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PES 2011 - Riepilogo info

Ultimo Aggiornamento: 16/12/2010 20:35
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13/07/2010 22:22
 
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Nuovo video e nuove immagini!



Konami Digital Entertainment GmbH has today elaborated on the many new
additions gracing its eagerly-awaited PES 2011 title.

Due for release in Autumn, PES 2011 has been astounding football fans with
its free-flowing, unfettered gameplay. Total control is the new game's
mantra, and PES 2011 delivers this with an all-new power gauge system
wherein players govern the strength and position of every pass. Total
360-degree control adds a layer of realism to the series, and Konami has
showcased this innovation with an all-new trailer.

The new footage shows the total freedom of passing PES 2011 offers,
alongside closer looks at its new dribbling, defensive hold-up play, and
jostling. Similarly, the trailer gives an insight into the new power gauge,
while also showing how feints and tricks can be mapped on to the right stick
and accessed with ease. PES 2011 utilises over 1000 new animations, and
these are also on show as the new game demonstrates its key attributes in
the footage.



In-game:

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Modalità diventa un Mito:

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Menu tattiche:

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Altro:

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[Modificato da weILL 13/07/2010 22:37]
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13/07/2010 22:37
 
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Impressioni da due utenti di PESFan che hanno provato il gioco:



PES 2011 - First Look Play Test
by Graday

I’ve been a PES Fan news editor for a number of weeks now, and the only thing I needed to start proving my skills as a journalist is a story – something worth putting pen to paper for. Well, that’s exactly what I was given when I was asked to attend the PES Fan’s PES 2011 play-test... and it was definitely worth a column inch or two.

I’ve read all the major details that have been released since the Tokyo demo at Konami HQ, followed the news as it tweeted out of E3 – and watched, then re-watched every second of video that has been released over the last two months in both standard and high definition, striving to digest every little detail that this year’s release has to offer.

And in hindsight – it’s good to be clued up, but no amount of scanning the early PR materials will give you a hint of the feeling you get when you actually play the game (and despite that sentence I have the difficult task of trying to pass on my experiences to you).

It’s over a month since the first tests took place, but in no way did I feel that we were less privileged than those who sat down with Seabass et al in Japan. On the contrary, I was conscious of the fact that this version of the game would be significantly different from the one seen then – and hopefully any noticeable faults would have been ironed out and possibly a few extras added in.

Despite this being my first major piece for PES Fan and the first chance I’ve had to lay my fingers on a game a considerable period before its release date, I was quite laid back – though I’m sure my note pad may have suggested otherwise. I utilised the morning train ride to scribble some last minute notes, detailing the main positives and also the shortcomings of PES 2010; what we liked, what needed work – was there anything that stood out particularly, etc – and I eventually converted that mess into four headings: User Interface and Appearance, Passing, Keepers, and Player Movements, reactions and positioning.

User Interface and Appearance
It’s worth mentioning that we were playing an offline copy and we were locked to certain areas of the game – so I can’t give any information on the online capabilities or go into major details about the overall UI at this stage.

We essentially had two versions of Exhibition mode – the general setup-and-play that has been present in previous years’ demos with a small selection of National (Germany, Italy, Ivory Coast, Argentina) and Club teams (Manchester United, Inter Milan, Real Madrid, Benfica). Alternatively, we had the option to taste the newly acquired Copa Libertadores licensing – with Estudiantes, Cruzeiro, Corinthians and Internacional all available for selection, and ready to march out to the Copa Libertadores theme – in a style similar to the current Champions League offering.

You can see the foundations of PES 2010 within PES 2011 – the entrance scenes and tunnel shots occasionally look like they’ve been lifted from the previous version, only to be polished and pampered before being delicately placed into the new incarnation. To put it simply, it looks like PES, but the picture quality looks more like airbrushed imagery that you’d expect to see coming from the marketing department rather than a moving-parts product from the development team.

The visual improvements start from the menu and stay with you all the way through to the pitch. Player likenesses have been improved even further than last years’ advancements, at least in the teams we had at our disposal – and this is highlighted with the pre-match setup. Little details catch your eye, like the kit selection screen which now features animated models – rather than stationary stars as seen on the previous iteration (I was impressed to see Eto’o run a few paces before freezing, allowing you to savour the personal detail as well as the player movements). The on-screen display when in-game has been simplified – now showing a much more minimalist, broadcast-resembling score board; simple, clean and professional.

Jon Murphy mentioned that this game doesn’t feel as “Japanese-y” as PESs of old, and that’s for sure. Gone are the bright, sparkling backgrounds that had a hint of youthful exuberance – and in comes a sleek, shiny/dark world map picture (when I say map – think ‘PlayStation Weather Channel’ on PSN as opposed to ‘school atlas’) which works very well. This PES feels like it has grown up, and the sliding main menu located at the bottom of the screen brings the clean accessibility that we can see throughout.

Minimalism seems to be the theme in this PES, and this is never more apparent than when using the new drag-and-drop system that we’ve heard so much about. Think of it like the new Google homepage, leave the options in there but don’t have them on display unless you need them, and when you do – a slide of the cursor and few button presses will allow you to do everything you are used to.

Tying in with this, Konami announced that they’ve spent a lot of time looking at broadcast standard footage with the intention of instilling the same look and feel into PES as we see when watch it on TV. The re-worked wide camera angle that moves with play is a major step towards realism. When the match kicks off the camera lowers from an elevated position to the regular viewpoint – and similarly when play approaches a goal the displays swings when necessary, with an undeniable professional smoothness.

There are some huge improvements – as well as an array of small details that add to the game, and it’d be criminal not to give them a passing mention. I spent a good few minutes in the replay section analysing the little details on the pitch in the new man-on-the-pitch camera angle (or over-analysing as the look on Fury’s face suggested). It’s not a major thing, but being able to move around the pitch at eye-level of a player allowed you to really put yourself into the action – and the grass, when zoomed in looks like it has some distinct layering and texture to it, you can see that it’s computer generated, but it’s not a long way away from the real thing.



Passing
PES has been criticised since its glory days on the previous generation machines for losing the lifelike flow that it was synonymous with. 2010 didn’t play how you wanted it to play – and you were inevitably looking for breakthroughs that were different from the natural routes. Konami recently confessed that the game’s engine has been progressively weighed down by annual additions which, though they were made with good intentions, lead to an overcomplicated mess. Things were stripped back – and a new passing system with promises of “Freedom” was built on the exposed foundations.

Three simple questions: one simple answer. Is the Passing better? Is it good? Does it feel free? Yes.

I had worries that the hit ‘n miss through-ball from last year would be completely reversed in 2011. The vast majority of passes I tried through the defence on 2010 were often played way past the bye-line, or into the heels of the defender I was looking to outpace – compare this to the E3 video and you see Pirlo, amongst others, easily playing defence splitting passes. So which was one was it – painfully easy or practically impossible? Neither – and both.

I had numerous passes going astray – plenty were over-hit and some barely trickled off of my toes (particularly a couple of back-passes that I was lucky to get away with) but I never had the feeling that I was hard done to. The mistakes that were popping up felt like my mistakes. The new power gauge system takes a little getting used to but you quickly start to feel that you are personally involved in determining ball placement. It’s a double learning curve – you can pick it up and play pretty well, but it’ll also take a good amount of play time for it to become second nature, allowing us to remove the rainbow swoosh (which, despite my reservations, is surprisingly good at evading your attention).

