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FIFA 12 (titled FIFA Soccer 12 in North America) is the nineteenth game in Electronic Arts' FIFA series of association football video games. It is being developed by EA Canada, and will be published by Electronic Arts worldwide under the EA Sports label. David Rutter, the line producer for FIFA 12, promised "a revolutionary year for FIFA ... especially in the gameplay department."
An "Ultimate Edition" of the game will be available through Game and Gamestation stores. It includes 4 monthly Ultimate Team gold packs, with each pack containing 12 items including players, contracts, stadiums, managers, staff, fitness, healing, footballs, kits and badges. Each pack contains one rare item, such as enhanced player attributes, longer contracts and the most coveted players. On 22 June 2011, EA Sports announced that the Microsoft Windows version of FIFA 12 will have the same engine, features, and competitions as the PlayStation 3 and Xbox 360 versions.
Along with several other new EA Sports titles, FIFA 12 will be available three days early to purchasers of the EA Sports Season Ticket.
The release date of the FIFA 12 demo was announced at the Gamescom event in Germany on 16 August; the demo will be available from Xbox Live Marketplace, PlayStation Store and EA's Origin Store for Microsoft Windows on 13 September 2011, though the Playstation 3 demo will not be available in Europe until the following day.Contents [hide]
1 Changes and new features
1.2 Career Mode
1.3 Online modes
5 Sponsorship and promotions
6 See also
8 External links
Changes and new features
FIFA 12 sports several new features and improvements over its predecessors. For the first time in several years the game's presentation and front end has been radically redesigned with the familiar vertical menus being replaced by a side-scrolling menu bar system.
A "trinity" of major gameplay changes have been implemented in FIFA 12; these are the Impact Engine, Tactical Defending, and Precision Dribbling.
In development for several years, the Impact Engine improves collision variety, accuracy, and momentum preservation. A new advanced procedural animation system is used along with collision physics to produce different results depending on the players and physical forces involved. This affects all players, so even those off the ball may have collisions. The Impact Engine has been cited as a game changer, making FIFA 12 less structured and synthetic than its predecessors, and has been described by producer David Rutter as the biggest technological change to the series since the transition to the current generation of consoles. The Impact Engine also directly affects injuries sustained by players during a match.
The new Tactical Defending system aims to change the approach to defending by placing equal importance on positioning, intercepting passes and tackling. When defending there will be more of an emphasis on slowing attackers down and containing them, and pressuring them into making mistakes. The defensive "press" button, which would cause an AI player to automatically home in on the player in possession of the ball, has been removed from FIFA 12 in favour of a more manual form of defending, requiring greater timing and precision.
The Precision Dribbling feature allows players to dribble whilst shielding, meaning you can still move around the pitch whilst holding players off, rather than being rooted to the spot. Close control has been added below jogging as a way of allowing players to take smaller, more frequent touches, keeping the ball closer and keeping tighter control. Players will now be much more aware of their surroundings. As an example, players in possession near the touchline will understand their position, and keep tighter control of the ball to stop it running out of play.
An improved artificial intelligence system named Pro Player Intelligence aims to make AI-controlled players react to the skills and capabilities of other players with appropriate actions. For example, a winger will be more likely to cross the ball into the box when he has a waiting team-mate with aerial ability, whereas he might look for support and play the ball along the ground if that team-mate is less of an aerial threat. Players will also make better use of their own strengths, so for example a creative player might look for less obvious opportunities such as playing long accurate passes, where another player in his situation would be more likely to play it safe with a short pass.