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FIFA 18 Switch producer – custom-built engine, lack of certain modes, 60 FPS, much more

Posted on June 11, 2017 by (@NE_Brian) in News, Switch

Eurogamer caught up with FIFA 18’s Switch producer Andrei Lazaresco yesterday. The discussion was extremely interesting, with Lazaresco commenting on the technology behind the game, why certain modes are missing, confirmed that it runs at 60 frames per second, and much more.

Continue on below to read up on what Lazaresco had to say about FIFA 18 on Switch. You can find Eurogamer’s original piece here.

On whether the engine has a fancy name…

Andrei Lazaresco: No. When we first started looking at the platform and asked what are its unique features and what can it do, we decided to build a custom version of an engine. We felt the experience we were going to build would be the best by doing that, and leveraging what is unique about the platform.

We’re using physical-based rendering. The crowds are 3D. The grass is 3D. The lighting is new. And on top of that you’ll have Ultimate Team for the first time on Nintendo – and for the first time you’ll be able to take it on the go. You’ll be able to play on a plane, on a bus, even from just a hotspot.

On whether FUT works on Switch as other platforms…

Andrei Lazaresco: Almost the same. There won’t be any Champions on Switch.

On lack of Champions…

Andrei Lazaresco: For the first year we put in Draft Mode, Squad Building challenges, Seasons, Tournaments, Team of the Week challenges – all of those are there. Remember, this is the first year we introduce Ultimate Team to Switch players. We’re taking it gradually. We’re going to announce more about Ultimate Team at Gamescom later this year.

On buying packs…

Andrei Lazaresco: Yeah, in the same way, but through Nintendo, obviously.

Andrei Lazaresco: Yeah. The core of Ultimate Team, everything you know about Ultimate Team is retained within Switch. Imagine, for example, an airline that provides Wi-fi – you’ll be able to connect to Ultimate Team. Sure, maybe we won’t be able to play a match together, but you’ll still be able to connect for the transfers and manage your club.

On whether FIFA 18 draws a new animation ever frame instead of every player step…

Andrei Lazaresco: No. We used the fundamental base of FIFA code and innovated it. These are normal animations, so we’re not using that new system.

On whether it’s more like last year with animation…

Andrei Lazaresco: Yeah, if you want to make a comparison. But everything you see is custom-built, so I wouldn’t compare it to anything else, because there is no reference point. This is the first game we put on Nintendo Switch. It’s not that game downsized. It’s not gen three up-rezzed. It’s something that has been built with this console in mind entirely.

On challenges bringing the game to Switch…

Andrei Lazaresco: Every time you put a new game on a new platform for the first time, it’s not easy. There are technical challenges. There are design challenges. What we’ve ended up with, what we’re going to launch in September – it’s going to launch at the same time as all the other platforms – I have absolutely no worry saying we’ve built one of the best games you’ll be able to play on the Switch. Even putting aside graphics, even putting aside gameplay, it just feels right.

On those who will say FIFA 18 on Switch doesn’t look as good and is missing some features…

Andrei Lazaresco: I look at this as being on a very different console. It’s a completely different experience than what we have on the PS4 and the Xbox One. This is a FIFA experience for people who play on the go.

On the lack of The Journey…

Andrei Lazaresco: The Journey is powered by Frostbite. When we looked at the platform and its unique features, we made the choice of custom-building the game. And while it doesn’t have The Journey, it’s still the best portable FIFA experience we ever did. It has Ultimate Team, which is our most popular mode. It has Career Mode, and you’ll be able to play as a manager and a player. It has local seasons, kick off, tournaments, seasons, it has all of that.

On whether Frostbite can be on Switch…

Andrei Lazaresco: It’s not that you can’t get Frostbite on it. It’s just that we felt this custom-built engine would build the better experience.

I’m not a tech person. I create games. I know what the game should feel like. Me seeing people actually enjoying the game, for me means the world.

On whether FIFA on Switch could reach parity with other versions…

Andrei Lazaresco: I wouldn’t close the door on that. But I wouldn’t make any promises either. We need to see where the platform goes from here.

From a technical standpoint, the platform is not on a par with the PS4 or the Xbox One. You can’t just take that [the PS4 version] and put it here [on Switch]. It doesn’t work like that. But, I get the question. When people get their hands on it, they will enjoy it. Regardless of The Journey or not, this is packed with features, and all of them you can take them on the go. That is by far the most important thing.

Extra tidbits

– Custom-built engine; different from PS4 and Xbox One
– Engine isn’t Frostbite
– Icons are in, and Ronaldo is the first
– 60 FPS
– Crossing overhaul in other versions of FIFA 18 are on Switch
– New hard tackle also in
– Quick substitions from other versions not in, will be put on the list
– Making a good foundation base that can be built upon for the future

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