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FC 27 Closed Beta Gameplay: What It Actually Feels Like To Play

Straight from an early build of FC 27, this is what defending, through balls and the new trigger runs actually felt like with a controller in hand, not just what the pitch notes say. This is what FC 27 is like, a review almost of my experience.

FC 27 gameplay screenshot showing Manchester City vs France match with exclusive gameplay and new features text overlay

Table of Contents

I got early hands on time with FC 27 on a closed beta build, and EA gave me the chance to record some of it. Before anything else, worth saying clearly: this is not the finished game. Kits, hairstyles and animations you see are placeholders, and anything below could still change before launch. So many things of course as still subject to change as I played an early closed beta edition.

With that out of the way, this is what defending, passing and the new trigger runs actually felt like once I had a controller in my hands, rather than just reading about them in the pitch notes.

Watch the full video breakdown above before you dive in.

WHAT THIS HANDS-ON ACTUALLY COVERS

I already went through the official confirmed changes in my full FC 27 gameplay breakdown, so I am not repeating that list here. This post is the other half of it: what those changes actually feel like when you are the one playing, and the tips I picked up from a few hours in the beta.

If you want the full list of confirmed changes with every number EA gave, read that post first, this is more of my experience with gameplay and what I felt.

FC 27 triggered curved run indicator above Vini Jr during Real Madrid vs France gameplay
FC 27 closed beta gameplay showing the Triggered Curved Run indicator

BETA IMPRESSIONS AT A GLANCE

Here is the short version before I go through everything properly.

MechanicWhat I Experienced in The BetaMy Top Tips for Adapating
DefendingSwitching to the right player early wins the ball. Standing off and relying on AI does not help you as they did previouslyLearn to switch before the ball get passes, switching after is too late to read the play
Through ballsThrough passes are manual, and slightly assisted. Even slight misaims send the ball nowhere near where you wantedAim directly at the player first until you get a feel for it, then make slight deviations
Dinked and double tap passes (lofted pass)Power & Aim is entirely on you. Underpower it and the game will not help you reach the targetPractice these in a friendly or Kick Off before taking them online
Teammate containDistance has increased noticeably. You can still press, you just need to switch to the aggressorSwitch to the nearest defender the moment your opponent gets close
Attacking AIOff the ball players make more attacking runs. However, not as much as I would like it to be, still use manual triggersStill use manual triggers in the final third, AI runs are a bonus, not a replacement

DEFENDING FINALLY REWARDS SWITCHING EARLY

FC 27 gameplay screenshot showing manual defending against Mac Allister in Real Madrid vs Argentina
FC 27 closed beta gameplay showing manual defending rewarded against Mac Allister

This is the first thing anyone will notice, and honestly it is the biggest improvement in making the game more manual.

Defensive AI has been one of my biggest frustrations for close to ten years, and in FC 27 its not a complete 180, its a step in the right direction by rewarding those who defend manually and do not rely on AI.

Here is the mechanic in plain terms. If you are actively controlling a defender and you move him into the passing lane, you will see a red marker appear above his head. That marker means you have a genuinely increased range of winning the ball. Before, you could sit back with your CDM and let the AI do the work. In this build, that does not really work any more.

What this actually forces you to do is switch players early. Not when the ball arrives, before it arrives. Predict the pass and get there first. If you have followed any of my defending advice before, this is the exact habit I have been telling people to build for a while, and now the game is finally rewarding it properly.

The downside is AI defence in some areas are still somewhat overpowered, you cant over rely on AI defenders, but you still “can” rely on using CDMs and sitting back. I want defensive AI nerfed even further. It is a good step at the moment, but manual defending still is not rewarded as much as it should be. If you are the kind of player who has always defended properly, this build already favours you. If you have leaned on AI, you are going to feel it to be challenging. Never fear, Neal is here, check out my FC school for my top tips on defending, or your money back after one month: LearnFC.com 

AUTO TACKLE IS GONE, MANUAL TACKLING IS BUFFED

Last year, if an AI-controlled player was near your opponent, you could often win the ball back automatically just by being nearby. That auto tackle has been removed, you have to actually tackle yourself now.