Perfecting the new style of play will give you more options in attack – but doesn’t necessarily mean that you can continuously carve up the opposition with single a killer ball. Fury and I played for a number of hours – but there was only one or two long defence splitting passes, often caused by bad positioning on our parts. That wonder pass can only be played if the situation arises – trying to force it just doesn’t work (just ask Fury, he did a great job of shutting me out).

The passing is different, but it’s not completely different. There is still a lot of what we know – and I don’t doubt that some will see a little too much of the past as they play, but for me it’s a good thing. The passes still feel like passes you’d play in a PES title, but the added freedom of control neatens it up. Think of a pass you play in 2010 – you know it’s going to end up somewhere within a couple of yards of where you aim it, but now you can drop it on the proverbial sixpence. Its last years passing, but it feels like it should have felt.

There is still some noticeable AI assistance – but generally for the better. Passes feel like they are helped slightly in terms of direction, but that can all go to pot if you stick too much power on it – particularly over distance. Also, to emphasise individuality different stars seem to receive a varying levels of support from the AI. Paying a ball with a midfield maestro such as Xabi Alonso or Carrick you, as you’d expect, has a higher success rate than playing a similar ball with a dribbler, like Nani.

True 360 degree passing would be excruciatingly difficult even for the most dextrous of gamers, it always needs to be honed down to some extent, and this AI support works. Every ball we had the vision to play – we could, providing we executed it properly. I dragged Roberto Carlos up from the back – only for Fury to dink a through ball over his shoulder, his attacker had already started a run and met it perfectly for a first-time strike. My mistake – his brilliance, and though I conceded – I’m happy to admit that it was a beautifully worked goal.



Keepers
It’s no secret – goalkeepers haven’t been the greatest aspect of Pro Evo. Over the course of a decade playing Master League in the last instalment, I tried and tested a selection of young, old, catastrophic and world class keepers but found that they all shared a common trait – the Robert Green effect.

A quick look on YouTube and you can see evidence of Keepers diving over pea-rolling mis-kicks, flapping around a clear yard to the side of where they should have been – or even just watched shots bounce past them without the slightest of effort to stop it.

So, how do they compare now? My honest answer – I’m not entirely convinced.

We saw many commanding leaps to pluck crosses out of the air, and smiled in approval after the Ivory Coast stopper pull off an instinctive flick of the leg to deny a low driven effort with the top of his instep. Keepers looked to have been given a wedge of new animations to pull out of their bag as and when they see fit, a perfect example being Van Der Sar’s reaction save to stop TheBoss after he tried to place a ball through his legs. Edwin, dropped to the floor with a realistic thud to shut out Sneijder’s attempt with a well-timed block using his shins – a smooth animation that I’ve never seen before.

That said, then men in the sticks were still prone to the odd flap on occasion – and though we had a full day to play, I can’t commit myself to saying whether it seemed to be a flaw or it whether it looked intentional. We regularly called keepers out to rush onto heavy through balls – but once or twice, what looked like a comfortable catch ended up being a strange fumble. It didn’t happen often – but if Julio Cesar can parry an un-challenged bouncing ball then I’m a little concerned. Perhaps we held the keeper charge button for too long causing him to run through the bounce – or perhaps we just witnessed a couple of the calamity moments that occur semi-often in the real game? I honestly can’t say. To put a positive spin on it – the recoveries after the mistakes were faster, and you actually had the impression that the keeper was aware of the ball’s location before he got back to his feet.

We did see one howler – I nodded the feeblest of headers in at the far post. The keeper was in the perfect position – and my wild swing of the head resulted in a powerless effort on goal. The keeper spread himself and had the perfect shape to stop the shot – but forget to put himself in the ball’s trajectory. I looked more embarrassed than Fury did for putting it away. It sounds as if it’s a step up from their display a month ago – I just hope Konami use the time that they have left to fine tune.



Player Movements, reactions and positioning.
PES 2011 has over 1,000 new animations. So what exactly does that mean? – Basically, players have been given the permission to perform a range of new movements and manoeuvres. Do you notice it? Definitely.

There are nice little touches – like players rushing to lean out of the way of shots and ducking under high passes, we even saw one star practically squat to get under a throw-in that crossed his path. You also get tastes of individual brilliance that could have been lifted straight out of Match of the Day – Berbatov, back to goal, laid off a lazy but accurate pass with the outside of his left foot to Carrick who used the instep of his right boot to curl a pin-point effort towards the top corner.

It’s not just animations – player awareness and positioning has been upgraded, particularly noticeable in the opposition AI which hardcore fans will be happy to hear wasn’t scared to venture up field. I watched on as Fury played a game that he eventually lost – the computer scored and seemed to press for more until the last few minutes where keep-ball became the chosen plan of action. I’m not sure if this was a situational tactical change – which is now possible to organise in the pre-match setup screens, but it certainly looked like it.

The new defensive system makes the game more tactical. You now have the option to steam in with a tackle, or to track an opponent – with the aim being to shepherd them into a bad position, or wait for the perfect time to stick your foot in. This, combined with a slower pace makes you think about the options at your disposal. On the subject of pace, the five different game speeds are very distinct. We played most of our time on the default rate (“0”) – but I had a particular affection for “-1”. Last year’s action played more closely “+1” (+2 was too fast for my tastes – and -2 felt like trying to run in water).

Another improvement that needed to be included was a complete reworking of the referees. It took over 300 games against the AI before I was awarded my first Penalty on PES 2010 – though I should have easily been into double figures with the amount of times I ended up on the deck. But, the blind referees that we’ve had forced upon us recently can suddenly see again – and called fouls in and amongst the box! I don’t recall a single case of the “Come on ref” syndrome surfacing on either side – which is vital if the trick stick is to be utilised more in 2011. If we’re inviting players to risk taking a foot instead of the ball, we need the correct decisions to be made.

Fury benefited from this more than I did – I was pretty much a one-skill man. The rainbow flick lifts the ball diagonally over the opposition’s feet allowing you to cut in at pace, which I combined with the odd flip-flap. I was pretty happy with my skilful displays, but Fury looked to Riverdance his way past my full back on the odd occasion – and also sold me for a foul a number of times too.

Taking everything into account – I’m ecstatic, and personally a little relieved to say that this is a huge step forward. The game looks amazing, but that was never the issue. This demo showed me that PES can still play great too – the crucial factor that has been missing for the last few iterations. To cement our conclusions, we played one game on 2011 – and played the exact same game on 2010 a few minutes later. The development is there for all to see.

I still see a lot of the past, but I also see the future – and I wouldn’t have it any other way. This ‘all new’ but, at the same time it’s a PES that I feel familiar with – and the first offering on the next generation that finally looks and feels like one I can truly be proud of. Konami don’t just want to stop the rot, they want to flip the script and bring back their hardcore fans – well, this is definitely the way to go about it.

www.pesfan.com/news/9099379/PES-2011---First-Look-Play-Test/






PES 2011 - In-depth look at Passing
by Fury

Three simple words have been the focus of Pro Evolution Soccer 2011 so far; Engineered for Freedom. Words that were accompanied by some very impressively written press releases that read so well it seemed more like a wish list the fans had been hoping for, rather than a checklist of new features to tell us all about.

Yet despite the impressive press releases and the very good looking trailers it was with a feeling of caution, rather than uncontainable excitement, that I approached Konami’s latest football offering. As I picked my team and played around with the tactics I hoped that the answer would be yes to my question: has it all just been hype like the past few years, or is Pro Evolution Soccer 2011 really engineered for freedom?

