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First PES2010 Playtest reports.

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  • 15-07-2009 9:34am
    #1
    Registered Users Posts: 45,512 ✭✭✭✭


    http://forums.pesfan.com/newreply.php?do=newreply&p=8282573
    TheEditor wrote: »
    PESFan playtest PES2010 at Konami HQ

    As many of you will be aware, PESFan were invited by Konami down to their London headquarters for an early play test of PES 2010 late last month. With only select members of the press and PES community sites in attendance, it was a great opportunity for a hands-on taste of the new game after hearing so much about it.

    Due to the timing of the conference, the game was still only in the early stages of development meaning many features of the final game, such as the much hyped Master League and Online modes, weren’t available for testing. When later versions of the game are developed, PESFan will be sure to test them out rigorously!
    For those that like their numbers, the game on show was roughly 50% complete and featured most of the new gameplay elements that have been hyped up in the press releases. We played the same version that PSM3 tested, so the only teams that were on offer were Barcelona and Liverpool.

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    The first thing that struck many was the improved graphics of the game. The screenshots released of Lionel Messi and Fernando Torres by Konami are certainly accurate representations of what they look like in the game. No rendering or Photoshop going on there. The overall look of the game is much improved with great attention to detail, both on and off the pitch. Individual player appearances and expressions looked better than ever, this was especially noticeable when zooming in on the replays. Although all the players on this game were big names it was still easy to tell who was who, with birthmarks and scars all accurately recreated. The shirts looked realistic thanks to the creasing system we’ve seen on display in the screenshots so far, and untucked shirts are definitely in the game. Sure to please many, the much maligned goalkeeper gloves (which resembled oven gloves more than anything in the last few games) looked spot on and the nets rippled nicely when the ball hit them.

    Around the ground things have also improved. Anfield, appearing for the first time on a next-gen console and as a licensed stadium, looked stunning in the sunlight with shadows cast by the stands putting the pitch in the shade. The crowd is now 3D; there aren’t 35,000 of them but truth be told you barely see them when playing the game. The concrete blocks at the base of the netting have also been removed at long last, replaced with more realistic plastic tubing, but the actual nets looks the same. There was only the one stadium on show, so other stadiums may yet have different net styles. Overall, the graphics have again been turned up a notch and PES 2010 looks like one the best looking sports game on the market.

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    The menu system has once again changed dramatically. Out goes the pop-art style of PES 2009 and in comes a slicker, modern style which looks infinitely better. You can see for yourself in the screenshots what I mean. One slight bug bear of mine from PES 2009 has been fixed. The PES 2009 team selection screen wasn’t the best when trying to determine who was capable of playing in which position as the light green colour was hard to distinguish from the grey background. In PES 2010, it’s clear to see who can play where.

    One small addition is the fact players now have an overall stat to allow users to quickly judge their ability. The hexagon diagram is still there for those that prefer the graphical representation, as well as all the individual attributes from past games. For a full break down on the contents of the team selection screen, check out the PSM3 blog which comprehensively covers all the various options.

    The animation system has been a huge flaw in the past few games, PES 2009 was an improvement over the ice skating superstars of PES 2008 but still didn’t look right on a next gen console. The animations did look smoother in this version of the game, but due to the early nature of the code it’s hard to give a definitive opinion with several of the animations still being programmed. Early signs are positive though. One portion of animations which did look markedly better was the first touch of a player. Controlling the ball looked smoother when the player took the ball on his stronger foot, as they were able to instantly take command over the ball. When forced to use his weaker foot, he needed to take a touch to bring the ball under control. On display in one of the screenshots released today is Torres controlling the ball with his chest, this again looked better than before with the more skilled players able to quickly bring the ball under control.

    Off the ball, there were a few nice little animations to make the game look more realistic. The player calling for the ball with their arm animation is still in the game, along with a new one where the player will turn their head to look around for opponents when making a run. The players also seem more interested in the ball, with heads and eyes focused on the ball when crosses are being whipped into the box or during a midfield scrap.

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    Another small change is the addition of a glowing symbol on the radar to help the player identify where the ball is and which player is under control. This was in the previous PES games but only now makes its return.

    On to the most important part now; the gameplay. The game plays at a slower pace which helps give the game more of a simulation grounding, rather than the fast arcade games we’ve been accustomed to. Hopefully the game is kept at this pace during the later stages of development and for the final retail release. This slower pace helps give the game more of a tactical approach with dribbling now much harder than before. Players who have become reliant on the likes of Messi and Eto’o being able to run trough the whole team will have to adapt quickly as defenders are more intelligent when tackling, and the improved animations make it near impossible for a player to turn 90o at full speed.

    Despite the slower pace, this doesn’t mean you have any more time on the ball. Midfielders will press you while you’re in possession forcing you into mistakes, and defenders are quicker to close down open spaces. In this demo, Mascherano was quick to pressure you when in possession. This is where a couple of the new features come into play to help you break opponents down.

    article7.jpg

    The strategy gauges have been talked about many times in the press releases as a way to break teams down and change the game in your favour. Some more time playing around with these and using teams of different abilities will give a better opinion on the effectiveness of this but early signs are positive. Like reported by PSM, sticking gauges to their extremes will radically change the way a team operates and how they position themselves on the pitch. Konami say each team will have individually tailored gauges to reflect their real life playing style, so certain teams will park the bus while other teams look to hit you on the counter.

