Hallo zusammen! Mein Name ist Danillo Abreu. Ich bin der Game Designer unseres Rush-Spielerlebnisses. Rush ist unsere Variante des sozialen 5-gegen-5-Kleinfeld-Fußballs. Es bietet die gleiche Gameplay-Steuerung und die gleiche Fußballmechanik wie das 11-gegen-11. Fünferteams treten auf einem deutlich kleineren Spielfeld gegeneinander an, wobei spannende Updates der Spielformate und der Regeln für ständige Action sorgen.
Bei mir ist mein Kollege und Co-Designer Breno Leão. Wir freuen uns, euch die neue Rush-Spielvariante detailliert vorstellen zu können. Rush bietet flüssiges Stellungsspiel, soziale Spiel-Features und eine nahtlose Integration in Football Ultimate Team™, Clubs, Karriere und Anstoßmodus. Rush wird eure Spielweise und euer Spielerlebnis in EA SPORTS FC neu definieren.
5-VS-5-Rush
Schließt euch im 5-VS-5-Rush-Gameplay zusammen und freut euch auf schnelle Kleinfeldspiele. Stellt in Ultimate Team Rush euer Wunsch-Fünferteam zusammen, tretet in Clubs-Rush gegen die ganze Welt an und übernehmt in der Managementkarriere mit 5-VS-5-Rush-Turnieren die Kontrolle über eure Jugendakademie.
Football Ultimate Team Rush
Schnappt euch euer Lieblings-Profi-Item und schließt euch in 5-gegen-5-Partien mit festgelegtem Profi mit befreundeten Personen zusammen. Ihr könnt die in Rush verdienten Boni einsetzen, um eure Mannschaft im 11-gegen-11-Spielerlebnis zu verbessern.
Clubs-Rush
Schließt euch mit befreundeten Personen zusammen und übertragt euer Clubs-Spielerlebnis auf den Rush-Platz.
Jeder Sieg bringt einen Siegpunkt für eure Club-Fortschritte, verbessert euren individuellen Rush-Rang und bringt euch tollen Saisonboni einen Schritt näher.
Karrieremodus-Rush
Die neuen spielbaren 5-VS-5-Rush-Turniere bringen euch der Entwicklung eurer Jugendakademie im Saisonverlauf noch näher.
Getting Started
Erste Schritte
Team-Zusammensetzung und TH-Profis
In Clubs und Football Ultimate Team™ besteht jedes Rush-Team aus 5 Profis: Es gibt 4 benutzergesteuerte Feldprofis und 1 KI-Keeper. Wenn jemand nach dem Spielbeginn die Verbindung verliert, übernimmt die KI für die getrennte Person, damit das Spiel ohne Unterbrechung weitergehen kann.
Die Keeper werden zwar im gesamten Spielverlauf von der KI gesteuert, aber der Team-Kapitän kann trotzdem Aktionen wie das Herauskommen (Y/Dreieck) oder die TH-Bewegungen (RS/R3) durchführen. In Online-Spielen haben die Keeper beider Teams immer die gleiche Größe, die gleichen Werte und die gleichen PlayStyles, um für ein faires und ausgeglichenes Spiel zu sorgen. Im Anstoß-Rush und in der Managementkarriere habt ihr die Kontrolle über das gesamte Team.
Rennen um den Ball
Zu Beginn jeder Rush-Partie dürft ihr euch auf das spannende Rennen um den Ball freuen. Zwei Ball-Launcher stehen auf beiden Seiten der Mittellinie. Am Beginn jedes Spiels schießt einer dieser Ball-Launcher den Ball auf Zufallsbasis mit unterschiedlicher Wucht und Höhe ab. Das macht das Ganze ziemlich unvorhersehbar. Vorbestimmte Positionen sind in dieser neuen Variante überflüssig. Das Rennen um den wichtigen ersten Ballbesitz wird noch spannender und noch intensiver.
Flüssiges Stellungsspiel
Das traditionelle Konzept fester Rollen und Positionen rückt in Rush in den Hintergrund. Rush fördert eine flexiblere und teamorientiertere Spielweise. Ihr könnt euch selbst organisieren und die Rollen im Spielverlauf wechseln, sodass strategisches Denken und Teamwork in den Vordergrund rücken. Bei einer Spielunterbrechung werden die Profis dort platziert, wo sie sich zuletzt befanden. Intelligentes Stellungsspiel und ständige Kommunikation werden also noch wichtiger. Mit Rush wollen wir eure Koordination fördern und allen Teilnehmenden die Chance geben, im Spielverlauf in unterschiedlichen Rollen wichtige Beiträge zum Erfolg zu leisten. Egal, ob mit Zweikämpfen, mit Vorlagen oder mit Toren.
Spielvarianten
Rush in Clubs und Football Ultimate Team
In Clubs-Rush könnt ihr euch mit Clubmitgliedern oder anderen Solo-Spieler:innen zusammenschließen, in der Clubs-Rush-Rangliste aufsteigen und die Position eures Clubs auf der globalen Bestenliste verbessern. Dafür werdet ihr mit saisonalen individuellen Boni und Club-Boni belohnt. Egal, ob ihr solo oder mit euren Clubmitgliedern antretet: Ihr müsst zusammenarbeiten, um zu gewinnen, euren Rang zu verbessern und einen Siegpunkt für euren Club zu holen.
In Football Ultimate Team ist Rush die perfekte Ergänzung für die Intensität von Rivals und Champs. Ihr könnt mit bis zu 3 befreundeten Personen jeweils ein Item aus eurer Mannschaft mitbringen und so das ultimative Wunschteam zusammenstellen. Ihr könnt mit diesen Mannschaften auch in Spezial-Events antreten, Synergien aufbauen und Boni durch den Abschluss von Challenges verdienen.
Holt euch Rush-Punkte in Football Ultimate Team Rush, indem ihr die Teamaufbau-Bedingungen erfüllt und Partien abschließt. Rush-Punkte spielen eine entscheidende Rolle, um Fortschritte bei den Wochen-Aufgaben zu erzielen und euch Boni zu sichern. Während des Teamaufbaus könnt ihr euch an optionalen Block-Bedingungen versuchen, für die oft eine Koordination mit den Teammitgliedern erforderlich ist. Wenn ihr sie abschließt, bekommt ihr Extra-Rush-Punkte, Multiplikatoren und Torboni bzw. Siegboni.
In den jeweiligen Deep-Dive-Beiträgen erfahrt ihr mehr über Clubs-Rush und Football Ultimate Team Rush.
Rush in der Managementkarriere und im Anstoßmodus
Auch der Anstoßmodus bekommt sein eigenes Rush-Format. Hier könnt ihr ein beliebiges Team aus den verfügbaren Anstoßmodus-Ligen auswählen.
Und im Managementkarriere-Modus erhaltet ihr eine neue Möglichkeit, in Rush-Partien mit eurer Jugendakademie zu interagieren. Ihr könnt erstmals 5-gegen-5-Kleinfeldspiele mit Jugendprofis absolvieren und so noch mehr Kontrolle über die Entwicklung eurer jungen Talente erhalten. Beide Modi bieten eine frische Perspektive aufs Gameplay, egal ob ihr einfach ein entspanntes Spiel im Freundeskreis erleben wollt oder eure künftigen Stars fördern möchtet.
Im Karrieremodus-Deep-Dive, der im August veröffentlicht wird, erfahrt ihr mehr über Managementkarriere-Rush.
Regeln
Spielfeldgröße und Spielfeldlinien
Das Rush-Spielfeld misst knapp 63,7 Meter x 46,6 Meter. Also etwa 41,5 Prozent des standardmäßigen 11-gegen-11-Spielfelds. Das kleinere und quadratischere Spielfeld fördert seitliche Pässe und ist breit genug, um zu verhindern, dass sich der Platz zu eng anfühlt.
Der Strafraum und der Mittelkreis sind proportional größer als auf einem Standardplatz, um das kleinere Spielfeld zu kompensieren und das Kern-Fußballerlebnis beizubehalten. Die einzelnen Drittel des Spielfelds werden durch zwei gepunktete Linien markiert. Nur jenseits dieser beiden Linien ist eine Abseitsstellung möglich. Die Tore haben dieselben Maße wie beim 11-gegen-11. Ihr habt also genau das gleiche Ziel wie immer.
Ihr könnt auch aus der eigenen Hälfte aufs gegnerische Tor schießen. Zumindest, wenn ihr eure eigene Abseitslinie überquert habt. Wenn ihr vor eurer eigenen Abseitslinie schießt, kommt lediglich ein Befreiungsschlag raus.
Spieldauer und Regelung bei Unentschieden
Rush-Partien bestehen aus einer einzigen, fortlaufenden, 7-minütigen Countdown-Phase. Eine Halbzeitpause gibt es also nicht. Wenn der Ball ins Aus geht, wird die Uhr angehalten.
Wer die meisten Tore hat, wenn der Timer auf 0 sinkt, hat gewonnen. In jedem Spiel muss es am Ende eine siegreiche Mannschaft geben. Wenn es am Ende der regulären Spielzeit unentschieden steht, gibt es 2:20 Minuten Verlängerung mit Golden Goal. Und wenn es dann immer noch unentschieden steht, gibt es ein Elfmeterschießen im 1-gegen-1-Modus. Um dieses Elfmeterschießen kümmern wir uns gleich noch in diesem Deep Dive.
Es gibt eine Buzzerbeater-Regel: Wenn der Ball nach einem Schuss noch in der Luft ist, sobald die Uhr auf 0 sinkt, geht das Spiel so lange weiter, bis der Spielzug abgeschlossen ist. Egal, ob der Ball vom Keeper gehalten wird, ins Aus geht, ins Tor geht oder von einem gegnerischen Profi geblockt oder abgefangen wird. Das macht die letzten Spielmomente noch spannender. Wenn in den Schlusssekunden ein Elfmeter gepfiffen wird, geht das Spiel auch dann weiter, wenn die Uhr auf 0 sinkt. Der gefoulte Profi kann den Elfmeter also noch ausführen. Der Profi kann in dieser Nachspielzeit weder passen noch den Ball verlieren. Geschieht dies doch, ist das Spiel sofort beendet.
Abseits im Offensivdrittel
Wir haben die Abseitsregel angepasst, um sie besser auf das Rush-Spielerlebnis zuzuschneiden. Abseitsstellungen basieren auf der Position des Profis in Bezug auf die neue gepunktete Abseitslinie, die das Spielfeld in Drittel unterteilt. Sobald ein Profi die Abseitslinie in seiner Angriffshälfte überquert, gelten die normalen Abseitsregeln. Die Abseitslinien haben einen ähnlichen Zweck wie die Mittellinie in normalen 11-gegen-11-Spielen: Sie zeigen den Bereich an, in denen Abseits gepfiffen werden kann. Unsere Änderung soll den Spielfluss fördern, Unterbrechungen minimieren und verhindern, dass sich zu viele Profis am selben Ort befinden. Die strategische Tiefe des Spiels soll dabei aber beibehalten werden.
(Nicht Offside)
(Offside)
Blaue Karten und Vorteilsregel
In Rush gibt es keine Roten Karten. Wer ein schweres Foul begeht oder eine klare Torchance verhindert, erhält eine Blaue Karte und muss 1 Minute lang aussetzen. Der Blaue-Karten-Timer unter dem Namen des bestraften Profis wird angehalten, wenn der Ball ins Aus geht. Für jedes Tor, das die Mannschaft des Profis während der Strafzeit kassiert, sinkt der Timer um 15 Sekunden. Überschreitet der Blaue-Karten-Timer die verbleibende Spielzeit, wird die Strafzeit in die Verlängerung übernommen. Die Profis können das Spielfeld nach dem Ende des Timers erneut betreten, entweder während des laufenden Spiels oder bei der nächsten Standardsituation. Jedes Team muss jederzeit mindestens 2 Feldprofis auf dem Platz haben. Erhält ein Team also eine dritte Blaue Karte, wenn zwei Profis bereits aussetzen müssen, muss dieses Team das Spiel aufgeben.
Die zweite Gelbe Karte wird automatisch zu einer Blauen Karte. Der Gelbe-Karten-Zähler wird beim Erhalt einer Blauen Karte zurückgesetzt. Keeper können weder Gelbe Karten noch Blaue Karten erhalten.
Wir haben auch die Vorteilsregel angepasst, um in Rush für Fairplay zu sorgen. Je nach dem Ergebnis des Vorteils, kann der Erhalt der Karte verzögert werden. Das gilt insbesondere für Konter oder 1-gegen-1-Situationen. Wie bei den übrigen Regeln, ist es unser Ziel, für ein unterhaltsames, faires und flüssiges Spielerlebnis zu sorgen.
Auswechslungen, Ausdauer und Verletzungen
Auswechslungen gibt es in Rush nicht. Ihr müsst euch also keine Sorgen um Verletzungen oder einen langfristigen Ausdauerschwund machen, da in Partien nur die kurzfristige Ausdauer beeinträchtigt wird. Mit diesem vereinfachten Umgang mit dem Profi-Management möchten wir den Spielfluss fördern und die Unterbrechungen verringern. In Offlinemodi (z. B. Anstoßmodus oder Managementkarriere) sind Auswechslungen ebenfalls nicht verfügbar. Ihr könnt eure Start-Aufstellung in den Offlinemodi aber natürlich trotzdem vor dem Spielbeginn anpassen.
Standardsituationen
Wir haben die Standardsituationen im Hinblick auf Effizienz und Einfachheit optimiert. Egal, ob Einwürfe, Ecken oder Freistöße: Das Spiel geht schnell weiter, um den Spielfluss beizubehalten. Der Profi, der dem Ball am nächsten ist, wenn er ins Aus geht, führt Einwürfe und Ecken aus. Freistöße und Elfmeter werden von dem Profi ausgeführt, der gefoult wurde. Wo sich jeder Profi bei einer Standardsituation befindet, basiert darauf, wo er sich zuletzt auf dem Rasen befand. Nach einem Tor werden die Profis dort platziert, wo sie sich im Spielverlauf am häufigsten aufgehalten haben. Also zum Beispiel auf der linken oder der rechten Seite des Spielfelds.
Indirekte Freistöße
Freistöße sind in Rush immer indirekt. Direkte Schüsse aufs Tor sind also nicht zulässig, und ihr müsst zu einem Teammitglied passen. Diese Schüsse werden von der normalen Gameplay-Kamera gezeigt, um für ein schnelles und flüssiges Spiel zu sorgen.
Ecken
Der Profi, der die Ecke ausführt, kann mit dem Zielkreuz auf dem Boden bestimmen, wohin der Ball gehen soll. Wuchtigere Schüsse führen in der Regel zu flacheren und schnelleren Flugbahnen. Schwächere Schüsse sind oft höher und langsamer. Flache Pässe sind natürlich nach wie vor eine Option. Wie bei indirekten Freistößen, werden auch Ecken von der normalen Gameplay-Kamera gezeigt.
1-gegen-1-Elfmeter und Elfmeterschießen
Im Elfmeterschießen wollen wir den Nervenkitzel und die Intensität im Vergleich zu den 11-gegen-11-Elfmeterschießen fördern. In der regulären Spielzeit erhält jeder Profi, der im Strafraum gefoult wird, einen Elfmeter. Der Profi hat dann die Chance, den Keeper im 1-gegen-1-Duell zu überwinden. Wenn das Spiel nach einer torlosen Verlängerung ins Elfmeterschießen geht, wechseln sich Profis beider Teams mit 1-gegen-1-Elfmetern ab. Jeder Profi hat 10 Sekunden Zeit, um den Schuss auszuführen. Im Elfmeterschießen sind nur der ausführende Profi und der Keeper am Spiel beteiligt, während die anderen Profis zuschauen.
Soziale Features
Zwei-Profi-Jubelgesten
Die neuen Zwei-Profi-Jubelgesten ermöglichen es euch, unmittelbar nach einem Tor gemeinsam mit Teammitgliedern zu jubeln, indem ihr direkt auf sie zulauft. Mit diesen zumeist kurzen Interaktionen wollen wir erzielte Tore um ein unterhaltsames Element ergänzen, ohne das Tempo von Rush zu stören. Wenn ihr lieber alleine jubelt, keine Sorge! Auch das ist nach wie vor möglich, indem ihr euren Teammitgliedern aus dem Weg geht und die Eingabe für eure bevorzugte Jubelgeste durchführt. Wir hoffen, dass diese Jubelgesten für noch mehr Begeisterung bei den Torerfolgen sorgen.