In short, the answer is a resounding yes: you can literally put the ball where you want. However, this is not a game where you can immediately appreciate its biggest strength; its freedom. Like with PES games of the past, it took a little getting used to. The game as a whole is a lot slower than any previous PES from the Next-Gen era or the PS2 days. It’s the first thing you notice when you start playing the game and this is maybe why I had a few problems in my first game.

Short simple passes to the fullbacks were going out of play whereas in previous versions they’d be played straight to feet like they were on auto pilot, which backs up Jon Murphy’s claim that the AI has been toned right down. Passes were being both over hit and under hit into the midfield and trying to get some rhythm into the game seemed hard. The first game I lost 2-0, I couldn’t get to grips with it at all, but as I played more games I was getting used to having a power bar for passing and it was all becoming a little bit easier. Passing became a little bit crisper and the tempo a little bit higher, I was getting used to it and I was enjoying it more and more.

The animations, just for passing, are so varied that the animation seems almost different every time, players will side foot and use the outside of their foot to pass the ball when appropriate. One great moment that had me pause for a replay was when Veron seemed to put all his weight into passing the ball down the line with the outside of his foot: the animation for the shape of his body as he made the pass was just something not normally seen in a PES game, it was awesome.

Through balls are much more effective and might have players making sure they play with a deep back line because of their effectiveness at beating a defence. The weight to them is superb and the power bar really does make it easier to determine how high or far the through ball is going to go. Having a power bar for through balls is something I see as key feature because the fans have been asking for it for a long time. This doesn’t necessarily mean it’s something that people can exploit in the game as it’s hard to execute consistently, but catch it right and it can become a really dangerous weapon against the opposition.

As stated in a number of previous play tests the X button pass can also be used as a through ball if hit into the space because of the freedom afforded by the power bar. Hitting the ball into space for on rushing wingers and fullbacks is a treat as is also passing the ball towards a teammate’s stronger foot. For example, say if you want to lay off Podolski for a strike on the edge of the box you can so, almost inch perfectly towards his left foot whereas as in other PESs it was nowhere near as fluid or accurate.

The freedom of passing is a massive improvement for the series and it seems Seabass and the team have gone a long way in trying to get rid of the ping pong passing. I can see many people having really good midfield battles against each other and when you score a goal the feeling of achievement that we've felt with PES in the past looks like it's back this year.

However, there’s still a few niggles that I hope are fixed in time for release. Sometimes a fast pass can somehow slow down immediately as if the ball is rolling through long grass and high balls from goal kicks seem to go a bit too high and hang in the air for too long. Other than these points the passing offers freedom never seen before in a PES game and I look forward to engineering moves with it.

www.pesfan.com/news/9099590/PES-2011---In-depth-look-at-...

[Modificato da weILL 13/07/2010 22:39]
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WENB PES 2011 Playtest Impressions


The Prodigal Son Returns

They say there’s no smoke without fire. Ever since PES 2011 was shown in Tokyo, and then most recently at E3, impressions from the press have been consistently positive. The improved competition has certainly moved the goal posts in-terms of what we now expect from a football game, but despite this the WEP team seem to be holding their own with ease so far. While the hardcore have remained loyal, with strong belief PES would somehow find it’s way again, most had given up by now. These positive previews, then, have given us all hope that the king has indeed returned. Surely, everyone can’t be wrong? It’s this feeling of anticipation and confidence that runs through me as I pick up the controller for the first time to play PES 2011.

And I think confidence is an apt word to describe the whole persona around PES 2011, from it’s development team to fan fave Jon Murphy. Over the past few years, to their own admission, over-confidence and laziness stilted the growth of the series dramatically. There’s a fine line between confidence and arrogance, and who can say that particular fine line was stepped on a few too many times since PES6. One thing we can all agree on, is that when PES is back hitting the heights of old, the guys from Konami will be the first ones to know about it. As me and Suffwan start up the game, we quickly realise just where this new found confidence is coming from. From the front end to the obvious revolutionary change once the game kicks off, everything about PES 2011 oozes quality. Before a ball is even kicked, we were both blown away by the menus and pre-match layout.

First of all the main menu system is reminiscent of WE8/PES4, something I shouted as soon as I saw it. The game modes are now selectable via a horizontal bar situated at the bottom of the screen which you cycle through, while the main screen graphic changes with your option. Very clean, visually strong and as ever staying true to the PES ethic of a quick and easy menu system to get to where you want quickly. As we choose our teams from a limited selection (Suff went Inter while I chose Real), we’re greeted by what is quite possibly the best formation/team edit screen ever in a football game! You’ve all seen it by now, it’s the screen showing the pitch with all your players dotted around it. The ability to change players, their position and their role is extremely easy and incredibly intuitive, and something you won’t truly appreciate until you experience it for yourself. The accessibility is in direct response to the deep but sometimes bewildering menu system of last year, which meant so much of the hard work Konami did with the AI and player cards were lost to many users. Not this year though, navigating through such complex options has never been so easy. Team picked, strategies in place, and into the match we go.


As if you need telling by now, PES 2011 is visually stunning. The same match intro sequence as seen last year was in place, but looked better with this new ’skin’. PES 2010 was great graphically, and wasn’t the first thing most thought of when wanting to improve the game. While the difference is clear when seeing it in front of you, describing it is less than easy. The shine and ‘plastic’ look has been replaced by a more realistic filter, with colours and texture more lifelike and less gamey. Even the grass looks real. Seeing the same intro with this new look gives it a new lease of life, losing that familiar feel. The same can be said once the pre-match niceties end, as the camera swoops low and the players stretch and limber up ready for action.

We’ve been told many times PES 2011 is a brand new game, and there’s no question things have changed dramatically. Good news is, it will take only a few moments to realise just how much. It’s a bombardment of improvements and jaw-dropping change from the get go, re-affirming quickly what we’ve been told for a good few months. From the new broadcast camera, to the improved animations, and the new passing system, there’s nothing that remotely reminds you of PES on this generation – never mind PES 2010. As the game kicked off we were both lost for words at first, as it took a while to comprehend what we were seeing, and also try our hardest to get to grips with this new passing system. The new power bar and more manual control in passing has brought a massive change to PES, and for the first time in god knows how long, forces you to play the game completely differently. Simply tapping X (we played on PS3) while aiming towards a player is half the work now, as now you have to apply the exact amount of power you want. Seen in FIFA for a while, but not quite like this, it forces the player to simply take more care in where and who you’re passing with. While short passes require little skill and TLC, anything that is passed over a little more distance means more effort in aiming, especially with less skilled players.

We instantly felt this need to be more thoughtful with our play as we passed the ball forward quickly without thinking much, and it go astray. While directional control is accurate enough with a majority of players, there’s no hand holding or computer assistance in getting that ball to your player. Under-hitting or overhitting the ball leaves you with obvious problems, and requires you to concentrate more than ever when playing a pass to a team mate. PES being PES though, even such an integral element in the game isn’t decided on manual control alone. Similar to how the guys at EA copied elements from PES and looked to improve on it, Konami have done the same but added a personal touch. That key addition is player individuality.


