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FIFA Football 2005
FIFA Football 2005
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FIFA Football 2005
British and Irish cover art with (left to right) Arsenal's Patrick Vieira, Real Madrid's Fernando Morientes and Milan's Andriy Shevchenko
DevelopersEA Canada
Exient Entertainment (GBA, N-Gage, Gizmondo)
PublisherEA Sports
SeriesFIFA
PlatformsWindows, PlayStation, PlayStation 2, GameCube, Xbox, Game Boy Advance, PlayStation Portable, N-Gage, Gizmondo, Mobile phone
Release
8 October 2004
  • Game Boy Advance, GameCube, PS2, Windows, Xbox
    PlayStation
    • NA: 12 October 2004
    • PAL: 15 October 2004
    Mobile
    • NA: 23 October 2004
    N-Gage
    • PAL: 27 October 2004
    • NA: 10 November 2004
    PlayStation Portable
    • NA: 25 April 2005
    Gizmondo
    • PAL: 15 September 2005
    • NA: 22 October 2005
GenreSports
ModesSingle-player, multiplayer

FIFA Football 2005, also known as FIFA Soccer 2005 in North America, is a football simulation video game released in 2004. It was developed by EA Canada and published by Electronic Arts. It was released for the PlayStation, PlayStation 2, Microsoft Windows, Xbox, PlayStation Portable (as simply FIFA Soccer), GameCube, mobile phone, Gizmondo, N-Gage and the Game Boy Advance. The tagline for the game was: "A great player needs a great first touch". FIFA 2005 is the twelfth game in the FIFA series, the ninth in 3D and the final game in the series for the PlayStation. FIFA Football 2005 marks the first time to include the seventh-generation handheld game consoles. The Japanese version of the game went by the name of FIFA Total Football 2 and was released on 9 December 2004. FIFA Football 2005 is the last licensed game to be released for the PlayStation in North America.

Gameplay

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Improving the career mode, the game was extensively advertised and released much sooner than the usual late October dates to avoid proximity with the release of Pro Evolution Soccer 4 and the EA Big release FIFA Street.

The game featured a return of create-a-player mode, as well as an improved, 15-season-long career mode. The game's biggest difference compared to previous titles was the inclusion of first-touch gameplay which provided gamers the ability to perform real-life tricks and passes. It was also the first version to feature the full Mexican League, which boosted sales in the United States. [citation needed] The soundtrack was headlined by British DJ Paul Oakenfold, who composed the "FIFA Theme" especially for the game. The soundtrack was Faithless, Ivete Sangalo, JoJo, Marcelo D2, Oomph!, Scissor Sisters and Seeed.

The main cover for the game featured Patrick Vieira, Fernando Morientes and Andriy Shevchenko. On the North American cover Oswaldo Sánchez replaced Vieira.[2]

John Motson provides commentary with Ally McCoist on special comments in the English version of the game.

In most territories, FIFA 2005 was the last game to release on the PlayStation console.[3]

The game's online servers were closed some time before August 1, 2007.[4]

Reception

[edit]

According to Electronic Arts, FIFA Football 2005 sold above 4.5 million units worldwide by the end of 2004.[51]

The PlayStation 2 version of FIFA Football 2005 received a "Double Platinum" sales award from the Entertainment and Leisure Software Publishers Association (ELSPA),[52] indicating sales of at least 600,000 copies in the United Kingdom.[53]

The game was met with positive to average reception. GameRankings and Metacritic gave it a score of 85.33% for the Mobile version;[54] 82.07% and 81 out of 100 for the Xbox version;[43][50] 82% and 75 out of 100 for the Game Boy Advance version;[37][44] 81.46% and 81 out of 100 for the PlayStation 2 version;[41][48] 80.99% and 78 out of 100 for the GameCube version;[39][46] 78.25% and 77 out of 100 for the PC version;[40][47] 77.90% and 79 out of 100 for the N-Gage version;[38][45] and 74.36% and 73 out of 100 for the PSP version.[42][49]

GameSpot gave the Mobile version a score of 8.4 out of 10 and said, "It doesn't supersede the console versions in any way, but the fact that it comes reasonably close says a lot about the quality of this game as well as about how far mobile gaming has come along."[55] IGN gave the same version 7.5 out of 10 and called it "unnecessarily hard".[56] It received a runner-up placement in GameSpot's 2004 "Best N-Gage Game" award category, losing to Colin McRae Rally 2005.[57]

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
FIFA Football 2005 is a football developed by EA Canada and published by under the label. Released in October 2004, it is the twelfth instalment in the series and features enhanced gameplay mechanics, including the innovative first-touch control system that allows players to react immediately upon receiving the ball using the right for skillful maneuvers. The game supports multiple platforms such as , , , Microsoft Windows, , and Nokia N-Gage, offering modes like career mode and online multiplayer on select systems.

