Gone are the sliders of old - which allowed you to, say, incrementally nudge your defensive line deeper or further forward - with more nuanced player roles and commands stepping up in their place. The decision to opt for such a radical overhaul is a brave one, particularly with such a passionate fanbase, but the reasons behind it - like so much of what goes in to every new FM - were both technical and grounded in real life.
The match engine, quite simply, had become too sophisticated to work within the 'classic' control system. And the changes, taken under great consideration, should allow for a much more realistic experience of how tactics are prepared on the training ground.
"Going to training grounds is now a big part of my job. Managers don't turn around and tell players, 'I want you to be two notches further ahead.' What managers do is give players roles and explain those roles to them," Miles says.
"With Gary Neville joining Sky last year you saw player roles become a much larger part of the accepted discourse on football - you don't have simple midfielders and forwards any more. You have ball-winning midfielders, anchormen, playmakers - that's how managers speak to players."
With the new system, players will be given defined roles before the game and instructed how to react to different situations on the pitch - essentially expanding on the touch-line shouts feature to give a more natural, organic feel to the control you have of your team. Whether or not the new engine is balanced - yet alone challenging and fun - is something we won't find out until we get our hands on it, but two teams of testers are working around the clock to make sure it's as good as it possibly can be.