EA Sports FC 27 review

There comes a point every year when the question surrounding EA Sports FC becomes increasingly difficult to answer: what has actually changed? Annual sports games have a reputation for making small adjustments, updating squads and presenting familiar features with a fresh coat of paint. EA Sports FC 27 however, makes a more convincing attempt to justify its existence this year. It doesn’t completely reinvent the formula, but some of the changes have a noticeable impact on how games play out.

Refreshingly, many of these improvements are found where they matter most: on the pitch. Defending has been reworked, attacking movement feels more considered, set pieces offer greater control, and the authentic gameplay option gives those looking for a more simulation-focused experience a compelling alternative to the traditional faster-paced arcade action. Add in a substantially improved Career Mode and the ambitious new Grounds social hub, and FC 27 feels like a more substantial step forward than some recent entries.

It isn’t without its problems though. Some of the new ideas aren’t as fully developed as others, Ultimate Team remains heavily tied to monetisation, and The Grounds feels more like the foundation of something exciting than a fully realised destination. Nevertheless, after spending considerable time with the game on Xbox Series, FC 27 feels like a football game that is once again willing to take a few risks.

The fundamental football has received a welcome overhaul. FC 27 puts more responsibility in the player’s hands, particularly when defending. AI-controlled teammates are less willing to automatically solve every problem, meaning positioning, player switching and timing a tackle correctly become increasingly important. It can take some adjustment if you’re coming directly from FC 26, but once the changes click, defending feels more satisfying because mistakes are more obviously your own.

That philosophy extends to attacking. Players make more intelligent runs, while movement around defenders feels more deliberate. The emphasis on using width also makes crossing a more viable part of an attacking strategy rather than simply an occasional alternative to playing through the middle. At times these changes make the game you are watching play out on your TV look considerably more realistic, but there are still those off the ball niggles where it looks like a player is reversing or the odd bit of NHL skating.

Set pieces have similarly benefited. Corners now give you greater opportunity to influence where the eventual delivery will arrive and which player attacks it. This creates situations where timing a run and reading the flight of the ball can make the difference between a routine clearance and a genuine scoring opportunity.

The ball also feels less predictable in general. Deflections, tackles and physical challenges can produce more varied outcomes, helping matches feel less like a sequence of predetermined animations. There are still moments where FC 27 falls into the familiar patterns of an EA football game, particularly during crowded situations in and around the box, but the overall it is more organic.

Players can also choose between competitive and authentic gameplay. Competitive retains the faster, more accessible feel associated with the series, while Authentic is more deliberate and simulation-oriented. I was a big fan of the Authentic gameplay when it was introduced in last years game and here, it has been refined into an even better package. Plus if any aspect of it isn’t to your liking there is always the multitude of gameplay sliders to tailor the experience.

Career Mode is one the biggest beneficiary of FC 27’s improvements for me. The transfer system has been significantly reworked, making recruitment feel more like an actual process rather than simply offering money until another club accepts. Transfers now involve multiple stages, from scouting and establishing availability to negotiating with clubs and players. Market values and competing interest can influence proceedings, meaning the transfer window feels less predictable. You can also delegate certain negotiations if you don’t want to spend too long in the weeds.

Player management has also become more meaningful. Dynamic overall ratings mean a player’s attributes can rise or fall depending on factors such as form, fitness, training and morale. Consequently, selecting a starting XI is no longer simply a case of picking the eleven players with the highest numbers.

The behaviour of AI-controlled clubs has also been improved, making the transfer market more believable over multiple seasons. It isn’t perfect, and Career Mode still carries some of the baggage accumulated over the years, but these changes make managing a club considerably more engaging. Most importantly, Career Mode feels like it has received improvements that actually matter during a long-term save. That’s something we definitely can’t say every year.

Ultimate Team remains the enormous time sink it has always been, but FC 27 introduces several worthwhile refinements. The FUT Gallery is a particularly nice addition, providing a collection-focused space where players can keep track of cards they’ve owned and work towards completing their collection. Squad building challenges have received quality-of-life improvements too, including point-based approaches that can make dealing with unwanted cards considerably quicker.

There is a lot here for dedicated FUT players, whether you’re interested in completing objectives, experimenting with squads or simply chasing better cards. The problem is that the familiar monetisation concerns haven’t disappeared. FC Points and premium progression remain an unavoidable part of the ecosystem, and players who spend money can accelerate their progress.

The Grounds is FC 27’s most ambitious new feature. Rather than navigating a series of disconnected menus, players can enter a social hub split across three districts inspired by Britain, France and Argentina. I’ll be honest, I went in expecting this mode not to click with me, but there’s definitely something engaging about it. You can wander around, meet other players, customise your avatar and participate in a mixture of football matches and mini-games. There are 1v1, 2v2 and 3v3 matches alongside Rush and other activities, while Clubs has also been incorporated into the broader Grounds experience.

It doesn’t manage to fully recapture the FIFA Street magic from back in the day, but it’s not far off. Unfortunately, The Grounds also feels unfinished in places. The environment isn’t particularly interactive, movement can occasionally feel awkward and some activities are little more than brief distractions. It’s a proof of concept that I could really see flourishing in FC 28 if EA commit to the mode.

FC 27 remains an impressive visual showcase on current-gen systems. Player likenesses are generally excellent, stadiums look spectacular and the atmosphere surrounding major fixtures remains one of the series’ biggest strengths. Lighting and weather effects help matches feel suitably dramatic, capturing the match day experience. Animations are also generally smoother, although there are still occasional moments where players collide awkwardly or animations don’t quite behave as expected.

Presentation remains polished throughout, with a huge amount of licensed content helping FC 27 retain its authentic football atmosphere. Commentary does its job effectively, although veterans may still find themselves nostalgic for some of the classic commentary teams from earlier entries.

Kick-Off provides the expected pick-up-and-play experience, while Seasons continues to offer a straightforward competitive option for players who don’t want to get involved with Ultimate Team. The various mini-games scattered throughout The Grounds are also a welcome diversion when you simply want to play football without worrying about rankings or progression.

The sheer breadth of FC 27 remains one of its greatest strengths. Not every mode receives a transformative overhaul, but there are enough refinements across the package to keep the game feeling substantial. Where we go from here is anyone’s guess. Will EA be happy to coast, or are we eventually working towards a new engine for PS6/Xbox Helix? My hope is the latter, but that would be a huge undertaking.

-Mark

Gaming since I was knee-high to a grasshopper.