FC 27 game settings give you complete control over how the game looks, feels, and plays. From gameplay sliders and camera presets to audio, visuals, accessibility, and advanced simulation options, every setting can be adjusted to match your preferred style and create the ideal Football Club experience.
FC 27 Game Settings Guide
To access these options, go to the Settings tab from the main menu and select Game Settings. Inside, you’ll find a wide range of customizable parameters that affect every aspect of gameplay across all modes, allowing you to fine tune the experience exactly the way you want.
The FC 27 settings menu is divided into multiple categories, making navigation simple and intuitive on every platform. Whether you are adjusting controller configurations, modifying visual effects, changing camera angles, or enabling competitive gameplay features, each section is designed to help you personalize the game in detail.
Below, you can explore all available FC 27 game settings, including explanations for each option and how they impact gameplay, visuals, responsiveness, and overall immersion.
Gameplay Settings
PRESET
The Competitive preset is always enabled in online competitive matches. The following settings are affected by the Competitive preset: auto shots, assisted headers, auto-flair pass, through-pass assistance, lobbed-through pass assistance, auto clearances, jockey, defending.
Default, Competitive.
AUTO SHOTS
Players will take automatic shots on goal in situations where the player has a short reaction time within the six-yard box.
On, Off.
ASSISTED HEADERS
Header Assistance for passes and shots facilitates a more casual gameplay experience. If disabled, headed shots are manual, and can potentially be more accurate for experienced players.
On, Off.
SHOT ASSISTANCE
Shot direction will be partially assisted, fully assisted or the direction you aim is the direction the shots travels.
Precision, Assisted, Manual.
AUTO FLAIR PASS
Players will automatically perform Flair Passes in the appropriate situations. If disabled, players will perform Flair Passes only when holding L2/LT.
On, Off.
THROUGH PASS ASSISTANCE
Through Pass direction and power are both partially or fully assisted, or the direction you aim is the direction the pass will travel.
Semi, Assisted, Manual.
LOBBED THROUGH PASS
Lobbed Through Pass direction and power are both partially or fully assisted, or the direction you aim is the direction the pass will travel.
Semi, Assisted, Manual.
GROUND PASS ASSISTANCE
Ground Pass direction and power are both partially or fully assisted, or the direction you aim is the direction the pass will travel.
Semi, Assisted, Manual.
CROSS ASSISTANCE
Cross direction and power are both partially or fully assisted, or the direction you aim is the direction the cross will travel.
Semi, Assisted, Manual.
LOB PASS ASSISTANCE
Lob Pass direction and power are both partially or fully assisted, or the direction you aim is the direction the pass will travel.
Semi, Assisted, Manual.
PASS RECEIVER LOCK
The pass receiver is locked as late as possible, is locked at the time when the kicking animation begins, or is locked as soon as the button is released or the power bar reaches full power.
Late, Animation Start, Power Up.
PRECISION PASS SENSITIVITY
Adjust the speed of Precision aim. At a high sensitivity, the aim will always match your Left Stick angle input, making it more responsive, yet more challenging, to aim precisely.
Normal, High.
AUTO CLEARANCES
Players automatically perform Clearances in the appropriate situations, when needed. If disabled, outfield players will only perform Clearances when the button is pressed.
On, Off.
CLEARANCE ASSISTANCE
When set to Classic, clearances direction and power are both fully assisted. When set to Directional, it considers your directional input. Power remains fully assisted, and the earliest possible contact point will be selected.
Classic, Directional.
JOCKEY
When set to Assisted, player speed will be adjusted automatically, to help the player remain in close proximity to opponents. When set to Manual, there is no speed or directional assistance.
Assisted, Manual.
DEFENDING
Legacy Defending (unavailable in competitive preset) allows you to run towards the ball and tackle automatically just by holding the button. Advanced Defending gives you the freedom to choose your tackle type. Tactical Defending allows you to time your tackles and maintain your position. It will contextually choose, depending on a player’s position, between a standing tackle and a more physical tackle.
Legacy, Advanced, Tactical.
PROFESSIONAL FOULS
Enable/Disable the ability for you to trigger on-demand Professional Fouls. This only affects the Professional Fouls triggered by doing the designated input for them.
On, Off.
PASS BLOCK ASSISTANCE
AI and user controlled players will attempt to intercept a pass automatically when the ball is close by. If disabled, the user controlled players will remain in position, and interceptions must be triggered manually.
On, Off.
AUTO SWITCHING
When auto is selected, the game will automatically switch to the best player for you. If Only on Air Balls is active, the game will only switch players on lobs and crosses. If Only on Loose Balls is active, the game will only switch players on Loose Balls and Crosses.
Manual, Only on Loose Balls, Only on Air Balls, On Air and Loose Balls, Automatic.
AUTO SWITCHING MOVE ASSISTANCE
Auto Switch Move Assistance keeps the player who you have auto switched to moving in their current direction for a period of time. This gives you time to orient your intended direction for the new player. The higher the assistance level, the longer the period of time the player will run.
None, Low, High.
RIGHT STICK SWITCHING
When Adaptive is selected, holding the right stick for longer will switch to more distant players as soon as you release it. When Classic is active, flicking the right stick switches to the very next player standing in the direction you are pointing towards. When Player Rotation is active, flicking will move the next player switch indicator but won’t switch the player.
Adaptive, Classic, Player Rotation.
RS SWITCHING REFERENCE
The player who you control or the ball act as the center point of reference for any Right Stick switching.
Player Relative, Ball Relative.
RS SWITCHING SENSITIVITY
Adjust the sensitivity for right stick switching (classic, adaptive, or rotation). The higher the sensitivity, the more the game will respect your directional input when selecting the next player. The lower the sensitivity, the more likely the game is to select a player in closer proximity, even if the direction is not pointed directly at them.
From 0 to 10.
NEXT PLAYER SWITCHING
While defending, press L1/LB to switch to the next-best available player on the pitch: Classic (the best player will be determined by various factors); Goal Side (this setting favors players on the goal side of the ball); Closest to Ball (this setting favors players who are closer to the ball).
Classic, Closest to Ball, Goal Side.