Development

Announcement and reveal

FIFA Football 2005 was developed by EA Canada. The game was first publicly announced and showcased at the Electronic Entertainment Expo (E3) in May 2004, where Electronic Arts presented early trailers highlighting a revamped gameplay experience, including teases of improved artificial intelligence that enables more aggressive defensive closing and offensive seam exploitation. On October 5, 2004, EA revealed the cover athletes for the game, selecting for the European edition, for , for , and for to represent its global appeal. In August 2004, EA announced a partnership with Xbox and to promote the game through the FIFA Interactive World Cup, featuring online tournaments tied to FIFA Football 2005 alongside real-life promotional events such as football drills and training sessions with international experts. The initial marketing tagline, "Own Every Moment," underscored the game's emphasis on precise first-touch control and responsive player interactions on the pitch.

Production innovations

FIFA Football 2005 was developed by EA Canada, a team of approximately 120 staff members, who aimed to build upon the foundation of FIFA 2004 by emphasizing greater realism in player movements and enhanced player control. Key advancements included separately modeled body parts for more natural animations, such as realistic momentum where players twist or stumble during sharp direction changes, and controls that were two to three times more responsive than in the prior installment. These changes addressed criticisms of previous games' stiff animations and imprecise handling, prioritizing authentic soccer physics like improved ball behavior that avoided unnatural sticking or errant bounces. A major innovation was the introduction of first-touch mechanics, allowing players to precisely direct the ball upon reception using the right for directional input, which added strategic depth by enabling quick redirects past defenders without lengthy trapping animations. This system promoted one-touch passing and freestyle maneuvers, such as bicycle kicks, enhancing the fluidity of gameplay while requiring timing and accuracy to maintain possession under pressure. The game marked the return of the create-a-player mode, offering extensive customization for appearance—including height, weight, facial features, and hairstyles—as well as attributes and skill sets to tailor individual players for integration into matches or career mode. Users could assign created players to any team, providing flexibility for personalized rosters beyond licensed squads. To expand global content, FIFA Football 2005 secured a license for the full Mexican Primera División, the first time this league was fully represented with authentic teams, players, and kits, broadening the game's appeal to international audiences. Development efforts also focused on extending career mode to a maximum of 15 seasons, introducing improved player progression through attribute point allocation based on team performance and wins, alongside refined transfer logic that simulated more realistic negotiations and market dynamics for squad building.

Gameplay

Core mechanics

FIFA Football 2005 introduced several foundational gameplay systems that emphasized realistic player interaction and strategic depth during matches. The core mechanics centered on enhanced player control, intelligent AI behaviors, and simulated physics to create a more immersive football experience on the pitch. These elements allowed players to manipulate individual teammates, execute precise actions, and respond to dynamic conditions, forming the basis for all match-based interactions. The off-the-ball control system, retained and refined from , enabled manual positioning of non-active players using the right , allowing users to direct runs, overlaps, or defensive positioning without switching control. This feature offered greater tactical flexibility, such as sending wingers on cutting runs or midfielders into supporting positions to aid attacks. For example, players could cycle through up to three offensive teammates with the left shoulder button to initiate runs or adjust their off-ball movement in real time, promoting proactive strategy over reactive play. Passing and shooting mechanics were refined with contextual animations that adapted to factors like player fatigue, body position relative to the ball, and proximity to defenders, resulting in more varied and realistic outcomes. Short passes favored quick ground rolls for accuracy, while long balls incorporated spin and trajectory influenced by the passer's momentum and angle. Shooting similarly responded to these variables, with fatigued players producing weaker, less precise efforts and close-range opportunities triggering one-touch volleys or shots to evade markers. The introduction of first-touch mechanics further integrated these systems, allowing skilled players to control incoming passes immediately based on their attributes, often turning potential turnovers into counterattacking chances. Tactical AI enhancements improved team formations, pressing intensity, and adaptive strategies, enabling CPU-controlled sides to adjust dynamically to match situations, such as switching to high pressing when trailing or tightening defensive lines against sustained attacks. Formations like 4-4-2 or 4-3-3 could be pre-set or altered mid-game, with AI teammates positioning to maintain shape, cover spaces, and exploit weaknesses in the opponent's setup. This created where human players had to anticipate AI shifts, such as midfielders dropping deep to recycle possession or full-backs overlapping during transitions. Ball movement relied on a physics-based engine that simulated bounces, spins, and deflections realistically, preventing the ball from adhering unnaturally to players' feet and allowing for unpredictable ricochets off bodies or the pitch. Interactions with environmental conditions, such as , affected ball speed and traction, making wet pitches slower and more prone to skidding passes or slips during challenges, which added variability to match flow. These physics elements extended to collisions, where influenced outcomes like headers or sliding tackles. Multiplayer options supported local two-player matches on all platforms, fostering head-to-head competition in exhibition or league formats. Select consoles, including and , introduced early online play through EA's networks, allowing up to eight players in tournaments or ranked friendlies, though connections occasionally suffered from lag that impacted precise control. These modes emphasized the core mechanics in competitive settings, rewarding mastery of off-ball tactics and AI adaptation.