Schnell-Chat und Taktik-Anweisungen
Im Rahmen des Rush-Spielerlebnisses präsentieren wir in allen Online-Spielmodi mit festgelegtem Profi ein neues Schnell-Chat-Feature. Dieses soziale Feature soll die Team-Kommunikation und die Zusammenarbeit durch einfache, schnelle Nachrichten fördern. Über die Richtungstasten könnt ihr euren Teammitgliedern mühelos Nachrichten wie "Gut gemacht", "Danke", "Sorry" und "Schade" schicken. Wir hoffen, dass ihr mit dem Schnell-Chat eure Reaktionen und Emotionen nach wichtigen Spielszenen zeigen könnt. Egal, ob ihr einen perfekten Pass loben oder einer verpassten Torchance nachtrauern wollt. Auch mit einer Blauen Karte belegte Profis können Schnell-Nachrichten und Reaktionen senden.
Ihr könnt auch Aktionen von Teammitgliedern anfordern, wenn ihr nicht im Ballbesitz seid. Ihr könnt Aktionen wie "Pass", "Flanke", "Steilpass" oder "Schuss" mit den Tasten anfordern, mit denen ihr im Ballbesitz diese Aktionen ausführen würdet. Mit den entsprechenden Tasten könnt ihr auch Nachrichten wie "Laufen", "Anbieten" oder "Druck auf den Ball ausüben" senden.
Auch die KI-Teammitglieder werden versuchen, auf diese Anweisungen zu reagieren. Mit dem Schnell-Chat und den Taktik-Anweisungen wollen wir euch noch mehr soziale Optionen und noch mehr Kontrolle über eure KI-Teammitglieder geben.
Ping-System
Auf der Grundlage des ersten Feedbacks aus unseren ersten internen Playtests haben wir ein Ping-System eingebaut, um die taktische Kommunikation in Rush zu erleichtern. Das Ping-System wurde speziell für die Online-Modi entwickelt, in denen ihr mit festgelegtem Profi spielt. Ihr könnt, wenn jemand anderes den Ball hat, ruckartig den rechten Stick bewegen, um euren Teammitgliedern anzuzeigen, was ihr vorhabt. Das System wurde von den grafischen Elementen der Richtungsläufe inspiriert, um für Konstanz zu sorgen. Eure Signale werden mit Pfeilen dargestellt, die von euch ausgehen und in die Richtung eurer beabsichtigten Aktion zeigen.
Diese Pfeile werden in der zu euch gehörenden Farbe (z. B. Rot, Blau etc.) dargestellt, um Missverständnisse zu vermeiden. Mit diesem System könnt ihr eure geplanten Läufe anzeigen oder anderen mitteilen, wo der Ball hin soll. Unter Spiel-Einstellungen > Visuell habt ihr die Möglichkeit, die Ping-System-Grafik zu aktivieren oder zu deaktivieren. Das Ping-System soll die Ingame-Strategie und das Teamwork verbessern und es euch ermöglichen, eure taktischen Entscheidungen in Echtzeit direkt zu kommunizieren.
Weitere Informationen
Rush-Trainingszentrum
Im Trainingszentrum-Menü haben wir ein Rush-Kapitel hinzugefügt, in dem ihr ins Rush-Gameplay eintauchen und Strategien und Mechaniken nach euren Wünschen erlernen könnt. Wir hoffen, dass das Trainingszentrum den Start eures Rush-Spielerlebnisses positiv beeinflussen kann. Egal, ob ihr ein EA SPORTS FC-Neuling seid und loslegen möchtet oder ob ihr ein Routinier seid, der mehr über dieses neue Spielerlebnis erfahren will.
Ihr dürft euch auf diese Inhalte freuen:
Rush-Trainingsspiel: Erlebt ein komplettes Rush-Spiel mit festgelegtem Profi und Rush-Regeln. Ihr steuert einen zufällig ausgewählten Feldprofi eurer Lieblingsmannschaft und trefft auf das Rivalenteam eures Lieblingsteams. In der Partie helfen euch standardmäßig folgende Trainer-Optionen: Bewegungsanzeige, Tastenhinweise, Abseitsanzeige und AR-Coach. Ihr könnt eure Fortschritte unter Beweis stellen, indem ihr Aufgaben im Trainingsspiel abschließt, die eure Fähigkeiten herausfordern und verbessern.
Rush-spezifische Lektionen: Ihr erhaltet 4 neue Lektionen zu einigen der einzigartigsten Rush-Features und Rush-Regeln. Darunter Blaue Karten, Rush-Abseitsregeln, 1-gegen-1-Elfmeterschießen und Ecken.
Rush-Kameras
Wir präsentieren 4 neue Kamerawinkel, die speziell für Rush entwickelt wurden, um die einzigartigen Herausforderungen des kleineren Spielfelds zu betonen. Wenn ihr euch das Spielgeschehen am liebsten aus einer näheren und persönlicheren Perspektive anschaut, bietet euch die standardmäßige Rush-Übertragungs-Kamera eine horizontale Perspektive, die euch näher an das Spielfeld heranbringt. Die Taktische Rush-Kamera bietet hingegen einen weiteren horizontalen Blickwinkel, der für taktikorientiertere Spieler:innen ideal ist. Zwei vertikale "Top-Down"-Kameras gibt es außerdem auch: "Rush (Pro)" bietet ein mitreißendes Third-Person-Spielerlebnis für temporeiches Gameplay. Und "Rush (Längsansicht)" ist perfekt für alle, die sich gerne das komplette Spielfeld ansehen und sich dabei auf das gegnerische Tor konzentrieren. Drückt im Gameplay ("Ansicht" auf Xbox || "Touchpad" auf PlayStation || "Minus" auf Nintendo), um den Kamera-Fokus vom Ball auf euren Profi zu wechseln. So verliert ihr das Geschehen oder euren Profi nie aus den Augen.
AR-Coach
Der Augmented-Reality-Coach (AR-Coach) bietet Echtzeit-Grafiktipps, die eure Entscheidungsfindung und euer Stellungsspiel in Rush-Spielen weiter verbessern können. Dieses vor allem für Neulinge entwickelte Feature zeigt visuelle Hinweise an, die nur ihr sehen könnt. Eure Teammitglieder oder die gegnerische Mannschaft können sie nicht sehen. Der AR-Coach ist standardmäßig für alle auf den Schwierigkeitsgraden "Anfänger" und "Amateur" aktiviert. Für alle auf "Halbprofi" oder höher ist er deaktiviert, kann aber mühelos in den Visuellen Einstellungen aktiviert werden. Es gibt 4 Arten von Tipps: "Offensiv-Unterstützung" wird als blauer Kreis angezeigt, "Defensiv-Unterstützung" wird als orangefarbenes Viereck angezeigt, "Kontergefahr" wird mit orangefarbenen Pfeilen angezeigt, und "Defensive Lücke" wird mit einem orangefarbenen Rechteck angezeigt. Alle 4 Arten verbessern euer Verständnis für das Gameplay und eure strategische Umsetzung auf dem Rasen.
Spielwertungen
Unser Rush-spezifisches Spielwertungssystem stellt die Bedeutung von Teamwork und einer strategischen Spielweise in den Vordergrund. Eure Wertungen werden nun noch stärker von euren Beiträgen zum Team beeinflusst, statt nur von individuellen Leistungen. Zum Beispiel, indem ihr Tore mit perfekten Pässen vorbereitet oder indem ihr den Ballbesitz zurückerobert. Dieses Spielwertungs-System soll jede einzelne Partie noch kooperativer und noch taktischer machen und alle belohnen, die mit ihren Aktionen zum Erfolg der ganzen Mannschaft beitragen.
Vielen Dank für euer Interesse an den Pitch Notes und an unserem Deep-Dive-Beitrag zu EA SPORTS FC 25! Wir freuen uns darauf, euch im Spiel begrüßen zu dürfen. Und wir freuen uns auf eure Rush-Erlebnisse!
Breno und ich möchten uns ganz besonders bei den unglaublich talentierten Mitgliedern des EA SPORTS FC-Gameplay-Teams bedanken. Darunter beim gesamten Quality Verification Team, bei den Software Engineers, den Animators und den Development Directors. Euer Einsatz und euer Know-how haben Rush möglich gemacht!
Momentan noch auf Englisch, während wir auf die deutsche Übersetzung warten.
Clubs Deep Dive
Hey everyone, we are Clubs Associate Producers Timothy Abel and Brendan Douglas, and together we’re very excited to share some of the new features and improvements coming to Clubs in EA SPORTS FC™ 25. Between the introduction of the Clubhouse, the new Clubs Rush experience, the return of Relegation and other gameplay enhancements, there's a lot to look forward to. We hope you're as excited about these updates as we are, and your passion for Clubs keeps motivating us to continue improving the Clubs experience.
Features
Clubs Rush
A whole new way to play
Enjoy a more social experience with 5v5 Clubs Rush. Lobby up with friends or fly solo as you squad up with other players of your skill level. Every win earns a Victory Point to your club's tally, boosting your Rush rank on the road to exciting seasonal rewards.
The Clubhouse
Your house, your rules
Welcome to the Clubhouse, your home for social interaction and customisations in Clubs. The Clubhouse is a hub for your team, showcasing your Club’s identity along with your clubmates who will appear in the locker room when they join the mode.
Club Facilities
From hometown heroes to world-renowned
Grow your club and unlock higher facility budgets via the club’s reputation system. Allocate that budget towards different facilities like a weight room, new PlayStyles, or even a shooting coach.
League Updates
Raising the stakes
Relegation returns to the Clubs League. Losing matches decreases your number of division chances. Lose them all and take part in a Relegation Battle, one single match that will determine whether your Club will beat the drop, or be sent down a division.
Clubhouse
As the new menu experience in Clubs, the Clubhouse is a personalized social space that connects players and clubs in a modern football inspired environment, with the aim of faster navigation to everything you're looking for.
Social Space
The introduction of the Clubhouse marks a significant update to how players can interact with one another in Clubs. Entering Clubs will now feel like stepping inside the locker room with your clubmates as you get ready for the next match. It’s a space where we hope the essence of your team comes to life, encouraging you to bond further as you keep playing together. Whether your clubmates are gearing up for a match in the League Lobby or fine-tuning their player build, you'll be able to see where they are in the mode.
New Navigation
We are excited to announce a major overhaul of the Clubs menus. Our goal was to streamline your navigation, making it more efficient and intuitive. With the redesigned menus, we want you to get to your desired destination quicker than ever. The introduction of the Quick Switcher enables you to transition from customizing your Pro, to managing your club, before jumping into a match lobby, meaning less time navigating menus and more time playing.
Customize
The Clubhouse also showcases your Club Crest, Club Kit, and Stadium Bundle, bringing the spirit of your club into the menu experience. This means you can tailor the look and feel of your menus to match your preferences and identity.
Rush
Rush is a new 5-a-side experience with teams of four players plus one AI goalkeeper each competing across a much smaller playing field, with exciting updates to match formats and rules to keep the action flowing.
Clubs Rush offers both solo players and groups a unique way to engage with Clubs, earn rewards, and climb the ranks. Whether you're teaming up with friends or looking to make new ones, Clubs Rush looks to deliver a fun, competitive, and rewarding experience. Let's break down how you can participate, progress through the ranks, and contribute to your club's success.
The Basics
Clubs Rush is designed to be accessible and enjoyable by everyone, with layers of unique strategy for those who want to dive deep into it. If you search for a match solo, the game will pair you with other players, ensuring you're never left out of the action. For those who like to team up with friends, EA connect makes inviting them straightforward. Clubs Rush will always look to ensure you have a full squad of four before entering a match, but in the event that a full squad can’t be found, a team of two human players minimum can proceed to the match with two AI teammates filling the final spots. Similarly, if any of your teammates leave during a match, the CPU AI will control their Virtual Pro until the final whistle, ensuring you’re not at a disadvantage.
Rush Player Rank
Your journey through Clubs Rush is marked by your Rush Player Rank, which fluctuates based on your performance in matches. Winning a game could boost your Rank Points (RP), while a loss might see them decline.The amount of RP you gain or lose is influenced by several factors, including your current rank, the outcome of the match, and the RP difference between your team and the opponents. Achieving higher ranks not only brings prestige but also rewards, with each season offering incentives based on your highest rank achieved. Importantly, RP is partially reset each season, allowing for a fresh start while acknowledging your previous accomplishments.
Club Victory Points
Everything you do in Clubs should beFor The Club. To that end, every match won in Clubs Rush earns Victory Points (VP) for your club, contributing to its place on the global Rush leaderboard. The more VP your club accumulates, the higher it climbs, unlocking rewards for the club and its contributing players at the end of each season. There’s also some exclusive rewards reserved for the top-performing clubs.
As a Club
For those who are part of a club, Clubs Rush offers the chance to compete under your club's banner, wearing your kit, crest, and name with pride. Simply group up with three clubmates to take to the pitch as a club and take on players and clubs from the sole Clubs Rush matchmaking pool. Whether you're defending your club's honor against another club or coming together as a group of strangers to topple a mighty opponent, our goal with Clubs Rush is to give you a fun arena in which you can prove your prowess and express your creativity.
For more information on Rush, be sure to visit theRush Deep Dive.
Facilities
In EA SPORTS FC™ 25, we want managing your club to feel more impactful and authentic through the addition of Facilities. Facilities enable your club to grow in new and meaningful ways by developing resources that are available to all clubmates. This includes everything from hiring club staff like Equipment Managers, to building a Weight Room. Each facility is a choice that can shape the way your entire club plays and develops together.
Gameplay Impact
Facilities can be upgraded from a 1-star rating to a final 3-star rating. Every 1-star Facility enhances 2 Attributes for all clubmates, with the Attributes increase depending on the real-world application of that facility. If your club wants to improve their Sprint Speed and Stamina Attributes for example, the manager can choose to activate the Running Track Facility. Or if your club wants to improve their Vision and Short Pass Attributes, the manager can choose to invest in the Performance Analyst Facility.
3-star Facilities can provide even greater Attribute increasesas well as PlayStyles or PlayStyles+ for the full team, unlocking the potential for a 7th PlayStyle or 3rd PlayStyle+ on your pro . For example, the Performance Analyst Facility not only boosts the full teams’ Vision and Short Pass, but also provides the full team with the Tiki Taka PlayStyle so each club member can prioritize other PlayStyles in their player builds. Enhancements from Facilities apply to all player-controlled clubmates - not AI-controlled clubmates - during League, Playoff, and Friendly Matches.