Coming into the playtest, this free passing system worried me, as while it could bring a new way of playing PES, the individuality factor is what has kept me attached to the series. I’m happy to say this philosophy hasn’t been lost in this new adventure. Getting the ball to Alonso was much more beneficial for example, as the accuracy and power was more forgiving than playing the same pass with Marcelo. Me and Suff both agreed there was this feeling the ball seemed to ‘home in’ on the intended target accurately with the better passers, and was always easier to control. The same can be said in playing the ball into space, the better passers in the game really did have an influence in dictating play and control the flow of the game. Once we managed to get our heads around the new passing system, we were left trying to soak in all the new animations in the game.

Lets make this clear, the animations in PES 2011 are on another planet compared to PES 2010. There’s no point comparing them to last year in a still frame or gameplay segments from a trailer, seeing them in front of your own eyes playing the game is where it’s at. And for me and Suff, it was one of major take-aways from this first look. Even before the whistle blew for kick off it was clear we were in for a treat, with players going through their warm-up routines. All very natural and believable, especially when you add in the effect the new camera gives you. Once the game started, our faces must’ve looked like a few kids at their first firework display, mouth open and saying ‘wow’ every few mins.


Running, dribbling, tackling, passing, heading, falling etc etc you name it, every single animation has either been improved or redone. On top of that, the additional animations have created the most fluid PES game ever. Players move and swivel their body into each turn, no more unnatural movements with players unrealistically moving into certain directions. Passing and shooting animations have also been added, with players really taking into account where the ball is, and whether or not they have time to move it onto their preferred foot. If the ball is too far on their left side and they’re right footed, players are more likely to try and flick the ball forward with the outside of the right boot. More time? Expect the player to use his instep and pass more accurately that way.

The same improvement can be said of the dribbling. The additional animations really bring player movement with the ball to life, with linking animations being the key improvement in this area. The 360 degree dribbling has been well documented and rubbished in PES 2010 by a number of people, but the whole idea of it being in this year would be much harder to argue with. Players move with great accuracy and response, without ever feeling unrealistic. As you would expect from PES, well known dribblers like Ronaldo/Messi/Robben naturally feel better when in possession, and they take many more touches of the ball when moving around the pitch, always giving you a feeling you can change direction if needs be.

While we’re on the subject of dribbling, it’s probably worth me quickly pointing out the new trick moves PES 2011 has introduced. In all honesty it wasn’t something we dedicated our time on, as most of it was just focused on playing the game and getting used to the passing and physical play. From what we did see of it though, we were pleasantly surprised by its implementation. I’ve never been into tricks myself, and it won’t be something I’d be using when playing the game, but by pressing L1 and then inputting movements on the right stick you can perform a variety of tricks. What pleased me the most was the fact no trick was a sure-fire way of beating an opponent, and the over elaborate ones require the player to perform a few tricks before linking in something like the rainbow, meaning they are easier to anticipate and require more time to pull off. My favourite one though is the heel flick inside, made famous by the likes of Ronaldo and Drogba, and was last seen in PES 2008. It was a great way turning inside an opponent and getting the ball onto your favoured foot, and also looked eerily realistic. A worry from the trailer showed tricks not linking together well and stuck to the players foot, but these fears were gone after seeing it in action.


The final big leap in animations in the game came from the physical play. As documented, there are now 3 ways of defending in PES. Pressing X to track a player, X and moving the stick towards your own goal means giving up space so you don’t get beaten, and finally X and towards the player for a more aggressive way of winning the ball back. All worked well, and all looked very realistic when seeing it in action. While the first two had pleasing gameplay repercussions, visually the aggressive form of tackling was the most pleasing. Seeing players tussle for the ball in PES is something we’ve all been calling for, and to see it working as well as we hoped for in the game is a dream come true. The good news is the physical play isn’t just for show, as with the power bar passing, Konami have stayed true to PES’s philosophy. Bigger stronger players will be able to hold off challenges much better than smaller weak players, obviously, but it all comes down to stats and player positioning. In the later games with me as Italy and Suff as Holland, Van Bommel came steaming into Pirlo. A quick shift of the stick away from him meant he came crashing into the back of me, causing Pirlo to fall and win a freekick. Unlike in FIFA, simply pressing X won’t provide an easy way to pressure an opponent, the need to time those aggressive moments is key. Especially with response times improved and refs fixed.

Another worry from all the additional animations coming into the playtest was if the response times had been sharpened up since last years obvious problem. Thankfully, the added animations have actually helped matters with response times, giving players more variety in passing and moving into directions when you need to instantly. Same can be said of the R2 stop, with players able to stop much quicker of the ball is close to their feet. This allows players with better technique to be more important in the game. As mentioned, thankfully the referees are much, much better. During our entire playtest they didn’t make one bad decision, with every obvious foul correctly punished. Same can be said of the less brutal ones, with us both giving away many fouls for being over aggressive when trying to win the ball the back. The advantage rule was also witnessed a few times, although we didn’t see anyone getting booked after play stopped for a previous foul.

Concerns at this stage are minimal, mainly because every problem we pointed out is apparently being looked at. Goal keepers, while behaving more like they should, still parry far too much and let in the odd clanger. Penalty kicks are still from PES 2010 it seems, we can only hope and pray that this changes soon. Other smaller niggles include players taking a little too long trapping high balls, and taking too long releasing a shot.

Overall though, even at this early stage, it’s simply difficult not to be impressed by the giant steps Konami have made this year. After years of claiming they have created a new game, their promises of change are true. It’s a time for fans to rejoice, as our faith has finally been rewarded. It’s also a time for those who jumped ship to come back and see what all the fuss is about. Overall though, it’s time to anticipate the prospect of no longer using the likes of PES5/6 as a reference point of the series at its best. With time still to improve an already solid game, there’s every chance this is the year the prodigal son returns.

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PES 2011 Nelle Mani di ItaliaTopGames! Provato in Anteprima!
(16/07/2010)

ItaliaTopGames ha finalmente avuto modo di provare PES 2011 con Dario "Trinità" Tripol dello Zena Klan e utente di Italian Gamers. Dario è uno che di PES se ne intende e queste sono le sue considerazioni dopo aver provato con mano Pro Evolution Soccer 2011... Aspettiamo le vostre in PES 2011 Italia, il più grande gruppo di Facebook per apPESsionati!

Siamo stati negli uffici di Halifax a Milano per provare una versione di Pro Evolution Soccer 2011 sviluppata al 50% delle sue possibilità. Ci siamo attorniati ad un tavolo dove William Capriata di Halifax, insieme ai suoi collaboratori ci ha fatto visionare un filmato comparativo tra Pes 2010 e Pes 2011. La prima cosa sulla quale si sono focalizzati è stata la totale modifica del motore di gioco per rendere molto piu simulativa la macchina di gioco. Hanno specificato che il tentativo è quello di rendere il gioco pià simulativo possibile, prendendo spunto (su quel che di buono c’era) da Pes 5 e Pes 6, i due giochi più simulativi della saga.

I passaggi sono stati totalmente rivoluzionati e sono ora quasi completamente manuali. Questo significa che da ora in poi sarà responsabilità totale del player ogni singolo passaggio. Il sistema è stato studiato con tale profondità di pensiero che se si è precisi si può indirizzare il passaggio sul piede che si preferisce, o in una zona di campo da noi voluta. Tutto questo discorso concerne il fatto che l’uso del controller analogico rende tutto molto più facile, in quanto il passaggio è stato pensato basandosi sul sistema 360°.