Mode enhancements

FIFA Football 2005 introduced an enhanced Mode spanning 15 seasons, enabling managers to build and sustain teams over a prolonged timeframe while progressing from lower-division clubs to elite squads such as Manchester United or . This mode emphasized off-field decisions, including player transfers—though the search system was noted as cumbersome—and hiring backroom staff using a pool of 100 management points to improve team operations. mechanics added depth, as aging players would retire naturally, prompting the integration of new talent to maintain squad vitality and simulating real-world career cycles. Tournament modes offered variety through licensed competitions like the , alongside customizable options that allowed players to construct events styled after the or UEFA Cup, incorporating editable structures for group stages and knockouts. These modes supported both single-player progression and online multiplayer tournaments for up to eight participants on supported platforms, fostering competitive play without the need for full career commitments. Training features included dedicated mini-games focused on refinement, such as practice arenas for free kicks and penalty shoot-outs, where players could hone techniques and improve accuracy through repeated attempts. These sessions provided immediate feedback on performance, helping users adapt to the game's first-touch mechanics in isolated scenarios before applying them in matches. The game incorporated leaderboards for online tournaments, ranking participants based on wins, selected team difficulty, and opponent strength to encourage replayability and global competition. Comprehensive stats tracking was available in Mode, monitoring individual player contributions—like goals and assists—and team metrics such as league standings and seasonal performance, allowing managers to analyze progress over multiple years. Handheld adaptations, particularly for the Game Boy Advance version, featured simplified controls tailored to the system's limited buttons, enabling core actions like passing, , and tactical maneuvers while requiring initial practice to master advanced plays such as through balls or one-twos. This version retained key modes like a shortened five-season but omitted loading screens for smoother navigation on portable hardware.

Audio

Soundtrack

The soundtrack for FIFA Football 2005 features 38 tracks as part of EA's EA Trax initiative, with the exclusive Football Theme composed and performed by DJ Paul Oakenfold, designed to capture the energy and intensity of global football through a diverse selection of . Announced on August 10, , the lineup emphasizes international curation, drawing from artists across 20 countries to reflect the sport's worldwide appeal. The collection spans genres such as , , and hip-hop, with contributions from regions including the , , , and , among others. This diversity aims to immerse players in a vibrant, multicultural atmosphere, aligning with the game's focus on international leagues and teams. Key highlights include electronic tracks like Air's "Surfing on a Rocket" from and Ferry Corsten's "Rock Your Body, Rock" from the , rock anthems such as ' "" from the and ' "No Roots" from , and reggaeton-infused songs like Los Amigos Invisibles' "Esto Es Lo Que Hay (Reggaeton Remix)" from . The soundtrack also introduces the exclusive Football Theme, composed and performed by , which serves as the main menu track to set an upbeat tone from the start. In-game, the tracks play dynamically during menus, goal celebrations, and replays, enhancing the excitement and flow of matches without interrupting core gameplay audio. This integration helps build momentum and celebrates scoring moments with high-energy beats.
ArtistSong TitleCountry of Origin
AirSurfing on a RocketFrance
BrothersDieci Cento MilleItaly
Debi NovaOne Rhythm (Da Yard Riddim Mix)Costa Rica
Emma WarrenShe Wants You BackEngland
FaithlessNo RootsEngland
Ferry CorstenRock Your Body, RockNetherlands
Flogging MollyTo Youth (My Sweet Roisin Dubh)Ireland
Franz FerdinandTell Her TonightScotland
Future Funk SquadSorceraryEngland
GusanitoVive La VidaSpain
Head AutomaticaBrooklyn is BurningUnited States
Inverga + Num KebraEu Perdi VoceBrazil
Ivete SangaloSorte GrandeBrazil
INXSWhat You Need (Coldcut Force Mix 13 Edit)Australia
JoseA NecessidadeFrance
Los Amigos InvisiblesEsto Es Lo Que Hay (Reggaeton Remix)Venezuela
Mala RodriguezJugadoras, JugadorasSpain
MananaMiss EveningSwitzerland
Marcelo D2Profissao MCBrazil
Miss JFollow MeDenmark
MorrisseyIrish Blood, English HeartEngland
NachladerAn die WandGermany
New OrderBlue MondayEngland
Clorofila (Nortec Collective)AlmadaMexico
Oomph!Augen Auf!Germany
Paul OakenfoldEA Sports Football ThemeEngland
Sandro BitCiao Sono IoItaly
Sarah McLachlanWorld on Fire (Junkie XL Remix)Canada
Scissor SistersTake Your MamaUnited States
SeeedReleaseGermany
Sneak Attack TigersThe End of All GoodScotland
SôberCientos de PreguntasSpain
Soul'd Out1,000,000 Monsters AttackJapan
The SoundsSeven Days a WeekSweden
The Soundtrack of Our LivesKarmageddonSweden
The StreetsFit But You Know ItEngland
Wayne MarshallHot In The ClubJamaica
Zion y LennoxAhoraPuerto Rico