Examples of what 3-Star Facilities will include
Equipment Manager
Attributes: Jumping, Stamina
PlayStyle: Acrobatic
Head Groundsman
Attributes: Ball Control, Balance
PlayStyle: Press Proven
Performance Analyst
Attribute: Short Passing, Vision
PlayStyle: Tiki Taka
Scout
Attributes: Att. Positioning, Def. Awareness
Sports Psychologist
Attributes: Composure, Aggression
PlayStyle: Jockey
Sports Scientist
Attributes: Acceleration, Reactions
PlayStyle: Quick Step
Attacking Tactical Coach
Attributes: Vision, Att. Positioning
PlayStyle: Incisive Pass
Defensive Tactical Coach
Attributes: Interceptions, Def. Awareness
PlayStyle: Press Proven
Fitness Coach
Attributes: Stamina, Jumping
PlayStyle: Relentless
GK Coach
Attributes: GK Positioning, GK Diving
Passing Coach
Attributes: Long Passing, Short Passing
PlayStyle: Pinged Pass
Shooting Coach
Attributes: Long Shots, Finishing
PlayStyle: Chip Shot
Tackling Coach
Attributes: Sliding Tackle, Standing Tackle
PlayStyle: Slide Tackler
Technical Coach
Attributes: Dribbling, Ball Control
PlayStyle: Technical
Agility Poles
Attributes: Agility, Dribbling
PlayStyle: Trickster
Ball Cannons
Attributes: GK Reflexes, GK Handling
Finishing Net
Attributes: Finishing, Curve
PlayStyle: Finesse Shot
Football Tennis Net
Attributes: Volleys, Heading Accuracy
PlayStyle: Aerial
GPS Vests
Attributes: Attack Positioning, Stamina
Mini Goals
Attributes: Finishing, Short Passing
PlayStyle: Trivela
Rebounders
Attributes: Reactions, Volleys
PlayStyle: Flair
Set Piece Mannequins
Attributes: FK Accuracy, Penalties
PlayStyle: Dead Ball
Speed Parachute
Attributes: Acceleration, Sprint Speed
Compression Boots
Attributes: Shot Power, Strength
PlayStyle: Power Shot
Running Track
Attributes: Sprint Speed, Stamina
PlayStyle: Rapid
Training Pitch
Attributes: Long Passing, Crossing
PlayStyle: Whipped Pass
Weight Room
Attributes: Strength, Jumping
PlayStyle: Bruiser
Yoga Instructor
Attributes: Balance, Agility
PlayStyle: First Touch
Earning Higher Facility Budgets
The journey of enhancing your club through Facilities begins with your budget. As your club's reputation grows through playing League and Playoff matches and gaining fans, so does your budget. This system helps ensure that your power to invest in Facilities evolves in tandem with your club's success. The more successful your club, the greater your capacity to improve and customize your team's abilities.
Activating Facilities
Managers have the ability to allocate their club’s Facility budget to activate various facilities on behalf of their club, each offering unique benefits to the team. The benefits of Facilities remain active for the club for as long as the manager has them activated. Budget is never lost and can always be freed up by deactivating active Facilities, allowing managers to tinker with their budget allocation and Facility combinations to complement the strengths of each player in the club and adapt their strategy to the evolving competitive landscape.
FC IQ/Tactics
FC IQ introduces new tactical options for Club Managers in EA SPORTS FC™ 25, enabling them to set up up to five distinct Tactics. When editing your Tactical Roles, know that your AI squadmates are all equipped with Role+ familiarity for every role, so whether you’re looking for your CDM to drop into a Centre-Half role, or your fullbacks to operate as Wingbacks, your AI will be able to handle your instruction with confidence. Additionally, updates to the Clubs Lobby have been implemented to improve communication and clarity among players regarding their roles and responsibilities before stepping onto the pitch. Our goal here is to update the strategic depth of team management and provide a more cohesive and informed gameplay experience for everyone.
To learn more about FC IQ and Tactics in EA SPORTS FC™ 25, be sure to check out theGameplay Deep DivePitch Notes.
League Relegation
We’re always listening to the Clubs community and you made it clear to us that those epic comebacks and last-minute equalizers felt more satisfying when you simply couldn’t settle for a loss.
To that end, we've worked diligently to bring Relegation back to the Clubs League experience, with each match carrying just the right amount of tension as you climb through the divisions. However, it was important for us to bring back Relegation in an improved format, to give you more control over your club’s destiny.
Chances
In this new system, each club will be allocated a set number of chances upon entering a division. Think of these chances as your buffer against relegation. Each match loss will result in the loss of one chance. The real test comes when your chances are depleted and your club enters a Relegation Battle.
Relegation Battle
The Relegation Battle is a high-stakes, one-off match that determines whether your club stays in its current division or drops to a lower one. Matchmaking for these critical encounters will follow the standard League Matchmaking process which looks to pit you against a club of similar skill facing their own pivotal match. Victory in the Relegation Battle not only secures your divisional status but also resets your chances to their full count. A draw will also secure your place, but will only partially reset your chances, keeping the threat of relegation present. Note that clubs in the Elite division will not face Relegation at launch.
Cosmetics and Customization
Deeper Pro Customization
To take your pro customization to the next level, we're introducing EA SPORTS™ Cranium Technology to customize your pro’s head and face. Cranium, a powerful new tool designed to give you more control over the appearance of your pro's head and face. In EA SPORTS FC™ 25, you can sculpt each individual aspect of your pro's face to give them more details and features than before, enabling you to customize to a degree that was not previously possible.
New Pro Cosmetics
We're introducing a wide array of new cosmetics for your pro, allowing you to further personalize your player's appearance. This includes an exciting selection of new hairstyles, headwear, facial hair, tattoos, boots, facial accessories, gloves, and arm sleeves. Notably, arm sleeves are making their debut in EA SPORTS FC™ 25 as new cosmetic options, providing even more ways to stand out during a match. All of these new cosmetics can be conveniently unlocked in the new Clubs Store, making it easier to customize your pro and create your unique style.
New Stadium Items
But it's not just about the players; we're also rolling out new ways to bring your stadium to life. Our range of new Stadium bundles, Club Kits, Tifos, and Trophies are designed to enhance the atmosphere of your home ground, with the intent of making every match feel like a special occasion. These cosmetics allow you to show off your club's fandom in style, creating a more immersive and engaging experience for you and your opponents.
Community Requested Features & More
Quick Chat
As mentioned in theRush Deep Dive Pitch Notes, Quick Chat will be introduced to Rush and Clubs matches. It’s designed to promote team communication and camaraderie through simple, quick messages. Using the directional buttons, players can easily send messages like "Nice", "Thanks", "Sorry", and "Unlucky" to their teammates. Our goal is for Quick Chat to enable players to express reactions and emotions following key moments in a match, from acknowledging a well-placed assist to commiserating over a missed opportunity.
In Clubs, the captain can also access Quick Chat messages by pressing down on the d-pad.
To coincide with this change, the traditional call-for-pass iconography has also been updated to display short text messages, better-alerting teammates to your requests.
GK PlayStyles
In EA SPORTS FC™ 25, goalkeepers can act in more unique ways than before with the introduction of several new PlayStyles. Whether you’re a goalkeeper who excels at rushing out to thwart attackers or one who can distribute the ball quickly to launch counter attacks, our goal is to provide you with the tools to tailor your play to your preferences.
You’ll now be able to stay in the post-match menu much longer before being returned to the lobby. This gives you more time to review highlights, match stats, strategize for future games, or simply bask in the glory of a well-earned victory.
Clubs League Matchmaking
In an effort to ensure we are creating more balanced matches, matchmaking for Clubs League matches will now prioritize finding clubs of a similar Skill Rating. Clubs Playoffs will continue to prioritize your division when matchmaking, in order to maintain the Playoffs as a place for you to take on your divisional rivals.
Max Height
We’ve seen your feedback regarding the role of height in gameplay balance, so we’ve adjusted max height for all player positions. Player height of all Virtual Pros in EA SPORTS FC™ 25 will be capped at 6’5” or about 195.58 cm.
Thanks for checking out our EA SPORTS FC™ 25’s Clubs Deep Dive Pitch Notes! We can’t wait to see you on the pitch and are excited to hear your feedback about all of our changes and updates.
Momentan noch auf Englisch, während wir auf die deutsche Übersetzung warten.
Gameplay Deep Dive
Welcome to the EA SPORTS FC 25 Gameplay Deep Dive Pitch Notes my name is Keegan Sabatino, Gameplay Producer on EA FC, and helping me today I have my colleagues, Brae Thompson and Thomas Caleffi (with special thanks to everyone in the Gameplay Team). In this article, we'll break down each gameplay update coming to FC 25 in detail to get you set for launch on September 27.
We'll kick things off with a quick summary of the key features we're introducing, then dive into full feature breakdowns below.
Let's get started!
FC IQ
This overhaul of tactical foundations across the game delivers greater strategic control and more realistic team movement, while a new AI model powered by real-world data influences player tactics through all-new Player Roles.
TACTICAL REVAMP
An overhaul of Team Tactics upgrades positioning at both ends of the pitch and changes how every team plays based on their real-world style, making every match feel fresh and unique.
PLAYER ROLES
More than 50 new Player Roles will guide the way every player thinks and behaves on the pitch, resulting in more authentic tactical intelligence and movement off the ball.
SMART TACTICS
New real-time suggestions and D-Pad functionalities make in-game tactical decision-making more accessible and intuitive than ever, and new broadcast features allow you to better experience the changes as they take effect.
FC IQ
FC IQ is the new core tactical and positional system for EA SPORTS FC™ 25.
FC IQ helps refresh our approach to tactics and positioning to create greater variety and authenticity in gameplay, while a new AI model, powered by real-world data, influences player tactics through all-new Player Roles
In EA SPORTS FC™ 25, FC IQ sits alongside HyperMotionV* and PlayStyles as a foundational pillar of our gameplay innovations. Thanks to real-world volumetric data from top teams and footballers, we built HyperMotionV, which helped us move forward with the visuals and authenticity of our players. Meanwhile, implementing PlayStyles allowed us to further showcase players' abilities and personalities on the ball. FC IQ is the latest fundamental pillar that brings greater variety and authenticity to our gameplay.
We’ve seen our community ask for new updates to Tactics, and our intent is for FC IQ to shake up how players choose to play across all modes.
FC IQ has three main components:Player Roles,Team Tactics,andSmart Tactics.
We will explore these components in even more detail with a later Deep Dive, but here’s what they’ll look like overall.
Player Roles
Player Roles are the main differentiation of FC IQ and guide how every player thinks, behaves, and moves off the ball. Each Role is distinct, with positive aspects and drawbacks.
A majority of Familiar Roles are assigned with help from a proprietary AI model that uses real-world Opta data. Each player will have a Role Familiarity that allows them to perform their duties at a higher capacity than other players.
Roles also determine how your players line up with and without the ball, and you can see that in the menus.
While a Role dictates the main responsibilities of the player, the Focus is a modifier upon the Role that enables players to slightly tweak one or two characteristics of it.
At launch, there are 31 Roles, each with 1-3 Focuses, totaling 52 unique combinations.
We will explore each of these Roles and Focuses in a future Deep Dive.
Position | Role -Focus
GK
Goalkeeper -Defend | Balanced
Sweeper Keeper -Balanced
RB | LB
Fullback -Defend | Balanced
Wingback -Balanced
Falseback -Defend | Balanced
Attacking Winback -Balanced | Attack
CB
Defender -Defend | Balanced
Stopper -Balanced
Ball-Playing Defender -Defend | Build-Up
CDM
Holding -Defend | Roaming
Centre-Half -Defend
Deep-Lying Playmaker -Defend | Roaming
CM
Box-to-Box -Balanced
Holding -Defend
Deep-Lying Playmaker -Defend
Playmaker -Attack | Roaming
Half-Winger -Balanced | Attack
RM | LM
Winger -Balanced | Attack
Wide Midfielder -Defend | Balanced
Wide Playmaker -Attack
Inside Forward -Balanced | Attack
CAM
Playmaker -Balanced | Roaming
Shadow Striker -Attack
Half-Winger -Balanced | Attack
RW | LW
Winger -Balanced | Attack
Inside Forward -Balanced | Attack | Roaming
Wide Playmaker -Attack
ST
Advance Forward -Attack | Complete
Poacher -Attack
False 9 -Build-Up
Target Forward -Balanced | Attack | Wide
Role Familiarity
While the Roles are determined per position, Familiarity is connected to specific players and acts on the Role level.
Familiarity is position-based, meaning that if a player has that position as one of their preferred ones, they can play any role in that position. This applies to any position a player might have.
Our proprietary AI model helps determine the Role Familiarity of a majority of players in FC 25.
[Role]- A base role means the player can play in that Role.
[Role+]- Indicated with a ‘+’ sign meaning this player has mastered the Role.
Every player in FC 25 has at least one Role+.
[Role++]- A ‘++’ sign indicates the player is a world-class player in this role.
Out of Position- The yellow exclamation mark indicates a simplified version of the Role when the player is out of position.
Team Tactics
FC IQ Team Tactics introduces systems used by football’s top tacticians and upgrades the football IQ of every player on the pitch. As a result, your whole team will think and behave more like real-world pros.
These are the main components of team tactics:
Tactical Settings - Formation, Defensive Approach, and Build-Up Style
Tactical Presets, which let you quickly set your tactics
Views for your team with and without the ball
Dynamic Summary that analyzes your tactics
Create 5 independent Custom Tactics
A unique code to share your tactics
And many more, like a new Squad tab for Roles, which we will explore in our future Deep Dive
Smart Tactics
Smart Tactics make in-game tactical decisions more accessible and intuitive, and allow players to better experience their changes as they take effect.
A new messaging system will suggest a range of tactical changes in-game based on the current flow of the match, and players will be able to easily perform changes using the directional buttons.
These are the main components of Smart Tactics:
Directional pad:
My Tactics (your custom tactics)
Tactical Focus
Quick Tactics
Tactical Suggestions during the match
New menu
New Substitution menu
Animated chalkboard and AR visuals
New Tactics-specific Commentary
Change Tactics and Subs at any time
We will explore more in-depth about FC IQ in a later Deep Dive.
HyperMotion & PlayStyles
HyperMotionV* technology uses volumetric data to create lifelike player movements. Meanwhile, GK Playstyles bring a new level of depth to the goalkeeper's role, affecting how they react to different situations on the pitch. This technology allows for our AI to better mimic real-life player behaviors, making each match feel fresh and unique.
HyperMotionV[NG]
HyperMotionV Technology continues to evolve towards achieving new levels of authenticity and helps us refresh what’s possible on the pitch, bringing to FC 25 new animations that are driven by real-world volumetric data with the goal of fuelling FC IQ while making players more unique.
AI Mimic[NG]
As a reminder, AI Mimic takes footballers’ real-world volumetric data and uses advanced artificial intelligence to recreate unique body movements.
AI Mimictechnology uses numerous frames of volumetric animation, providing an additional level of detail and fluidity for over 1800 players, including more than 200 new women, ensuring a more diverse and inclusive representation of the global football community. Compared to FC 24, where we had 1,373 players with upper body movement, we've expanded our library to include 1,847 athletes with full body movement, encompassing both upper and lower body actions. This expansion is intended to improve the overall gameplay visuals and bring a new level of realism to the virtual pitch.
GK PlayStyles
Footwork
Who Has It
A goalkeeper who is known for using their feet to make difficult saves.
Gameplay effects - PlayStyle
Performs foot saves faster and with extended reach.
Gameplay effects - PlayStyle+
Performs foot saves more quickly with even greater reach.
Rush Out
Who Has It
A goalkeeper who is known to often challenge attackers head-on in 1v1 situations.
Gameplay effects - PlayStyle
Rush speed is increased and has an improved reaction speed to shots in rushing situations.
Gameplay effects - PlayStyle+
Rush speed is greatly increased and has a faster reaction speed to shots in rushing situations.
Deflector
Who Has It
A goalkeeper who is known for having great deflection control to safer spaces.
Gameplay effects - PlayStyle
Performs deflection saves into safer areas with increased ball speed control.
Gameplay effects - PlayStyle+
Performs deflection saves into safer areas or towards free teammates with greater ball speed control.
Cross Claimer
Who Has It
A goalkeeper who is known to often come off the line to claim high balls from dangerous areas.
Gameplay effects - PlayStyle
Comes out to claim crosses with increased pace, increased awareness of the ball trajectory, and further punch reach with increased power.
Gameplay effects - PlayStyle+
Comes out to claim crosses with greater pace, greater awareness of the ball trajectory, increased punch reach with greater power.
Far Reach
Who Has It
A goalkeeper who is known for the ability to cover the net and extend their reach to save challenging shots.
Gameplay effects - PlayStyle
Performs diving saves with improved reach and has access to extended reach animations.
Gameplay effects - PlayStyle+
Performs diving saves with greater reach and has access to extended reach animations.
Far Throw
Who Has It
A goalkeeper who is known for starting counter attacks with long throws.
Gameplay effects - PlayStyle
Able to perform throws with increased speed and distance.
Gameplay effects - PlayStyle+
Able to perform throws with greater speed and distance.
Attacking
The attacking phase of the game has received a comprehensive overhaul with an Accuracy Revamp. This includes new Skill Moves, the ability to let the ball run to create space, and improvements to passing, shooting, and dribbling. Our changes here aim to give players more control and precision, making attacking plays more rewarding and exciting.
Passing
We're excited to share some significant updates to passing mechanics, which aim to make every pass more authentic and rewarding.
