Another year has passed, and with it comes another release of the popular football simulation EA Sports FC 26 (formerly FIFA), which, unfortunately, like many of its genre peers, does not reinvent the wheel—or the ball.

Before diving into the criticisms, and there are plenty, I must say that as a game, as a football simulation, FC 26 is no less enjoyable or addictive than its predecessors. There’s no getting around it, nothing replaces attacking friends or random people online wave after wave, and this has always been the series’ strong point: Realism and fun.

There are several improvements or rated upgrades in the game developed by EA Romania and EA Vancouver, published by Electronic Arts. The problem is, they aren’t strong enough to justify such a large financial investment in a game that is, essentially, just an updated roster of teams.

As mentioned, the game remains strong in its gameplay. Dribbling feels better, passes are more accurate, and player behavior has improved significantly, especially goalkeepers. There is now also the option to choose between two game modes: Competitive, which is fast, aggressive, and more suited for online matches, and Authentic, which is slower, more precise, and emphasizes realism.

Even in presentation, the game earns a 10/10. The characters are more accurate, with amazing facial expressions. Stadium lighting is improved, animations are smoother, and the atmosphere feels closer to a television broadcast. The stadium noise, crowd chants, and visual feedback are indeed an upgrade compared to previous versions, which were already quite pleasing to the eye.

The problems with this game start when you look for other modes to pass the time, beyond just playing online or in a match against the computer.

The first mode I tried was Career Mode, one of the modes where EA really tried to bring depth, pacing, and story. It may not be a revolutionary change, but it’s the most significant evolution we’ve seen in this mode in years.

There are two game modes within Career Mode: As a manager and as a player. This year, there is Manager Live—a system meant to add another layer of interest, instead of just running from match to match. You receive live challenges that update throughout the year (for example: “Lead your team to the top 4 within 10 games,” or “Maintain a possession rate above 60% in upcoming matches”). Additionally, this year there is a coaching market, allowing you to move between clubs based on achievements, playing style, and the level of interest from other teams. The developers also introduced a “Stories” system, with short video clips and media reactions based on results.

In Player Career, gameplay style returns, with more prominence and impact on your player. Additionally, instead of simply accumulating XP after each match, your player now develops according to situations. For example: If you make many key passes in important matches, your player will develop “Attacking Vision.” Another interesting addition is communication with your agent, which allows a bit more control, even if only in appearance.

Despite all these improvements, these modes still lack a real narrative campaign. The absence of a plot or meaningful backstory is strongly felt. Additionally, much of the interaction is still shallow and contributes little. Financial management, transfers, and negotiations have changed very little.

Another notable downside is the return of Ultimate Team—the ultimate way to extract money through player card packs. I do my best to ignore this mode and suggest you do the same. In summary, FC 26 is a modest step forward in the right direction, but definitely not a revolution.