REACTION TIME CALIBRATION
When the Next Player Switch indicator is turned on (default), an icon appears over the head of the player you will switch to when pressing L1/LB. This icon updates constantly based on the match situation. In some instances, the icon can change during the natural reaction window that exists between you thinking about player switching and actually pressing L1/LB. The Reaction Time Calibration takes this into account, switching you to the player that was indicated when you initially thought about switching. This setting has no impact on right stick switching or the speed with which inputs are processed.
On, Off.
REACTION TIME CALIBRATION SENSITIVITY
Use this setting to fine tune the duration of the Reaction Time Calibration window.
From 0 to 10.
PLAYER LOCK
You can lock onto a player by pressing right and left sticks. Switch off of that player by flicking the right stick.
On, Off.
SIMPLIFIED SKILL MOVES
Advanced Skill Moves are possible using right stick gestures and modifiers.
On, Off.
SAVE ASSISTANCE
When Manual is selected, the only saves that are automatic are reflex saves. When Semi is active, balls that travel within close proximity to a player’s body are automatically saved.
Manual, Semi, Assisted.
CAMERA PAN SPEED
While holding L1/LB using L will pan the Pro camera at the set speed.
Manual, Semi, Assisted.
ANALOG SPRINT
Analog Sprint allows you to control how fast you sprint. The further you hold R2/RT, the faster the player will run.
On, Off.
L1/R1 AND L2/R2 REMAP
Mobility Switch the functionality of L1/R1 buttons and L2/R2 buttons to the Left Stick, allowing you to navigate through all the setting options with the Left Stick.
Off, On.
RIGHT STICK REMAP
Mobility Switch the functionality of the Right Stick to the Left Stick, allowing you to navigate through all menu options with the Left Stick. Note: this applies to menu navigation only.
Off, On.
TRIGGER EFFECT
On supported controllers, the adaptive triggers provide resistance when performing certain gameplay actions, including sprinting.
Off, On.
USER VIBRATION
Auditory, Cognitive Enhanced offers an enriched gameplay experience as vibrations activate from different areas on the controller allowing you to get a true sense of real world actions, while Classic gives you full controller vibration when key gameplay actions happen. Intense is suitable for players who want to feel all the emotions of the match on their controller. This gameplay experience elevates the vibrations already found in the enhanced mode to push your immersion of the action.
Enhanced, Intense, Classic, Off.
Match Settings
QUICK MATCH
Enabling Quick Match for Kick Off will allow the mode to remember the previous setup you had for Side, Teams, and Kits and will take you straight to Match Preview. This only applies to Solo Matches; in Multiplayer, the flow remains the legacy one. Any changes made after getting into Match Preview will also be saved after you’ve played a match, allowing you to adjust your setup anytime. This setting works for all applicable Kick Off modes. Turning this off will re-enable the legacy flow of Kick-Off.
On, Off.
HALF LENGTH
Choose how many minutes you want each half to last.
3, 4, 5, 6, 7, 8, 9, 10, 15, 20 minutes.
DIFFICULTY LEVEL
Based on your skill, set the difficulty level of your opponent.
Beginner, Amateur, Semi-Pro, Professional, World Class, Legendary.
ATTRIBUTES
By setting this to Default, attributes are modified based on the position of the player to provide the recommended gameplay experience. Turning this setting to classic will provide the classic FC gameplay experience.
Default, Classic.
QUICK SUBSTITUTES
Toggle the display of Quick Substitutes to On or Hide.
On, Hide.
STADIUM
Select from a variety of stadiums that you can play in.
130+ Stadiums.
MATCH CONDITIONS
Choose to have either random settings for season, weather and time of day or customise them to whichever you prefer to play on.
Custom, Random.
SEASON
Choose which season the match is played, which affects the lighting conditions based on the location of the stadium.
Summer, Autumn/Fall, Winter, Spring.
DYNAMIC TIME OF DAY
Play under the natural light of day, or under the stadium’s floodlights.
Every 30 minutes.
WEATHER
Select the weather condition the match will be played in.
Clear, Partly Clear, Overcast, Rain.
BALL
Determine which ball will be used during the match.
Random, Default, 100+ Balls.
WATCH FULL MATCH INTRO
During the opening Pre-Match Cinematic, you will be able to opt-in to queue up the Full Match Intro. This is only applicable for certain 11v11 Offline match types. The Pre-Match Cinematic is a brief opening sequence that runs around 20 seconds in length. The Full Match Intro is a more traditional broadcast opening sequence that runs around 3 minutes in length. It includes more pre-match elements like team sheets, anthems, atmosphere themes, and/or contextual storylines.
Always, Opt-in, Never.
TIME OF DAY
Play under the natural light of day, or under the stadium’s floodlights.
Day, Night.
Camera Settings
SINGLE PLAYER CAMERA
This is the camera used for all offline & online single player 11v11 matches. This does not include Locked to Player matches.
Legacy, Tactical, EA Sports GameCam, Tele Broadcast, Tele, Co-op, Classic, Dynamic, End to End, Pro, Broadcast.
MULTIPLAYER CAMERA
This is the camera used for all offline multiplayer 11vv11 matches.
Legacy, Tactical, EA Sports GameCam, Tele Broadcast, Tele, Co-op, Classic, Dynamic, End to End, Pro, Broadcast.
LOCKED TO PLAYER CAMERA
This is the camera used for all offline Locked to Player 11v11 matches. The ‘Focus’ camera variation has specific dynamic zooming behaviour attached to your player, such as when Sprinting or performing Skill Moves.
Legacy, Tactical, Tactical Focus, EA Sports GameCam, Tele Broadcast, Tele, Co-op, Classic, Dynamic, End to End, Pro, Broadcast.
CLUBS CAMERA
>This is the camera used for all online Clubs & Drop-In 11v11 matches. The ‘Focus’ camera variation has specific dynamic zooming behaviour attached to your player, such as when Sprinting or performing Skill Moves.
Legacy, Tactical, Tactical Focus, EA Sports GameCam, Tele Broadcast, Tele, Co-op, Classic, Dynamic, End to End, Pro, Broadcast.
RUSH CAMERA
This is the camera used for all Rush matches.