Passing Accuracy Changes
In FC 25 we have implemented a redesigned Accuracy system in order to bring more personality and authenticity to the virtual pitch. This new system is designed to reflect the real-world challenges of making accurate passes under pressure, different angles, and various difficult situations. Players will notice that passes now feel more personality-based, meaning the skills and Attributes of the player you're controlling will have a greater impact on the outcome of each pass. This change also ensures that good situations, where you make smart, tactical decisions, will yield better results, truly rewarding your football acumen.
Other Passing Changes
In our continuous effort to refine the gameplay experience, we've implemented several key updates to passing mechanics;
New Slip Animations:Added and refreshed new animations to reflect the challenges of playing on wet and slippery surfaces. After a hard pass, players might occasionally slip, adding a layer of realism to the game.
Note:These animations only trigger in matches with Rain or Snow weather conditions non-competitive modes. These animations, when triggered, are only visual and do not affect end results of passes or shots.
Tight Angle and Powerful Passes:Added and refreshed new animations for high-powered passes made at tight angles. Our intent here is to add variety and realism, making difficult passes look and feel more authentic.
Improvements to Crossing Receiver Targeting:Adjusted the cross receiver targeting to be more consistent and predictable.
Shooting
There is no better feeling than putting the ball in the back of the net, and we hope to provide players with even more ways to do this in EA SPORTS FC™ 25.
Our goal with these changes is to create a more immersive and realistic football experience that rewards players for their knowledge, strategy, and skill. By making passing more nuanced and reflective of real-life football, we believe we can bring a new level of excitement and challenge to the game.
Shooting Accuracy Changes
One of the significant updates we're introducing is to shooting accuracy, which now aligns with the changes we've made to passing accuracy. This means that the accuracy of shots will now more closely mirror the real-life abilities of players, their playstyles, and the specific situations they find themselves in during a match. Players can expect that taking shots in difficult situations will feel more challenging, with new animations added to showcase off-balance and tough-angle shots.
Other Shooting Improvements
In addition to the accuracy changes, we’ve made several other improvements to shooting in EA SPORTS FC™ 25:
Off-Balance Follow Through:New to the game, players can now trigger off-balance animations. This feature takes into account the angle and power of the shot, adding another layer of depth to shooting mechanics.
Animation Refresh:Added and refreshed new shooting animations based on volumetric data.
Controlling the Ball (Dribbling)
This year we've focused on refining the dribbling experience in EA SPORTS FC™ 25, allowing players to feel more grounded and in control when maneuvering on the ball. Additionally, we've cleaned up animations to eliminate some potentially awkward movements, ensuring that every dribble and turn looks and feels more lifelike.
Dribbling Improvements[NG]
In FC 25,our dribbling improvements include:
Improvements to various turning angles
New and Refreshed animations when dribbling with the ball
New and Refreshed animations when receiving the ball
Effort Dribble [NG]
Note: The following abbreviations will be used for controls: LS = Left Stick, RS = Right Stick
Improvements made to input direction influence on Effort Dribbles and responsiveness
Refreshed animations to improve angle variations
R1 + RS (Flick in Any Direction) OR RS (Hold in Any Direction) || RB + RS (Flick in Any Direction) OR RS (Hold in Any Direction)
First Touch PlayStyle Improvement
New animations were added for first touches, for both ground and aerial passes
Let Ball Run Improvements
Let Ball Run will now start playing the animation on request, instead of waiting for the ball to reach the player
Press and Hold R1 + LS (Away From Ball) || Press and Hold RB + LS (Away From Ball)
The following command has been removed: Orbit DribbleL1 + L2 + LS Direction || LB + LT + LS Direction
Skill Moves
New Skill Moves have been added along with some changes to existing ones.
New Skill Moves
Big Feint (2-star)
Hold L2 + Flick RS left/Right (+ LS Direction to Exit) || Hold LT + Flick RS left/Right (+ LS Direction to Exit)
Stop and Go (2-star)
Hold L2 + RS Back, Forward || Hold LT + RS Back, Forward
Cancellable
Step Over Ball (4-star)
Hold L1 + Flick RS Forward, Left/Right || Hold LB + Flick RS Forward, Left/Right
Cancellable
Toe Drag Stepover(5-star)
Hold L1 + Rotate RS Right, Back, Left / Rotate RS Left, Back, Right || Hold LB + Rotate RS Right, Back, Left / Rotate RS Left, Back, Right
Skill Move Changes
New Trickster Fake Shots
□/o+x+ LS Direction || X/B + A + LS Directionfrom Stand or jog
Skill Moves updated
Drag Turn (4-star) - updated animation to be more responsive and effective in correct situations
Drag Back Spin (4 Star) - Has been moved toHold L2 + Flick RS Fwd, Flick Left/Right || Hold LT + Flick RS Fwd, Flick Left/Right
FromFlick RS Back, Flick RS Left/Right
Added new 180° Flair nutmeg (4-star) animation
Hold L1 + R1 + Flick RS Direction || Hold LB + RB + Flick RS Direction
Defending
Defending has also been enhanced with the introduction of professional fouls, with the aim of adding new strategic elements to gameplay. With improvements to goalkeeper movement and rushes, along with an increase in Player Switching speed, we want players to be able to defend more responsively.
Defensive Actions
We want you to be able to take more control over the pitch to shut down your opposition with revamped core mechanics, and a new mechanic, the Professional Foul.
Professional Foul
This action can be a strategic choice to halt a counterattack or stop an opponent’s promising advance. However, while initially always resulting in a yellow card, excessive use of Professional Fouls in a match can lead to red cards.
To request a professional foul, you can press:
R1+X || RB+A
Other Defending Updates
Reaction Time Modifier:Added a new setting to help compensate for the speed in which the Next Player Switch changes to allow you to calibrate to your needs.
Slide Tackles: Improvements to slide animation logic to ensure better possible outcomes.
Shoulder Challenges:Animation cleanup and improved tackler's responsiveness of getting the ball after shoulder challenges
Animation Refresh:New and refreshed new animations from real world Volumetric Data.
Defensive Positioning
Defensive Awareness when Beat: Improved defensive AI to recognize instances where they are about to be beaten by an attacker, dropping more centrally toward the goal
Defensive Formations:The system now considers the formation chosen and adapts it based on FC IQ's tactical setup.
Player Marking Inside Box:Increasing defensive AI ability to zone mark inside the defensive 18-yard box, aimed at countering cut-back goals. Defenders will not follow the ball carrier as precisely, but rather try to defend the cutback pass with increased effort and efficacy.
Goalkeeper
The goalkeeper position has received several improvements in EA SPORTS FC™ 25, from Goalkeeper Movement to the new Rush to Contain mechanic.
Goalkeeper Movement
Goalkeepers can only be manually moved 1-2 steps in any direction, with a short cooldown period after use to prevent this move from being overused.
In summary:
Adjustment made to Goalkeeper Movement, allowing only 1-2 steps to set themselves up for a save in that direction
Goalkeeper will return to base position after a short delay
Goalkeeper will also have a short cooldown between GK movements
Animation Refresh: New and refreshed animations for Leg Saves, Kick Saves, Diving Saves, and Punch Saves
During set pieces like corner kicks and free kicks, the Goalkeeper's manual movement will function as it has previously.
Goalkeeper Rush
In EA SPORTS FC™ 25, we are adding a new type of Goalkeeper Rush to the player's toolkit. This new mechanic will have the goalkeeper rush out and close the distance to the attacking player but remain a distance away from them to close down the shooting angle.
To perform Goalkeeper Rush to Contain:
Tap ▲ + Hold ▲ || Tap Y + Hold Yto perform Goalkeeper Rush to Contain
Other Goalkeeper Changes
Input changes for Goalkeeper Cross Intercept renamed to Goalkeeper Rush to Center:
Tap ▲ + Tap ▲ || Tap Y + Tap Yto perform Goalkeeper Rush to Center
Tap ▲ || Tap Yto cancel Goalkeeper Rush to Center
Across The Pitch
Visual enhancements across the pitch aim to bring a new level of authenticity to the game, from the lushness of the grass to the more lifelike player models. New set pieces roles add variety to the game, while the introduction of bench players' G5 rules and the Eval Engine's Pass Map offer deeper tactical analysis and strategic options.
Set Pieces
Corner Roles*
Might not be available in all modes*
Players can now select players to fill 3 important locations during corner kicks;
Near Post: Player selected here will be the main post watcher on the defensive corner and will make the near post run on the offensive corner.
Back Post: Player selected here will be located on the far side of the defensive corner and will make a back post run on the offensive corner.
Target Player: This player will be located centrally in the box on the offensive corner.
Free Kicks
Quick Free Kicks:Players can now request a Precision PassR1 + ▲ || RB + Yfrom a Quick Free Kick
Adjusted shot speed from further distances to allow for more options when taking a far free kick.
Penalty Kicks
Adjusted Composure Circle speed based on the player's Composure Attribute.
New Penalty Kick Avatar runs can be applied to Avatars in Player Career and Clubs.
New Penalty Kick animations for multiple players.
Rules
Our updates in this part of FC 25 are designed to improve the overall gameplay experience, bringing it closer to real-world football. From the introduction of the Offside Advantage Overlay to adjustments in foul logic, we’re aiming to enhance the game for both serious and more casual EA SPORTS FC™ players.
Offside Advantage Overlay
A visual cue appears on the pitch, making it easier for players to recognize offside positions during gameplay
User Color Advantage Overlay
An overlay intended to improve player visibility on the pitch
This overlay adjusts the brightness and contrast of Player Items, ensuring that they stand out against the background, regardless of the environmental conditions or the time of the match.
Note:When playing local with multiple controllers, the Advantage overlay will appear in the corresponding color of the player that has committed foul.
Extra Substitutes* [NG]
Might not be available in all modes*
Players will now have (9) available bench slots depending on the competition, enabling more flexibility when it comes to mid-match tactical changes.
Aggressive Team and Player Foul Animations
Updated animations and reactions related to fouls
Aggressive team and player foul scenes have been enhanced to reflect the intensity and emotion of matches
Improvements to Foul Logic on GK Dives
Improved foul logic related to goalkeeper dives, making foul calls between them and attacking players more accurate
Red Card Advantage
A newly introduced system adds an advantage call for potential second yellow or straight red card scenarios, allowing play to continue. Second yellows and red cards can be given later, during the next stoppage in play.
Note: The Red Card Advantage is only intended to occur during clear goal-scoring opportunities.
Eval Engine
Added a new Pass Map in the stats screen to provide more in depth information for players.
Player Movement
We’ve made the following improvements to player movement:
Off-Ball Movement:Improvements to player movement visuals when moving around the pitch
Goal Post Interactions:New interaction animations when a player collides with the goal post.
Goalkeeper Falls:Improved visual quality of the goalkeeper's movement when falling and getting up off the ground to bring more authentic motion to the game.
Shielding:Improved consistency of player's ability to shield the player from incoming players. Shielding is now tied to player fatigue, so the more tired a player is, the weaker their shielding can be.
Simulation Mode
For those who enjoy a more strategic and simulated approach, the Simulation Mode introduces enhanced CPU AI, wind effects, and player-controlled sliders for fine-tuning gameplay.
Simulation Mode will be available in the following modes:
Player Career
Manager Career
Kickoff
Tournament
The following are the preset slider settings that come into effect during Simulation Mode:
CPU AI
With Simulation Mode, customized preset sliders tune the CPU AI to better mimic the speed of authentic matches, giving offline players a slower, more authentic version of the world’s game.
CPU Sliders
Located in Game Settings > CPU Sliders, we are introducing two new presets for CPU sliders in EA SPORTS FC™ 25. These presets are:
Tactical
CPU decision making varies based on opposing team’s style of play
Note - Tactical CPU sliders are overwritten at the start of every match
Dynamic
Similar to Tactical CPU sliders, but slider values will fluctuate slightly from their Tactical values
This can allow for more CPU AI behavior variety when playing the same opponents multiple times
New CPU Sliders added to FC25:
Tackle Aggression
Buildup Speed
Shot Frequency
First Touch Pass Frequency
Crossing Frequency
Dribble Frequency
Skill Move Frequency
Wind Effects
Wind is new to EA SPORTS FC™ 25, and will be available for all offline modes, toggleable via Settings > Match.
Wind effects impact various aspects of the match,such as ball trajectory, player hair, and jersey physics. Wind effects will be available in the following modes, toggleable via Settings:
Player & Manager Career
Kickoff
Tournament
Note:Players can choose between three different Wind Effects - Low, Medium or High. Wind will not change speed or direction during the course of a match.
We hope this Gameplay Deep Dive gives you a good sense of the exciting features and mechanics coming to EA SPORTS FC™ 25. Our team is dedicated to providing an immersive and realistic football experience, and we can’t wait to see you get your hands on our new features and changes. Thanks for taking the time to read our Pitch Notes!
Momentan noch auf Englisch, während wir auf die deutsche Übersetzung warten.
Football Ultimate Team Deep Dive
Welcome to the EA SPORTS FC™ 25 Football Ultimate Team™ Pitch Notes, I’m Azlan Mustapha, Lead Producer, joined by Celina Chang, Producer on Football Ultimate Team™ Rush. We're excited to share details on the new features coming to EA SPORTS FC 25 Football Ultimate Team™.
Football Ultimate Team™ in EA SPORTS FC 25 will let you team up with friends in 5v5 Rush, unlock new levels of strategy in 11v11 with Player Roles and FC IQ, and introduces some long awaited community requested features.
We’ll see you on the pitch on September 27th for Worldwide Launch, but until then, let’s dive deep into what Football Ultimate Team is all about in EA SPORTS FC 25.
ULTIMATE TEAM RUSH
Bring your favourite player item from your Ultimate Team club, team up with friends, and hit the pitch in intense, locked-to-player 5v5 matches. Rewards earned in Ultimate Team Rush can be used to improve your own Ultimate Team roster in the 11v11 experience.
FC IQ IN ULTIMATE TEAM
FC IQ informs the Ultimate Team experience in a variety of key ways. Manager Items will feature the manager’s real-world tactical preferences, authentically influencing how your team plays on the pitch. Player Roles are also part of each player item and available from the very beginning of the Ultimate Team season.
NEW STADIUM & MATCH EXPERIENCE
The Ultimate Team match experience is fully refreshed thanks to newly designed stadiums and more engaging live broadcasting sequences. New presentation elements highlight lineup decisions and both teams’ unique players. Larger away sections allow you to bring more of the home stadium experience on the road.
COSMETIC EVOLUTIONS
The Player Item shell has always held the spotlight in Football Ultimate Team™, but now you can make it your own in unique ways. Upgrade Player Item shells with all-new cosmetic Evolutions: add more breakouts and modify embellishment components such as backgrounds, borders and SFX.
RUSH
We're excited to introduce Rush to Football Ultimate Team™, a new way to play and win with friends. Select your favourite player to control and build your dream 5-a-side squad with up to three friends, then compete for rewards in 5v5 matches.
A New 5v5 Experience
Rush is a 5v5 experience, including AI-controlled goalkeepers, allowing you to either team up with up to three other friends or drop in as a solo player and get matched up with other players. Bring your favourite player to control and your teams’ choices will contribute towards earning Rush Points.
Events
When playing Rush, you’ll need to first select an event. Rush events in Football Ultimate Team™ are designed to offer players another layer of challenge in squad building by limiting the Player Items you can bring into the event. Each event can come with specific entry requirements and these requirements may restrict the eligible pool of players based on Rarity, Attributes, or countries/regions, leagues, and clubs. Different Rush events may provide faster progression towards completing your weekly Rush Objectives, but all events will contribute to the same set of weekly Rush Objectives.
Squad Building
Rush introduces a collaborative squad building experience in Football Ultimate Team™. You will need to work together with your team to pick players that perform on the pitch, and also complete block requirements to maximise Rush Points earned.
After finding teammates, you will enter the squad building phase. Players from your Club will be pre-filtered based on the event entry requirements for you to quickly choose from. If you’re not satisfied with the recommendations, you can still search for specific players from your Club during this phase.