    The strategy gauges are an extension of the existing strategies in the game and offer the player more control over the movement of their AI team mates. The gauges can be adjusted on sliders between 0-100, with 0 being the least and 100 the most. Team style sliders can be used to on both the defensive and attacking sides of the game.

    Attacking strategies

    ●Player Support
    When set to 100, your teammates around the player in possession move upfield to receive a pass. In other words, your teammates will place themselves in more attacking positions. Contrary, when set to 0, your teammates tend to stay behind of the ball holder and place themselves in more defensive positions.

    ●Support Range
    When set to 0, your teammates try and use the entire width of the pitch. Naturally this is good for long passing and spreading play but not for short passes. When set to 100, your teammates get closer to the ball holder, making short passes easy.

    ●Position Switch
    When set to 0, players try to get back to their assigned positions quickly rather than trying to stay in a switched position. When set to 100, once a position is switched, the player keeps playing on in the switched position until the ball goes out of play.

    ●Attacking style
    When set to 0, the team plays with the wide men as the main creators of opportunities. When set to 100, the team attacks through the middle of the pitch. Teams without natural width would have their gauge set at a high value.

    article3.jpg

    Defence strategies

    ●Pressing
    When set to 100, your team as a whole apply pressure aggressively, rushing players in possession forcing them into mistakes. When set to 0, the players will stand off and try to delay the oppositions attack.

    ●Defensive Line
    When set to 100, the defensive line will be kept high. When set to 0, your defensive line will drop back. This is one of the more important sliders as if affects the others.

    ●Compactness
    When set to 0, your teammates will move away from the opposition ball holder and cover the wide areas of the pitch. When set to 100, your teammates will get closer to opposition ball holder and try to keep his options limited.

    ●Defensive Strategy
    There is a choice of 2 options. One is Line defence and the other is Covering defence, where one defender left for covering other defenders.

    When controlled by the AI, Liverpool and Barcelona did seem to play like their real life counterparts, with Barcelona flowing forward and Liverpool playing a more patient approach, happy to play the ball around. In game, you can quickly change the strategies but this wasn’t on show in the version played.

    The other major new feature is the card system which replaces the special ability stars. This sounds a little strange at first, but used correctly it can affect the way your team operates for the better. The cards have been developed by Konami to mimic footballers’ individualities and add an extra dimension of realism to the AI and strategies.

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    There are two types of card. Some cards are skill cards, and others affect the behaviour of a player, both attacking and defensive. These cards can be turned on or off depending on how you want to play the game. In short, a card represents a move for a player. Different from traditional skills, these cards can be assigned to any player. A player’s ability doesn’t suddenly increase when a card is assigned. His ability remains the same as before but the player now knows when and how to move into good position.

    Suppose you are controlling a player, and there’s a player in support with the “Earlycrosser” card assigned. As you go forward, the card assigned player will escape from his markers, and position himself better for sending an early cross. Now he is in a good position, you want to pass it to the player because he is in a position where he is able to send an early cross. Once the ball is played to him, the card has nothing to do with quality of the cross. It will be down to your control and the player’s ability that decides the quality of the cross. Again, this card doesn’t enhance player abilities. This card controls how he moves in certain situations.

    Another example is Dani Alves, who is famous for his attacking runs down the right flank for Barcelona and Brazil. He is assigned “Overlapping run” by default. When the card is set to ON, he always looks to go forward leaving space behind him. Setting the Card to OFF will limit his attacking runs and make Alves operate as a standard fullback. If Barcelona had a player sent off, keeping his card “On” means that he still wants to go forward. What do you think? Attack is the best defence? Or do you go defensive to secure a win? Depending on your choice, his card may be switched off.

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    Here is the reason why you have a choice of switching the card off. You can act as the manager; decide on player moves by switching the cards on and off. It’s your choice whether or not to turn off attacking cards when you want the team play defensively. In contrast, you may want to turn off defensive cards when you want more men upfront in search of a goal. Cards will increase strategic options, giving you more flexibility in many situations.

    Some cards you will only see the benefit of when the AI is controlling the player. Messi for example is assigned the “Incisive run” card. You will not see any effect while you are controlling Messi, but when the CPU controls Messi, you’ll see him sprint into the box as he does in real match.

    Skill cards like “Quick Turn” and “1 on 1 Finish” will only be given to the best players and directly affects how they perform on the ball.

    Moving on from cards and gauges, playing a player out of position will now have a drastic effect on their performance. Like in Football Manager, playing someone out of position will see them only play in a limited capacity, with major stat drops when played in totally the wrong position on the field. This is aimed at creating a more realistic experience and to stop the cheap tactics that some players use online. Benayoun for example when deployed at right back will only have a stat rating on 19. Utility players will suffer less from a positional switch.