È stata inoltre presentata un’altra novità, che riguarda trick e finte. Il sistema è stato pensato per mettere a disposizione del giocatore tutte le finte che egli desidera utilizzando la levetta analogica destra ed il tasto L2, ma, diversamente da Fifa, queste sono customizzabili, ovvero si può decidere quale finta corrisponda ad un determinato movimento della levetta analogica destra.

Il team si è voluto inoltre soffermare sulla grande mole di lavoro fatta da konami per rendere piu realistico possibile il gioco attraverso l’ampliamento delle animazioni, che ora sono più di mille. A partire dal pubblico, che una volta era come un pannello di cartone sugli spalti, e che ora è invece tridimensionale, passando per l’erba, che ora è definita a tal punto da vederne ogni singolo filo in campo. I dettagli dei giocatori sono molto più realisitci e anche la fisica del pallone appare decisamente migliorata. Ora non si ha più la scomoda sensazione che i nostri beniamini stiano controllando una “palla medica” ma un vero e proprio pallone.
Dopo questa spiegazione ci è stata concessa la possibilità di provare una beta version.

Come detto prima il gioco è altamente incompleto dal punto di vista del codice di gioco: intorno al 50%. Ma quel che ci è stato possibile vedere è stata la completa rivoluzione nell’ambito dei passaggi, che ora appaiono molto più complessi ed articolati. Il cambio del giocatore era semi-assistito, e non era modificabile, ma il cambio del giocatore pare essere tornato quello delle versioni precedenti.

I menù sono stati rivoluzionati graficamente. Il menù è ora situato nella parte bassa dello schermo ed è a scorrimento. Non ci è stato possibile scorrerlo completamente, ma è ora decisamente più accattivante. Il sistema è stato anche rivoluzionato nel menù partita per quel che riguarda i settaggi delle formazioni., che sono ora modificabili tramite un sistema drag and drop, che rende tutto molto piu agile rispetto allo scorrimento precedente per modificare la posizione dei giocatori. Anche le sostituzioni sono state implementate con questa modalità.

Sono rimaste le statistiche relative ai valori di ogni singolo giocatore, le statistiche modificabili di squadra per dare indicazioni sul tipo di gioco che richiediamo alla nostra squadra e sono rimaste, almeno per ora, le carte di abilità. Durante la pausa è possibile modificare la velocità di gioco in ben 5 livelli differenti. Dal livello -2, che dovrebbe corrispondere alla reale velocità di una partita di calcio, al livello +2, che è molto veloce. Ad una prima analisi il gioco sembra proibitivo per coloro che un tempo erano abituati a giocare con i singoli campioni mettendo da parte il gioco di squadra. Il controllo di palla è piu difficile e ogni singolo movimento va dosato. Inoltre le difese sono più attente e valutano relativamente bene le situazioni di gioco.

Unica nota negativa, ma il team ce l’aveva preannunciato, sono i portieri, che in questo momento non sono all’altezza del resto della built. Molto impacciati e complici di errori molto grossolani, sono per ora l’unica pecca di questa beta.



www.italiatopgames.it/section/n.asp?ID=8567&p=6&id_gioco=2385




e Italiangamers:



Andrea "Il Duca" Minora

Bene.
Grazie al metronomo piu famoso d italia, alias Nicola celiberti, stamattina ho avuto la fortunadi testare insieme al 5 player di italia piu scarso di tutti i tempi la versione beta del nostro amato pes, stagione 2011. che dire, dopo una breve presentazione delle innovazioni apportate in questo nuovo capitolo a opera di uno dei games developer italiani, e un video gia visto e rivisto riguardante alcuni aspetti della nuova edizione, siamo passati al test pratico. premesso che nel corso del video illustrativo ci è stato anticipato che il gioco è solo al 50% del suo sviluppo finale, c è un bel po da dire su questa versione beta . le innovazioni fondamentali sono la totale manualita dei passaggi, che grazie soprattuto al controller analogico sono totalmente manuali per direzione e potenza, una pressione minimamente eccessiva puo determinare dunque il fallimento di un passaggio, per quanto esso sia ben direzionato. sara inoltre possibile tramite la potenza e la direzione decidere addirittura con quale piede il giocatore che riceve il passaggio stoppera la palla... un passo avanti incredibile rispetto ai passaggi no-sense delle precedenti edizioni. in secondo luogo c è un netto miglioramento nell affrontare un 1vs1 attaccante vs difensore.. sara possibile temporeggiare al meglio e intervenire al momento giusto per rubare palla, la fisica dei contrasti è piu equa, nel senso che se entri in maniera pulita sul pallone , lo rubi al 99%. sembrano eliminati anche trapassi e lisci vari.
la brutta notizia è che non è stato possibile sperimentare il nuovo sistema di trick ,un' altra delle novità piu importanti di Pes 2011, anche se dalle parole di uno dei principali esponenti della digital bros, william capriata, il repertorio trick sara molto piu ampio, e sara piu facile eseguire " combo " di finte, anche se questo puo essere ritenuto un aspetto negativo o positivo a seconda dei punti di vista.
il sistema di controllo drag and drop permette di fare la formazione piu rapidamente, la schermata di formazione è molto diversa, piu schematica, ma piu bella, sara possibile cambiare i giocatori trascinando la loro " pallina" su quella del panchinaro che volete inserire. le carte ci sono ancora ma non era possibile disattivarle/attivarle, i giocatori a seconda del ruolo cambiano ancora i valori massimi, il ruolo viene cambiato cliccando con il tasto triangolo sulla pallina. personalmente ho giocato solo 4 partite, ma l impressione è di un gioco totalmente diverso dalle precedenti 2 edizioni, tutto fuorchè un arcade. individualita dei cosiddetti fenomeni nettamente limitate, velocita di gioco variabile ma cmq piu blanda: insomma. un gioco di calcio con le pa**e.. ovviamente prendete tutto con le molle... c era un ritardo di mezzo secondo sui comandi ed è pur sempre una versione beta al 50%.
detto cio possiamo affermare che tripol doveva perdereanche la prima partita, ma casillas come la maggior parte dei portieri, apparte cesar, gli ha regalato un gol saponettando ( il rosik è obbligatorio in ogni mio post.) 0-1, 2-0. Il duca campione d italia pes 2011 beta asd. Grazie a dario per il passaggio per tornare, un signore come sempre ;)
P.S. KAAAAAAAAAAAAAAAAAAAAAAAAKAAAAAAAAAAAAAAAAAAAAA XD

www.italiangamers.it/forum/viewtopic.php?t=3846

[Modificato da weILL 16/07/2010 19:00]
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Preview di EUROGAMER.IT


Una delle cose sulle quali riflettevo al mio ritorno dall’hands-on di PES 2011, è quanto velocemente cambino i gusti e le opinioni del pubblico. Solo in questi giorni, infatti, abbiamo visto le alte sfere di Activision ammettere che presso il pubblico hardcore l’azienda deve recuperare quell’immagine di simpatia che ormai è andata perduta. Tim Schafer, oggi, si è invece scusato per avere insultato l’altro ieri il boss di Activision, Bobby Kotick, salvo poi accostarlo a Darth Vader.

La società che adesso gode delle maggiori simpatie tra i giocatori è Electronic Arts, che al di là di una line-up obiettivamente migliore di chiunque altro, si propone come l’approdo sicuro per tutti quegli sviluppatori che vogliano correre al riparo dalle arroganze delle major del videoludo. Esemplare è la popolarità che la casa di Riccitiello ha raggiunto dopo avere dato asilo politico al duo West e Zampella, fuggiti proprio da Activision e che con Respawn Games proveranno a rinverdire i fasti della (ormai possiamo dirlo) Infinity Wards che fu.