Rush Pro, Rush End to End, Rush Broadcast, Rush Tactical.
BE A KEEPER CAMERA
Select which camera you want when you’re a goalkeeper.
Legacy, Tactical, EA Sports GameCam, Tele Broadcast, Tele, Co-op, Classic, Dynamic, End to End, Pro, Broadcast.
CAMERA SETTINGS
Enabling this option allows you to edit the height and zoom of the camera you’ve selected to play with.
Default, Custom. If custom is selected, you can set up the camera heigh and the camera zoom, as well as pro camera zoom, speed and swing, from 1 to 20.
HEIGHT
Adjust the height of the in game camera. Does not apply to Pro Camera.
From 0 to 10.
ZOOM
Adjust the zoom of the in game camera. Does not apply to Pro Camera.
From 0 to 10.
FAR SIDE FOCUS
Adjust how much the in game camera moves towards the ball, when getting closer to the far side of the pitch. Does not apply to Pro, Dynamic or End to End Cameras.
From 0 to 10.
BALL TRACKING SPEED
Adjust the delay of the in game camera when following the ball. Does not apply to Pro, Dynamic or End to End Cameras.
From 0 to 10.
PENALTY AREA ZOOM
Adjust the in game camera zoom when the ball is inside the attacking penalty area. Does not apply to Pro, Dynamic or End to End Cameras.
From 0 to 10.
PRO CAMERA ZOOM
Adjust the zoom of the Pro Camera.
From 0 to 10.
PRO CAMERA SPEED
Adjust the speed at which the in game Pro Camera moves.
From 0 to 10.
PRO CAMERA SWING
Adjust the amount of swing for the in game Pro Camera.
From 0 to 10.
POWER SHOT ZOOM
Choose whether or not you want the dynamic camera treatment on for Power Shots during gameplay.
On, Off.
Game Type Settings
GAMEPLAY TYPE
This setting allows you to swap between Competitive, Authentic, and Custom gameplay experiences. Competitive: The classic high-intensity FC experience. Authentic: A slower, simulation-style experience that is closer to what you’d see in a live football match. Custom: Adjust the sliders to fit your preferred FC experience.
Custom, Competitive, Authentic.
AUTHENTICITY FEATURES
When set to On, the gameplay utilises features more in line with a single-player simulation-style experience, such as: more realistic defending from AI teammates; re-tuned pacing of skill moves; authentic player reactions to in-game situations; increased influence of physics on ball movement; various tuning changes to account for more authentic pacing on and off the ball; realistic impact of fatigue on player performance.
Off, On.
WIND EFFECTS
Enable this option for wind to impact ball trajectory.
Off, Low, Medium, High.
WEATHER EFFECTS
Enable this option for the current weather conditions to impact the ball and players.
Off, On.
SPRINT SPEED – USER
Modifies the maximum sprint speed a user’s team can reach.
From 1 to 99.
SPRINT SPEED – CPU
Modifies the maximum sprint speed a CPU team can reach.
From 1 to 99.
ACCELERATION – USER
Modifies the time it takes for a user team’s player to reach their maximum speed.
From 1 to 99.
ACCELERATION – CPU
Modifies the time it takes for a CPU team’s player to reach their maximum speed.
From 1 to 99.
SHOT ERROR – USER
Increases/reduces the amount of error applied to a user team’s normal shots. This doesn’t affect other types of shots (i.e. finesse).
From 1 to 99.
SHOT ERROR – CPU
Increases/reduces the amount of error applied to a CPU team’s normal shots. This doesn’t affect other types of shots (i.e. finesse).
From 1 to 99.
SHOT SPEED – USER
Increases/reduces the amount of speed applied to a user team’s normal shots. This doesn’t affect other types of shots (i.e. finesse).
From 1 to 99.
SHOT SPEED – CPU
Increases/reduces the amount of speed applied to a CPU team’s normal shots. This doesn’t affect other types of shots (i.e. finesse).
From 1 to 99.
HEADER SHOT ERROR – USER
Increases/reduces the amount of error applied to a user team’s headed shots.
From 1 to 99.
HEADER SHOT ERROR – CPU
Increases/reduces the amount of error applied to a CPU team’s headed shots.
From 1 to 99.
PASS ERROR – USER
Increases/reduces the amount of error applied to a user team’s ground passes. This doesn’t affect other types of passes.
From 1 to 99.
PASS ERROR – CPU
Increases/reduces the amount of error applied to a CPU team’s ground passes. This doesn’t affect other types of passes.
From 1 to 99.
PASS SPEED – USER
Increases/reduces the amount of speed applied to a user team’s ground passes. This doesn’t affect other types of passes.
From 1 to 99.
PASS SPEED – CPU
Increases/reduces the amount of speed applied to a CPU team’s ground passes. This doesn’t affect other types of passes.
From 1 to 99.
HEADER PASS ERROR – USER
Increases/reduces the amount of error applied to a user team’s headed passes.
From 1 to 99.
HEADER PASS ERROR – CPU
Increases/reduces the amount of error applied to a CPU team’s headed passes.
From 1 to 99.
INJURY FREQUENCY – USER
Increases/reduces the frequency that injuries occur to a user’s team.
From 1 to 99.
INJURY FREQUENCY – CPU
Increases/reduces the frequency that injuries occur to a CPU team.
From 1 to 99.
INJURY SEVERITY – USER
When a player from a user controlled team gets an injury, this will increase/reduce the severity of that injury.
From 1 to 99.
INJURY SEVERITY – CPU
When a player from a CPU controlled team gets an injury, this will increase/reduce the severity of that injury.
From 1 to 99.
GOALKEEPER ABILITY – USER
Increases/reduces the saving ability for a user’s goalkeeper.
From 1 to 99.
GOALKEEPER ABILITY – CPU
Increases/reduces the saving ability for a CPU’s goalkeeper.
From 1 to 99.
POSITIONING: MARKING – USER
Increases/reduces how tightly the user defenders mark their opponents.
From 1 to 99.
POSITIONING: MARKING – CPU
Increases/reduces how tightly the CPU defenders mark their opponents.
From 1 to 99.