    Penalties have finally been changed with direction and power now more important in deciding where the ball ends up. Unlike the pot luck system PES has been using for some time now, holding the power button down for a long time will see penalties blazed over the bar and too much direction could see the ball pass the wrong side of the post. Another welcome change is the removal of automatic computer actions, which has seen many controllers broken after the COM decides to slide tackle the opposition striker in the box. Thankfully, no automatic slide tackles or clearances were seen during the playtest and Konami say they have been removed from the game.

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    One more positive note is the goalkeepers seem to better at handling shots. A couple of shots were still split by Valdes and Reina but on the whole they did look better during this brief showcase.

    After the playtest had finished, the Konami staff gathered plenty of feedback from PESFan and the other community sites in attendance, WENB and PES Gaming, and the press ready to send to Japan for analysis. As a result, hopefully some of the slight niggles brought up will be removed and a couple of brief suggestions will be implemented.

    Even though this version of PES 2010 was still a long way off finished, the signs are encouraging. Some of the major drawbacks of PES 2009 are being addressed and several new features will give the game a new lease on life. Add this to the overhauled Master League and ‘lagless’ online gaming, the King may indeed return come October.

    http://winningelevenblog.com/blog/pes-2010-playtest-report-new-screens/
    PES 2010 PLAYTEST REPORT + NEW SCREENS!


    The PES 2010 playtest was a very nervous experience, and something I couldn’t begin to describe or attempt to put into words. A series that’s given so much pleasure over a decade has done the opposite in recent years, and more than ever this year is the year it can simply not fail to deliver.


    The instant we arrived at the offices our eyes were fixated on the number of screens around the playtest venue, already in full use by the PESGaming and PESFan crew. At first, in all honesty, my heart sank a little. I saw similar animations and a similar look to last year, coated in a very pretty exterior. I turned back to Suff, who was still meeting and greeting, and gazed over worryingly at him. My whole persona must have alerted a few of the Konami employees, as they ushered us quickly onto a test unit to sample the game.

    The moment we started playing my frown became a smile, from a mixture of realisation about the gameplay, and (to my amazement) Suff’s sheer enjoyment at how the game was unfolding. Slowly the disappointment of seeing a similar looking game started to fade away, as the gameplay of PES 2010 took over.


    Looks like PES 2009 at a glance, but well and truly isn't

    Before the event me and Suff sat down and spoke of realistic expectations of what we were about to see. Using his wisdom thanks to his experience with FIFA 10, he expected it to be more of a proof of concept rather than something we could judge off the bat. After playing EA’s title in April, then a month later in Vancouver, he explained how the difference in development time was so substantial that initial impressions in the first playtest counted for very little – with improvements and inclusions significantly improving ones experience. What was important then, was to assess the platform Konami had created for PES 2010, and to evaluate if the vision going forward was going to be a significant step in taking the series back to the glory days.

    When talking about what we wanted to see, the pace of the game came up almost instantly. Some might say that PES 2009 itself wasn’t itself set at an arcade pace, but many aspects around it were. Dribbling and the ease of getting into goal scoring opportunities were big stumbling blocks for most, and conflicted with what many thought the series was built around. Secondly, as a lot of you might have guessed, was teamvision. A word that sends a shiver down Suff’s spine when he hears it, and something he was hoping to see very little of at the event. The AI was abysmal last year, and (something that was synonymous with PES 2009) became excruciatingly annoying after prolonged playing time.

    Finally, our thoughts shifted to the general movement of the game, and how it played out a match. Was the rigidness gone? Has the passing been sorted? Are the tricks still on the d-pad/analogue stick? Animations certainly came into our thoughts, although Suff assured me that he would be shocked if they were there in their full glory at this early stage.

    I’m more than happy to say then, that all the things we were intrigued about were just as we hoped; massively improved over last year with plenty of time to improve further.


    Up close, PES 2010 looks absolutely incredible - even at this early stage

    Before we explain just how it has, lets get some information on the code we were playing. Let there be no doubt, this was an extremely early version of PES 2010; the earliest Konami had ever shown the game publicly. We were told the game was around 50% complete, with the option to only play with either Liverpool and Barcelona. There was no other game mode apart from exhibition, with Anfield being the stadium of choice. So as you would expect, Suff was over the moon! The menu’s were nothing more than place holders to serve a purpose, as it was a few screens before you got straight into a match. Just to emphasize how early this game was, we were sampling it through the source code! That’s actual PC’s running the game, with PS3 and Xbox 360 controllers attached to it.

    The beauty of PES 2010 came almost instantly, after the initial disappointment. As soon as you start to play it felt more assured, more complete. PES 2009 had these awkward animations that interlinked the passing and shooting. These affected the game significantly, making the game feel stagnated and robotic. And while the animations weren’t complete in the build of PES 2010 we played, the way the basic and important ones were implemented and improved were significant. The extra frames also lent itself to how the pace of the game played out, in a similar vein to EA’s franchise. Like their game, the animations fed into how you played.


    And I thought the faces in PES 2009 were good...

    And like EA’s latest effort, FIFA 10, the action on the pitch is considerably slower, with a realistic feel I’ve not felt in a PES game for a while. The players seemed to build up to a sprint, rather than running full pelt from go. Controlling of the ball was also key, with players like Iniesta and Xavi having a lovely first touch when receiving a pass, while Yaya Toure struggled to kill the ball instantly when under pressure.

