On 5 October, Sports Interactive released the fourth FM27 deep dive and went straight to what many people wanted to see: the match engine. How players run, how they defend, how they attack the box and, above all, how you can change your team mid-match without leaving the match day screen.
If you missed any of the first three deep dives, here they are, in order:
- FM27: new interface promises clearer, smoother navigation
- FM27: a deeper, more immersive football world
- FM27 arrives on 10 November with a more spectacular match day
We read the official article and the FAQ that SI’s community team posted on Reddit. Here is what matters and, at the end, our opinion.
What SI set out to fix
The FAQ explains that SI combined community feedback with internal reviews and ended up with five priorities:
- More realistic movement and animations, with the partnership with HawkEye Innovations growing.
- More believable defending, with new jockeying and revised speed.
- More detailed attacking: skill moves, running and runs into the box.
- Tactical Tweaks, a brand-new feature, and optimised Shouts.
- More data on the match day screen, with elements that adapt.
Skill moves and dribbling with more personality
Let’s start with what you can see. SI went back to HawkEye Innovations and, using clips from real matches and its own motion capture, created plenty of new animations, on and off the ball. There is more varied running and a batch of new moves, such as body feints, elasticos and Heel Chops.
Not every player will pull these off. The ability to perform them is tied to attributes, so the flourishes will come from players with high Flair and Dribbling, along with more creative and consistent attacking.
According to the video, thanks to the Hawk-Eye partnership SI has access to player movements and skeletal positions captured during real matches. One shot even shows SI’s internal animation tool, with the list of animations for the new moves.
(Video: Sports Interactive)
Speed and stamina
SI says it rebuilt its speed and acceleration systems from scratch, using Hawk-Eye data. In practice, that means no more defenders who take off as if they had a hidden turbo to recover their position, and no more players changing direction at impossible speed during an off-the-ball run. The promise is a more authentic tempo and smoother animations.
In the video, SI explains that it studied real match footage in detail, from accelerating off the mark to decelerating into a pivot or a stop, and that, using Hawk-Eye data and working with sports scientists, it worked out the physical limits of certain manoeuvres. The aim is to bring the way players move and react from different stances much closer to real life.

(Image: Sports Interactive)
(Video: Sports Interactive)
Tiredness also starts to count properly. You know the wing-back who bombs forward to join the attack? You will see him gasping for air. Stamina now decides how much ground a player covers and how many sprints he can repeat with less recovery time, and physical condition falls more clearly over the 90 minutes. Players with low Stamina may drag themselves to the final whistle, which is why substitutions will weigh more on the result. According to the FAQ, exhaustion after a long run will also show in body language.
Defending better
The defensive one-on-one was a priority, identified in internal testing and in player feedback. Instead of relying on unnaturally fast bursts to catch the attacker, defenders now jockey: they stay with him and contain him, with more realistic body positioning. Attributes such as Marking and Anticipation also carry more weight, so the good defenders should stand out.
The video adds that defenders are more nimble, especially in how they react to the speed other players run at, and that jockeying brings more edge to one-on-ones, as defenders try to outwit and chase down their opponent.

(Image: Sports Interactive)
One detail in the FAQ deserves attention: SI has rebalanced marking, passing and defensive setup to go with these changes.
Attacking the box
Going forward, the match team analysed thousands of hours of real football to cut down repetition. Smarter players read teammates and opponents better, spread out more and mix cutbacks, double movements and crosses.
In the video, the idea is summed up like this: it is no longer a case of who gets there first. Smarter players read the movements around them and spot opportunities such as peeling off into blind spots. SI also says it was influenced by how professional players are coached on the training ground, and talks about a frustration every manager knows: watching players rush to the same spot and leave a gaping hole in the box.
There are also new player instructions to decide how each player attacks the box: arrive late or attack the defensive line directly and, on top of that, where, between the near post, the far post and the middle. The range changes depending on the position.

(Image: Sports Interactive)
In SI’s screenshot, the new options appear in the striker’s instructions as Attack Box – Side (set here to Near Post) and Attack Box – Depth.
In the video, the in-game tooltip explains that, on Standard, the player’s movement inside the box is driven by his role and his own personal preference. The same screen shows a Tweaked Instruction legend and an Undo button, which suggests you can see what a Tactical Tweak has changed in your instructions and undo it.
Mental attributes make a difference: players with higher Anticipation and Off The Ball make smarter runs. And if team cohesion is not well tuned, SI warns that you may see players crowding the same spaces and making poor decisions. In other words, the control is yours, and so is the blame.
Tactical Tweaks: changing your team without leaving the match
This is the feature that gives the deep dive its name. Tactical Tweaks let you make tactical decisions, for the team or for individual players, based on the match you are watching, without going through the Tactics screen. They sit on the match day screen next to Shouts and stay active until you switch them off.
The examples SI gave:
- Individual: swap your wingers’ flanks with one click, or send the goalkeeper up for a last-gasp attack.
- Team: ask for more urgency, longer passes, more width or less pressing.
The FAQ adds that the Tweaks were designed after conversations with real managers, and that each one can apply several instructions at once, instead of you having to change half a dozen settings in the Tactics menu. They range from simple things to more elaborate moves that change several parts of the plan. There is no limit on active Tweaks, although some naturally contradict each other.

