And now the reason why FIFA kills NCAA....if only NCAA would put this much focus into realism

So for Fifa 14, the big emphasis is on build-up play, on anticipation and on off-the-ball movement; it's about driving through the midfield, rather than lofting balls over it. For a start, the team has completely re-worked how dribbling at speed works. It turns out that in most football simulations, when the gamer hits the sprint button, the onscreen player is limited to a turning circle of just 22.5 degrees – which means you get these long, wide turning arcs. Fifa 14 has done away with that; you'll now be able to turn at any angle while sprinting, leading defenders up the pitch before darting back, or winding through opponents.
To ensure this isn't over-powered, however, the movement physics is getting a new addition: momentum. Now, if your player quickly changes direction, or turns completely, you'll get a brief pause as they transfer weight from one foot to the other. Channon runs through early footage of a sharp about turn on screen, and the effect looks immediately more authentic. Beyond that, we didn't get any hands-on time so I've no idea how losing this historic 22.5-degree turning circle is going to affect things, but it should make for much less predictability in the midfield. Which is the whole point, of course.
On that note, Fifa 14 is also set to build on last year's first-touch control system, which varies how effectively a player receives the ball depending on his skill, position and the speed and angle of delivery. This time, EA Sports is introducing variable dribble touches, so sprinting players will push the ball forward at differing distances, again based on their skills; a stylish midfielder will keep the ball close to them, but a hulking defender may well push it out further, giving opposing players the chance to steal possession. Whatever, the days of having the ball stick to the runner's feet are over. "It will transform how you think about sprinting," says Channon.
What we're getting so far is a shift in balance toward defenders, and that continues into the demo. The next big change is in marking, which Channon feels tended to be loose enough in Fifa 13 for players to turn defenders reasonably easily. Now it's being tightened up, thanks to a change to the AI. Apparently, in previous iterations of the game, computer-controlled players would make their defensive decisions in a single frame of animation, often breaking away from attackers if another forward player was spotted in a threatening position. Now they assess situations over multiple frames which means they're less likely to act on split-second decisions, instead staying focused to track the player on the ball.
As a consequence, one cheap route to goal has been closed up. Channon talks about how, in the past, if a ball was cleared from the box, it would almost always fall to an attacking player, allowing the ball to be recycled. Now, however, those players are likely to have tight defensive markers. "It's not about making the game more difficult," insists Channon. "It's about making it more fun." By taking away some of game's repetitive tics, the idea is that the action will feel more authentic, and more representative of the real sport.
And to balance things up, there are additions to the attacking intelligence of AI players. They can now make three different types of forward move: spinning out and running in behind defenders; running along the back line to stay onside, and backing in to defenders to create space. Each one is a visual cue to gamers, and as with the variable ball control while sprinting, it adds more personality to individual players – powerful centre forwards will have much more success backing into and tussling with defenders than lighter strikers.
"The new runs make a huge difference," says Channon later. "The big one is the backing in to defenders, being able to play the ball in to the feet of a striker is important, you see it a lot in the real game. And being able to turn the defender gives you other opportunities. It's all about balance – with the tightening up of marking, it means the game will be less backwards and forwards. We're not changing the actual game speed at all, but it will slow down naturally, you'll be able to look at different options and vary your game. It won't be about getting cheap goals."
There's more info here: http://www.guardian.co.uk/technology/ga ... video-game
This game looks to trump all FIFA games of the past and I cannot wait....and that's not even counting what it's gonna look like on PS4. We'll find that out at E3.
Career mode preview can be found here: http://www.guardian.co.uk/technology/ga ... areer-mode