You and your teammates will have 90 seconds to select the players you want to use in the match - remember, each of you will only be able to control the player you select. Duplicate players are not allowed on the same team, including other versions of players as well. Once each player has locked in their selection, or the timer expires, your team will begin matchmaking with opponents.
Earning Rush Points
Rush Points are the primary way you will complete Weekly Objectives and earn rewards in Rush. They can be earned both on the pitch, and in squad building by completing block requirements with your team.
The fastest way to earn Rush Points is to win matches with friends in your group - but there are many ways to earn Rush Points:
Winning a match
Playing a match
Playing with friends
Completing blocks
Winning multiple Rush matches in a row
Blocks are optional challenges that your team can solve collectively, and within each Rush squad building phase your team can have up to 5 blocks to complete. Blocks offer ways to earn more Rush Points, and they may change from event to event.
Block requirements can target player Attributes, team composition, and more.
By successfully completing these blocks, your entire team will be rewarded with bonus Rush Points. Some blocks will provide flat points, multipliers, or conditional bonuses. As mentioned before, our goal here is for players to collaborate closely with their team, strategizing on team composition to meet these requirements.
Blocks can award your team with:
Rush Points
Rush Point Multipliers
Bonus Rush Points on win
Bonus Rush Points per goal
Rush Objectives
A Rush Objective Group will be available each week, allowing you to earn rewards based on Rush Points earned that week. By participating in Rush events and completing block requirements, you can increase the amount of Rush Points earned from that match for you and your team. While these Rush Objectives will be available each week, there may also be additional Objectives related to Rush allowing you to earn more rewards.
Matchmaking
In Rush, you can play with any group size up to 4 players, and whether you’re playing as a solo, duo or trio, players will be found to fill the remainder of your team. Matchmaking will take into account your skill level within Rush specifically and use this to match you with teammates, and your overall team skill when finding opponents. Matchmaking pools will be separated based on events to ensure that players will be playing with the same event entry requirements and eligible pool of Player Items.
If a player leaves a match in-progress, their chosen player will be controlled by the AI. The match will end if all players on a team are not present.
In summary, build your dream 5v5 squad with up to 3 other friends while maximising your Rush Points. Then, compete to win and complete Objectives for exciting rewards.
FC IQ
FC IQ overhauls tactics to deliver greater control over your team's strategy, both on and off the ball in 11v11 Football Ultimate Team matches. A new AI model, powered by real-world data, influences player tactics through all-new Player Roles
Manager Items also now come with Tactical Presets, which you can use to emulate some of your favourite real-world tactical setups.
Manager Presets
Manager Items will feature their real-world tactical preferences and allow you to influence how your team plays. They also have Tactical Presets which are a great way to try out new and different team setups for those who want to experience new tactical approaches without customising from scratch.
You will be able to use the Tactical Preset of your currently active Manager and save it to a Tactics slot, enabling you to assign it as your starting Tactic or one that you reactively switch to during a match.
Player Roles
Player Roles are a new part of each Player Item and are replacing Work Rates. Player Roles will guide the way players think and behave on the pitch, resulting in more authentic tactical intelligence and movement off the ball.
At launch; the following player roles will be available:
Position | Role -Focus
GK
Goalkeeper -Defend | Balanced
Sweeper Keeper -Balanced
RB | LB
Fullback -Defend | Balanced
Wingback -Balanced
Falseback -Defend | Balanced
Attacking Winback -Balanced | Attack
CB
Defender -Defend | Balanced
Stopper -Balanced
Ball-Playing Defender -Defend | Build-Up
CDM
Holding -Defend | Roaming
Centre-Half -Defend
Deep-Lying Playmaker -Defend | Roaming
CM
Box-to-Box -Balanced
Holding -Defend
Deep-Lying Playmaker -Defend
Playmaker -Attack | Roaming
Half-Winger -Balanced | Attack
RM | LM
Winger -Balanced | Attack
Wide Midfielder -Defend | Balanced
Wide Playmaker -Attack
Inside Forward -Balanced | Attack
CAM
Playmaker -Balanced | Roaming
Shadow Striker -Attack
Half-Winger -Balanced | Attack
RW | LW
Winger -Balanced | Attack
Inside Forward -Balanced | Attack | Roaming
Wide Playmaker -Attack
ST
Advance Forward -Attack | Complete
Poacher -Attack
False 9 -Build-Up
Target Forward -Balanced | Attack | Wide
Alternate Player Roles will be introduced throughout the year, allowing you to choose from a variety of Player Items as strategies continue to evolve over time.
Role Familiarity
Each player will have a Role Familiarity that allows them to perform their duties at a higher capacity than others. With all of the combinations of Player Roles and Role Familiarity, our aim is to have much more variety and specialisation when it comes to picking Player Items for your Football Ultimate Team™.
Base
If a player is assigned a position that is one of their preferred positions, they will have access to all of the Roles of those positions in at least a Base level.
Role+
Every player will have at least one Role+, indicating that they are accomplished in that Role.
Role++
Reserved for the best-of-the-best, the few players with Role++ are world class in that Role.
Out of Position
The yellow exclamation mark indicates a simplified version of the Role when the player is out of position.
Keep on the lookout for Special items with Role Familiarity upgrades released in select Campaigns & Programs throughout the year.
Personalise and Share
FC IQ introduces a number of other improvements to how you set up and manage your tactics.
Tactics will now be shareable via a short code that you can show your friends or followers. Adding a tactic from a code can be done easily in-game and in the FC Companion.
You will also be able to give your tactics custom names so you can quickly switch to the desired tactic mid-match with ease.
Formation and Position Changes
We’ve also made a number of adjustments to formations and positions.
The CF and LWB/RWB positions have been removed.
The following formations have been removed or adjusted:
Removed
4-4-1-1
Other variations are available
4-3-3 (5)
5-2-2-1
Adjusted
4-3-2-1
2 CF replaced by 2 CAM
5-3-2
LWB/RWB replaced by LB/RB
5-2-3
LWB/RWB replaced by LB/RB
5-2-1-2
LWB/RWB replaced by LB/RB
3-4-2-1
2 CF replaced by 2 CAM
These are only some of the changes brought by FC IQ. For a full breakdown of the changes, check out the FC IQ Pitch Notes in the near future.
New Stadium and Match Experience
We’ve built a brand new Football Ultimate Team™ Stadium and upgraded the matchday experience with the goal of making every moment feel more alive and immersive.
New Stadium and Enhanced Atmosphere
This state-of-the-art Stadium is not only intended to look spectacular, but also to enhance the atmosphere of every match. With larger away sections, you can even bring a bigger crowd of fans to support your team on the road.
We're also taking you beyond the pitch with new locker room, tunnel, and exterior sequences leading up to the match. These areas will also reflect your customisations, making your Football Ultimate Team™ journey feel more unique than before.
Detailed Match Presentation
New broadcast sequences have been introduced to highlight the most dangerous players on the pitch as well as the squad building and tactical decisions made by you and your opponent. The match introduction will now highlight your opponents’ players with the most goals and assists, as well as any notable player debuts.
During matches, new broadcast elements have been added which reflect your team Chemistry, squad building choices, player debuts and spotlight in-form players on the pitch, featuring their goals or assists in the last 3 matches within that mode.
The new sequences featuring the stadium exterior, locker room and tunnel, along with the new on-pitch broadcast elements are available only on PlayStation 5, Xbox Series X|S, and PC.
Cosmetic Evolutions
We want you to have more ways to personalise your items and flex your achievements, so in EA SPORTS FC 25, Evolutions are being expanded to allow you to change the visuals of your players in all new ways, with Cosmetic Evolutions.
What can I customise?
You can add new visual elements, change the colour of your Player Items, and add animations, or even sound effects to your favourite Player Items. We’ll also have customisations that you can adorn your Player Items with to reflect your accomplishments in the game.
Cosmetic upgrades cannot be stacked, so applying a cosmetic upgrade will replace the previous one. Additionally, Evolutions which upgrade Attributes may also feature Cosmetic upgrades.
How do I unlock Cosmetic Upgrades?
Cosmetic Evolutions will be accessible through the main Evolutions page, where we’ve introduced tabs to better categorise the selection. They can be activated in the same way that other Evolutions are, and can be obtained with UT Coins, FC Points, Objectives, or rewards.
Evolve Your Favourite Player Items More Often
Evolutions can be a great way to customise and level up your favourite players, but in EA SPORTS FC 24 it wasn’t always possible to evolve the Player Items you wanted to due to entry requirements. In EA SPORTS FC 25, we will allow more flexibility in which players you upgrade. Allowing you to select the players you want, more often.
In EA SPORTS FC 25, Evolutions can have maximum limits on certain Attributes. Players who will meet or exceed the limit can still be selected for that Evolution and receive upgrades to their other Attributes, as long as they satisfy the requirements.
Community Improvements
In EA SPORTS FC 25, we’ve made a number of improvements to the Football Ultimate Team™ experience based on your feedback, and we’re excited to show them to you, so let’s get right to the chase.
Duplicate Storage & SBCs
Untradeable Duplicate Players will now have their own storage system as part of SBCs. This means that if you acquire an Untradeable Player Item that you already own, you can now store it directly in SBC Storage instead of quick selling the duplicate.
SBC Storage can hold up to 100 Untradeable Items, accessible from the new SBC Storage tab within each SBC. You will also be able to access and send Items to SBC Storage from the FC Companion.
Division Rivals
Division Rivals is intended to be your everyday destination for competitive play, and we’ve made a number of changes in EA SPORTS FC 25 to improve the experience and reduce friction points for players.
Weekly Rewards & Points
We want your hard fought draws and 90th minute equalisers to be worth something. So we’ve adjusted the reward system to be based on points instead of wins. You will now earn 3 points for a win and 1 point for a draw, ensuring that your efforts in close matches are not in vain and will contribute to your weekly rewards progress.
We’ve streamlined weekly Rivals rewards into a single selection, where we were previously seeing many players unsure about which choice to pick even though many picked the same one. In addition, we’ve removed Seasonal Milestone rewards from Rivals. By simplifying the design, our team can better focus on maintaining reward tuning that is more relevant to you throughout your FC 25 Ultimate Team journey.
Checkpoints & Relegation
We are reducing the number of checkpoints in Rivals and introducing relegation when competing in the highest divisions.
Division 1 and Division 2 will have no Checkpoints and losing a match at the beginning of a Division will result in being relegated to the end of the previous Division. As before, once you reach the Elite Division you cannot be relegated until the end of the season.
We are also reducing the total number of Checkpoints. While Checkpoints are an important and useful mechanic to give you a place to feel at ease on your journey through the Divisions, we’ve heard your feedback that sometimes after a run of matches or win streak you could get stuck at too high of a skill floor.
Legacy Division Placement
In EA SPORTS FC 25, your starting Division in Rivals will take into account your highest Division achieved from EA SPORTS FC 24. This adjustment will help you get to a well-suited Division faster, earn higher tier rewards quicker and help ensure our new players aren’t playing against our highly skilled veterans at the start of the game.
Here is an example of how your placement in EA SPORTS FC 24 will translate to EA SPORTS FC 25. Tuning is not final and subject to change:
Here is how your progress will transfer:
If you are transitioning from a different platform, make sure you are on the same EA Account so that your Division Rank carries over from EAS FC 24 to EAS FC 25.
If you have progress on multiple platforms, your highest Division Rank will be carried over from EAS FC 24 to EAS FC 25.
Live Football Ultimate Team™ Friendlies
We want Live Friendlies to be a place where you can experiment with new squads, Evo players, and complete Objectives against players of a similar skill level.
We are decoupling Live Friendlies and Rivals matchmaking. Instead, Live Friendlies matchmaking is now based on form. This is a similar system to Champions, but will take into account your wins and losses across all Live Friendlies, not including House Rules. As a result, you will be matched against opponents who have won or lost a similar amount of games as you have.
Contract Removal
To streamline gameplay and reduce the amount of general management, players and managers will no longer need Contracts. As a result, Contract Items have been removed from the game.
Game Settings access from the Football Ultimate Team™ Menu
We’ve added game settings to the Football Ultimate Team™ Menu, meaning you can change your settings without having to pause in-game or leave Football Ultimate Team™.
Additionally, changing between Metric and Imperial measurements will now adjust the measurement used for players' height in the Player Bio.
Thanks for checking out our Football Ultimate Team™ Pitch Notes! As always, we can’t wait to see you on the pitch on September 27.
Welcome to the EA SPORTS FC™ 25 Career Mode Deep Dive, we’re excited to share everything that’s coming to Manager and Player Career.
With FC 25, we set out to add more authenticity and player control to Manager and Player Careers, and we’re thrilled to announce the addition of Live Start Points and Snapshots*, women’s football in Career Mode, while further customizing your tactical setups with FC IQ. On top of that, we’re looking to give you new Avatar customization options, quality of life improvements, improved scouting and player development, and lots more.
So let’s jump right into the details of FC 25’s Career Mode.
Live Start Points
All-new to both Manager and Player Career modes, Live Start Points bring you closer to your favourite clubs and leagues, allowing you to live out the biggest storylines from the real-world during the 2024/2025 football season.
Women’s Manager Career
In a first for any football game, players now have the option to play Manager Career in five of the top leagues in women's football. Women’s Manager Career has all of the Men’s Manager Career features, plus unique challenges that exist solely within the women’s game.
FC IQ in Career
From creating a squad that fits your selected Team Playstyle, to pre-match analysis of your opponent’s style defined by their manager’s real-world tactics, FC IQ influences core Career Mode features for a more comprehensive matchday and tactical experience.
Manager Career
Live Start Points & Snapshots
In FC 25, you’ll be able to manage some of the top men’s and women’s teams from any gameweek across the 2024/2025 season. On the men's side, you can take control of teams in the Premier League, EFL Championship, LALIGA EA SPORTS, Ligue 1 McDonald’s, Serie A Enilive, and Bundesliga. And in women's football, you can play as teams from the Barclays Women’s Super League, Arkema Première Ligue, the Google Pixel Frauen-Bundesliga, and Liga F. In all, we have Live Start Points for 10 leagues and 12 cup competitions, enabling you to follow along with real results and jump in during any gameweek of the season.
Each Live Start Point will reflect the current points totals, goals scored, transfers, cup progress, player form, injuries, suspensions, and even any potential points deductions. Our aim is to release new gameweeks regularly, giving you the option to play alongside authentic competitions and potentially change their outcomes depending on your own goals and performance.
Additionally, Snapshots capture some of the most pivotal moments of the season, enabling you to easily jump in and take a team over across a selection of European leagues. While no one can be sure what stories The World’s Game will conjure up this year, you can expect Snapshots to reflect events like manager sackings, big player transfers, surprise unbeaten streaks, and underperforming clubs turning things around. Our goal with Snapshots is to provide you with real-world scenarios to challenge yourself with and enjoy.
We’ll be kicking off Live Start Points and Snapshots later in 2024 and you can keep checking in through the season for new Snapshots and game weeks right up to the end of the season. Stay tuned for an announcement soon on when this is coming.
Live Start Points and Snapshots will also be available in Player Career, where players will be able to take over real-world situations, either as real-world players or as Avatars they have created themselves, and see how they can affect the future.
FC IQ in Career Mode
While you may have heard about FC IQ in our other FC 25 Deep Dives, today we’re talking about Tactical Presets, an expansion of our previous Tactical vision system.
Each Tactical Preset is defined by a set of Key Roles covering the pitch, alongside a specific build-up and defensive approach combination. All Tactical Presets are compatible with all formations available, with the formation slightly impacting the Presets requirement. For example, Tiki Taka requires a Central Midfielder to take the Deep Lying Playmaker Role, but if your formation does not have a Central Midfielder, that role can be taken by a Central Defensive Midfielder.
The refresh of Tactical Presets and introduction of Player Roles helps give new meaning to coaching staff. On top of what they were already doing (Attribute increases), staff now also possess the ability to raise the Role Familiarity of players that are set to the key roles on the pitch by one level. For this to happen, the coach’s Tactical Knowledge must be higher than the natural Role Rating of said player and the player must be able to play the position in the first place.
