All 37 FIFA games ranked ahead of EA Sports rebrand - from FIFA Street to '98 World Cup, including my Honesty Reviews


 The famous FIFA gaming franchise will come to an end with FIFA 23

FIFA 23 is set to be the final video game in the legendary franchise's 30-year history amid the release of EA Sports FC in 2023, leading fans to look back on their favourite editions.

All 37 FIFA games by EA Sports have been ranked ahead of the famous football game franchise coming to an end this year.

Reports last week revealed that FIFA 23 will be the last edition of the long-running series after EA failed to agree a new deal with football’s governing body. After this year’s final version, the game will become its own entity known as EA Sports FC.

The news understandably came as a massive shock to fans across the globe, who have formed a close bond and boast countless memories with the iconic gaming franchise over its 30 year history. But not every FIFA has been received well, as research from Odds-Comparison.com now shows.

The site has accumulated the IMDb ratings from each FIFA, from the vintage 1990s editions to the most recent FIFA 22, in order to unveil the best and worst rated releases. And their findings were quite remarkable.

Fans appeared to have a huge soft spot for the FIFA games released between 2010 and 2013, with FIFA 13 being the most highly-rated in the franchise’s history. Its 8.1 rating was closely followed by its predecessor FIFA 12 and successor FIFA 14, which were tied on 8.

That was down to users loving the graphics as well as the online game modes introduced for the first time. Others called the editions some of the best football games “ever made”.

FIFA 13 is the top ranked edition of all time

FIFA 13 is the top ranked edition of all time

Meanwhile, the latest versions of the game were actually the least popular. FIFA 21 sat rock bottom with a rating of 4.7, which only marginally improved to 5 for FIFA 22.

The editions, which both show Paris Saint-Germain phenom Kylian Mbappe on the front cover, are routinely criticised for changes in the music style, difficulty in controlling players and a lack of focus on defending.

Other well known editions from the franchise also appeared on the list, with FIFA street coming in at joint-10th and FIFA World Cup 98 smashing it in 4th with a rating of 7.8.

What's your favourite FIFA video game? Let us know in the comments section.

The complete list is as follows:

1 - FIFA 13 - 8.1

2 - FIFA Soccer 12 - 8

2 - FIFA 14 - 8

3 - FIFA Soccer 11 - 7.9

4 - FIFA World Cup 98 - 7.8

5 - FIFA 07 - 7.7

5 - FIFA 09 - 7.7

6 - FIFA 10 - 7.6


FIFA 21 is the lowest rated FIFA game ever

7 - FIFA 99 - 7.5

8 - FIFA Soccer 06 -7.3

8 - FIFA 17 - 7.3

8 - FIFA Street 2 - 7.3

8 - FIFA Soccer 08 - 7.3

9 - FIFA Football 2005 - 7.1

9 - FIFA 16 - 7.1

9 - 2006 FIFA World Cup - 7.1


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FIFA World Cup 98 is still iconic

9 - FIFA 15 - 7.1

9 - FIFA 18 - 7.1

9 - FIFA 2000 - 7.1

10 - 2002 FIFA World Cup - 7

10 - FIFA Street - 7

10 - FIFA Soccer 2002 - 7

10 - FIFA 2003 - 7

11 - FIFA Soccer 2004 - 6.9

11 - 2010 FIFA World Cup: South Africa - 6.9

12 - FIFA 2001 - 6.8

13 - 2014 FIFA World Cup: Brazil - 6.6

14 - FIFA Soccer 96 - 6.5

14 - FIFA Soccer 95 - 6.5

15 - FIFA International Soccer - 6.4

15 - FIFA Soccer 97 - 6.4

16 - FIFA 19 - 6.3

17 - FIFA Street 3 - 6

19 - FIFA 20 - 5.1

20 - FIFA 22 - 5

21 - FIFA 21 - 4.7




My Honest Review on my first and last ever FIFA game from the PS1 to the PS5

We're all familiar with the EA formula by now: a stunning opening credits sequence (which in this game reaches no less than music video level); an unbelievable variety of fully licensed international, professional, and club teams; beautifully rendered stadiums complete with roaring, chanting crowds; and John Motson's dry, humorous commentary. But with the official license to World Cup Paris 98 on this year's resume (as EA makes abundantly clear with the numerous references to "the beautiful city of Paris"), I think we've all been expecting a little something special from FIFA 98. Happily, mes cheries, this tour de force does not disappoint.

As beautiful as a walk along the Seine, the first things that hit you in FIFA 98 are the expansive stadiums, ever-changing skies, and perfectly rendered 3D characters. Complete with facial features and hairdos, your players are able to perform more feats of aerial derring-do (or is that Depar-dieu?) than the legendary Cirque du Soleil performers. Bicycle kicks, slide tackles, diving headers... all of these are actually possible in the game, and advanced moves such as jumping over a slide tackle or flipping the ball over your opponents' heads can be mastered with a slight bit of practice.

