FIFA 20 PS4 Game Features and Pitch Notes – South Africa


FIFA 20 is a football simulation video game published by EA Sports as part of the FIFA series. The 27th installment in the FIFA series, and was released on 27 September 2019 for Microsoft Windows, PlayStation 4, Xbox One, and Nintendo Switch

We are here today to share a deeper dive into some of the announced (and a few unannounced) features that we’re bringing into FIFA 20’s gameplay.
Parallel to addressing some of the direct community concerns coming from FIFA 19 – previously mentioned HERE and HERE, many of the new features that are planned for FIFA 20 originated from further feedback gathered from all parts of the FIFA community, including Game Changers, pro players, forums, and a variety of other sources across the community.

These new features build upon previous FIFAs and community feedback, and aim to bring more realism, intelligence and emotion to the game. Keep in mind that we’re here to share the intended behavior for all of the features described, and that we’ll keep on monitoring their performance as the game launches.


One of the main aspects of FIFA 20 gameplay that we wanted to emphasize is within one-on-one situations. In real-life football, some of the most exciting moments derive from these types of situations, and we wanted to shine a spotlight on them.

Due to the re-architecture of our Positioning system, players should find themselves in one-on-one battles, all over the pitch, more often in FIFA 20. Both the dribbler and the defender will have more time and space to read the play and show their skills than ever before – be it a winger trying to break through the defense, or a holding midfielder closing down a deadly striker – these are some of the moments that can define the advantage in a balanced match.

Additionally, our goal for FIFA 20 is to provide gameplay that allows you to read and predict, rather than a game where you only react to your opponent. Strategy and overall understanding of football are key.

To create these moments, the team focused on four main aspects: spacing, movement, game flow and tools.

  • Spacing and movement: The team made a big restructure of the AI positioning system, emphasizing user controlled actions. Players on the pitch should behave more realistically than ever, keeping the space and reacting with the urgency needed for each situation. To improve unnecessary player movements and hectic feeling of the game, players will now try to keep their formation and position, anticipating the opponent’s next move instead of just going towards them. At the same time, players will still make runs and offer support when the opportunity arises.
  • Game Flow: The focus was on building a slower and more composed game off the ball, while keeping it very responsive and agile on the ball. Players will have more time to read situations and plan their next steps putting emphasis on more tactical defending, but at the same time, players will be more responsive and faster than before allowing for explosive runs and breakaways.
  • Tools: Achieving a one-on-one situation was the first step, the next step was to provide both sides with tools to resolve these plays. Some of these new tools are;
    • New Strafe Dribble
    • Controlled Tackling
    • Agile Jockey System
    • New commands:
  • Lofted Ground Pass: X+X / A + A
  • Lofted Ground Through Pass: △+△ / Y + Y
  • Driven Lobbed Through Pass: L1 +R1 +  / LB + RB + Y
  • Slow Dribble: L2 + R2 + LS / LT + RT + LS
  • Set Up Touch: R1 + RS Direction (Hold) / RB + RS Direction (Hold)
  • Strafe Dribble: L1 +LS / LB + LS
  • Strafe Dribble (lock face angle): L1 + R1 + LS / LB + RB + LS
  • Goalkeeper Cross Intercept:  / Y +  / Y (Hold)

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Kubumedia Magazine | South Africa | International News online magazine