In its place, manual tackling has been properly buffed, think of it as if the “range” of where you capture the ball is better – note, I’m not saying that you can spam the tackle button, you still need to time it – you have the ability to have the higher range of capturing the ball and stand tackles have been adjusted in-line . Switch to the right player early and go for the tackle yourself, and your chances of winning the ball are high. This is a genuine adjustment for anyone who has mostly played a defensive, CDM-heavy style without ever really tackling manually.

Jockey responsiveness has also gone up. Switching to a player and cutting the passing lane does not feel anywhere near as stiff as it used to. Thus making it slightly easier for you to be able to defend. The transition speeds in the jockey is faster, so it allows you to cut the passing lanes manually, and you feel rewarded for doing so by winning the ball. You can technically still sit deep with your back four, but you cannot get away with never touching them the way you could before. You now have to actually select and control your defenders.

TEAMMATE CONTAIN and TEAM PRESS has been nerfed. Manual Defending is the only way now.

Teammate contain has effectively been double nerfed because they’ve reduced how closely it applies pressure to the player. I would suggest watching my video on this, but if you’re reading this and wondering how much distance it keeps, think of it as two or three player models away.

So it’s encouraging you to manually select that player if you want to get close and win the ball. The benefits are that they’ve increased jockey speed, tackle range and interception range, so it does even things out and rewards you for defending manually.

The reason I say teammate contain has been “double nerfed” is that they’ve also removed AI tackling. If you’re not controlling that player, they won’t tackle for you. Of course, if your opponent runs into you, the AI player will get the ball, but don’t expect the game to tackle with the AI player that you are using teammate contain with.

It’s encouraging you to manually control that player and rewarding players who switch early, time their tackles and manually defend.

One other thing to note is that the team press D-pad tactic has been significantly nerfed in FC 27. As EA recently confirmed, your team will no longer press in your own defensive third when you use this tactic.

Let’s say, for example, your opponent is in your box, or just on the outside of the box near the penalty arc, If you activate team press, your team will not press. It will only apply pressure in the middle and attacking thirds of the pitch, not in your defensive third.

So in your own defensive third, there’s no team press, but beyond that, your team will apply pressure. That means you cannot rely on the Team Press d-pad tactic to force your AI players I to start pressing for you when your opponent is around your box.

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Through Balls need to be aimed manually

This is the change people are going to complain about most, many will be saying that “through balls are broken”, and I clarify, Through balls are not broken. They are just no longer doing the aiming and assistance for you – YOU have to now aim those passes properly.

Last year you could point roughly in the right direction and the game would assist the ball into the gap for you. In FC 27, the assistance is mostly gone. Aim slightly wrong and the ball goes exactly where your stick was pointing, and the game wont help you. This applies to both ground through balls and lobbed through balls.

My honest tip, and one I have already given to people in my FC School is: start by aiming directly at the player you are passing to. Do not try to thread it into space straight away. Get comfortable with how the stick input translates to ball direction first, then start easing the aim left or right of the player once it clicks.

If you already play using precision passing (R1 + Triangle / RB + Y) rather than assisted, you are going to adapt to this faster than most since you are already used to controlling direction yourself. If you normally lean on assistance, this is the year to start practicing through balls in an offline mode before taking it online.

DOUBLE TAP PASSES ARE FULLY MANUAL TOO

The other big adjustment sits with double tap passes, the double tap lofted through pass – 2x Triangle (PlayStation) or 2x Y (XBOX).

These are now completely manual on power as well as direction. Do not put enough power in and the game will not compensate for you, the ball simply will not reach the player you were aiming at. I noticed this most clearly running down the byline trying to cut a low ball back into the box. If my stick was even slightly off, the ball missed the target entirely rather than the game correcting it for me.

At least through balls are partially assisted, where as lofted through passes/dinked passing are fully manual, and the game fully respects your aim and power. If you aim there and apply the power in x direction, the ball is going there.

They have also removed dinked/lofted ground passes from the game, to avoid triggering a manual pass when spamming the ground pass button in the box for example.

ATTACKING AI IS MAKING SMARTER RUNS ON ITS OWN

One big change with attacking AI is that players tend to make runs more frequently. As it stands, I don’t think they make enough runs inside the box, so don’t expect some magical movement like its Prime Messi/Suarez/Neymar interchanging with each other. How well AI players move depends on both their roles (and their + or ++ proficiency) and their stats, such as player positioning.