While EA is famous for its wealth of options, FIFA 98 offers more options than there are types of Brie at the lovely cheese shops along the historic Champs Elysees. There are hundreds of teams, three difficulty levels, and five different play options, including friendly, league, penalty shots, and the road to the World Cup. Most impressive, though, are the actual team management options in the game, allowing you to choose from multiple formations, player positions, and strategies. More amazingly, you can also adjust each individual player's attack bias and aggression level, choose who takes free and corner kicks, and create or purchase new players to add to your club.

All of this is good, but what sticks out in FIFA 98 like a baguette from a shopping bag is the gameplay. Fast, challenging (at least for a while), and as smooth as a neatly rolled Galoise, one game immediately erases all memory of what must now be seen as the transitional FIFA '97. While this fast pace may be at the expense of true realism, it is certainly more entertaining to play; slide tacklers get back to their feet in time to rejoin the action, shots occasionally find the corner of the net, and it is actually possible to win a fifty-fifty ball from a computer opponent. Additionally, the computer AI is much improved, allowing you to play the ball into open space and let your teammate run on to it, creating a fast-break opportunity. This does work against you when you are trying to play the ball back to the goalie (and you end up rolling it into open space in front of the net), but, for the most part, it creates a faster, more exciting style of play than any soccer game ever made.

Smooth, entertaining, and relatively high-scoring, FIFA 98 may eventually prove a little easy for hard-core footballers, but the multiplayer options (and EA's matchmaking site) will let you find one another like long-lost lovers at the Eiffel Tower. They say Paris is the city of love, and you'll most certainly love this game.


My Honest Review on my latest FIFA game



FIFA 23 marks the end of an era for the long-running series. After an almost 30-year partnership that began with players like David Platt gracing the cover, EA Sports has parted ways with football's governing body over a licensing disagreement. Future games in the series will now drop the FIFA name in favor of a new EA Sports FC moniker. Not that you'd be able to tell from playing FIFA 23, mind you. Despite being the last game adorned with the household name, it's business as usual both on and off the pitch for EA's latest footballing sim. There are a few new additions spread across its various game modes--and Ultimate Team sees its most significant change in years--but for the most part, FIFA's swansong is a game of minor iterations.

This begins once you step out onto its exquisitely rendered grass, with the introduction of HyperMotion2 ensuring that each and every match in FIFA 23 looks and feels more authentic and immersive. This innovative technology first appeared in last year's game and allowed the developers to motion capture all 22 players in a real-life match. By capturing every minute detail and context-specific action across a full 90 minutes and implementing it into FIFA's gameplay, there was a plethora of new animations that edged the simulation closer to reality. With HyperMotion2, FIFA 23 simply expands on its predecessor by obtaining even more data from both full-length matches and training sessions with professional teams. This means that players move across the pitch, collide with each other, and strike the ball with increased fluidity and an added sense of realism.This begins once you step out onto its exquisitely rendered grass, with the introduction of HyperMotion2 ensuring that each and every match in FIFA 23 looks and feels more authentic and immersive. 

This innovative technology first appeared in last year's game and allowed the developers to motion capture all 22 players in a real-life match. By capturing every minute detail and context-specific action across a full 90 minutes and implementing it into FIFA's gameplay, there was a plethora of new animations that edged the simulation closer to reality. With HyperMotion2, FIFA 23 simply expands on its predecessor by obtaining even more data from both full-length matches and training sessions with professional teams. This means that players move across the pitch, collide with each other, and strike the ball with increased fluidity and an added sense of realism. FIFA 23 marks the end of an era for the long-running series. This begins once you step out onto its exquisitely rendered grass, with the introduction of HyperMotion2 ensuring that each and every match in FIFA 23 looks and feels more authentic and immersive. This innovative technology first appeared in last year's game and allowed the developers to motion capture all 22 players in a real-life match. By capturing every minute detail and context-specific action across a full 90 minutes and implementing it into FIFA's gameplay, there was a plethora of new animations that edged the simulation closer to reality. With HyperMotion2, FIFA 23 simply expands on its predecessor by obtaining even more data from both full-length matches and training sessions with professional teams. This means that players move across the pitch, collide with each other, and strike the ball with increased fluidity and an added sense of realism. 

The impact this has on gameplay is palpable, most notably in regards to the game's overall pace. I said the same thing last year, but FIFA 23 is considerably slower than its precursor. Fleet-footed players can still be devastating, but they work best in short bursts, using their acceleration to gain a yard of space or dashing past a static back line. For the most part, goals are created through sweeping passing moves. Picking out a teammate is more consistent this time around, and there's a responsiveness and satisfying zip to passes that constitutes genuine excitement when you're able to spray the ball around to create openings and eventually finish a move off with the ball nestled in the bottom corner. To counteract this, defenders feel more intelligent in regards to their positioning, and successful tackles frequently end with you actually regaining possession. Jockeying is also an effective avenue for winning the ball back, especially when using a stronger player who's able to utilize their strength to great effect, and slide tackling finally feels viable again.