Eppure fino a qualche anno fa era il contrario: Activision era un attore di primo piano che lottava per spodestare la tirannica EA, che invece acquistava studios, fagocitandoli e smantellandoli (tutti paiono infatti dimenticarsi delle centina di sviluppatori lasciati a casa negli ultimi anni). Anche l’anno scorso, quando EA ha licenziato qualche migliaio di dipendenti, la cosa ha avuto una risonanza mediatica decisamente inferiore rispetto ai 30 e più profughi di Infinity Ward.

Lo stesso (e qui chiudo questo lungo preambolo), valeva in ambito sportivo: FIFA era ormai un marchio spompo e defunto, prosciugato dai voraci adepti del marketing (ciò di cui adesso si accusa Activision con Call of Duty), mentre Pro Evolution Soccer era il paladino dell’altro modo di intendere il calcio, quello vero, quello vicino a ogni appassionato, quello che ogni volta ci metteva qualcosa di nuovo e non si limitava a spennare l’acquirente introducendo migliorie di poco conto. Ora invece le parti si sono invertite: PES è il tiranno cui sembra basti una spallata per cadere dal suo vacillante trono, FIFA invece la “next big thing”, come la chiamano gli americani, in ambito sportivo.

Cosa ne deduciamo? La prima è che da qualche anno a questa parte Electronic Arts deve avere cambiato l’agenzia di PR. La seconda è che, una volta che capiamo che nei giochi, come nella vita, è tutta una questione di corsi e ricorsi storici, forse non dovremmo neanche guardare a PES 2011 con quello stesso scetticismo col quale, lo ammetto, poche ore fa ho fatto il mio ingresso negli uffici di Halifax. Anche perché l’hands-on da me effettuato, seppure durato lo spazio di poche partite, mi ha confermato che stavolta Konami è sulla strada giusta.

La dimostrazione è stata suddivisa in due parti. Nella prima mi sono stati mostrati alcuni filmati comparativi nei quali sono stati messi a confronto alcuni elementi di gameplay di PES 2010 con quelli del 2011. Come a dire: l’anno scorso ci siamo sbagliati, stavolta stiamo facendo le cose per bene. Successivamente, invece, ho disputato un paio di partite col buon FaBBio Perrotta, che ha pensato bene di perdere di entrambe solamente per via delle sue indiscutibili doti di public relation.

Tra le novità che balzano all’occhio, la prima è la scomparsa quasi totale dell’interfaccia di gioco. Il parallelo che mi è subito viene in mente, sebbene so che possa sembrare strano, è stato con giochi di corsa come Blur o Split/Second. In essi infatti quasi tutti gli indicatori sono scomparsi per essere raggruppati attorno alla macchina. Qui, come potete vedere dal video della pagina precedente, è accaduta la stessa cosa, raggruppandoli attorno al calciatore.

Sulla testa di ogni giocatore ci saranno infatti due barre (attivabili o disattivabili a piacere), con la prima che indica chi ha la palla, e la seconda che mostra la sua stamina. Quest’ultima è poi particolarmente discreta, perché resta accesa solo il tempo di farci vedere il suo colore, dopodiché si spegne.

Anche l’indicatore del tiro ora è diventato un semicerchio sotto ai piedi dei giocatori, che si riempie a seconda di quanto si carica il tiro. Prima invece era una barra ben più voluminosa che si posizionava nella parte bassa dello schermo. In sostanza, quindi, Konami ha operato un restyling che permette di avere tutte le informazioni necessarie in un colpo d’occhio, senza staccare le proprie pupille dal calciatore che si sta comandando. E scusate se è poco…

I miglioramenti riguardano anche la schermata di gestione dei giocatori. Ora, come potrete vedere anche dal video, è stato creato un sistema “drag & drop” che permette allo stesso momento di sostituire gli atleti o di spostarli a piacimento per il campo. In quest’ultimo caso verranno, come ormai è prassi, evidenziate le aree in cui possono essere impiegati, incluse quelle dove rendono meglio e quelle dove sono fuori ruolo.

Un’altra cosa sulla quale, lo ammetto, ero entrato alquanto dubbioso, era la decantata liberta totale di movimento: ormai non mi ricordo più da quanti anni Shingo "Seabass" Takatsuka la mena ogni volta che “sì, è vero, l’altro anno era così, però stavolta vedrete…”, e poi non cambia mai niente. Ebbene, rullino i tamburi e squillino le trombe, stavolta è vero, e in quel modo talmente semplice che davvero non si capisce perché abbiamo dovuto aspettare il 2010 per vederlo implementato.

Col funghetto sinistro si dà la direzione, quindi si carica il tiro quanto si vuole e, finalmente, la palla va dove vogliamo e con la forza che desideriamo. Questo vale per tutto: rimesse, passaggi, cross pallonettati, filtranti e tiri. Dopo anni spesi a insultare quel maledetto terzino che rallentava la corsa fino ad arrivare in pari col filtrante sulle fasce, ora, deo gratia, si può applicare l’intramontabile schema “palla lunga e pedalare”, grazie al quale si passa la sfera in una zona di campo dove non c’è nessuno, sperando che lo spunto del nostro compagno abbia la meglio sul difensore.

L’effetto collaterale di questo sistema è che, essendo meno teleguidato, il tutto risulterà poco digeribile per i neofiti, che dovranno calibrare attentamente forza e direzione dei passaggi. Ok, ma per noi è un problema? Direi di no, quindi passiamo oltre: come in ogni edizione, non poteva mancare una revisione alla fisica degli atleti. Ebbene, stavolta saranno finalmente presenti dei “spalla a spalla” convincenti, dove il contatto tra i contendenti avrà delle ripercussioni sulla loro corsa. FIFA ci è arrivato prima ma fa piacere che ora sia il turno anche di PES.

Parlando di contrasti, poi, è interessante vedere come si comportano adesso i difensori, che tendono a mantenere maggiormente la posizione, senza correre verso la palla non appena questa passa nella zona da loro presidiata. Il pressing sembra quindi più realistico e quasi volto a indurre l’avversario all’errore.

Pare quasi, insomma, che i difensori siano pronti più a mettere il piedino sul pallone al momento opportuno che non a cercare lo scontro fisico. Ciò comporta che è possibile giocare cercando il possesso di palla alla “spagnola”, perché fino a quando non proveremo a entrare nella trequarti campo avversaria, i difensori saranno più inclini a guardare la nostra ragnatela di passaggi piuttosto che correre stupidamente dietro al pallone.


Nel gioco sarà disponibile un editor di finte, disponibile per le star, con cui creare macro da massimo 4 mosse consecutive attivabili durante la partita.

Un’altra “novità”, e il virgolettato non è casuale, è un gradito ritorno al passato, ovvero la possibilità di impostare la velocità di gioco. C’è quindi quella standard (0), due più veloci (+1 e +2) e due più lente (-1 e -2). Quest’ultima, a sentire gli sviluppatori, dovrebbe essere quella più realistica, ricreando la velocità dei calciatori quando li si vede in TV, ma per quanto mi riguarda l’inerzia dei giocatori è eccessiva, la palla sembra avanzare nella melassa e, dopo un tempo di prova, io e il PR di Halifax ci siamo guardati in faccia e siamo tornati a velocità 0. Abbiamo poi provato anche la +2, però in tal caso PES 2011 diventa un arcade calcistico vecchio stampo. Caldamente consigliate, quindi, la velocità 0 o, al massimo, la +1.

