Gameplay changes in FC27

The first impressions from the EA Sports FC 27 closed beta indicate noticeable changes to gameplay. Defensive CPU support has been significantly reduced, while attacking AI gains new capabilities. At the same time, passing, set pieces, and dribbling have been revised in several areas.
The impressions described here are based on an early version of the FC 27 closed beta. Individual mechanics, values, and distances may still change before release. EA has also announced that it will continue to monitor gameplay developments closely after launch.
Defensive AI to intervene far less
One of the biggest changes concerns defending. In FC 27, EA Sports aims to significantly reduce automatic assistance from non controlled players.
Players who defend passively, for example by using a defensive midfielder to simply cover spaces, will be less able to rely on AI teammates. CPU controlled defenders react less automatically to changes in direction from attackers. They also no longer actively intercept passing lanes with a foot movement if they are not directly controlled.
The change becomes even more apparent in tackling situations. If an opponent dribbles directly into an uncontrolled defender, that defender will no longer automatically attempt a tackle. Auto tackles are therefore significantly limited.
The system is designed to force players to react more actively to the ball carrier and initiate challenges manually.
Manual defending becomes more important
Alongside the reduction in CPU assistance, manual defending has been improved. The so called jockey movement using L2 and R2 is said to respond more quickly in FC 27.
This is particularly relevant when defending agile dribblers. While tall and physically strong defenders in FC 26 sometimes felt difficult to control during quick directional changes, they are now expected to move laterally more responsively even without specific Playstyles.
This should make through balls and tight dribbling more defendable manually. Traditional manual tackling has also been adjusted. With proper timing, standing tackles are more reliably rewarded with ball wins. At the same time, their effective range appears to have been increased based on current impressions.
Advanced defending requires timing again
Another key adjustment concerns advanced defending. In FC 26, shoulder challenges and similar mechanics could sometimes be spammed effectively by repeatedly pressing the button.
In FC 27, this approach is expected to be far less successful. Timing becomes the decisive factor again. Poorly timed shoulder challenges are much less likely to result in winning the ball.
Advanced defending remains stronger than standard tactical defending, but it now places higher demands on the player.
Less pressure from teammate contain
Secondary pressing using R1 has also been adjusted. The controlled teammate no longer closes down the ball carrier as aggressively as in FC 26.
This makes it more difficult to block passing lanes or win the ball simply through assisted pressure. Instead, players must switch more quickly to the relevant defender themselves.
This is especially important in situations inside or around the penalty area.
With high defensive lines, a different effect emerges. Players push higher up the pitch more aggressively. High depth therefore remains a tool to apply pressure when trailing, although it can still be vulnerable to offside situations.
Corners become significantly more complex
The corner kick system has been extensively redesigned. The basic targeting principle remains, but after setting the cross power a new time window opens.
During this phase, players can freely reposition themselves and switch control between attackers. At the same time, attackers can attempt to lose their markers through movement.
A new avoidance mechanic called Avoidance can be triggered using R1, helping players break away from defenders. The familiar shielding mechanic using L2 can also be used in aerial duels.
This creates many options for deception. For example, an attacker can initially run toward the near post and then switch control to move toward the far post instead.
Headers and crosses adjusted
The new corner system is significantly more demanding than previous versions. Positioning at the moment of the cross is crucial.
Players who are still moving and fail to reach the target zone in time may miss the ball entirely. Precise positioning is therefore required.
Headers are expected to be more powerful when players are unmarked and properly positioned. Under pressure, execution becomes more difficult.
Crosses from wide midfield areas have also been reworked and are now faster into the box. Both power and direction of the input have a greater impact on the outcome.
Crosses from the byline are still considered less effective and depend more heavily on player attributes.
Small changes to free kicks and penalties
The core penalty system remains unchanged, with the main addition being more individual run up animations.
Free kicks from close range see only minor adjustments. Larger changes appear in deeper free kick situations.
Here, teammates can now be selected using L1 and repositioned freely. The ball can then be played specifically to one of these players, creating new build up options from set pieces.
Offensive AI recognizes open space
The most impactful change may concern attacking AI. While defensive assistance is reduced, attackers are now significantly better at recognizing open space.
Players are expected to automatically identify gaps and make runs into them. This could create more attacking opportunities without requiring every run to be manually triggered.
At the same time, classic L1 through balls are restricted. A triggered run ends automatically after a certain distance. Current impressions suggest a limit of approximately 13.7 meters, although this value may still change before release.
This limitation is intended to prevent players from sending attackers on long automated runs through defensive lines.
New run types expand attacking play
In addition to standard L1 runs, new movement types are introduced. One of these is the curved run.
In this case, the attacker initially moves toward the center of the pitch and then automatically searches for available space. The final decision on the run path is partially handled by the attacking AI.
This differs from the creative run, which remains more directly controlled by the player.
Another option is the pass and follow run. By combining L1 and R1 with a pass using the X button, a run is triggered. The player initially follows the passing movement and then curves into open space.
This mechanic is also limited. Runs end after a certain distance, and only one pass and follow run can be active at a time. Similar limits apply to other manual run commands.
Attacking play could become significantly stronger
The combination of smarter attacking runs and weaker defensive AI could shift gameplay balance noticeably.
New attacking options increase creative freedom, but also make defending more demanding. Early impressions suggest that counterattacks may again become particularly important.
The key question is whether stronger attacking AI is sufficiently balanced by other restrictions. Automated runs in particular could become a central element of FC 27 gameplay.
Passing becomes more manual
Passing is also being made more manual. Incisive passes in particular are expected to be less automated.
Pass strength and left stick direction play a greater role. Poorly aimed or underpowered passes are more likely to result in inaccurate balls.
At the same time, well executed through balls remain dangerous. The system appears to place less emphasis on differences between players with and without specific Playstyles.
Double tap X passes and double triangle passes have been significantly weakened. In FC 27, they are more manual and therefore less reliable.
This may address a long standing issue where automatic passing combinations occasionally allowed attackers to bypass defensive lines too easily.
Off balance dribbling introduces new animation
A new feature called off balance dribbling, also referred to as stumble dribbling, allows certain players to retain control of the ball while off balance.
The mechanic depends on attributes such as agility, balance, and dribbling.
Instead of losing possession immediately after a challenge, players may continue the movement while controlling direction with the left stick.
According to early impressions, this situation occurs relatively rarely, but can be particularly useful for players who rely on tight dribbling in close spaces.
FC 27 places greater emphasis on skill and manual control
Overall, gameplay appears to shift toward more manual input across multiple systems. Defensive AI intervenes less, duels require better timing, and passing becomes more precise.
At the same time, attacking players gain smarter movement patterns and react more effectively to open space.
The key uncertainty from the beta remains whether this balance works in practice. While individual control increases, stronger attacking AI could lead to more goals and a more counter attack driven meta.
The closed beta does not yet provide a final picture. Values, distances, and mechanics may still change before release. What is clear is that EA Sports is reworking several core systems in FC 27 and redefining the balance between manual control and automated player intelligence.