Rematch Is A Compellingly Fussy Take on Football

Ok, let’s just get this out of the way up front: I know next to nothing about soccer (or football, as people already yelling at me would say). After a brief stint fumbling around on the pitch in elementary school, I made the wise decision to hang up my cleats for good at a young age. However, despite this lack of interest in the most popular sport in the world, the upcoming soccer videogame Rematch has stood out enough from its peers (EA and Konami’s yearly sims) to draw in someone whose first thought at hearing the word “football” is wistfully remembering the look on Mahomes’ face as he was repeatedly sacked into oblivion in the last Superbowl.
The reason I’m interested in this specific soccer game is simple: Sloclap is handling development. Between Absolver and Sifu, this Parisian studio has made some of the more mechanically fussy action games in recent memory, both attempting to find new ways to represent character movement. If you’re a certain type of person, Sifu likely barraged your brain with a particularly deadly dosage of “get good” chemicals, which, in my case, led me down the dark path of replaying every level until I could get through each without dying (this also has the hilarious unintended side effect of taking a game that’s message is “Revenge is so corrosive it literally destroys your life,” to “Revenge is corrosive, unless you spend too long memorizing boss attack patterns, and then it’s fine.”) It certainly wasn’t for everyone, and the justified criticisms towards its superficial depiction of Chinese culture underline Sloclap’s obsession with gameplay complexity and sleek aesthetics above all else, but both Sifu and Absolver took big gameplay risks that made them “love it or hate it” experiences in a way that stands out.
Rematch largely falls into the same camp, rethinking the fundamentals of how a soccer game should work with an intensive control scheme that allows for player creativity. The result is a unique experience with some real potential but with equally large hurdles to overcome, like how it’s an uphill battle to make a successful live-service multiplayer-only game in the year 2025. It’s aimed at a June 19th release date for PC, PS5, and Xbox Series X/S, giving it a few months’ head start on the next EA Sports FC, which is probably a good call.
To get into the weeds of what makes Rematch’s controls unique, instead of buttons being for specific actions like “shoot” or “pass,” each offers ways to interact with the ball that can be modified by other button presses. Yes, there is a button to kick the ball really hard that is mostly used for trying to score a goal—holding the left trigger brings up a shooter-style aiming reticule, and hitting RT tees it off. However, on top of being your main way of scoring, this strong kick is also a great way to make a deep pass. As you hold down the left trigger to aim a shot, you can also influence the spin on the ball with the right stick, requiring precise movements that are a bit reminiscent of the Skate series. With this, you can do things like curve the ball around a goalie, apply top spin to hit a tough pass between two defenders, or do what I did several times and accidentally shank your shot well clear of its intended destination.
Then there’s the Tap function, which allows you to hit the ball quickly, making it ideal for passing. After tapping or holding X, your character kicks the ball wherever the left stick is angled, giving you a lot of granularity but coming with the very real possibility that you will perform the worst pass anyone has ever seen. You can also Push the ball in front of you by pressing A, which lets you move quicker and leaves you less vulnerable to tackles and steals. These kinds of evasive moves are particularly important because Rematch doesn’t have red cards or a referee; this is lawless football where everyone slide tackles with reckless abandon.
And that’s just the baseline for the available actions because the bumpers and triggers modify each move. Holding RB while using a Tap or Push will cause the ball to go airborne; the former lets you set up nice arcing passes, and the latter gives you access to rewarding rainbow flicks to launch the ball over defenders. But wait, there’s more! If you hold LT, you go into a stance where you can hit A to perform fancy footwork that makes you temporarily invulnerable to steals.