    Player individuality has always been key in PES, and is the sole reason why, even in this slow considered pace, the player will be forced into playing to the strengths of the team rather than the strengths of the game. This single aspect separates the PES series from FIFA, and is more of a noticeable difference with both going for the same style of play this year.

    I mentioned animations earlier, and while the majority of them weren’t in the build we played, the ones that were impressed a great deal. The previously mentioned first touch of skillful players was also visually appeasing, with players at all times trying to use their favoured foot when passing, controlling and shooting. If timed right you could control a ball perfectly to one side, evading oncoming players in very crowded areas.

    Its not only when receiving the ball do you see something new, as the players distribute it just as variedly. Passing for instance has had something of a facelift from last year, with fresh new animations for when releasing the ball under pressure – similar to the urgency system in FIFA. Players will stretch and strain to release a pass before being tackled, adding a great deal of realism. The same can be said for shooting, which was as satisfying as ever. Like the passing, it really has been given a facelift, with there being many more ways of striking the ball. This helped the game distance itself further from last years robotic and rigid feel. There was a situation when, playing as Barca, Henry received the ball wide left and cut in towards goal. Pressing shoot, I was greeted with him shifting his body to the side to try and strike it with his right foot. As he opened up his body he convincingly stroked the ball into the far the far corner with the inside of his right foot – leaving both me and Suff stunned in amazement. Then there was Messi, who looked complete in his movements, right down to mannerisms off the ball. A lot of that player representation was down to the drop dead gorgeous visuals, which has raised the bar when it comes to graphics in a football game.


    The new chest control animation was in, and looked lovely

    Konami talked long and hard about how certain aspects of the game were early and far from finished, but at the same time proudly conversed with us regarding the visual fidelity. At this early stage, the game is looking incredibly good, with things like faces, player models, stadiums, grass etc better than I’ve ever seen it. The test always comes when in wide cam, and its difficult to judge it right now without the animations implemented fully. FIFA 09/10’s charm comes when the impact of playing the match stays the same when in wide cam, and this is predominantly down to how it moves. With promises coming from the guys at the event regarding major inclusions on animations and individual traits, I guess its too early to judge or comment on them conclusively. Luckily we will only have to have to wait a few weeks from now to see if it indeed has been improved as promised.

    What’s left then to discuss is the game as a whole, and the dreaded teamvision. Thankfully the AI has been improved so much that we never found ourself fighting with it. The helping elements, like tackling, passing, shooting for you have been totally removed, or at least weren’t there when we played. This perhaps was one of the key reasons why Suff was won over, himself saying he’s not enjoyed PES this much since the PS2 days.


    Anfield looked lovely, Suff was ecstatic to see it in the game

    The AI also helped teams play as their real life counterparts, with no misunderstanding about how a team plays in real life converting into the game. When going through the new team formation options, you have a slider bar that lets you affect the mentality of the team like how much they attack or defend. For example, Barca’s attacking mentality is 80/100, while Liverpool’s is 20. Defensive figures flip other way, as you would expect. Convert this into the game and it plays out how you would expect. Liverpool’s game is all about constraining the opposing teams attacking elements, with the quality of Gerrard and Torres ever present going forward.

    The first match me and Suff played was goalless, and was a cagey affair, with myself having the possession but never really threatening. It was only until Suff changed his attacking mentality to 80 did I manage to create more space and punish a team that wasn’t used to playing an attacking way. Again, this is another realistic situation, as the players Liverpool have aren’t as technically gifted as the Barca player’s to play a certain way.


    Great improvement, Alonso more so

    To finish up, lets talk about little improvements around the game that will please many people. Konami have managed to fix a lot of small details even at this early stage that used to infuriate the more demanding fans. Things like goalkeeper gloves being officially licensed, no more sand bags behind the goals, and the look and feel of the stadium was key - adding another layer of atmosphere that PES 2009 never had. Then there’s the welcome news for many that tricks are no longer mapped onto the d-pad/left analogue stick, going back to the combination of holding R2 and a direction. We then have a new penalty system, which was always going to be the case after the Wii version had a new way of taking/saving them. At first glance it seems very close to FIFA, where you can literally aim anywhere in the goal, with the amount you hold down the power and direction affecting your success. Goalkeepers can also be moved too before a kick has been taken. The ability to untuck shirts in edit mode will again bring a smile to the faces of people who have missed this option since the PS2 versions. All in a way trivial to the game as whole, but the little things count for a lot when trying to create the complete package.

    All in all then, the playtest event was more of a statement of intent than anything, with the build being quite literally barebones and the base for all upcoming improvements. With that in mind the upcoming playtest in a few weeks will be vital. Suff played FIFA 10 at the Emirates in April, then played the game again in May in Vancouver – the difference obvious and substantial. We’re hoping for the same with PES. The good news is, even at this early stage, its miles ahead of PES 2009, with FIFA in its sights.


    The battle of the cover stars continues

    Sounds very promising so far, and the pics look stunning.