(Image: Sports Interactive)
The list of team Tweaks SI showed includes options such as Take a Breather, Play Out From the Back, Throw the Kitchen Sink, Shut Up Shop, GK To Go Up For Set Pieces, Go Long, Play With More Urgency, Play With More Patience, Get Physical, Exploit the Width, Go Narrower, Disrupt, Press Less Aggressively, Press Aggressively and Swap Wings. There is also a tab for individual Tweaks. The build is in development and localisation is still in progress, so the names may change before launch.
The video shows a concrete example with Play With More Urgency. When you hover over it, the game explains that the team will take more risks with the ball to create chances, by increasing their tempo and forcing things where possible. Below, it lists the instructions the Tweak changes: Patience becomes Hit Early Crosses, Shots from Distance becomes Encourage and Tempo becomes Increased. In other words, one click instead of three changes in the Tactics menu.

(Image: Sports Interactive)
The Assistant Feedback also tells you what you gain and what you risk: on the plus side, less dwelling on the ball and opposition defenders who cannot get settled; on the minus side, it is harder to build sustained pressure and you may end up with more low-quality chances.
Your staff chip in too: they tell you about your opposing manager’s tactical changes through the dugout system and advise you when to use a Tweak and when to drop it.
Shouts, rebuilt
Shouts have not gone away: they are still the way to deliver an immediate emotional message, whether tough love or praise. But they have been rebuilt. The names change, there are clearer explanations of what each one does, and they now affect players’ mental state directly instead of just giving small attribute boosts.
You will also understand better what happened after you shout: staff summarise the effect in the dugout feed, the squad bar animates when the message is delivered and each player reacts in his own way, depending on personality and the context of the game.
The list of team Shouts that appears in the video includes Well Done, Up Your Game, Calm Down, No Pressure, Dig Deeper and Wake Up, each with a description and a Shout Considerations section. Up Your Game, for example, reminds the team what is expected of them. There is also a tab for individual Shouts.

(Image: Sports Interactive)
And SI gives an example that wonderkid fans will like: your promising youngster needs a different approach from your squad veterans. So when you address the whole team, reactions now vary with each player’s personality, whether you are making on-the-fly tweaks or big tactical overhauls.
More data on match day
The screen between highlights lets you swap tiles to suit you and adapts to your monitor size. Heat Maps and Action Zones return, and the FAQ also mentions the return of Shot Maps in the Data Hub, which after the match shows how the game unfolded and where moves and chances started. SI says it is there to help you prepare for the next match or finalise recruitment targets.

(Image: Sports Interactive)
The match day screen SI showed includes tiles such as Heat Map, Match Momentum, Average Positions, xG Graph Story, each team’s pass map, a live table and the latest scores.
Two more details from the video: the Heat Map carries a note that positions are based on GPS data, and each tile can change its content through a menu (the stats tile, for example, lets you choose between Match Stats, Stats Only and Match Events).

(Image: Sports Interactive)
Two warnings from SI
The FAQ leaves two caveats worth keeping in mind. First, the footage comes from a development build, so it can change before launch, and SI will still work on visual optimisation and on feedback from recent user testing. Second, that build contains information still being approved by rights holders and may include data that does not match reality for now.
What comes next
The next deep dive heads to the training ground and the tactics board: Training and the new Tactical Effectiveness system, which help you prepare for the next match and handle long-term training plans. FM27 is out on 10 November.
Our take
After a whole deep dive devoted to fans, light and weather, this one is much easier to applaud, because it is about mechanics and control, which is what so many people were asking for after FM26.
Tactical Tweaks look like a good answer to an old FM problem: having to stop the game and dig through menus just to react to a goal or a red card. We still have to see how they work in practice. A Tweak that bundles several instructions saves time, but it can also hide what is really changing in your tactic, and with no limit on active Tweaks you will need to be careful with the ones that contradict each other.
The rebalancing of marking, passing and defensive setup also deserves attention. It is reasonable to expect that some tactics that worked in FM26 will behave differently in FM27, and anyone who likes to test and share tactics will have work to do.
For those of us who research and scout talent, there is another reading: Stamina, Anticipation, Marking, Off The Ball, Flair and Dribbling seem to carry more weight in the simulation. Once the game is out, it is worth taking a closer look at these attributes.
And the usual caveat: this comes from a development build and promotional material. We will only know what really works once we play.
Watch the deep dive video
Sources
- FM27: Tactical Tweaks and Match Engine Upgrades (footballmanager.com)
- Deep dive video (YouTube)
- Deep dive FAQ, published by SI on r/footballmanagergames (u/SI_CommunityChris)