You still have to trigger a player if you really want them to make those forward movements. They don’t do enough of this on their own, which is something I want to mention. I hope they improve this as time goes on.

Players are now better at reading space, but I want to make it clear that this isn’t a replacement for manual runs. They’ve improved the AI slightly, but you still want to trigger your players in the final third. It’s just that the AI has a better ability to read space and can sometimes exploit it.

TRIGGERED CURVED RUNS AND PASS AND FOLLOW IN PRACTICE

Two newer mechanics stood out to me in the closed beta, and both are already confirmed in the official pitch notes, but this is what they actually feel like to use.

Triggered Curved Runs. Point the stick towards a teammate and press L1 and R1 on PlayStation, or LB and RB on Xbox. The player curves his run into space rather than running straight. This is genuinely one of my favourite features in the build. It takes a bit of getting used to, since the exact path depends on where the ball is and where you trigger the run from, but once it clicks it is a great way to create space in the final third.

Pass and Follow. Same input family, but this is the ONE WHICH WILL BE META. If you are reading this now the timing of this and using player locks is KEY this year to get ahead. The only difference is you press the pass button, like a one-two or a give-and-go (1-2)
L1 + R1 + X on PlayStation, or LB + RB + A on Xbox. Instead of a normal pass and go, your player passes and then curves his own run rather than sprinting straight. I use this mostly inside the box or down the wing, sending a player around the outside while the ball moves inside, or the other way round. I like also using this to a player in front of you, so you make the pass and then curve around into the space, its quite hard for your opponent to read.

Both take a bit of trial and error before you get a feel for them. Do not expect to nail them in your first few games, spend some time experimenting in Kick Off before you rely on them anywhere competitive. Keep trying again, and again, the more you play, the more you will understand how they move, where they move, and If the timing is correct, you can create some real nice plays. If you want to know how to get better and use this effectively, check out my FC school on learnfc.com, if you don’t get better after one month we will refund your money.

This blog was mainly focused on defending and passing, but there is more FC 27 features to come. Corners, off balance dribbling, more detail on attacking AI movement, and a proper look at crossing and corner kicks are all being covered in a follow up video which will be on my channel.

If those are the areas you are most interested in, that is genuinely where the bigger surprises are, so it is worth keeping an eye out for that next piece.

KEY TAKEAWAYS

  • Manual defending is rewarded far more in this build. Switch to the right player before the ball arrives, since standing off and relying on AI does not work like it used to.
  • Auto tackle has been removed entirely, and manual tackling has been buffed to compensate. Jockey responsiveness is noticeably better too.
  • Teammate contain now holds off from a much greater distance, so getting close is not enough, you have to switch and win the ball yourself.
  • Through balls and double tap passes are fully manual on both aim and power. Start by aiming directly at the player until you get a feel for the new system.
  • Attacking AI now makes more curved runs into space on its own, though manual triggers are still worth using in the final third.
  • Triggered Curved Runs and Pass and Follow are both confirmed features worth learning early, since they take some practice before they feel natural.
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Neal Guides

I am NealGuides. I run a YouTube Channel with over 300k+ Subscribers helping people get better at FC 27. We have helped millions of people improve.

I am part of the EA Design Council, in which I have played EA FC 27 early and provide feedback on the game to help shape its future.

I have coached many players in FC from the average casual, to pros, to real-life footballers. If you want to improve at FC, join my FC School series.

FAQ

Closed Beta

Is defensive AI actually gone in FC 27?

No. AI defenders will still win the ball if it comes directly to their feet or if an opponent runs straight into them. What has been removed is auto tackling, where a nearby AI player would automatically win the ball back without you controlling them.

Through balls are fully manual now, so the direction your left stick points is exactly where the ball goes, with no assistance nudging it into a gap. Start by aiming directly at the intended receiver rather than trying to thread it into space, and adjust from there once you get a feel for it.

Triggered Curved Runs are L1 and R1 on PlayStation, or LB and RB on Xbox. Pass and Follow adds the pass button on top, so that is L1, R1 and X on PlayStation, or LB, RB and A on Xbox.

Yes. This hands-on session focused mainly on defending and passing, with corners, off balance dribbling and crossing set to be covered in more detail in a follow up piece.

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