Commentary

The English-language commentary in FIFA Football 2005 featured providing play-by-play narration, with delivering color commentary and post-match analysis, creating an authentic broadcast feel during matches. This marked Motson's final appearance as a commentator in the series, after which he was replaced in subsequent titles. The game supported multilingual commentary options to enhance accessibility across regions, including French narration by Grégoire Margotton, alongside localized voices for German, Spanish, and other languages that incorporated region-specific calls and terminology. These options allowed players to select their preferred language for in-game audio, with commentary adapting to match events in the chosen tongue. Commentary encompassed a wide variety of lines that responded to key in-game actions, such as goals, fouls, substitutions, and player-specific moments like Patrick Vieira's tackles, helping to build immersion without excessive overlap. The implementation relied on dynamic scripting tied to real-time events on the pitch, enabling seamless integration that felt responsive to the unfolding . Compared to earlier entries, this approach significantly reduced repetition, with reviewers noting that lines rarely recycled even over extended play sessions. Any online features involving commentary, such as multiplayer matches where the audio narrated live player actions, became unavailable following the shutdown of FIFA Football 2005's servers on August 1, 2006.

Release

Platforms and dates

FIFA Football 2005 was developed and published by for a wide array of platforms, including the , , , Microsoft Windows, the original PlayStation, , N-Gage, , and various mobile phones. This multi-platform approach allowed the game to reach both console gamers and those on portable and PC systems, with the original PlayStation version serving as the final licensed title released in for that hardware. The N-Gage edition marked the series' debut on Nokia's hybrid mobile phone and handheld gaming device. The game launched in Europe on October 8, 2004, for major consoles such as PlayStation 2, Xbox, and GameCube, followed by a North American release four days later on October 12, 2004, across the same platforms plus the original PlayStation and PC. Handheld variants, including Game Boy Advance and N-Gage, followed closely with European dates around October 8 and North American launches on November 10 for N-Gage. Mobile phone versions became available starting October 18, 2004. In Japan, a specialized variant incorporating the J.League was released later on December 9, 2004, for PlayStation 2, adapting the core experience to local licensing preferences. The PlayStation Portable version, titled FIFA Soccer, launched in North America on March 24, 2005. This accelerated release schedule represented a strategic shift by EA, moving up from the typical late-October window to preempt the October 15, 2004, launch of rival on PlayStation 2. Version differences were notable across platforms: handheld editions on and N-Gage employed simplified graphics and controls to suit limited hardware capabilities, while the PC version introduced support for online multiplayer via EA's dedicated servers, enabling competitive play beyond local matches.
PlatformRegionRelease Date
, , October 8, 2004
, , , PC, PlayStationOctober 12, 2004
N-GageNovember 10, 2004
Mobile phonesGlobalOctober 18, 2004
(J.League variant)December 9, 2004
March 24, 2005