Most formations require one key Player Role per department but allow more, which opens up new opportunities and dilemmas for managers. For instance, as explained above, only one Deep Lying Playmaker is needed in midfield to apply Tiki Taka. Hiring an expert Tiki Taka coach in the midfield department means you can improve any Central Midfielder that’s not already a natural Deep Lying Playmaker++. So each manager can decide, depending on the squad’s natural abilities and opposition, whether to play with extra freedom and more effective playmakers in midfield, or with more safety by also assigning a Holding role.
With this new system we want to offer players more flexibility and more possible combinations between formation, Tactical Preset, Roles, and coaching staff choices.
Additionally, scouting for players now also includes the option to look for players with specific Roles and/or fit for specific Presets, enabling you to find the perfect players for your tactical approaches.
Additionally, the Squad Hub and Transfer Hub are also updated to surface Role information on players.
Development Plans 2.0
Development plans are now fueled by Player Roles and include Role Growth potential, with each Role having its own Development Plan that focuses on a set of Attributes and abilities. The Role Rating of each player determines the potential of Key Attributes for that Role.
Over time, if a player is growing consistently on the Attributes that are Key to a Role, there's a chance to trigger a Role Rating level up. When that happens, it increases the potential of those Attributes, unlocking a new stage of growth.
Moreover, Development Plans now surface useful contextual information such as factors that influence growth or development stage each player is in, Growth, Peak, or Retiring.
Press Conferences & Morale Sweet Spot
In FC 25 we are evolving the morale system from an approach of “the more, the better” to a “sweet spot” system. That means that if players' morale gets over a certain level, players are no longer very happy, they become complacent instead. In this state, their mental Attributes are reduced instead of increased. The ideal interval for morale aka " the sweet spot" to keep the player very happy varies, with some players being more calm and professional than others.
We’ve also revised Press Conferences so that questions asked by the press are now fueled by Tactical choices, opponent setup, and match statistics.
Youth Academy
The Youth Academy’s scouting capabilities have been upgraded in FC 25, providing an expansive selection of over 160 countries to explore for emerging talent. Whether you’re looking for the best of the best or to uncover the next great hidden gem, this extensive range of scouting locations opens the door to discovering diverse players with unique playing styles and backgrounds, with the goal of enriching your team's potential.
You can now scout up to four specific positions, allowing you to focus on areas that need reinforcement now or in the future. Whether you're looking for a commanding center-back, a creative attacking midfielder, a prolific striker, or a solid goalkeeper, the Youth Academy's scouting options let you zero-in on the exact positions you’re looking for.
With the introduction of FC IQ, players now also have the ability to scout for three distinct Roles within the selected positions. Regardless of what your strategy calls for, we want you to have the ability to better shape your team’s future.
We’re also excited to introduce a new way to interact with your Youth Academy through Rush matches in FC 25 Manager Career. Now you can engage in 5v5 matches with your youth players (with an AI-controlled goalkeeper), offering you additional control over the development of your future stars. You have the flexibility to play with these prospects using their current Overall Ratings or by using their full potential Rating to see how they might perform on the biggest stage in the future.
Rush matches in Manager Career are organized as bi-monthly tournaments, and winning these competitions can provide a significant increase to the development of your Youth Players, accelerating their growth and helping them reach their full potential faster.
And finally, youth players will now look younger and you will be able to see them physically grow during their development in the Youth Academy.
Women’s Football in Manager Career
We are delighted to share that, for the first time, players will be able to manage some of the top women’s teams from elite European leagues and the NWSL. Manager Career will feature 5 licensed leagues, Barclays Women’s Super League, Arkema Première Ligue, the National Women's Soccer League, the Google Pixel Frauen-Bundesliga, Liga F, and the prestigious Women’s Champions League competition will be playable as well.
Women’s Manager Career saves will feature all of the Manager Career features you’d expect, alongside authentic managers, financial models, contracts, and wage structures that reflect the rapidly growing women’s side of the sport. We can’t wait for players to jump into the world of women’s football in Manager Career in which you can expect to find new and exciting challenges previously unseen in EA SPORTS FC.
For added flexibility and player choice, you can move between men’s and women’s leagues within the same career to experience both sides of the beautiful game.
Customization
We’ve been listening to player feedback on in-game customization and have focused on delivering a series of settings that will enable you to better control the way you simulate your gameplay experience and AI behavior. For example, you can now select from a series of predetermined presets tuned for specific situations and gameplay moments.
One of the most requested features around this area relates to giving players different choices with respect to gameplay balancing. Players can toggle between a Realistic setting which would lock the gameplay sliders to values closer to current life-like football, and a Classic setting which is meant to highlight the classic feeling of playing through the established EA SPORTS FC gameplay. Of course, a very detailed Custom setting is also available, where players can adjust the toggles and the values for both the CPU and their own side, letting you set your preferred experience.
For players who want to really challenge themselves, they can raise the difficulty of their saves by making transfer negotiations stricter, setting the board expectations to be harsh, slowing the training plan recovery rates down, creating a transfer embargo, and playing with simulation-style gameplay.
For players who want a more relaxed experience, they could create a game where a huge financial takeover has just happened, where they can’t get sacked, there’s no Scouting, or where players develop faster.
Settings such as Match Settings and Gameplay Simulation Settings can still be modified mid-save and do not require you to start a new career, while other settings are locked in when a save is first created. Customization options are also available in Player Career, not just Manager Career.
New Menu Visuals and Social Media
Our FC 25 UI is not just an aesthetic upgrade for the game, but more importantly a functional one, with the addition of the Task List.
The Task List is a dynamic rundown of pending actions that players may want to engage with during their saves. From squad management to youth academy, and other activities, all issues and points of interest are brought up front for your convenience. We want to enable you to make immediate decisions and take quick actions, ensuring you’re on top of things in both Manager Career and Player Career. While we believe the introduction of the Task List will help players get to the most pressing items that need their managerial attention, players will still be able to use the menu to navigate as they wish.
On the topic of being up to date, another change in FC 25 is the addition of Social Media. Social Media in FC 25 is a virtual platform where players can see the most important news regarding their achievements, match results, upcoming matches, transfer news, and much more. Clubs, Leagues, Players, Fans, and News Outlets are going to be posting, covering narratives from both on and off the pitch. Whether you're managing a top team in Manager Career or a player in Player Career, you're sure to be the subject of many stories, being a hero at times, and an anti-hero at others.
We’re excited to announce that we’ve secured some of the biggest names in sports media to deliver these social media stories. The likes of Fabrizio Romano will be helping you stay on top of all the transfer rumours and deals, while media outlets like The Athletic will keep you updated about the results and reactions across the world of FC.
Player Career
Player Career with ICONs
In FC 25 Player Career, you can now play with some of the greatest names in football history and bring them into the modern game. You can dive into the Player Career experience by selecting one of the available ICONs and see how they would thrive in modern day football. You can make your own history with ICONs presented at the peak of their ability, enabling you to jump straight into high level action.
The list of available ICONs will update and change over time to give players different experiences. Be sure to check in throughout the season to see which ICONs you can play with.
Origin Story
Our aim with the addition of the new Origin Stories is to bring in some fresh perspectives to Player Careers. Three paths, each with their own advantages and challenges, will guide you through the start of your Career, bringing in different opportunities and new approaches in Player Career.
You can start off as a child prodigy, coming from a legendary football family, to prove that you can survive the pressures of the role and create your own legacy while taking your famous family name to the next level.
You can also play as someone coming from humble beginnings but with an unshakable dream and loads of talent. Show everyone that it’s not about where you come from, but how hard you work if you’re going to make your dreams come true.
And finally, you can begin your journey as a player who has known the glories of top-class football, but has sustained a career-threatening injury and is now making their comeback. Show everyone that you are stronger than ever and ready for any challenge.
If you have your own story idea for your Career, you can follow your own dreams and set up your starting conditions as part of a Custom Start. You will be able to set up your Age, Skill Level as well as Personality type. Whether you want to set up a young player with average skill but an undying love for your hometown club, an experienced player with all the skills who is a true maverick, or anything in between, Custom Start enables you to create your own story. If you’re happy starting from the traditional point of a young player that you can develop and mold, you can select the Clean Slate option and see where that takes you. Whichever way you start your career, just remember that once selected, the Origin will be fixed to that particular save file.
Player Customization
In FC 25 we are looking to enhance Avatar creation. You can now create a more realistic looking Avatar, with a large variety of new face customization options. Through the introduction of Cranium Technology, players are able to sculpt each element of their avatar’s face, down to every little detail.
You can create male and female players and be as varied as you wish in their setup, with tattoos and accessories available for your Avatars to bring out their personality and reflect your preferences. Alongside a variety of hairstyles and skin tones for everyone, we want you to have more control over the unique looks of your Avatar.
You’ll also be able to set new celebratory and set-piece animations, as well as a number of running styles that can complement your appearance.
Women’s Football in Player Career
In addition to managing the top women’s teams in Manager Career, you can start a Player Career in women’s football. Similarly to Manager career, player activities, authentic contract lengths, salary values, and our events system look to mimic the challenges of the real-world game.
Thank you so much for checking out our Career ModeDeep Dive, we can’t wait to see how your Career journeys turn out in FC 25!
Hier ist noch der neueste Deep Dive bezüglich FC IQ. Aktuell warten wir noch auf deutsche Übersetzungen und es ist eine Menge, aber ich wollte euch die Neuigkeiten nicht vorenthalten.
Welcome to the latest Deep Dive on EA SPORTS FC™ 25, where we're taking a look at FC IQ, the new tactical system designed to give you more strategic control and freedom while increasing gameplay variety.
My name is Thomas Caleffi, and I am a Producer on EA SPORTS FC. Together with my colleagues Keegan Sabatino and Brae Thompson, we are excited to break down our approach to our new upgraded positional and tactical systems for FC 25.
Player Roles
Play like the world’s best
A new AI model powered by real-world data influences player tactics on the pitch through all-new Player Roles. The new Team Management system gives you an even better tactical understanding at both individual and team levels.
Team Tactics
Transform your team
An overhaul of team tactics modernises positioning across the pitch, reflecting real-world styles for better match-to-match variation. Plus, new tactical presets let you emulate your favorite manager's tactics at the click of a button.
Smart Tactics
Work smarter, not harder
All-new real-time suggestions and D-Pad functionalities make in-game tactical decision-making more accessible and intuitive than ever, and new broadcast features allow you to better experience the changes as they take effect.
FC IQ
FC IQ is the new core tactical and positional system for EA SPORTS FC 25.
FC IQ helps refresh our approach to tactics and positioning to let us create greater variety and authenticity in gameplay. A new AI model, powered by real-world data, influences player tactics through all-new Player Roles that we’ll be breaking down further throughout this Pitch Notes.
In EA SPORTS FC 25, we’re introducing FC IQ as the latest foundational pillar of gameplay innovation, sitting alongside HyperMotionV* and PlayStyles, and designed to bring a new level of team play to the virtual pitch. Thanks to real-world volumetric data from top teams and footballers, we built HyperMotionV, which helped us move forward with the visuals and authenticity of player movement on the pitch. Additionally, implementing PlayStyles last year allowed us to further showcase players' abilities and personalities on the ball.
We’ve seen our community ask for new updates to Tactics, and our intent is for FC IQ to shake up how players choose to play across all modes.
This system is built on three main components:Player Roles, Team Tactics,andSmart Tactics. Each element is designed to enhance the game's strategic depth, with the goal of enabling a more nuanced and authentic football experience. Whether you’re setting up your team's formation or making tactical adjustments on the fly, FC IQ provides the tools you need to execute your vision on the pitch.
Now, let’s dive into Player Roles.
Player Roles
Player Roles guide how every player thinks, behaves, and moves off the ball.
From Goalkeepers to Strikers, each position has specific Roles and Focuses that dictate player behavior, both with and without the ball.
With 31 Roles, each with 1-3 Focuses, totaling 52 unique combinations at launch, the possibilities are vast.
This system not only aims to add depth to player selection but also allows for a more personalized approach to team building and tactics.
You can think of our systems like this: HyperMotionV refers to the unique motion characteristics of players, OVR is the representation of physical and mental attributes, PlayStyles are the on-the-ball skills, and Roles are the off-the-ball abilities.
As part of FC IQ, Role Familiarity is designed to emphasize the importance of player expertise in their respective Roles. Our proprietary AI model, powered by real-world data, helps assign Familiarity levels to a majority of players, indicating their proficiency in a Role. Familiarity adds an extra layer of strategy to squad selection, with the goal of encouraging players to consider not only the position but also the specific Role a player excels in.
Roles also determine how your players line up with and without the ball, and you can see that reflected in the menus.
While a Role dictates the primary responsibilities of the player, the Focus is a modifier upon the Role that enables you to tweak one or two characteristics of it slightly. We will explore each of these Roles and Focuses below.
Position | Role -Focus:
GK
Goalkeeper - Defend | Balanced
Sweeper Keeper - Balanced
RB | LB
Fullback - Defend | Balanced
Wingback - Balanced
Falseback - Defend | Balanced
Attacking Winback - Balanced | Attack
CB
Defender - Defend | Balanced
Stopper - Balanced
Ball-Playing Defender - Defend | Build-Up
CDM
Holding - Defend | Roaming
Centre-Half - Defend
Deep-Lying Playmaker - Defend | Roaming
CM
Box-to-Box - Balanced
Holding - Defend
Deep-Lying Playmaker - Defend
Playmaker - Attack | Roaming
Half-Winger - Balanced | Attack
RM | LM
Winger - Balanced | Attack
Wide Midfielder - Defend | Balanced
Wide Playmaker - Attack
Inside Forward - Balanced | Attack
CAM
Playmaker - Balanced | Roaming
Shadow Striker - Attack
Half-Winger - Balanced | Attack
RW | LW
Winger - Balanced | Attack
Inside Forward - Balanced | Attack | Roaming
Wide Playmaker - Attack
ST
Advanced Forward - Attack | Complete
Poacher - Attack
False 9 - Build-Up
Target Forward - Balanced | Attack | Wide
With the addition of FC IQ, note that the following elements have been replaced and are no longer present in FC 25:
The CF and LWB/RWB positions
Work Rate
Player Instructions
Philosophy
Before we explore each Role, let’s discuss our philosophy for designing and building FC IQ and the Roles system.
Our goal is to emphasize Squad Building rather than just player positions. We want players to think like managers, balancing their team with players who fit their tactical system, and adjusting their tactics to suit their squad.
We want to enable you to start creating tactics from one of two general approaches:
Create the tactic you want and find a player for it
OR
Get your favorite players and build your tactics around them
We want FC players to think about how they can create cohesive tactics by using the individual players’ specialties (Role Familiarity) without sacrificing team cohesiveness. Think of this as a manager taking over a new team: It might take multiple transfer windows to get their squad set up the way they envision it, and meanwhile, they can have some versatile players deployed in Roles that better serve the team.
Either way, the balance between Roles and a cohesive tactic is an essential part of creating a strategy that suits your team.
It is okay, and even expected, to use players in a base Role if that better fits your tactic. At a minimum level, you need to match players to their preferred positions. The Familiarity system is designed to empower good tactical decisions but does not dictate them. We do not want to force coaches to use every player in a Role++ or a Role+. There needs to be a balance between tactics and individual performance, so we wanted to make base Roles viable as well.
Roles Breakdown
The Roles are based on positions, and any player in that position will have all Roles available to them, albeit at different Familiarity levels (more on that later).
The 52 different Player Roles allow you to choose the off-ball behavior of your players based on their authentic familiar Roles.
The off-ball behaviors impact players whether they are attacking or defending.
It’s important to note that each Role is distinct, with positive aspects and potential drawbacks. Even Roles that might seem similar, like CM Playmaker and CAM Playmaker, have differences such as their Focus or where they will play.
Before we break down each Role and Focus, there are a few elements that will be present throughout this section, and while they could sound intimidating on their own, they’ll naturally click into place as you scroll down and see the visuals for yourself:
Activity Maps will be representing where players play/move/are during gameplay. It portrays their Roles in both phases, attacking and defending.
There is a unique map per Position, Role, and Focus combination. So, a Left Box-to-Box CM has a different activity map from the Right Box-to-Box CM to best represent where they will play during the match.
Characteristics: Four points illustrate 2 positive aspects, 1 neutral point, and 1 negative facet of the Role + Focus.