Comments

  • Closed Accounts Posts: 125 ✭✭madheaded


    I hope the series is back to its best imo its been terrible since pro evo 5 and they never tried to change it when it went bad just added new tweaks and gimmiks each year like what fifa did when pro evo was top dog


  • Registered Users Posts: 6,343 ✭✭✭corcaigh07


    looks and sounds savage! they seem to have taken a few cues from FIFA's custom tactics but that is no harm. hopefully if it isnt ready by the time fifa comes out, konami will hold off and make PES the best football game it once was.


  • Registered Users Posts: 1,467 ✭✭✭shenanigans1982



    Didn't they promise major improvements last year?....and the year before?


  • Closed Accounts Posts: 13,249 ✭✭✭✭Kinetic^


    I'll believe it when I play it.


  • Registered Users Posts: 13,084 ✭✭✭✭Kirby


    Yeh they have promised before, but this looks very good. The slower pace is needed, last years pes felt like it belonged in the early ninties in an arcade. The slower, more realistic pace will help alot.

    Also, the sliders from 0-100 for lots of different team aspects. They seem like fifa's custom tactics.....only these seem more detailed and better. Im hoping they work as described as you could really set a team up the exact way you want.

    Have to say, I'm very impressed by these early impressions. Its looking good so far.


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  • Moderators, Computer Games Moderators Posts: 15,237 Mod ✭✭✭✭FutureGuy


    VERY impressive on paper. The only words I care about in that entire article are "‘lagless’ online gaming".


  • Closed Accounts Posts: 2,110 ✭✭✭Y2J_MUFC


    Nothing I'd like to see more than the next PES being as enjoyable as the days of PES on the PS2.

    Major strides needed to catch up to FIFA. I'd love if they were neck and neck for once. Neither of them have both been at the peak of their powers at the same time.

    I'd love Pro Evo to get back to its best next year along with FIFA 10 improving on FIFA 09. Then there would be a real alternative, rather than constantly playing FIFA as has been the case this year.


  • Registered Users Posts: 6,343 ✭✭✭corcaigh07


    if the article on PES comes to fruition, i could see a hell of a lot of people buying both PES and Fifa this year.

    FutureGuy, even if a new PES 2009 came out with Lagless online gameplay, it wouldnt be good enough. Offline has to be compete first.


  • Registered Users Posts: 45,512 ✭✭✭✭Mitch Connor


    corcaigh07 wrote: »
    if the article on PES comes to fruition, i could see a hell of a lot of people buying both PES and Fifa this year.

    FutureGuy, even if a new PES 2009 came out with Lagless online gameplay, it wouldnt be good enough. Offline has to be compete first.
    I've been saying this from the start.

    I don't get people who place the priority on the online mode. it would be a clear second to overall gameplay imo.

    From what I am reading, I am very encouraged. The base of the game seems to play a lot more like people want it to, and the card/slider systems seem brilliant. Its the promises they have made for the remaining 50% that are important - such as the multitude of new animations that have not been implemented yet (mo-cap was only done a week or so before the 50% build was played) so how successfully that is implemented is a big issue.

    Overall, it is looking an absolute crap load more promising than last year, which i still enjoyed.


  • Registered Users Posts: 45,512 ✭✭✭✭Mitch Connor


    http://winningelevenblog.com/blog/pes-2010-team-play/
    PES 2010 - TEAM PLAY


    There was an abundance of news yesterday, from screenshots to playtest reports, from PES Star news to the weekly podcast. With that in mind we delayed two posts until today. The first of which is ‘Team Play’.

    PESFan and PESGaming have already extensively gone through this in their playtest reports, so forgive us if we’re late to the party. The reason why we held back was down to our preference to give this the headline time it deserves. Like Seabass said in the most recent developer interview, PES 2010 is about the pursuit of player representation and team play. Read on to learn more about this integral game mechanic.


    In the playtest report we spoke about the differences in playing style between Barca and Liverpool, and how you could affect this by changing around the slider bars. Below is the full, official, document explaining team play:

    Team Style

    Team Style is about settings of “team strategies”. PES used to attach less importance to “organizational defence” however your team will have team discipline for organized defence by adjusting Team Style sliders between 0 and 100. Harder defence naturally requires more strategic, organised moves among attackers to beat such defence. Therefore Team Style sliders cover not just defence but also attacks.

    Attack strategies

    ●Player Support

    When set to 100, your teammates around the ball holder move upfield (more forward) to receive a pass. In other words, your teammates will place themselves in more attacking positions. Contrary, when set to 0, your teammates tend to stay behind of the ball holder, place themselves in more defensive positions.

    ●Support Range

    When set to 0, your teammates spread wide on the pitch. Naturally this is good for long passing but not for short passes. When set to 100, your teammates get closer to the ball holder, making short passes easy.

    ●Position Switch

    When set to 0, players try to get back to their positions they supposed to be rather than trying to switch positions. When set to 100, once position switched, the player keep moving on a switched position until it goes out of play.

    ●Attacking style

    When set to 0, the team play wide, attack from the sides. When set to 100, the team attack through centre

    Defence strategies

    ●Pressing

    When set to 100, your team as a whole apply pressure aggressively. When set to 0, move back instead and try to delay opposition attack.