Despite these changes, FIFA 23 doesn't feel like a significant leap forward over last year's game. It's very much a case of incremental improvements on what was previously established, so it's still a good game, just not one that feels particularly new. In fact, one of the only new additions is the advent of power shots, which see your player take an exaggerated wind-up before launching the ball towards goal in thunderous fashion. The dramatic zoom-in that accompanies each wind-up makes the power shot feel like it belongs in Mario Strikers or Captain Tsubasa rather than the latest FIFA, but there's no more satisfying way to score a goal in FIFA 23. Most of the time, however, it takes so long to fire off one of these shots that you'll be dispossessed before the ball can even leave your foot. And when it does, accuracy varies, from pinpoint screamers that fly into the top corner to wild lashes that end up closer to the corner flag. This creates an inviting element of risk and reward where there might be better and safer options, but nothing beats piledriving a shot that the net can barely contain.

Other new additions are similarly positive. The women's game features more prominently than ever before, with the inclusion of club football joining the assortment of international teams that have been in the game since FIFA 16. There are only two leagues to choose from--the English Women's Super League and French Division 1 Arkema--but finally being able to play as clubs like Chelsea and Lyon is a long overdue addition. HyperMotion2 was also used to capture women's football, so players like cover star Sam Kerr and Arsenal striker Vivianne Miedema move as you would expect and feel distinct from their male counterparts. The only downside is that you can only use women's teams in friendlies and tournaments, so you can play through a full season in either division, but you're restricted to a single campaign and aren't able to purchase players or engage in any of the other amenities found in FIFA's career mode.

Speaking of which, career mode is much the same as before. One of the new features lets you take part in playable highlights of games rather than having to play through the full 90 minutes, ensuring that you still have an impact in matches you're simulating. If you opt for a player career, you can now ostensibly shape their personality to receive buffs for certain attributes. Assisting a teammate will generate Heartbeat points, for instance, whereas holding on to the ball and scoring yourself will generate both Maverick and Virtuoso points. These points will then boost attributes related to each personality style, whether it provides a bump to dribbling and finishing or crossing and ball control. You can also spend in-game money to gain additional points by, say, donating to a charity or purchasing an expensive watch. It's a binary system that uses the word "personality" very loosely, but it's a step in the right direction, even if it mostly fades into the background and doesn't drastically change the feel of career mode.

In a PR savvy move, AFC Richmond is also a playable team in FIFA 23. You'll see Ted Lasso patrolling the touchline and emerge from the tunnel with a lineup featuring the likes of Roy Kent and Jamie Tartt. It's a fun gimmick for fans of the show, although it doesn't really go anywhere beyond the visuals. You can select Richmond in career mode and stick them in the Premier League, but press conferences still use the same generic answers, so don't expect any Ted-specific lines. Selecting Richmond also puts you in a bit of a hole to begin with because the squad is so small. The bench and fullback positions are filled by generic players in lieu of there not being enough characters in the show, but it feels like an oversight that there aren't more of them. You need to spend your first transfer window buying backups for nearly every position, so being able to use Richmond in career mode doesn't seem particularly well thought out.

Of course, EA's primary focus in FIFA 23 is Ultimate Team. The annual money-maker has reworked its chemistry system this time around, with the maximum possible chemistry your team can reach now 33 instead of 100. You're still rewarded for having teammates that share leagues, clubs, and/or nationalities, but these players don't need to be adjacent to one another in order to receive the attribute boosts. Crucially, there's also no punishment for fielding a player with zero chemistry. You can stick Messi on the wing in a team that's otherwise comprised of Serie A players and his attributes won't suddenly decrease because there are no Argentine or PSG players near him. This transforms Ultimate Team into the fantasy football game mode it was initially billed as. Cards that very few people would have used previously will now be viable because you don't have to worry about their links to other players in your team. Your squad has the potential to be more diverse and unique to you, while the decision to amend position modifier cards is also a positive one. In FIFA 23, these cards can only be used to move a player to their real-life secondary position, putting an end to teams deploying five strikers across the midfield with no negative consequences.

The only downside of this chemistry revamp is the effect it has on Squad Building Challenges (SBCs). Previously, you could stick players in any position and achieve just enough chemistry via their shared nationality and other factors to be able to submit the squad. That's more difficult now because players used outside of their natural position account for zero chemistry, and the requirements for some of these SBCs ask you to submit a squad where the chemistry rating of each player is at least one or two. This feels like another move designed to entice players into buying packs in order to acquire more cards that might potentially be useable in different SBCs. It's a sure sign, if you ever needed one, that the predatory aspects of Ultimate Team aren't going away anytime soon. The issue of pack transparency is still obfuscated, and those who spend the most real money will end up with the best teams.



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