Chiudo infine con la fisica e la grafica: la prima è in linea con la concorrenza, tant’è che non ho avvertito differenze particolari con quella di FIFA 10. Può non sembrarlo in un primo momento, ma è da intendersi come un complimento. La grafica invece l’ho trovata personalmente un gradino sopra a quella della pietra miliare di EA: finalmente Konami ha introdotto un pubblico poligonale come si deve, mentre i giocatori assomigliano molto più alle controparti reali di non quanto non facciano gli atleti capitanati da David Rutter.

Al tempo stesso, però, è chiaro che PES 2011 non si dovrà confrontare col passato rappresentato da FIFA 10, bensì col futuro di FIFA 11. Di quest’ultimo vi sapremo dire di più settimana prossima, ma una cosa è certa fin da ora: Shingo "Seabass" Takatsuka stavolta la sta raccontando giusta…

www.eurogamer.it/articles/pes-2011-hands-on


[Modificato da weILL 19/07/2010 16:10]
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Anteprima di Nextgame


Il nostro primo impatto con Pro Evolution Soccer 2011 si è svolto in una stanzetta a porte chiuse, nel corso dell'E3 2010, ascoltando con attenzione un rappresentante di Konami che ci illustrava le caratteristiche e i punti chiave del nuovo episodio. In quell'occasione ci fu il tempo per una partita e mezza contro un illustre membro della concorrenza e niente più. Se le nostre impressioni, ovviamente focalizzate sulle novità più evidenti, le trovate nell'articolo scritto all'epoca, oggi c'è l'occasione per raccontarvi qualcosa di più approfondito, seppur ben lontano da un'opinione definitiva. Halifax ha infatti organizzato un evento a Milano per mostrare il gioco a chi non l'aveva visto allora e soprattutto ci ha fornito la possibilità di giocare qualche partita in più.

IMPATTO DIFFICOLTOSO
La versione di PES 2011 che abbiamo provato a Milano, a detta dei rappresentanti Halifax, era successiva a quella provata a Los Angeles di appena una settimana. Era del resto quella mostrata nel corso dell'IDEF di Cannes. Eppure, sarà magari per la memoria che ci tradisce o perché semplicemente l'abbiamo provata più a fondo, le impressioni sono state abbastanza diverse da quelle ottenute all'E3. In particolare il gioco ci è parso molto più complicato da padroneggiare, come se il nuovo sistema di controllo e di gestione dei passaggi fossero stati implementati più a fondo. Il primo impatto, addirittura, è di quasi eccessiva macchinosità, con serie difficoltà a costruire l'azione e controllare la palla sullo stretto. Ma si tratta, soprattutto, di fare pratica e di capire il funzionamento delle cose, imparando ad apprezzare la necessità di gestire i giocatori nel modo migliore.
L'impressione è anche che sia necessario apprendere come sfruttare al meglio il nuovo sistema di dribbling, studiato secondo un modello che fornisce la possibilità di creare addirittura dei set personalizzati di mosse da concatenare, per avere a disposizione solo ciò che realmente si utilizza. Tutto - compreso il tuffo per simulare un fallo - viene assegnato allo stick analogico di destra e sta all'abilità del giocatore capire come e quando sfruttare i vari momenti legandoli fra loro. Questo non significa che sia fondamentale saper fare numeri da circo, ma certo aiuta nel contesto di un sistema di gestione fisica dei contrasti che ci è parso molto realistico e di calciatori che, soprattutto nei cambi di direzione, patiscono parecchio l'inerzia (forse anche un po' troppo, in tutta franchezza). Non aiuta, poi, e lo diciamo a costo di scatenare polemiche, aver provato il gioco su PS3: nel momento in cui il controllo a 360 gradi suggerisce l'utilizzo della levetta analogica, francamente, preferiremmo stringere fra le mani il pad di Xbox 360.

QUASI MANUALE
Ma in verità, l'elemento che più di tutti spiazza al primo approccio è il sistema di passaggi. A lasciare perplessi, soprattutto, è il coraggio di Konami nel proporre una gestione della palla che non arriva agli estremi del controllo completamente in manuale di FIFA, ma si piazza comunque perlomeno a metà strada. Sebbene rimanga almeno in parte guidato, infatti, l'impressione è che in PES 2011 sia facilissimo sbagliare un passaggio e mandare la palla in direzioni completamente errate rispetto alle intenzioni iniziali. Questo deriva da due fattori: il maggior controllo sulla direzione, pensato per poter lanciare meglio i giocatori nello spazio, ma anche solo per passare il pallone sul piede giusto di chi riceve, e la presenza della barra di energia.
Come già spiegato in occasione dell'E3, PES 2011 propone una barra di potenza (visualizzata sotto i piedi del calciatore, ma è possibile scegliere di non vederla) per ogni tocco di palla. Questo significa che oggi più che mai è necessario dosare con precisione la pressione sui tasti, o il rischio è di lanciare la palla troppo in lontananza, renderla difficile da controllare per chi riceve, o al contrario produrre una mozzarellina moscia facile preda del difensore pronto all'intercetto. Non si arriva, come detto, agli estremi del controllo manuale di FIFA, ma certo non è semplice padroneggiare al meglio il sistema. Un sistema che, fra l'altro, ci dicono essere stato inserito anche al fine di spazzare via qualsiasi equivoco sul funzionamento delle meccaniche di gioco: con la barra di potenza davanti ai propri occhi, si può capire al volo dove stia l'errore - perlomeno in termini di potenza - eventualmente commesso e correggersi quindi di conseguenza.
E, bisogna dirlo, bastano un paio di partite per cominciare a produrre calcio con maggiore semplicità. Del resto è sempre stato questo il maggior pregio dei Pro Evolution Soccer più riusciti. La capacità di essere ricchi, profondi, complessi da padroneggiare e magari un po' arcigni al primo approccio, senza però rinunciare a farsi "capire" piuttosto in fretta da parte di chi aveva la forza di perseverare.

RITMI BASSI, GIOCO SPORCO
In buona sostanza, l'impressione è che Konami si sia impegnata molto nel provare a raggiungere quella fantomatica chimera - senza dubbio inseguita anche da Electronic Arts - che è il perfetto equilibrio fra ricerca del realismo e immediatezza di gameplay. Le scelte del team giapponese sono chiaramente finalizzate a una maggiore profondità e complessità rispetto al recente passato e mostrano anche una certa umiltà, per un tentativo di correggere il tiro in direzioni simili a quelle altrui, andando in un certo senso anche a toccare alcuni capisaldi "immutabili" della serie. D'altra parte, stando alle parole di chi ci ha presentato il gioco, questo Pro Evolution Soccer 2011 sarà un momento fondamentale nella storia del calcio Konami. Del famoso team di 200 persone assemblato a inizio 2009, la gran parte si è messa fin da subito al lavoro su questo episodio, nel tentativo di sviluppare con il dovuto tempo a disposizione un nuovo punto di partenza, da cui provare a recuperare l'antica e perduta gloria. Ci riusciranno? Lo scopriremo il prossimo autunno, ma probabilmente cominceremo a farci un'idea più chiara già durante la Gamescom di agosto, dove sicuramente vedremo i due avversari in azione uno contro l'altro, a una passeggiata di distanza. Senza dimenticare che fra qualche giorno Electronic Arts ci dovrebbe mostrare una versione aggiornata del suo FIFA 11: ormai è guerra aperta.