Striker (ST)
Advanced Forward
A versatile attacker who usually stays close to the opposition's defensive line but opens themselves up for passes in the build-up and makes runs in behind for scoring chances.
Complete Focus: Attacking (+), Versatile (+), Movement (=), Build-Up Support (-)
Other characteristics: stay forward, slow to come back, low interceptions
Poacher
This player has one objective: to score goals. They stay forward and focus on making runs in behind the defense, hoping to fashion a chance to score.
Focus: Attack
Attack Focus: Attacking Runs (+), Support Centrally (+), Limited Width (=), Defence Support (-)
Other characteristics: get in behind, stay forward, slow to come back
False 9
Positioned in the forward line, this player drops deep to dictate play in the space in front of a defense. This also allows them to contribute to the defensive phases of the game.
Focus: Build-Up
Build-Up Focus: Creative (+), Build-Up Support (+), Movement (=), Attacking (-)
Other characteristics: come short
Target Forward
An attacking outlet whose physicality allows them to hold up play, shielding the ball from opponents and bringing others into attacks. They feed on crosses as well as passes to feet.
Other characteristics: stay wide, overlap runs, underlap runs
Inside Forward
A wide attacker who begins on the wing but will regularly cut inside onto their preferred foot to shoot or play the final pass. They tend to run in behind the defense.
Focus: Attack, Balanced, Roaming
Attack Focus: Attacking (+), Support Centrally (+), Cut Inside (=), Defence Support (-)
Roaming Focus: Movement (+), Attack Support (+), Cut Inside (=), Out of Position (-)
Other characteristics: underlap runs
Wide Playmaker
A creative outlet positioned out wide but able to move inside to help create chances to unlock defenses.
Focus: Attack
Attack Focus: Creative (+), Attack Support (+), Wide Support (=), Defence Support (-)
Other characteristics: stay wide, underlap runs, slow to come back
Attacking Midfielder (CAM)
Playmaker
This player tends to be the creative fulcrum of a midfield, given a license to roam and create space and opportunities for attacks. They are likely to be out of position if the opposition counters.
Roaming Focus: Creative (+), Movement (+), Out of Position (=), Defence Support (-)
Other characteristics: come short, low interceptions
Shadow Striker
An attack-minded midfielder who plays in the 'hole' behind the strikers. Their well-timed runs into the box will result in plenty of goal-scoring opportunities.
Focus: Attack
Attack Focus: Attacking Runs (+), Support Centrally (+), Stamina Usage (=), Defence Support (-)
Other characteristics: stay forward, get in the box, slow to come back
Half-Winger
A midfielder who provides width when their team is in possession, moving along the flanks to offer a wide threat. It is particularly effective in a midfield three.
Focus: Balanced, Attack
Note: A central Half-Winger will tend to move to the side of their weak foot. A left-sided Half-Winger will move to the left, while a right-sided Half-Winger will go to the right.
Attack Focus: Wide Support (+), Attacking (+), Out of Position (=), Defence Support (-)
Balanced Focus: Wide Support (+), Versatile (+), Movement (=), Stamina Usage (-)
Other characteristics: stay wide, overlap runs, underlap runs
Wide Midfielder (RM/LM)
Winger
A wide midfielder who will always stay wide, hugging the touchline and offering support on the flanks in all phases of play.
Focus: Balanced, Attack
Attack Focus: Wide Support (+), Attack Support (+), Pass Option (=), Defending (-)
Defend Focus: Wide Support (+), Stays Back (+), Pass Option (=), Attack Support (-)
Other characteristics: stay wide, stay in line
Wide Playmaker
A creative outlet positioned out wide but able to move inside to help create chances to unlock defenses.
Focus: Attack
Attack Focus: Creative (+), Attack Support (+), Wide Support (=), Defence Support (-)
Other characteristics: come short, stay forward, low interception, slow to come back
Inside Forward
A wide attacker who begins on the wing but will regularly cut inside onto their preferred foot to shoot or play the final pass. They tend to run in behind the defense.
Focus: Balanced, Attack
Attack Focus: Attacking (+), Support Centrally (+), Cut Inside (=), Defence Support (-)
This player operates between the two boxes, being neither the last line of defense nor the final part of the attack but involved in everything in between.
Focus: Balanced
Balanced Focus: Attack Support (+), Defence Support (+), Versatile (=), Stamina Usage (-)
Other characteristics: stay central, cover center, get forward, come back on defense
Holding
A pivotal role in modern football, this defense-minded midfielder focuses on guarding their backline during attacks and covering off against counter-attacks, with limited attacking support.
Other characteristics: stay central, cover center, stay in line
Playmaker
This player tends to be the creative fulcrum of a midfield, given a license to roam and create space and opportunities for attacks. They are likely to be out of position if the opposition counters.
Focus: Attack, Roaming
Attack Focus: Creative (+), Attack Support (+), Limited Width (=), Defence Support (-)
Roaming Focus: Creative (+), Movement (+), Out of Position (=), Defence Support (-)
Other characteristics: cover center, slow to come back, low interceptions
Half-Winger
A midfielder who provides width when their team is in possession, moving along the flanks to offer a wide threat. It is particularly effective in a midfield three.
Focus: Attack, Balanced
Note: A central Half-Winger will tend to move to the side of their weak foot. A left-sided Half-Winger will move to the left, while a right-sided Half-Winger will go to the right.
Balanced Focus: Wide Support (+), Versatile (+), Movement (=), Stamina Usage (-)
Attack Focus: Wide Support (+), Attacking (+), Out of Position (=), Defence Support (-)
Other characteristics: stay wide, overlap runs, underlap runs
Defensive Midfielder (CDM)
Holding
A pivotal role in modern football, this defense-minded midfielder focuses on guarding their backline during attacks and covering off against counter-attacks, with limited attacking support.
Roaming Focus: Creative (+), Movement (+), Pass Option (=), Out of Position (-)
Other characteristics: cut passing lanes
Full-Back (RB/LB)
Fullback
A wide defender that will prioritize protecting their own goal by staying back, holding the defensive line, and offering a passing option to release pressure.
Focus: Defend, Balanced
Defend Focus: Stays Back (+), Defending (+), Limited Versatility (=), Wide Support (-)
Joins the CBs
Balanced Focus: Defending (+), Stays Back (+), Pass Option (=), Attack Support (-)
Other characteristics: sprint back to defend, stay wide, drop to support
Falseback
A modern evolution of the fullback, this player pushes up the field, adopting a central position, when their team has the ball.
Focus: Defend, Balanced
Defend Focus: Defending (+), Build-Up Support (+), Limited Width (=), Out of Position (-)
Plays as a CDM
Balanced Focus: Build-Up Support (+), Defence Support (+), Limited Width (=), Out of Position (-)
Plays as a CM
Other characteristics: stays back, inverted run, no forward runs
Wingback
This player's versatility and stamina allows them to push upfield to support attacks before returning to their defensive position.
Focus: Balanced
Balanced Focus: Wide Support (+), Movement (+), Versatile (=), Stamina Usage (-)
Other characteristics: stay wide, overlap run, underlap run, drop to support, sprint back to defend
Attacking Wingback
Though technically a defender, this player will be more concerned with getting forward and offering width to their team's attacks.
Other characteristics: stay back, step up, aggressive interception
Ball-Playing Defender
A modern centre-back who is as comfortable playing offside as well as playing the ball, and capable of moving forward or wider to support build-up play.
Focus: Defend, Build-Up
Defend Focus: Defending (+), Build-Up Support (+), Stays Back (=), Leave Gaps (-)
Build-Up Focus: Build-Up Support (+), Defence Support (+), Versatile (=), Out of Position (-)
Other characteristics: —
Goalkeeper (GK)
Goalkeeper
A traditional goalkeeper who stays on their line and focuses on shot-stopping.
Focus: Defend, Balanced
Defend Focus: Stays in Position (+), Defending (+), Low Risk (=), Rush (-)
Balanced Focus: Stays in Position (+), Defending (+), Some Risk (=), Rush (-)
Other characteristics: —
Sweeper Keeper
A modern goalkeeper who is able to stop attacks and support build-up play as a passing option.
Focus: Balanced
Balanced Focus: Rush (+), Pass Option (+), Some Risk (=), Stay in Position (-)
Other characteristics: —
With and Without Ball
One crucial aspect of FC IQ is that players have different movements and behaviors when their team has the ball and when it doesn’t.
Your team'sformationdetermines how your team defends when you do not have the ball. When you lose possession, your players will look to return to the formation position to defend. Of course, depending on Tactical Settings, Role Familiarity, and each player’s Focus, that transition might be quicker or slower.
Keep in mind that while Roles do not directly affect the “without the ball” view, they have a significant impact when defending.
While you cannot choose a different formation for when you have the ball or the exact formation position of your players when transitioning to attack, the Roles directly impact that, similar to how a real world player might interpret the instructions given by their manager.
Player Roles determine how players behave and move during possession. This allows players to move from their original formation positions and enables some nuanced strategies and asymmetrical formations that were not previously possible.
Our goal is for you to have fun figuring out the different aspects and intricacies of the new tactics and Roles, while making interesting choices and surprising your opponents with unexpected ways to play.
We are adding more authentic possibilities to the game and giving you more control where possible to create new tactical approaches.
All Roles have positive and negative aspects, so while some might contribute a lot during the attacking phase, they might take more time to come back on defense. This allows for more meaningful choices between the Roles.
Use the RS (Right Stick) to change between the With Ball and Without Ball views.
Role Familiarity
Each player will have a Role Familiarity that allows them to perform their duties at a higher capacity than other players. A majority of Familiar Roles are assigned with help from a proprietary AI model that uses real-world data.
While the Roles are determined per position, Familiarity is connected to specific players and acts on the Role level.
Familiarity is position-based, meaning that if a player has that position as one of their preferred ones, they can play any role in that position. This logic applies to any position a player might have.
These are the four levels of Familiarity in FC 25:
[Role]- A base role means the player can play that Role.
They are competent in that Role.
[Role+]- Indicated with a ‘+’ sign, which means this player is accomplished in the Role.
Every player in FC 25 has at least one Role+.
[Role++]- A ‘++’ sign indicates the player is a world-class player in this role.
Out of Position- The yellow exclamation mark indicates a simplified version of the Role when the player is out of position.
Role Differences
When creating the three main levels of Role Familiarity, we wanted to ensure that regular Roles were viable. So, players can play a Role at their base level without compromising too much on their tactical approach.
To create your strategy's core, you only need to match players to their preferred position.
Of course, having a Role+ or Role++ will heighten the effects of every player and, in turn, maximize your tactic. But that doesn’t necessarily mean you need to sacrifice tactic cohesiveness for Role+ or Role++ players.
Another aspect to remember is that just because the player is familiar with a specific Role in a position does not mean they will be familiar with a similar Role in another. For example, the player below is a Playmaker++ as a CAM but is only a regular Playmaker as a CM.
Role Familiarity affects the following aspects of gameplay:
Attack vs Defense Tactical Intelligence
The better the familiarity, the better players understand their core role responsibilities in terms of Attack versus Defense.
Examples of this aspect with aPoacher with an Attack Focus.
A Poacher++ will focus solely on attacking.
A Poacher+ will put most of their effort into attack.
A base Poacher will attempt to attack but may sometimes not put all their effort into it.
An out-of-position Poacher may slack on their attacking duties.
Attributes Used for Positioning
Before FC IQ, we used either the Positioning Attribute or Defensive Awareness Attribute to determine how good the AI players were in the system (in any calculation required).
Now, instead of just Positioning or Defensive Awareness, we also use Familiarity in every formula.
The rate at which we use Familiarity varies from context to context, but it can account for 10% to 40% of the result.
Behavior Options
Players have more options and improved behaviors the higher the level of familiarity they possess in the Role.
How quickly a player transitions from Attacking to Defensive responsibilities.
How quickly a player transitions from Defensive to Attacking responsibilities.
The lower the Familiarity the longer it takes for players to transition.
Our goal is to tune the system so that a Role at a base level can still be viable to unlock a good team strategy.
Out of Position
While every level of Role should be viable, the same cannot be said for Players Out of Position. A player is considered Out of Position when they are assigned to a position that is not among their preferred ones.
In terms of Roles, you will see a yellow exclamation mark, meaning that the Role and Focus assigned to a player are simplified.
Our intent with the Out of Position signifier is to help you understand that a player's natural abilities will clash with what you're asking them to do in the match and that these situations should be avoided to get the most out of your team and your tactic.
Out of Position players will still be able to play that position but at a much lower quality than someone who is designed to be there. This allows you to still use these players but they might not fit the ideal tactic you are trying to create.
Keep in mind that positional requirements are strict, meaning a Left-Winger cannot play as a Ring-Winger unless they have that position. In the example below, Vini Jr is considered out of position when assigned to a CAM or RW position.
Even players with a similar Role in another position, like an LM Winger, might still be out of position as an LW Winger if they do not have that position listed as their preferred one.
Player Swap
You can press Triangle/Y to swap around players in your lineup.
While their Roles remain in place, keep an eye out for their Familiarity, which can be different in the new Position/Role.
Team Tactics
FC IQ also introduces Team Tactics inspired by the strategies used by the world's top football tacticians. This enables us to represent real-world styles more closely and allows gameplay to be more varied from match to match.
From formation settings to defensive approaches, Team Tactics gives you more control over creating your own strategy and sharing it with your friends.
Formation
Formations are still fundamental in FC 25, and while they do not heavily dictate your style of play as much as they did in the past, they play a vital role in determining what positions and Roles you have available for your tactic.
The formation you choose is how your team defends and lines up when they don’t have the ball, so keep that in mind. Also, remember that Roles influence players' behavior even in your base formation.
One of our goals with FC IQ was to make the same formations available across the game, regardless of the mode. Because of that, Player Roles, and due to the removal of CF, RWB, and LWB, we’ve also made several adjustments to formations:
Removed
4-4-1-1 Atk (Other variations are available)
4-3-3 (5)
5-2-2-1
5-4-1 Diamond (Other variations are available)
5-1-2-1-1
3-5-1-1
3-4-3 Diamond (Other variations are available)
Adjusted
4-3-2-1 - 2 CF replaced by 2 CAM
3-4-2-1 - 2 CF replaced by 2 CAM
5-3-2 - RWB/LWB replaced by RB/LB
5-2-3 - RWB/LWB replaced by RB/LB
5-2-1-2 - RWB/LWB replaced by RB/LB
Tactical Settings
One of our biggest goals for Tactical Settings is to revamp the system, removing what didn’t work well and enabling us to spread the team settings into other areas.
For example, the Roles now determine your team's width, directly affect your chance creation, and also help inform what type of pressure the players exert.
We also created some new settings, combining a few existing ones with a new flair: Defensive Approach and Build-Up Play.
As a result of all the changes, the following settings have been transformed or removed from the game:
Removed
Defensive Width
Chance Creation
Attacking Width
Pressure
Players in Box
Players in Corners
Players in Free Kicks
Transformed
Defensive Style
Defensive Depth
Build-Up Play
Defensive Approach
FC 25 has four Defensive Approaches, which combine Line Height/Depth, Pressure, and Run Tracking.
Each Defensive Approach is directly connected to your team's Line Height, which you can manually adjust between specific values. The higher the line, the higher up the field your defensive line sits.
Here is how each approach affects your team:
Deep - A safety-first approach, with the defensive line dropping deeper to mark the opposition.
Line Height values: 1 - 30
Line Height default: 25
Run Tracking: line will drop with runs
Pressure: none
Balanced - This approach gives the defense flexibility on how deep they drop and which runs to track.
Line Height values: 31 - 60
Line Height default: 50
Run Tracking: line is flexible to track runs
Pressure: none
High - A riskier approach to defending, applying situational pressure, and adopting a high line that tends not to track opposition runs.
Line Height values: 61 - 90
Line Height default: 70
Run Tracking: line rarely tracks runs
Pressure: minimal
Aggressive - The most front-footed defensive approach, adopting a high line that focuses on applying the press immediately after losing possession and setting offside traps.