POSITIONING: RUN FREQUENCY – USER
Increases/reduces the number of runs the teammates of the user will make.
From 1 to 99.
POSITIONING: RUN FREQUENCY – CPU
Increases/reduces the number of runs the teammates of the CPU will make.
From 1 to 99.
POSITIONING: LINE HEIGHT – USER
Specifies how high/low the defensive line will position themselves for a user’s team.
From 1 to 99.
POSITIONING: LINE HEIGHT – CPU
Specifies how high/low the defensive line will position themselves for a CPU’s team.
From 1 to 99.
POSITIONING: LINE LENGTH – USER
Specifies how stretched or compact the user team will try to keep for the length of the pitch.
From 1 to 100.
POSITIONING: LINE LENGTH – CPU
Specifies how stretched or compact the CPU team will try to keep for the length of the pitch.
From 1 to 99.
POSITIONING: LINE WIDTH – USER
Specifies how stretched or compact the user team will try to keep for the width of the pitch.
From 1 to 99.
POSITIONING: LINE WIDTH – CPU
Specifies how stretched or compact the CPU team will try to keep for the width of the pitch.
From 1 to 99.
POSITIONING: FULLBACK POSITIONING – USER
Increases/reduces how far the user team fullbacks will push forward.
From 1 to 99.
POSITIONING: FULLBACK POSITIONING – CPU
Increases/reduces how far the CPU team fullbacks will push forward.
From 1 to 99.
POWER BAR – CPU
Modifies how quickly/slowly the power bar fills up when you request any type of pass or shot.
From 1 to 99.
FIRST TOUCH CONTROL ERROR – USER
Increases/decreases the amount of error applied to a user team’s first touch control.
From 1 to 99.
FIRST TOUCH CONTROL ERROR – CPU
Increases/decreases the amount of error applied to a CPU team’s first touch control.
From 1 to 99.
BALL DEFLECTION ERROR – USER
Increases/reduces the impact of physics on a user team’s ball deflections. The higher the number, the more the outcome will be driven by physics interactions.
From 1 to 99.
BALL DEFLECTION ERROR – CPU
Increases/reduces the impact of physics on a CPU team’s ball deflections. The higher the number, the more the outcome will be driven by physics interactions.
From 1 to 99.
TACKLE ASSISTANCE – USER
Increases/reduces the user team’s tackling assistance. The higher the number, the more forgiving the tackles will be.
From 1 to 99.
TACKLE ASSISTANCE – CPU
Increases/reduces the CPU team’s tackling assistance. The higher the number, the more forgiving the tackles will be.
From 1 to 99.
ALL PASSING ERROR SLIDERS
Increases/reduces the amount of error applied to all passes for both user and CPU teams. Note: This will change all pass error sliders below.
From 1 to 99.
ALL PASSING SPEED/HEIGHT SLIDERS
Increases/reduces the amount of speed (or height for regular lob and through lob) for ALL pass types for both user and CPU teams. Note: This will change all pass speed sliders below.
From 1 to 99.
ALL SHOOTING ERROR SLIDERS
Increases/reduces error for ALL shot types for both user and CPU teams. Note: This will change all shot error sliders below.
From 1 to 99.
ALL SHOOTING SPEED/HEIGHT SLIDERS
Increases/reduces the amount of speed (or height for chip shots) for ALL shot types for both user and CPU teams. Note: This will change all shot speed sliders below.
From 1 to 99.
CHIP SHOT ERROR – USER
Increases/reduces the amount of error for chip shots for the user’s team.
From 1 to 99.
CHIP SHOT ERROR – CPU
Increases/reduces the amount of error for chip shots for the CPU team.
From 1 to 99.
CHIP SHOT SPEED – USER
Increases/reduces the amount of speed applied to a user team’s chip shots.
From 1 to 99.
CHIP SHOT SPEED – CPU
Increases/reduces the amount of speed applied to a CPU team’s chip shots.
From 1 to 99.
CONTROLLED SPRINT DRIBBLING ERROR – USER
Increases/decreases the interval between touches on the ball for the user’s team while controlled sprint dribbling.
From 1 to 99.
CONTROLLED SPRINT DRIBBLING ERROR – CPU
Increases/decreases the interval between touches on the ball for the CPU team while controlled sprint dribbling.
From 1 to 99.
CROSS ERROR – USER
Increases/reduces the amount of error applied to a user team’s crosses.
From 1 to 99.
CROSS ERROR – CPU
Increases/reduces the amount of error applied to a CPU team’s crosses.
From 1 to 99.
CROSS HEIGHT – USER
Increases/reduces the amount of height applied to a user team’s crosses.
From 1 to 99.
CROSS HEIGHT – CPU
Increases/reduces the amount of height applied to a CPU team’s crosses.
From 1 to 99.
FINESSE SHOT ERROR – USER
Increases/reduces the amount of error for finesse shots for the user’s team.
From 1 to 99.
FINESSE SHOT ERROR – CPU
Increases/reduces the amount of error for finesse shots for the CPU team.
From 1 to 99.
FINESSE SHOT SPEED – USER
Increases/reduces the amount of speed applied to a user team’s finesse shots.
From 1 to 99.
FINESSE SHOT SPEED – CPU
Increases/reduces the amount of speed applied to a CPU team’s finesse shots.
From 1 to 99.
INTERCEPT ERROR – USER
Increases/decreases the amount of error applied to a user team’s ability to control the ball when intercepting passes.
From 1 to 99.
INTERCEPT ERROR – CPU
Increases/decreases the amount of error applied to a CPU team’s ability to control the ball when intercepting passes.
From 1 to 99.
JOG DRIBBLING ERROR – USER
Increases/decreases the interval between touches on the ball for the user’s team while jog dribbling.
From 1 to 99.
JOG DRIBBLING ERROR – CPU
Increases/decreases the interval between touches on the ball for the CPU team while jog dribbling.
From 1 to 99.
LOBBED THROUGH PASS ERROR – USER
Increases/reduces the amount of error applied to a user team’s lobbed through passes.
From 1 to 99.
LOBBED THROUGH PASS ERROR – CPU
Increases/reduces the amount of error applied to a CPU team’s lobbed through passes.
