved tackling physics, the player goes for the ball and not through the opponent
* Improved shooting mechanics, two stage, first half of power up controls power and second controls height, possible to drive shots
* Overhaul of animations, all completely new, walking/sprinting with and without the ball, some additional skill animations
* many more goalkeeper animations
* Matches calculated on a minute by minute basis. Guessing that refers to how the AI reacts to your performance.
* Rain and snow are selectable in normal matches
* The EA logo has been toned down on the replays
* Upto 64-player tournaments with all teams user-controlled
* Ability to take quick free-kicks
* The ball will hit the woodwork less frequently
* Goalkeepers can take freekicks
* Most stadiums can be played at night and have new weather effects including day and night time snow matches. *updated*
* Players will look wet when it rains
* Players may get dirty and slide further when it rains (TBC)
* 4 new stadiums including the Bernebeu (which is confirmed as free DLC at launch) *updated*
* Game Face added, put yourself in the game similar to other EA titles.
* Booking popup added after foul replay, showing card and player name/number
* Able to cancel the goalkeeper rush by double-tapping the rush button so he can no longer be easily chipped
* Able to play a "bridge" move; playing the ball past one side of an opposing player whilst running around the other side of the player

Fifa 10 Manager Mode Improvements

* A more user-friendly manager mode hub/desktop
* More user-friendly navigation system
* Ability to edit kit numbers
* Improved Financial System
* New wage budget
* New board difficulty level setting
* New level of authenticity and realism with regard to signing players
* 2-tier bidding for players, first agree fee with club then agree terms with the player
* Manual growth removed but replaced with improved authentic/realistic auto-growth
* New scout ability to predict future growth of players
* Pre-season friendlies added, arranged by the new Assistant Manager
* The Assistant Manager will also assess the importance of upcoming matches and rotate your line-up for you. This is especially visible in early cup games, where you can see that your star players often get a rest in these games. He can also be turned off so you can take care of all the team management without him interfering.
* Board confidence update after every game
* Ability to renogotiate with players immediately and not through negotiation history
* Transfer rumours
* CPU squad rotation
* Fix to the long-term injury bug i.e. there will be long term injuries
* No "available negotiations" cap, unlimitied number of transfer offers depending on your available budget
* Final decision on player transfers. You can bid for multiple players for the same position and if they all accept then you can choose which players to sign and which not to sign.
* Manager mode will not end if you get sacked, your reputation will take a hit and you will get offers from other clubs.
* You will receive job offers at the end of a season "The better your Reputation, the better the offers will be. You will be able to see their squads overall as well as their key players in every area of their squad. The clubs financial situation will be shown as well. "
* Able to assign generic stadiums to clubs and rename them, and set weather conditions for that stadium.
* Improved atmosphere in matches with rivals and more 'frantic' celebrations
* Ability to view opponents starting 11 pre-match
* Ability to shortlist up to 20 players
* Computer generated player names will be regionalized, "no more Scott McFadden from Brazil"
* Kit editing "Now that we know how important the Kit editing screen was (based on the amount of complaints we've received for not having it), we've made a new one for FIFA 10 :-). " Probably just relates to the ability to edit kit numbers but no more info available at present
* Additional in-game commentary inc "Transfer speech, Player Form Speech, Board Confidence comments and much more to come"
* Players are no longer tied to a club for 12 months after signing, they can move on as early as the next transfer window
* Financial bonus for promotion, to help bolster your squad
* Players will develop at other clubs, not just the user controlled one
* You can set the age of your created player and assign him to your MM club
* You can also edit the stats of your created player
* Contract length plays a role in the market value of a player
* English play-off finals will be played at Wembley
* New stats screen which tracks goal assists

Fifa 10 Online Improvements

* Dream team glitch fixed! No more custom teams in ranked games.
* Improved club management settings
* Improved club match making
* New 5v5 mode
* More player stats in Clubs
* Ability to check Club stats online
* Only one "any" player in a team
* Search criteria will be shown on screen during matchmaking
* You will see at the end of every game how many ranking points you earned
* Ability to end online matches in a draw, if both sides agree, 1v1 only
* Fifa Interactive World Cup (I'm guessing like Interactive League) where team stats are equalled similar to Clubs matches.
* Less boosting! Reduced ranking points per match for each match played against the same person.
* "Faster identification and punishment of cheaters" helped by increased stat monitoring.
* New EA Live Team that will monitor and track down cheaters.
* Idle players will be disconnected in 10v10 matches.
* Ability to search for matches based on team star rating, game speed, controller settings and number of players *updated*
* New division and leaderboard structure for clubs where 1 month equals 1 season
* New ranking system formula that takes into account in-game performance and teams used *new*
* Improved Live Season 2.0 *new*

Sources

* Official Site inc. Gameplay Trailer
* Fifa10 Sceenshots
* Manager Mode Q & A
* David Rutter Twitter
* Developer Blog (about online play)
* gcooley first impressions part 1
* gcooley first impressions part 2
* Fifasoccerblog - Fifa10 Progress
* Fifasoccerblog - Q&A
* CVG David Rutter Interview
* IGN David Rutter Video Interview
* Gamespot David Rutter Interview
* Eurogamer Hands-on preview
* David Rutter on Fifa10
* Rom Interviews Rutter inc. freekick gameplay footage
* EA Sports News
* David Rutter Q&A 1
* David Rutter Q&A 2
* daherlihy playtest
* Marcel (EA) Manager Mode Blog
* Confirmed demo release dates
* Virtual Pro Blog
* About 360° dribbling
* Gamescom Blog with videos *new*
* Confirmed Stadium List *new*
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Last edited by James Deuce; 09-02-2009 at 04:52 AM.
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