Coming off the heels of the World Cup, EA SPORTS is bringing something entirely new to its Football Club series. The Grounds usher in a new era in EA SPORTS FC 27 and allows players to innovate, communicate and customize with an emphasis on a more visual and interactive presentation rather than being tucked behind a menu. Outside this addition, not a lot has been updated for this year's game outside of gameplay. The gameplay did, however, receive a major overhaul. It has changed even quite a bit since the beta and what was played at the preview event back in July. EA SPORTS FC 27 offers the most simulation gameplay design that the series has seen in some time.
Remember back in May when the AI-generated College Football open-world videos were trending? Well, there was a bit of truth to the concept, as a whole. EA SPORTS FC 27 brings in The Grounds, which is an open-world with inspirations derived from three major cultures of football around the world. The design of the world shows these inspirations with stories embedded around the world. You will complete objectives for some major players in the world, but that is just the entry-level interactions to get acclimated with this world. Anything related to playing the game with an Avatar is now embedded in The Grounds, including Clubs Play and Live Events.
The initial thought for The Grounds points to the question, "Is this just The City from NBA 2K?" It's not. There's no grind here, there's one store and the mode simply works. It's not a trudge to walk around. Players can run and even just fast travel. The Grounds provide what's almost an interactive menu rather than just having menus to load from. Exiting a match and getting back into a match is extremely fast, outside of bigger games requiring more players. The world is beautiful and well-optimized. Player interaction in this mode is lacking. There needs to be more chat audio available both in the world and in games.
The Grounds offers multiple ways to play, but it also adds fun games such as the Balloon Ball, Bucket Ball, Team Keepaway, Dodgeball, Foot-Basketball and Bocce Ball. During the preview event, this was the most fun to be had. While this is before the launch, there are people on the servers playing games that are unfortunately already at a high level. The major issue? No one is playing these game modes, which is a travesty. The populated areas are all 1v1, 2v2 and Rush. Camera options are also separate for each mode in this game for some reason, and the vertical camera doesn't work well in anything 1v1 or 2v2. The bottom goal gets in the way too easily and it's hard to keep track of the action.
These party game modes are worth the time and extremely fun. Some of the modes may fill an AI player, but most don't, and the party games certainly don't. These modes should be made available offline and in a standalone way. These are basically akin to Mario Party games. AI does not fill the slots online, and if no one plays, then it doesn't get to be experienced. The Avatar used for The Grounds allows players to have every Archetype available at the start. They'll be built around what the player wants to build them around. Select an Archetype and earn points to upgrade. There are also consumables added for this year that can either be unlocked or purchased to provide buffs to Avatars.
As a whole, The Grounds is what the doctor ordered for this series. Being able to run around and just kick a ball in different spots, learn about cultural aspects while just enjoying the visuals of the world is fantastic. The mode is fun mainly because players are able to jump around to different matches very easily. This always keeps things fresh. The lack of voice chat isn't great, and it would be nice to have ways to easily interact with more people. Things may change culturally on this server once the game fully releases. The Grounds is a wonderful addition to EA SPORTS FC 27.
The devs had previously introduced an Authentic Gameplay option last year, and have brought in Authentic Gameplay 2.0 for EA SPORTS FC 27. While the Competitive option is still there, this has changed as well, albeit not to the degree of the Authentic 2.0. The gameplay seemed to change quite a bit from the build that was played at the preview event back in July. There were noticeable changes to the gameplay, and that has been kept intact. The ability to send a teammate when doing a free kick can open things up, but the majority of changes really come down to the defensive AI and player movement.
This defensive AI, even at lower difficulty levels, feels like it's the most aggressive it has ever been. It almost feels like the pressure received in the NHL series on a power play, and only players that have elite dribbling skills can win these one-on-one battles. On the defensive side for the player, using the X button to apply pressure and attempt the steal or a loose ball is very specific. Doing this too often amounts to a delay occurring and the ball being passed almost a half-second after the ball would come free. This gets aggravating, and it can only be assumed that the devs do not want players spamming this. This is a weird way to battle that, but it's the only way to avoid spamming the X button on defensive interactions.
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