From 1 to 99.
LOBBED THROUGH PASS SPEED – USER
Increases/reduces the amount of speed applied to a user team’s lobbed through passes.
From 1 to 99.
LOBBED THROUGH PASS SPEED – CPU
Increases/reduces the amount of speed applied to a CPU team’s lobbed through passes.
From 1 to 99.
LOW DRIVEN SHOT ERROR – USER
Increases/reduces the amount of error for low driven shots for the user’s team.
From 1 to 99.
LOW DRIVEN SHOT ERROR – CPU
Increases/reduces the amount of error for low driven shots for the CPU team.
From 1 to 99.
LOW DRIVEN SHOT SPEED – USER
Increases/reduces the amount of speed applied to a user team’s low driven shots.
From 1 to 99.
LOW DRIVEN SHOT SPEED – CPU
Increases/reduces the amount of speed applied to a CPU team’s low driven shots.
From 1 to 99.
POWER SHOT ERROR – USER
Increases/reduces the amount of error for power shots for the user’s team.
From 1 to 99.
POWER SHOT ERROR – CPU
Increases/reduces the amount of error for power shots for the CPU team.
From 1 to 99.
POWER SHOT SPEED – USER
Increases/reduces the amount of speed applied to a user team’s power shots.
From 1 to 99.
POWER SHOT SPEED – CPU
Increases/reduces the amount of speed applied to a CPU team’s power shots.
From 1 to 99.
REGULAR JOCKEY SPEED – USER
Increases/reduces the user team’s speed while using regular jockey.
From 1 to 99.
REGULAR JOCKEY SPEED – CPU
Increases/reduces the CPUteam’s speed while using regular jockey.
From 1 to 99.
REGULAR LOB PASS ERROR – USER
Increases/reduces the amount of error applied to a user team’s regular lob passes.
From 1 to 99.
REGULAR LOB PASS ERROR – CPU
Increases/reduces the amount of error applied to a CPU team’s regular lob passes.
From 1 to 99.
REGULAR LOB PASS SPEED – USER
Increases/reduces the amount of speed applied to a user team’s regular lob passes.
From 1 to 99.
REGULAR LOB PASS SPEED – CPU
Increases/reduces the amount of speed applied to a CPU team’s regular lob passes.
From 1 to 99.
SPRINT DRIBBLING ERROR – USER
Increases/decreases the interval between touches on the ball for the user’s team while sprint dribbling.
From 1 to 99.
SPRINT DRIBBLING ERROR – CPU
Increases/decreases the interval between touches on the ball for the CPU team while sprint dribbling.
From 1 to 99.
SPRINT JOCKEY SPEED – USER
Increases/reduces the user team’s speed while using sprint jockey.
From 1 to 99.
SPRINT JOCKEY SPEED – CPU
Increases/reduces the CPUteam’s speed while using sprint jockey.
From 1 to 99.
THROUGH GROUND PASS ERROR – USER
Increases/reduces the amount of error applied to a user team’s through ground passes.
From 1 to 99.
THROUGH GROUND PASS ERROR – CPU
Increases/reduces the amount of error applied to a CPU team’s through ground passes.
From 1 to 99.
THROUGH GROUND PASS SPEED – USER
Increases/reduces the amount of speed applied to a user team’s through ground passes.
From 1 to 99.
THROUGH GROUND PASS SPEED – CPU
Increases/reduces the amount of speed applied to a CPU team’s through ground passes.
From 1 to 99.
CPU Sliders
AI BEHAVIOUR
CPU Sliders affect the way the opposing AI ‘thinks’ on a moment-to-moment basis. Adjust the CPU decision-making to suit your personal preferences. These settings will be uniform across all opponents.
Custom, Tactical, Dynamic.
TACKLE AGGRESSION – CPU
Modifies the CPU opponent’s risk tolerance when making tackles. Higher values indicate more willingness to risk a foul.
From 1 to 99.
BUILD SPEED – CPU
Modifies the CPU opponent’s balance of attacking actions versus possession actions. Lower values correspond to a more patient opponent.
From 1 to 99.
SHOT FREQUENCY – CPU
Increases or decreases the CPU opponent’s willingness to take long shots.
From 1 to 99.
FIRST TOUCH PASS FREQUENCY – CPU
Increases or decreases the amount of time a CPU opponent will ‘think’ before making a pass. Does not affect the relative attribute-driven differences between players.
From 1 to 99.
CROSSING FREQUENCY – CPU
Modifies how much the CPU opponent values crossing actions versus possession actions when in crossing zones. Higher values correspond to a more aggressive opponent.
From 1 to 99.
DRIBBLE FREQUENCY – CPU
Modifies how much the CPU opponent values dribble actions versus possession actions when in the attacking half. Higher values correspond to a more aggressive opponent.
From 1 to 99.
SKILL MOVE FREQUENCY – CPU
Modifies the CPU opponent’s risk tolerance when making skill moves. Higher values indicate more willingness to attempt skill moves in risky situations.
From 1 to 99.
DEFENDING AGGRESSION
Modifies how aggresive the CPU teammates is when defending. Higher values mean a CPU opponent who closes space faster and marks tigher.
From 1 to 99.
CHIP SHOT FREQUENCY
Increases/decreases the CPU teammate’s willingness to take chip shots.
From 1 to 99.
COMPETITOR MODE – CPU OPPONENT
Enable this setting to face a more challenging opponent that simulates the play style of some of the world’s best FC players. The setting can only be enabled on Legendary or Ultimate difficulty.
Off, On.
COMPETITOR MODE – CPU TEAMMATE
Enable this setting to have your CPU teammates simulate the play style of some of the world’s best FC players. The setting can only be enabled on Legendary or Ultimate difficulty.
Off, On.
EARLY CROSSING FREQUENCY
Increases/reduces the CPU teammate’s willingness to attempt early crosses.
From 1 to 99.
FINESSE SHOT FREQUENCY
Increases/decreases the CPU teammate’s willingness to take finesse shots.
From 1 to 99.
LONG SHOT FREQUENCY
Increases/decreases the CPU teammate’s willingness to take long shots.
From 1 to 99.
