On this episode, we hear from FIFA 23 Gameplay Producers Sam Kovalev and Tom Caleffi. They field various FIFA 23 related questions from AirJapes and your host Ben:
1:44 Partial Team Press
5:18 Will Kroos Be Useable?
6:58 Is Pace Always Key?
15:03 Why Change Pace?
22:20 CB Penalty
24:26 New Blocking System
30:37 Hard Slide
33:07 Passing Assistance
38:00 Player Switching
43:54 Low Shots
44:52 New Outside Foot Button
46:22 Best Skill Moves

Enter the 24k FIFA Point competition, get this week's supporter episode — 2 podcasts every week — and keep FUT Weekly going (for just £3 a month) by becoming a Patreon over at bit.ly/23points

One particularly notable theme you'll find throughout this podcast is that in FIFA 23 gameplay there is an increasing focus on manual inputs. Passing assistance has been tuned to be more manual, and lofted through passes are now semi-assisted on competitive settings rather than completely assisted. Another example is the blocking, where the player you are controlling has a greater blocking range than AI controlled players. Blocking now also considers your momentum and angle of approach making them more realistic — and hopefully far less frustrating!
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On this episode, we hear from FIFA 23 Gameplay Producers Sam Kovalev and Tom Caleffi. They field various FIFA 23 related questions from AirJapes and your host Ben:

1:44 Partial Team Press

5:18 Will Kroos Be Useable?

6:58 Is Pace Always Key?

15:03 Why Change Pace?

22:20 CB Penalty

24:26 New Blocking System

30:37 Hard Slide

33:07 Passing Assistance

38:00 Player Switching

43:54 Low Shots

44:52 New Outside Foot Button

46:22 Best Skill Moves



Enter the 24k FIFA Point competition, get this week's supporter episode — 2 podcasts every week — and keep FUT Weekly going (for just £3 a month) by becoming a Patreon over at bit.ly/23points



One particularly notable theme you'll find throughout this podcast is that in FIFA 23 gameplay there is an increasing focus on manual inputs. Passing assistance has been tuned to be more manual, and lofted through passes are now semi-assisted on competitive settings rather than completely assisted. Another example is the blocking, where the player you are controlling has a greater blocking range than AI controlled players. Blocking now also considers your momentum and angle of approach making them more realistic — and hopefully far less frustrating!

Learn more about your ad choices. Visit podcastchoices.com/adchoices