Line Height values: 91 - 100
Line Height default: 95
Run Tracking: line will never track runs; lines steps up to keep highest line possible
Pressure on heavy touch
Extra stamina drain
Build-Up Style
There are three Build-Up Styles in FC 25, which determine your team’s priority when moving forward and up the pitch when in possession of the ball. The Build-Up Style also determines the base time it takes to transition from the defensive to the attacking phase (the Role Familiarity further impacts that).
This allows your team to rush forward and prioritize a quick attack (potentially good for when you need an immediate goal) or take their time to build up the play with more passes and focus on possession (potentially good for when you are under pressure).
An easy way to think about Build-Up styles is that they dictate how quickly your team goes from their own third into the opponent’s third.
Here is how each style affects your team:
Short Passing: Players will come short to support the ball carrier rather than make forward runs. This more cautious approach allows the team to maintain its defensive shape for longer during the transition.
Build-up characteristic: come short
Transition time: patient
Balanced: Players will vary between forward runs and coming short. The team's transition to their in-possession shape will be steady rather than sudden.
Build-up characteristic: mixed
Transition time: normal
Counter: This approach encourages players to get in behind the opposition's defense as the team transitions quickly from defense to attack.
Build-up characteristic: forward runs
Transition time: quick
Tactical Presets
Presets allow you to set your team up quickly and are inspired by modern football tactics.
They allow you to easily represent more real-world styles of play in Career Mode for example, and quickly let you replicate your Manager’s tactics in Ultimate Team.
Presets are designed to be ideal for new players who are unfamiliar with, or are simply less interested, in customizing their tactics.
For more experienced players, Presets are a great way to create a starting point for your own tactics.
In FC 25, there are a few base Presets (in specific modes like Kick-Off) and special Presets that are suggested during gameplay with the Tactical Suggestions (more info in the Smart Tactics section).
Here is a look at the base Presets of FC 25:
FC Preset - A direct approach that focuses on breaking down defenses with quick and incisive attacking runs.
Direct Play - Front-footed tactics that are all about recovering possession, getting forward, and putting the ball in the back of the net.
Formation - 4-1-4-1
Settings - Balanced Build-Up Style, High Defensive Approach
Key Roles - Falseback CDMs, Playmaker CMs
Cautious - A cautious approach that asks the team to prioritize limiting the opposition's chances rather than creating their own.
Formation - 4-1-2-1-2 Narrow
Settings - Counter Build-Up Style, Deep Defensive Approach
Key Roles - Box to Box CMs, Poacher STs
Custom Preset - Incompatible Settings
Changing anything on a Preset will result in your Present changing to Custom. An incompatible setting, meaning it breaks out of the Preset, is marked by a broken chain symbol.
In most modes, there is no downside to using a Custom Preset, except for Career Mode, so remember to look at the in-game prompts.
You will receive a warning popup once you try to save a tactic with an incompatible setting. Accepting will save your tactic and change the Preset to Custom, while dismissing it will discard your changes.
Team Tactics Menu
Reset Tactic
When editing a tactic and changing settings, you can save or discard your changes midway through.
There’s also the Reset Tactic function that appears after you save or discard your changes.
Resetting a tactic will put it back in the state it had once you entered the tactic screen. This means that no matter how many times you save your tactics, this button will revert them back to their original state. You can think of it like a massive undo button.
Bear in mind that leaving the Team Tactics menu will permanently save your tactics.
Team Views
You can also access the With Ball and Without Ball views in the Team Tactics menu. They are the same as in Player Roles, and you can see how your Tactics Function with and without the ball.
Use the RS (Right Stick) to change between the With Ball and Without Ball views.
Tactical Summary
There is also dynamic feedback on your tactic that analyzes the team, your tactical settings, and your player’s Roles.
After analyzing these aspects, you will see three positive aspects of your tactic and three areas for improvement. There will always be three strong points and three weaknesses.
The Summary breaks down six aspects: Attack, Defence, Width, Endurance, Length, and Build-Up.
Attack and Defence are based on how many Positions, Roles, and Focus you have that prioritize these aspects. It’s possible to have a great balance between them and thus have a team that is good at both.
Width represents how wide your team is in possession and out of possession. Things like your formation, the Roles assigned, and how much wide attacking support or wide defensive coverage you have are all important.
Endurance is how much your tactic relies on your players constantly moving to different positions during the various phases of play. The differences between a position with and without the ball and certain Focuses (i.e. Roaming) all have a significant impact.
Length is how spread out your team is lengthwise. It considers your Defensive Approach, the line height, and the space difference between strikes and defenders.
Lastly, Build-Up is how much emphasis your team puts on building attacks. Some relevant elements here are pass lanes available, the proximity of Roles, the creativity of Roles, and the chosen Build-Up Style.
Custom Tactics
In FC IQ, you can have up to five custom tactics. This means that the gameplan/mentality system from previous titles has been overhauled.
Each Custom Tactic can have a custom name and can have its own formation, tactical settings, and Player Roles. The only thing shared between them is the lineup.
In the custom tactics menu, you have the following options:
New Tactic - Create a new tactic from scratch, using the team’s default or a generic tactic.
Use Code - Import a new tactic from a Code (more info below).
Edit - Go into the tactic and edit all the aspects of it
Activate - Make it your active tactic, the one you will use during gameplay.
If you do this in-game, your team will switch to that tactic.
Manage Tactic
Rename - Change the name of your tactic.
Duplicate - Copy your tactic. It goes to the end of your list and you can have no more than five tactics.
Delete - Delete your tactic, but you always have to have 1.
Check out the Smart Tactics section later in the article to learn how Custom Tactics work in-game.
Code
Knowing that we have a large community that enjoys sharing their custom tactics with each other, we created a shareable code system for each tactic.
Each tactic has a Code that is generated automatically and can easily be shared with friends or followers.
The Code is 11 digits long and contains the Formation, Build-Up Style, Defensive Awareness, and the 11 Roles and Focuses chosen. The Tactic name is not part of the Code.
The Code is universal; it works between any mode, console, and generation. For example, an Ultimate Team player on PS5 can share their code with their friend who plays Kick-Off on Nintendo Switch or their sibling who plays Career Mode on PC.
To use a Code, select the tile that says Import Tactic in the Custom Tactics menu, and type in the code that was shared with you.
Team Management
As part of FC IQ, we also updated Team Management to improve the general experience and bring some quality of life upgrades to FC 25.
TM Squad
We created a brand new player info view that showcases more information about each player at a glance. The new view also includes things like PlayStyles and Roles.
The comparison view between players still exists and activates once you select two players.
There are also updates to the existing tabs:
Attributes - Redistributed/re-ordered some Attributes for easier reading.
PlayStyles - Now contains a description of each PlayStyle that the player has.
We’ve also added a brand new Familiar Roles tab that showcases all Roles+ and Roles++ of the selected player.
During gameplay, you will also notice the number of substitutions remaining (and total) and the number of substitution windows remaining.
As a refresher, while most competitions allow for 5 substitutions (which can vary), there are only 3 opportunities to sub players in the game, called substitutions windows.
TM Bench
Players will now have (9) available bench slots depending on the mode and the competition, with the aim of enabling more flexibility regarding mid-match tactical changes.
The increased bench size is only available in specific modes and on PlayStation 5, Xbox Series X|S, and PC.
TM Assignments
This menu was called Roles in the past, but it has been renamed Assignments and redesigned.
With the update, we added three new Corner Kicks Instructions: Target Player, Near Post, and Back Post.
The Corner Kick Instructions are not always available in all modes.
These assignments allow you to select players to fill three critical locations during corner kicks:
Near Post: The player selected here will be the primary post watcher on the defensive corner and make the near post run on the offensive corner.
Back Post: The player selected here will be on the far side of the defensive corner and make a back post run on the offensive corner.
Target Player: This player will be centrally in the box on the offensive corner.
You can see a defensive corner below with van Dijk on the near post and Konaté on the back post.
Smart Tactics
Smart Tactics are designed to make in-game tactical decisions more approachable and intuitive while integrating tactics more fully into the match experience.
We’ve created a new system that provides tactical suggestions based on the match's flow, allowing for quick adjustments that can change the course of the game. Smart Tactics aims to help players quickly adapt to any situation with simple directional pad presses and animated visuals signifying tactical changes.
Additionally, we’ve been able to add the much-requested ability to perform tactical changes at many different moments during the game, such as during a goal kick, during celebrations, foul scenes or shots replays.
My Tactics
Pressing Left on the directional buttons calls the My Tactics menu during FC 25 matches.
This menu shows you your Custom Tactics along with their names and formations.
To select which tactic to change to, you can simply press the corresponding direction. Your active/current tactic will always be on top of the list.
After requesting a change, you might see a “Tactical Change in Progress” message, meaning that your tactics have not yet taken effect. The message will disappear when your tactics transition has finished. Note that players can’t teleport into new positions and roles on your newly selected tactic, similar to how tactical changes in a real-world match can’t take place in an instant.
The changes will happen quicker if the ball goes out of play or the tactical change is made out of play.
To cancel a request while in progress, return to the My Tactics menu and re-select your previous tactic.
Tactical Focus
Pressing Right on the Directional Buttons calls the Tactical Focus menu.
This menu shows your team’s current tactical focus and has 3 options: Default, Attacking, and Defending.
Instead of completely changing your tactic, the Tactical Focus modifies your current tactic, respecting the formation and Roles that you have selected.
The following elements are affected by the Tactical Focus change:
Focus
Build-Up Style
Defensive Approach
Before diving into how the Focus is impacted, let’s explain the Build-Up and Defensive Approach.
Selecting “Attacking” as your Tactical Focus will increase the Build-Up by 1 level and push up your Defensive Approach by 1 level.
Example 1: You have a Balanced Build-Up and a Balanced Defensive Approach. After selecting your Tactical Focus as Attacking, your Build-Up will become Counter, and your Defensive Approach will change to High.
Example 2: You have a Short Passing Build-Up and a High Defensive Approach. After selecting your Tactical Focus as Attacking, your Build-Up will become Balanced, and your Defensive Approach will change to Aggressive.
Selecting “Defending” as your Tactical Focus will decrease the Build-Up by 1 level and push down your Defensive Approach by 1 level.
Example 1: You have a Balanced Build-Up and a Balanced Defensive Approach. After selecting your Tactical Focus as Defending, your Build-Up will become Short Passing, and your Defensive Approach will change to Deep.
Example 2: You have Counter Build-Up and Aggressive Defensive Approach. After selecting your Tactical Focus as Defending, your Build-Up will become Balanced, and your Defensive Approach will change to High.
All changes to Tactical Focus are temporary and can be reverted by selecting the Default option on the Tactical Focus menu.
After requesting a change, you might see the Focus Change in Progress message again, until your updated Focus takes effect.
Note that Tactical Focus does not change the Roles but instead changes the Focus of the Role of every one of your players.
Similarly to how it impacts the settings, selecting Attacking changes ALL your Role Focuses to be more offensive, and selecting Defending changes ALL your Focuses to be more Defensive.
Here is a quick breakdown of the changes (if both Focus are available):
Attacking
Defend -> Balanced
Balanced -> Attack
Defend -> Build-Up
Defend -> Roaming
Roaming -> Attack (for CM Playmaker) or Attack -> Roaming (for RW/LW Inside Forward)
Balanced -> Roaming
Attack -> Complete
Defending
Balanced -> Defend
Attack -> Balanced
Build-Up -> Defend
Roaming -> Defend
Attack -> Roaming (for CM Playmaker)
Roaming -> Balanced
Complete -> Attack
Wide -> Balanced
When a player is already at a more defensive Focus when requested to change to a Defending Tactical Focus, there will be no impact to their Focus.
Quick Tactics
Pressing Up on the Directional Buttons calls the Quick Tactics menu.
There are four popular options you can implement:
[Up] Offside Trap
[Left] Team Press
[Right] Overload Set Pieces (new)
[Down] Get In Box
Get in Box, Team Press, and Offside Trap are returning options from previous titles. However, Overload Set Pieces is a new toggle and increases the number of players in the box during Free Kicks and Corner Kicks.
Get In Box only applies during possession, while Team Press and Offside Trap are only enabled out of possession. Overload Set Pieces can be enabled at any moment except during a Set Piece itself.
Due to the revamp of the directional tactical menu, the following directional commands have been removed:
Attacking Full Backs
Hug Sideline
Extra Striker
Striker Drop Back
Overload Ball Side
Tactical Suggestions
As briefly mentioned before, we created a real-time tactical suggestion system that suggests tactical changes based on the match's flow.
Many factors are considered, including the scoreline, match importance, current time, red cards, and even match stats including but not limited to, possession and xG.
Prompts that remind you when new suggestions are available and give you context for those suggestions will pop up at crucial moments with specific suggestions. These prompts can also be disabled in the settings.
You can access the Tactical Suggestions menu by pressing down on their directional button.
You will always have 2 suggested Tactics, like Tiki-Taka or Counter Attack, then either 1 Tactical Focus or an extra suggested Tactic, and access to the Substitutions menu.
The suggested tactics will completely change your tactics (including formation and Roles) and will override your current tactic if you don’t have an empty custom tactic for the duration of the match.
The following suggestions may appear:
Balanced - A structured approach that aims to maintain team shape to stay strong defensively while still being able to construct attacks.
Tiki-Taka - This approach demands that the entire team be comfortable on the ball, as it uses short passing and constant rotations to create space for attacks.
Long Ball - A direct approach that gets the ball forward quickly, relying on the strength and athleticism of powerful forwards to exploit space behind defenders and battle for second balls and rebounds.
Counter Attack - This approach sees the team sit back and defend the area before rapidly breaking when possession is regained.
Wing Play - This approach uses the entire width of the pitch, switching play to wide positions and overloading the flanks to create crossing opportunities.
Park the Bus - Disciplined and well-organized defending, with a compact defensive line to prevent opposition attacks.
Pressing - Your team will attempt to win back the ball quickly and high up the pitch, using fast turnovers to create goalscoring opportunities.
To cancel a tactical change, select that suggestion again in the Tactical Suggestions menu.
Substitutions Menu
Inside the Tactical Suggestions menu, you can press down on your directional button to access the new substitutions menu.
This new menu will show your Suggested Subs, Custom Subs, or a mixture of both and can display up to four entries at a time.
Simply press the directional button desired to request that sub. You can press as many as you want, and to cancel them you can press the same direction again.
Before going into the menu, you can see the number of subs and sub windows remaining. Note that running out of subs or sub windows will make this menu inaccessible.
Broadcast / Presentation
We wanted to reinforce tactics in FC 25 with compelling visuals and commentary to make them more integrated element of matches.
As a result, we’ve created a Chalkboard system that shows up in place of the radar after any tactical change is requested. There are three different chalkboards you may see:
My Tactics Chalkboard - After changing to a custom tactic, the chalkboard will show the formation and highlight a few Players with Role+/++.
Tactical Focus Chalkboard - There is a different chalkboard for each Focus request visualizing what the requested Focus aims to accomplish.
Tactical Suggestions Chalkboard - After accepting a suggested tactic, the chalkboard will show the formation and highlight the defining positions for the new tactic.
To go along with the Chalkboard highlights, we also use AR elements to highlight critical players on the pitch. You can disable both in the settings.
The commentators will also highlight and analyze key tactical changes. The commentators speak to and recognize tactical modifications made during the flow of the match.
Eval Engine
To better showcase the playing position of players in your team and how they engage with each other, we added a new Pass Map in the stats screen during a match.
The Pass Map will show every player who participated in the match, including substitutes. The size of a player’s circle is determined by the number of passes that players made relative to others on your team, with bigger circles representing more passes.
We're excited to see how FC IQ will change the way you approach matches and the tactical changes you make in them. FC IQ represents a significant step forward in our ongoing effort to deliver a football experience that's as authentic and fun as possible, and we can’t wait to hear your feedback on it. Thank you for taking the time to check out this Deep Dive and we’ll see you on the pitch when EA SPORTS FC launches on September 27.
The EA SPORTS FC Team
About FC 25 Allgemeine Diskussionen
Diskutiere aktuelle Neuigkeiten und Spielinformationen rund um EA SPORTS FC™ 25 in den Community-Foren.1,266 PostsLatest Activity: 5 hours ago