LOW DRIVEN SHOT FREQUENCY
Increases/decreases the CPU teammate’s willingness to take low driven shots.
From 1 to 99.
POWER SHOT FREQUENCY
Increases/decreases the CPU teammate’s willingness to take power shots.
From 1 to 99.
STAND TACKLE AGGRESSION
Increases/reduces the CPU teammate’s willingness to attempt stand tackles.
From 1 to 99.
Camera Settings
Cameras Available
Legacy, Tele Broadcast, Tele, Co-Op, Classic, Dynamic, End to End, Pro, Broadcast, Tactical, Legacy Focus, EAS GameCam.
SINGLE PLAYER CAMERA
This is the camera used for all offline & online single player 11v11 matches. This does not include Locked to Player matches.
All except Tactical, Legacy Focus, EAS GameCam.
MULTIPLAYER CAMERA
This is the camera used for all offline multiplayer 11v11 matches.
All except Tactical, Legacy Focus, EAS GameCam.
PLAYER CAREER CAMERA
This is the camera used for all Player Career matches when locked to an outfield player. The ‘Focus’ camera variation has specific dynamic zooming behaviour attached to your player, such as when Sprinting or performing Skill Moves.
All cameras.
CLUBS CAMERA
This is the camera used for all online Clubs & Drop-In 11v11 matches. The ‘Focus’ camera variation has specific dynamic zooming behaviour attached to your player, such as when Sprinting or performing Skill Moves.
All cameras.
RUSH CAMERA
This is the camera used for all Rush matches.
Rush Pro, Rush End to End, Rush Broadcast, Rush Tactical.
BE A KEEPER CAMERA
This is the camera used for all matches when you are playing as a goalkeeper.
All except Legacy Focus.
POWER SHOT ZOOM
Choose whether or not you want the dynamic camera treatment on for Power Shots during gameplay.
On, Off.
CUSTOM CAMERA SETTINGS
Enabling this option allows you to edit the height and zoom of the camera you’ve selected to play with, as well as Pro Camera zoom, speed and swing (from 1 to 20), and also Power Shot Zoom.
Default, Custom.
HEIGHT
Adjust the height of the in-game camera. Does not apply to Pro Camera.
From 0 to 20.
ZOOM
Adjust the zoom of the in-game camera. Does not apply to Pro Camera.
From 0 to 20.
PRO CAMERA ZOOM
Adjust the zoom of the Pro Camera.
From 0 to 20.
PRO CAMERA SPEED
Adjust the speed for the Pro Camera during gameplay.
From 0 to 20.
PRO CAMERA SWING
Adjust the amount of swing for the in-game Pro Camera.
From 0 to 20.
Visual Settings
CONNECTION MONITORING
When in Online matches, the Connection Monitoring Overlay displays your ping, packet loss & jitter warnings, as well as a general stability message if experiencing connection issues. By default, the Connection Monitoring overlay will be contextual, meaning it will appear on screen only if you are experiencing a sub-optimal connection. You can also choose to disable this overlay completely, or have it on screen always, regardless of your connection.
Contextual, Always On, Off.
INPUT OVERLAY
Single: a single wireless controller graphic is shown on screen, displaying your inputs. Side-By-Side: Two wireless controller graphics are shown on screen side-by-side, displaying both your local inputs and the synchronized networked inputs, where available. Debug: A single combination debug input overlay is shown on screen, displaying both your local inputs and the synchronized networked inputs, where available.
Off, Single, Side-by-Side, Debug.
TIME/SCORE DISPLAY
Toggles the time and the score display on & off.
On, Off.
SCORE CLOCK DROPDOWN
Choose whether or not you want dropdown overlays to appear under the score clock during gameplay.
On, Off.
SCROLLING LINE UPS
Choose whether you want the scrolling line-up to appear when skipping the match intro.
On, Off.
MEASUREMENT SYSTEM
Toggle here to change the measurement settings.
Default, Imperial, Metric.
TACTICAL CHALKBOARD
Choose if you want the Chalkboard displayed when making tactical changes during gameplay.
On, Off.
TACTICAL SUGGESTIONS NOTIFICATIONS
Choose if you want to be prompted with Tactical Suggestions during gameplay.
On, Off.
FOOTEDNESS ICONS
The Footedness Icons will display underneath your Player Name Bar, specifying the selected player’s Strong Foot alongside their Weak Foot rating.
On, Off.
SKILL MOVES RATING
The Skill Moves rating will display underneath your Player Name Bar, specifying the selected player’s Skill Moves rating.
On, Off.
PLAYSTYLES+ ICONS
The PlayStyles+ Icons will display underneath your Player Name Bar, specifying which PlayStyles+ the selected player possesses.
On, Off.
UT OBJECTIVE GAMEPLAY NOTIFICATION
Enable this to display Objective Tracking notifications during gameplay when progress is made or completed on an objective.
On, Off.
PLAYER NAME BAR
Enabled: The Default FC experience with the power bar displayed within the Player Name Bar. Disabled: The Player Name Bar is disabled, with the power bar displayed above the player’s head underneath the player’s name or number. Enabled + Overhead Info: As per Enabled with the addition of either the player’s name or number displayed above the player’s head.
Enabled, Disabled, Enabled + Overhead Info.
OVERHEAD PLAYER INFO
If you have the Player Name Bar set to Disabled or Enabled + Overhead Info, you can choose between displaying the player’s name or number above the player’s head.
Player Name, Player Number.
PLAYER INDICATOR SIZE
Change the size of the overhead indicator.
Small, Default, Large.
PLAYER INDICATOR FADE
Choose whether or not you want the player indicators to fade due to stamina loss, during gameplay.
On, Off.
TEAMMATE CONTAIN INDICATOR
When defending, holding R1/RB or pressing and holding R1/RB will cause the Teammate Contain Indicator to appear over the head of the player or players coming to help you defend.
On, Off.
PLAYSTYLES+ OVERHEAD INDICATORS
Choose the extent of information on PlayStyles that is displayed above a player’s head during a match.
On, Off.
NEXT PLAYER SWITCH INDICATOR
The Next Player Switch Indicator shows to which player you’ll switch to when pressing L1/LB while defending.