    ●Defensive Line

    When set to 100, your defence line will be kept high. When set to 0, your defence line will drop back. It would be an idea to set this slider first, adjust other defensive sliders later accordingly.

    ●Compactness

    When set to 0, your teammates will move away from the opposition ball holder drift to the side to cover wider. When set to 100, your teammates will get closer to opposition ball holder.

    ●Defensive Strategy

    You make a choice from 2 options here.

    One is Line defence and the other is Covering defence with one defender left for covering other defenders.

    As you can see from that explanation, you can custom your team to play any way you like. Want to play like Barca? No problem, bump up the support range to 100 and players offer themselves for short quick passes. Want to play down the centre consistently like AC Milan? Good choice (honest), just bump your attacking strategy to 100. There’s even the option to make your wingers continuously switch wings to keep the defenders guessing, a common theme in real life football.

    Defensively you can be just as tactile. Want to press the team all over pitch like Suff’s beloved Liverpool? Done. How about play as an inferior team against a squad of super quick/skillful players? (USA in Confederation Cup?) Do what they would do and drop that defensive line to 0 and defend deep throttle there attacks.

    And why does all this work? Simple, no one can match PES’s player representation. Everyone feels different, and thats why the strategies in PES 2010 word like a charm.

    Later, we’ll get out teeth into the Card System, and explain why that is the future of true player behaviour in a game.

    Really liking the sound of the way strategies are implemented.


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  • Registered Users Posts: 45,512 ✭✭✭✭Mitch Connor


    http://winningelevenblog.com/blog/pes-2010-card-system/
    This is a feature that has had loads of folks talking. Many haven’t quite got their heads around the system, due to the in-depth and and over analyzing going on. We try and keep it as simple as possible, as this is a feature you won’t want to miss!


    To start with, let me show you this opening paragraph from the document Konami sent us explaining the Card Sytem:

    Creating a team with discipline is not just good enough to reproduce real football because footballers’ individualities are another important factor involved in football match.

    Suppose we have a player who is good at sending an early cross. Previously, we gave him high rate for his long pass ability, or we implemented a mechanism for more successful early cross when he sends it. However this deals only with his “ability to send an early cross”. In reality, sending an early cross just doesn’t happen itself. Player needs certain preparation to send an early cross by moving into better position to send it while looking at opposition players. To do this, you have to look around off the ball, and anticipate what will happen next moment.

    In case of Card (Play Style) system, it means “Earlycrosser” card is switched on, and the player is moving around to better position, looking for an opportunity to send a good early cross.

    Lovely. And they round off the first segment with this:

    In short, a Card represents a move for a player. Different from traditional skills, these cards can be assigned to any players as you wish. You are almost a coach here. However it doesn’t mean the player ability suddenly increases when Cards assigned. Ability remains the same as before but the player now know when and how to move into good position, in this case, to send an early cross. It’s like a coach expecting too much from an average-class player. His player may move good but his cross itself lacks quality.

    Like we mentioned on the boards, the specific cards aren’t like a Pokemon battle, it’s all to do with mentality and mannerisms. You can create this thought process for specific players to try and make them naturally look for certain opportunities. In this example, having the early crosser card on will affect the way your player will behave on the wing, and in effect the players around him.

    They finish off this example with this:

    Suppose you are controlling a player on the left side, and there’s a player with “Earlycrosser” card assigned player moves on the right side. As you go forward, the card assigned player will escape from his markers, position himself better looking around opposition for sending an early cross. Up to this point is what card can do. Now he is in a good position, you want to pay it to the player because he is in a position where he is able to send an early cross. Once ball is played to him (meaning you are in control of the card assigned player now), Card has nothing to do with quality of this cross. It will be your control and the player ability that decides the quality of the cross. Again, this “Card” doesn’t enhance player abilities. This Card controls how he moves under certain situation.

    Suff won’t like me saying it, but it’s what Seabass always dreamt Teamvision would become. The ability for players to NATURALLY behave like their real life counter parts, or behave like you’re the manager telling him what to do, without the need to press a button to activate it. Seems far fetched, but it WORKS!

    Left shift to a common tactic and a well known player and his mannerisms:

    Now getting into more details to give you some concrete ideas on Cards, let’s suppose FC Barcelona defender Daniel Alves. He is assigned “”Overlapping run” in default. When the card is set to ON, he always seek to go forward, leaving space behind him with less defence awareness. Setting the Card to NO will make Alves move as a standard sideback, of course.

    When Barca got a player being sent off the pitch, keeping his Card On means that he still wants to go forward. What do you think? Attack is the best defence? Or you go defensive to secure a win? Depending on your choice, his card may be switched off. Or he may be substituted above all.


    Now here’s the important part, pay attention:

    Here is the reason why you can have a choice of switching the Card off. You can act as a coach, decide on player moves by switching ON and OFF the Cards. It is your choice whether or not turning off attacking cards when you want the team play defensively. In contrast, you may want to turn off defence cards when you want more men upfront/in front of the goal. Cards will increase strategic options, giving you more flexibility in many situations. In a sence, it is up to you if you can use these cards effectively.