Marketing

The marketing campaign for FIFA Football 2005 emphasized star athlete endorsements and regional customization to generate excitement among global audiences. signed prominent soccer players as cover athletes to leverage their fame, with variations tailored to key markets. In Europe, midfielder headlined the cover art, capitalizing on his leadership during the club's unbeaten season. In , the cover featured a trio of international stars: AC Milan's , Real Madrid's , and Borussia Dortmund's Oswaldo Sanchez, highlighting their goal-scoring prowess and appeal to diverse fanbases. These endorsements were part of a broader strategy to associate the game with elite talent, differentiating it from unlicensed competitors. Tie-in promotions integrated the game with hardware launches and interactive events to drive retail engagement. A major partnership with launched the FIFA Interactive World Cup (FIWC) in October 2004, featuring online and offline tournaments on and Xbox Live, culminating in finals at the in . These events included real-life football drills, expert tips sessions, and celebrity appearances at gaming arenas across six continents, blending virtual competition with physical soccer experiences to immerse fans. Additionally, FIFA Soccer 2005 served as a flagship launch title for the (PSP) in on March 24, 2005, bundled in promotional packages with the console's debut value pack to capitalize on the portable gaming hype. Advertising efforts focused on the game's innovative "first-touch" mechanics, which simulated realistic ball control upon reception to enhance immersion. TV spots and print ads showcased dynamic footage of star players executing precise passes and dribbles, positioning the title as a leap in soccer simulation realism. demos were distributed at retail outlets and via magazines like , allowing players to test core features ahead of launch and build word-of-mouth buzz. The overall strategy targeted recapturing market share from rivals like the series by emphasizing official licenses for over 18 leagues and 350 clubs, amplified through athlete star power and multimedia campaigns. International efforts included localized promotions, such as tailored trailers highlighting region-specific content like European club rivalries, to appeal to soccer-passionate markets beyond .

Reception

Critical reviews

FIFA Football 2005 received generally favorable reviews from critics, earning aggregate scores of 81/100 for the version based on 34 reviews and 81/100 for the version based on 29 reviews. The mobile version received a score of 85% on . awarded the N-Gage edition 8.2/10, praising its faithful adaptation of core features to handheld hardware, while the PS2 version received 8.8/10 from the same outlet for its on-pitch gameplay despite career mode limitations. Critics widely praised the game's innovative first-touch mechanics, which allowed players to control ball reception more realistically, adding subtlety to passing and positioning. The off-ball was also highlighted for enabling strategic management of supporting players, enhancing tactical depth without overwhelming complexity. Licensing was another strength, with the inclusion of the full providing authentic representation that appealed to North American audiences and broadened the game's appeal beyond European markets. Common criticisms focused on the repetitive commentary, where announcers like and recycled phrases too frequently, diminishing immersion during extended play. The career mode drew complaints for lacking depth in later seasons, with user-unfriendly elements such as limited customization and repetitive progression hindering long-term engagement. Graphical inconsistencies appeared on older platforms like PlayStation 1 and , where textures and animations suffered from hardware limitations, leading to less polished visuals compared to console versions. Platform-specific feedback varied: handheld versions, including and N-Gage, were lauded for their portability, delivering a solid soccer experience optimized for on-the-go play with minimal compromises to core mechanics. In contrast, the PC edition faced criticism for server issues in online modes, including connection problems and lag that disrupted multiplayer matches. IGN's review scored the game 8.6/10, commending the control improvements like first-touch for making matches more dynamic and skill-based. gave it 8/10 but offered a mixed assessment, noting the AI's predictability in defensive patterns and player movement, which made strategies feel formulaic after initial playthroughs.

Commercial performance

FIFA Football 2005 achieved significant commercial success, selling over 4.5 million units worldwide by the end of 2004 according to publisher ' reports. The version, the game's leading platform, accounted for approximately 3 million units globally, with strong performance across regions. In the , the edition earned a Double Platinum award from the Entertainment and Leisure Software Publishers Association (ELSPA), signifying sales exceeding 600,000 copies. The game topped the UK all-formats sales charts for the week ending October 9, 2004, outperforming competitors like Pro Evolution Soccer 4. Its North American launch was robust, with the version selling over 580,000 units in the region. The title's performance reinforced ' dominance in the sports gaming genre, as one of 31 EA-published games in fiscal 2005 that sold more than one million units each. It contributed to the series outselling the franchise that year, solidifying EA's market position. Online multiplayer support ended on August 1, 2006, for and versions, marking the conclusion of the game's networked features.

References

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