On, Only in Single Player, Off.
PLAYER BASED DIFFICULTY INDICATOR
Enables the Player Based Difficulty Indicator. Requires the Player Based Difficulty to be switched to On in Match Settings.
On, Off.
ONLINE ID INDICATOR
Select whether to have your online ID on/off/faded above the player’s head in online matches.
Fade, On, Off.
HOLD TO SKIP
Toggles Hold to Skip functionality on and off. When turned off, holding the skip button is no longer required to skip cinematic scenes or certain in-match storylines and moments.
On, Off.
PRECISION PASS VISUALS
Enables or disables Precision Pass visuals. This affects both the Precision aim and the receiver indicator.
On, Off.
PRECISION SHOT VISUALS
When Precision Shot is active, this setting allows you to enable or disable the Precision Shot visuals.
On, Off.
UNDERFOOT PLAYER HIGHLIGHTER
The underfoot player highlight will only appear briefly after play has stopped and not during regular gameplay.
Always, Display on Stoppages, Disabled.
COMMUNICATION SYSTEM
Changing this setting will toggle the communication system present in Rush and Clubs matches.
On, Off.
AR COACH IN RUSH
Changing this setting will toggle the AR Coach present in Rush.
Show, Hide.
PING SYSTEM
Changing this setting will toggle the Ping System in Rush.
On, Off.
RADAR
Toggles the pitch radar HUD on & off. You also have the option of a 3D or 2D top-down viewing angle.
2D, 3D, Off.
USER RADAR COLOR
Select User Radar Indicator Color.
Default, Red, Blue, Green, Purple, Orange, White, Black.
OPPONENT RADAR COLOR
Select Opponent Radar Indicator Color.
Default, Red, Blue, Green, Purple, Orange, White, Black.
NET TENSION
This setting determines the tension of the goal net.
Default, Regular, Loose, Tight.
NET SHAPE
This setting sets the shape of the net.
Default, Rectangle, Triangle.
NET MESHING
This setting sets the meshing type on the net.
Default, Square, Hexagon.
BALL TRAIL COLOUR
Change the colour of the Drop Kick ball trail.
Default, Red, Blue, Green, Magenta.
BE-A-GOALKEEPER SAVE UI
Displays the user’s save direction indicator when playing Be-A-Goalkeeper.
On, Off.
CAMERA SHAKE VISUALS
Visual, Cognitive Changing this setting will enable or disable any camera shake visuals that occur immediately after goalscoring moments in gameplay.
On, Off.
CELEBRATION CAMERA FOCUS
By Default, when goals are scored, cameras will focus on the celebration. You can change this setting to instead focus on the User Controlled Team only, avoiding having to watch your opponent celebrate.
Default, User Controlled Team, Off.
CORNER KICK TRAJECTORY
Show the ball’s trajectory curve during corner kick battles in the box.
On, Off.
DROP KICK CHARGE COLOUR
Visual Change the colour of the Drop Kick Charge HUD.
Default, Red, Blue, Green, Magenta.
DROP KICK CHARGE SIZE
Visual, Cognitive Change the size of the Drop Kick Charge HUD.
From 1 to 5.
DROP KICK HIT CONFIRM
Visual Change the colour of the Drop Kick Hit Confirm HUD.
Default, Red, Blue, Green, Magenta.
DROP KICK RETICLE COLOUR
Visual Change the colour of the Drop Kick Reticle.
Default, Red, Blue, Green, Magenta.
DROP KICK RETICLE SIZE
Visual Change the size of the Drop Kick Reticle.
From 1 to 5.
HORIZONTAL CAMERA SENSITIVITY
Adjust the horizontal sensitivity of The Grounds camera movement.
From 1 to 99.
INVERSE HORIZONTAL CAMERA CONTROL
Toggle Invert Horizontal Camera Control On/Off
Off, On.
INVERSE VERTICAL CAMERA CONTROL
Toggle Invert Vertical Camera Control On/Off
Off, On.
PLAYER INDICATOR COLOURS
Visual Choose whether or not you would like to customize your player indicator colours. In Offline modes, Slots 1-4 are assigned to the controllers of Players 1-4. In Online Locked to Player matches, such as Clubs and Rush, indicator colours will be assigned to players prioritized in descending order starting with Slot 1.
Player 1 to Player 12:, Maroon, Azure, Yellow, Magenta, Orange, Gold, Turquoise, Gray, Purple, Chocolate, Green, Mint, Blue, Ocean, Cyan, Brown, Midnight, Teal, Claret, Canary, Lime, Lavender, Bronze, Red, Pink, Navy, Salmon, Mahogany, White, Black.
THE GROUNDS KICKABOUT TEAMMATE INDICATORS
Select the preferred teammate visual indicators while playing Kickabouts in The Grounds mode. Default: Red and Blue colours are applied to distinguish between teammates and opponents for relevant activities within The Grounds. If desired, these colours can be customized by changing the Home and Away Team Player colour values inside the High Contrast/Gameplay settings menu. None: No visual indicators will show on the pitch or players; all assigned clothing colours appear naturally.
Red/Blue, None.
THE GROUNDS RUSH CAMERA
This is the camera used for all Rush (5v5) matches in The Grounds.
The Grounds Pro, Rush Tactical, Rush Broadcast.
THE GROUNDS STREET FOOTBALL CAMERA
This is the camera used for all Street Football (3v3, 2v2, and 1v1) matches in The Grounds.
The Grounds Pro, The Grounds Broadcast.
VERTICAL CAMERA SENSITIVITY
Adjust the vertical sensitivity of The Grounds camera movement.
From 1 to 99.
Audio Settings
MENU SFX VOLUME
Adjust the volume level of the menu sound effects.
From 0 to 10.
EA SPORTS MUSIC VOLUME
Adjust the volume of EA SPORTS Music heard in menus.
From 0 to 10.
DISABLE ALL MUSIC FOR STREAMING PURPOSES
Streaming or recording FC? This setting disables all music to avoid copyright infringements.
On, Off.
MUSIC ALWAYS ON
This will allow menu music to continue playing during gameplay. It will mute commentary, as well as any broadcast & diegetic music.
On, Off.