    Still with Barca, we have two quick-fire examples that sound very cool:

    Now look at another example, “Chasing back” card is assigned to Eto’o by default. He will chase the ball when lost it to opposition. When set this to OFF, Eto’o will remain upfront. As you can easily imagine, this will give you an advantage under some situations.

    Let’s look at one more example. Messi is assigned with “Incisive run” card. You will not see its effect while you are controlling Messi (because you are controlling all Messi moves). But you will see the effect when you see CPU controlled Messi sprints into the box as he does in real match. It’s so real.

    The incisive run is the header pic, and me and Suff both noticed Messi making those darting runs into the centre from the wing. But like the explanation details, its about the AI movements when you are not controlling them. Again, all this going on without the need to press a button to activate.

    They finish off with a nice teaser regarding the card system:

    Apart from above mentioned Play Style cards, we’ve also included different kinds of cards, defence/attack awareness cards (as “C”) and skills cards (as “S”) this time.

    This all sounds epic, and perhaps overwhelming. What’s even more mind boggling is the fact at this early stage it works. Star players have cards that you simply can’t assign (long range shooter etc), while other more basic and mentality orientated cards can be assign to everyone.

    Along with the Team Play feature, the managerial options in PES 2010 look to eclipse everything that has gone before it. While we’ve yet to test this on a wider range of teams one thing is for sure, plenty of time tinkering before a match in PES 2010 at my house!

    More news on this as we have it.

    In my opinion, the card system seems like a great idea, and it looks like it is being well implemented. Along with the strategies stuff, it sounds like the tactical and AI changes are brilliant and game changers in terms of style and feel


  • Registered Users Posts: 6,521 ✭✭✭joe123


    Id actually prefer one to be class and the other to be ****. No way would I shell out for both Fifa and Pes in the same year. If they are neck and neck boards leagues wont be as good because some will have fifa and some will have pes.

    Whichever is the better game il buy.


  • Closed Accounts Posts: 2,110 ✭✭✭Y2J_MUFC


    I usually shell out for both. For PES2008 I didn't play the demo before hand, and it turned out to be rubbish so I traded it back in later. PES2009 is an improvement. Play it rarely, but its nice to have a break from FIFA. I still love the master league mode.


  • Registered Users Posts: 1,467 ✭✭✭shenanigans1982


    Meh I wouldn't put too much faith in what winningeleven say....nothing more than fanwankery. I am sure they will print whatever Konami ask them to.

    If you press A while pushing the analog stick in the direction of a team mate and the ball goes in that direction I will consider it an improvement.


  • Registered Users Posts: 20,558 ✭✭✭✭dreamers75


    Gonna buy it anyway then bitch here about ****/awesome it is.

    it may be good but i seriously doubt it.

    I honestly think they have forgotten what made it a good game and seen FIFA over take it as a good game and are now reacting.

    Go back to PES4 and improve that. FIFA will always sell more regardless if its good or bad.


  • Registered Users Posts: 13,084 ✭✭✭✭Kirby


    But they have recognised it, which is good. They've basically copied fifa custom tactics system. But they seem to have made it better. This is good. They've also slowed it down to make play more realistic and less arcadey. this is also good. If they can forget about shirts and faces and focus on ANIMATION, it will more than likely turn out to be very good.


  • Closed Accounts Posts: 538 ✭✭✭markopantelic


    I would never underestimate the player images and shirts in PES, one of the beutiful aspects of the series was always the carbon copy image of their real life counterpart, which Fifa has never really done. Also the small things, like untucked shirts, boots, neck warmers etc. were small aspects but at the end of the day contributed to what PES great.

    About WEB, I wouldn't trust them that much, these are the same guys who said teamvision would be brilliant and that last years PES was what PES08 should have been. I play PES09 quite a bit but it is in no way fit to be deemed a next generation Pro Evo.

    The one thing PES has over FIFA at this time is player individuality, that is why if PES get back to basics with the added new motion cap then PES will be the better game.

    To be honest though I get the impression some people don't really want PES back to what it was like, they want a game like Fifa where there is no individuality, where playing with Xavi and Glenn Whelan there is no difference. Fifa has its niche and its good for what it is, but I sincerely hope Konami don't try to copy what Fifa have done.

    If Fifa was to change its dribbling system and allow players to have individuality so they could replicate what they are like in real life then I think PES would find it very hard to regain the crown as the best football game.

    This post on the forums sums it up for me:
    I doubt 360'degree dribbling will provide such a difference in one's capacity to perform intricate dribbling in Fifa10. Fifa's dribbling system, regardless of the player used, is such that the individual commonly turns sluggishly, while taking hefty touches on the ball, allowing for a defender to halt dribbling with ease, to the extent at which you do not feel the close control of a Messi or Iniesta on the ball - 360'degree dribbling simply adds to the directions of movement possible - it does not allow for a Xavi, Messi or Iniesta to turn more sharply than other players, or allow Messi to run with pace while keeping the ball extremely close to his feet. We also have to consider the implications of 360'degree dribbling on the player individuality we all yearn for EA to include within Fifa - does it now mean all players can now turn at sharp angles, and that all players can now transfer the ball effortlessly from one direction to the other - including defenders? There is a severely minimal variation in the ability to run with the ball in Fifa, from a tricky, technical midfielder such as Iniesta compared to a defender - this is not good enough.

    I want to pick the ball up with Xavi, and turn sharply away from a challenge, before drilling a pass over to Henry, I want to feel the ball glued to my boot while running with Messi - this simply does not happen in Fifa - it's all about pace. You get the ball to Ronaldo and Torres, find the smallest gap and bang - your through. Slow, technical midfielders such as Xavi have no chance in maneuvering closely with the ball in midfield while evading challenges, as the game's standard dribbling motion for all players, regardless of technique is for the player to take hefty touches when dribbling and to be slow when turning - 360'degree dribbling AIN'T gonna help this. You can now choose more directions, yet Xavi will still turn as if he s being raped, his touch will still be the same as a defender. To improve this, Fifa need to revamp their entire policy regarding player dribbling with the ball - not simply add more directions.Gerson


  • Registered Users Posts: 13,084 ✭✭✭✭Kirby


    Fifa's dribbling system, regardless of the player used, is such that the individual commonly turns sluggishly, while taking hefty touches on the ball, allowing for a defender to halt dribbling with ease, to the extent at which you do not feel the close control of a Messi or Iniesta on the ball

    Players take hefty touches while trying to turn only when you are holding down the sprint button constantly.... which novice players often do from years of arcade style games....and thus feel like they have no control when the turns are cumbersome.

    It's a common mistake but a players lack of skill does not equate to a lack of control. It's clear from the quote you gave that the player didnt understand why his players were turning like trucks and he kept losing the ball.

    When you want close control, you slow down. Use the close control button which is LT on the 360 controller. Dont use sprint. We've all seen ronaldo bomb down the wing like Usain bolt in real life. We've also seen him do stepovers and flummox people. He is never doing them at the same time. Infact hes barely moving when he is doing his stepovers. This is realistic and is why when you want to control the ball in football games, you have to slow down....because they do in real life too. Its why you see players take heavy touches when sprinting past people....and it runs out of play, to the keeper, to another defender, etc. You dont have the same control when running full pelt.

    The main problem with fifa is in fact the exact opposite.....It's so easy to keep close control over the ball, and shield it from the opposite team. A good few people have complained about this on these forums claiming they could never get the ball back. If you watch some youtube matches or something you will see what I'm getting at. Defender comes in to pressure, attacker deftly turns the ball away and runs rings around him. ever tried dispossessing Torres or Drogba? Its a complete nightmare.

    Fifa 10 needs better defender pressure to counter this. As it stands, its too easy to keep the ball if you know what you are doing. I'd also like to see miscontrolls. Ive seen ronaldo step on the ball numerous times in real life, Seen zidane do fresh air kicks, seen torres take awful touches, etc. Some people might find such things frustrating, but I would view it as authentic. Anybody who has ever watched Adebayor play will know what I'm talking about. I think it would be a nice feature in future pes and fifa games. The best players make mistakes too.


  • Registered Users Posts: 1,142 ✭✭✭koHd


    Really looking forward to playing this. SOunds very promising.

    But as a lot have said, they've made it sound promising for the last few years, then it disappoints.

    But I do get the feeling this time will be different.

    But we have to wait and see...


  • Registered Users Posts: 45,512 ✭✭✭✭Mitch Connor


    About WEB, I wouldn't trust them that much, these are the same guys who said teamvision would be brilliant and that last years PES was what PES08 should have been. I play PES09 quite a bit but it is in no way fit to be deemed a next generation Pro Evo.

    Have to take issue here.

    Both Adam and Suff absolute hate 'teamvision' and have slagged it off and derided it for absolute ages.

    As for PES09 being what PES08 should have been. They are right. It is PES2008 improved in terms of the style they were (wrongly) going for with 2008


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  • Registered Users Posts: 1,467 ✭✭✭shenanigans1982


    Have to take issue here.

    Both Adam and Suff absolute hate 'teamvision' and have slagged it off and derided it for absolute ages.

    As for PES09 being what PES08 should have been. They are right. It is PES2008 improved in terms of the style they were (wrongly) going for with 2008

    Their blog before the release of 08 hyped it up as being a brilliant addition to the game. Easy for them to say they hate it when everyone else does.


  • Closed Accounts Posts: 357 ✭✭K-Ren


    I loved the PS2 games, they were so much fun. But after the travesty that was Pro Evo 2008, it's very hard to find €60 in my pockets for any new stuff they're coming out with until the hype has dissipated and the game's there for a rent.


  • Registered Users Posts: 45,512 ✭✭✭✭Mitch Connor


    Their blog before the release of 08 hyped it up as being a brilliant addition to the game. Easy for them to say they hate it when everyone else does.

    can you provide any links to back this up - cause I have never seen either Adam or Suff (especially Suff) ever say anything good about Team Vision.


  • Registered Users Posts: 2,672 ✭✭✭s_carnage


    Anyone know the launch date for this game or even when they are going to release a demo??


  • Closed Accounts Posts: 6,296 ✭✭✭RandolphEsq


    /Plans on buying 3rd PS3 for, yet again, pro evo. They say three's a charm


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