BEYOND BROADCAST
Enabling this setting will raise the intensity and overall atmosphere of the crowd during gameplay to levels beyond typical broadcast.
On, Off.
ARCHETYPE PERK ACTIVATION SOUND
Select whether to enable or disable the sound effect that signifies when a player’s Archetype Perk is activated during gameplay.
On, Off.
COMMENTARY LANGUAGES (11-A-SIDE)
This is the language the commentary will be in during the match.
English, French, Spanish, Arabic*, Portuguese*, Chinese*, Dutch*, Italian*, German*, Japanese*, Polish*, Turkish*.
COMMENTARY TEAM
This is the commentary team for the matches you’ll play.
Randomise, (Specific Team).
SIDELINE COMMENTATOR
Enable or disable whether you would like to hear audio updates on injuries and tactical changes during a match.
On, Off.
COMMENTARY VOLUME (11-A-SIDE)
The volume level of commentary during the match.
From 0 to 10.
STADIUM AMBIENCE VOLUME
Adjust the volume level of stadium ambience.
From 0 to 10.
DISABLE CRITICAL COMMENTARY
Disables all critical commentary during gameplay.
On, Off.
COMMENTARY LANGUAGES (RUSH)
This is the language the commentary will be during Rush matches.
English, French, Spanish, Arabic*, Portuguese*, Chinese*, Dutch*, Italian*, German*, Japanese*, Polish*, Turkish*.
COMMENTATOR (RUSH)
Select your desired Rush Commentator.
Randomize, (Specify One).
COMMENTARY VOLUME (RUSH)
The volume level of commentary during Rush matches.
From 0 to 10.
GAMEPLAY MUSIC VOLUME (RUSH)
Adjust the volume level of the music during Rush matches.
From 0 to 10.
GENERAL AMBIENCE VOLUME (RUSH)
Adjust the volume level of the ambience during Rush matches.
From 0 to 10.
COMMENTARY VOLUME
Auditory Adjust the volume level of commentary during the match.
From 0 to 10.
GAMEPLAY VOLUME
Auditory Adjust the volume level of gameplay during the match.
From 0 to 10.
IN-WORLD VOLUME
Auditory Adjust the volume level of The Grounds In-World audio. Includes ambience, footsteps and emotes.
From 0 to 10.
IN-WORLD FOOTBALL VOLUME
Auditory Adjust the volume of In-World Football sound effects.
From 0 to 10.
MUSIC VOLUME
Auditory Adjust the volume of music.
From 0 to 10.
Rules
BOOKINGS
With this setting off, players will never be given a yellow or red card after committing a foul.
On, Off.
HANDBALL
Choose whether you would like handballs to be called as fouls.
On, On only for GK, On (except penalties), Off.
OFFSIDES
Determine whether or not you want the offside rule to apply.
On, Off.
REFEREE STRICTNESS
Choose how strict you want the Referee to be during gameplay.
Very Lenient, Lenient, Default, Strict, Very Strict.
INJURIES
With this setting turned on, you open your players up to the possibility of being injured during a game.
On, Off.
Accessibility
COLOUR BLINDNESS
Adjust colours to correct for colour blindness – Protanopia (red weak), Deuteranopia (green weak), Tripanopia (blue weak).
Default, Protanopia, Deuteranopia, Tripanopia.
INTENSITY
Controls the amount of correction that needs to be applied for colour blindness.
From 0 to 10.
BRIGHTNESS
Adjust the brightness settings.
From 0 to 10.
CONTRAST
Adjust the contrast settings.
From 0 to 10.
HIGH CONTRAST MODE
Select ON to enable High Contrast Mode and customize the colours of key gameplay elements.
Off, On.
Pitch Saturation
Adjust the intensity of the pitch color to increase visual separation.
From 1 to 5.
Shader Visual
Enable or disable the advanced visual shading effect for better contrast on players and pitch.
Cloth Only, Full Body.
Home Team Colour
Choose the highlight color for the home team.
None, 15 colours.
Home Goalkeeper Colour
Select the display color for the home team’s goalkeeper.
None, 15 colours.
Away Team Colour
Choose the highlight color for the away team.
None, 15 colours.
Away Goalkeeper Colour
Select the display color for the away team’s goalkeeper.
None, 15 colours.
Ball Colour
Set a custom color for the ball to increase visibility on the pitch.
None, 15 colours.
Referee Colour
Set the color displayed for the referee to help distinguish them from other players.
None, 15 colours.
MAIN MENU VIDEO
Turn on/off the full motion video background in the main menu.
Off, On.
PLAYER INDICATION SIZE
Change the size of the overhead indicator.
Default, Large, Small.
PLAYER SHADOWS
Enable or disable player shadows during gameplay.
On, Off.
STADIUM SHADOWS
Enable or disable stadium shadows from casting onto the pitch during gameplay.
On, Off.
REMAP RIGHT STICK FUNCTIONALITY
Switch the functionality of the Right Stick to the Left Stick, allowing you to navigate through all menu options with the Left Stick. Note: this applies to menu navigation only.
Off, On.
REMAP L1/R1 and L2/R2 BUTTONS
Switch the functionality of L1/R1 buttons and L2/R2 buttons to the Left Stick, allowing you to navigate through all the setting options with the Left Stick.
Off, On.
SUBTITLES
Select whether to have subtitles on or off.
Off, On.
Subtitles Text Size
Select the preferred size of subtitles that appear during cinematic scenes.
Extra Large, Large, Default, Small, Extra Small.
Subtitles Text Colour
Choose the color of the subtitle text for better visibility.
Cyan, Yellow, White, Lavender, Orange.
Subtitles Drop Shadows
Enable drop shadows to appear behind subtitle text during cinematic scenes.
Off, On.
Subtitles Background
Enable a backing bar behind all subtitle text during cinematic scenes.
Off, On.
SIMPLIFIED SKILL MOVES
Advanced Skill Moves are possible using right stick gestures and modifiers.
Off, On.
CAMERA SHAKE
Enables or disables screen vibration effects during gameplay.
Off, On.
POV CAMERA SCENES
Enables or disables first-person point-of-view cutscenes.
Off, On.