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Pro Evolution Soccer 2011 (PES 2011) - Konami ritrova il dribbling

In pieno tam tam da calciomercato quale occasione migliore per la nostra prima prova su strada di PES 2011?

Paradossalmente il vissuto del franchise Pro Evolution Soccer assomiglia tanto a quello di una grande squadra di calcio: un ciclo di strepitose vittorie, soddisfazioni e riconoscimenti durati per anni che poi sono culminati in un periodo di appannamento, magari per colpa di giocatori troppo avanti negli anni, magari a causa di un modulo non più attuale. Se quindi la delusione per le prestazioni non eccezionali della serie nelle ultime edizioni ha determinato nei calciofili diverse critiche e magari la scelta della concorrenza, dall'altra il medesimo sentimento è servito a Konami quest'anno per stravolgere il proprio prodotto e lanciarsi - finalmente - verso nuovi orizzonti di sviluppo. Pro Evolution Soccer 2011 è profondamente cambiato, questa in sostanza è la prima grande certezza scaturita dal nostro secondo incontro - dopo quello avvenuto all'E3 2010 - con l'atteso simulatore calcistico. E, ancor più importante, è mutato proprio all'origine, quella granitica impalcatura a tutti costi mantenuta negli anni che ormai davvero necessitava un sensibile e profondo rinnovamento.


Verso la simulazione

A tal proposito ci siamo recati su gentile invito di Halifax nella sua sede milanese per testare una versione preliminare di PES 2011 senza dubbio ancora piuttosto prematura, ma ugualmente utile per capire il contenuto dei lavori in corso (si parla di una build completa circa al 50%) messo a disposizione dalla software house giapponese. Il primo cambiamento radicale riguarda il motore fisico, completamente riscritto e fondato su nuovi solidi presupposti simulativi.

I risultati sono molteplici e anche piuttosto spiazzanti per chi era abituato per esempio alla versione 2010, a cominciare dai movimenti ordinari dei calciatori fino alla gestione dei passaggi. Il controllo di ogni atleta richiede pazienza e dedizione, sembra incredibile ma forse mai in un Pro Evolution Soccer - soprattutto nelle numerose vesti next-gen - ci era parso così ostico difendere un pallone in mezzo al campo o sembrato tanto difficoltoso posizionarsi in fase difensiva senza essere tagliati fuori da un semplice cambio di direzione dell'avversario. Questo proprio perché l'appesantimento di ciascun corpo, ma anche di ogni animazione, è stata predisposta al fine di rallentare la frenesia e la velocità dell'azione in favore di un gioco più ragionato e molto più lento, ma allo stesso tempo più redditizio. Solo apparentemente, in ogni caso, perché le sensazioni si basano sostanzialmente su quattro/cinque partite (contro avversari umani, colleghi di altre testate) e non su una decisa disamina spalmata su più giorni o comunque su tante ore.


La nuova vita dei passaggi

Un altro cambiamento potenzialmente valido riguarda tutto ciò che ruota intorno al passaggio, vero cuore pulsante di ogni azione: la rivoluzione parte dalla possibilità di passare la palla finalmente a 360 gradi, scegliendo addirittura - ci vuole chiaramente un immenso allenamento - il piede destinatario del compagno, destro o sinistro, con cui esso deve effettuare la ricezione della sfera. Ci sentiamo di considerare questo sistema, in attesa di una valutazione più approfondita, come una via di mezzo tra un qualunque vecchio Pro Evolution Soccer e i passaggi manuali di FIFA (nelle ultime due-tre edizioni), insomma un valido compromesso tra scelta e automatismo.

Il nuovo algoritmo del passaggio viene definitivamente valorizzato grazie all'introduzione di una inedita barra di energia a pressione, come avviene in sostanza fin dalla prima edizione per il tiro, che determina l'intensità del passaggio semplice ma anche di quello filtrante. L'approccio iniziale è quindi, come già detto, leggermente spiazzante, e l'insieme di queste meccaniche mina lo spettacolo durante le prime fasi di gioco ma chiaramente migliora con il passare dei minuti e delle partite. È molto cambiata anche la fase difensiva, che vanta adesso differenti situazioni con cui affrontare l'uno contro uno avversario: da una parte è possibile temporeggiare arretrando e aspettando il momento opportuno per l'intervento con una sorta di "inquadramento giocatore", dall'altra, invece, si può scegliere la via dell'anticipo o della tempistica immediata, con risultati leggermente frustranti ma senza dubbio volti al miglioramento.


Molte basi e tante aspettative

Animazioni di ogni genere e tipo, studiate su oltre mille ore di motion-capture, saltano all'occhio fin dai primi momenti di gioco. Grazie a esse il comparto grafico risulta molto gradevole soprattutto per la veridicità dei movimenti dei campioni, e più che in passato vedere una partita in PES 2011 ricorda una vera partita di calcio.
Le "finte" di PES sono sempre state uno dei fiori all'occhiello della produzione, ma per questa edizione 2011 Konami ha pensato tuttavia a qualche cambiamento. Non abbiamo avuto, in realtà, l'occasione di mettere in pratica niente di questa feature, ma a quanto riferitoci pare che, attraverso un preset stabilito dallo stesso giocatore, sia possibile concatenare una serie di finte e contro finte con una combinazione di tasti relativamente semplificata rispetto alla normale esecuzione. Ci è stato inoltre assicurato che da questo punto di vista non si avrà l'impressione di avere a che fare con una caratteristica che renda il gioco troppo arcade.
Come da tradizione, all'interno di Pro Evolution Soccer 2011 non poteva mancare un editor profondo e adeguato, volto alla personalizzazione di squadre, giocatori e persino di stadi. L'ultima citazione, non certo in ordine di importanza, va infine al gioco online, che per la prima volta includerà anche la Master League. Il codice disponibile non ci ha permesso di verificare con mano tale implementazione, ma ci è stato assicurato che sarà presente un non meglio definito sistema di inviti che permetterà di disputare questa modalità insieme ad altri giocatori.
Tirando le somme di questa prima prova su strada, Pro Evolution Soccer 2011 ci è parso, per quanto visto, un effettivo passo avanti che Konami avrebbe potuto e dovuto fare all'inizio della generazione. Uno stravolgimento complessivo, un taglio netto che dovrebbe in definitiva confluire in un prodotto differente. Diverso, quindi, ma che per ora non siamo in grado di definire migliore; un PES che in ogni caso, come giusto che sia, solo le future valutazioni potranno decretare come effettivamente più godibile rispetto al recente passato, ma soprattutto se superiore o quantomeno all'altezza degli agguerriti concorrenti. Un lavoro che tuttavia premia già ora la voglia da parte di Konami di voler finalmente svoltare, l'intenzione di Seabass e colleghi di cercare di aprire ai tanti affezionati una nuova concezione del calcio "pessaro". Alla recensione l'ardua sentenza.

multiplayer.it/articoli/79147-pro-evolution-soccer-2011-pes-2011-konami-ritrova-il-dribbl...


[Modificato da weILL 19/07/2010 16:14]
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Milano, sede del distributore italiano Halifax. Finalmente la notizia che migliaia di fan stavano aspettando ormai da anni: PES è cambiato. Dopo diverse edizioni di comunicati stampa roboanti, poi disattesi alla prova del joypad, sembra finalmente che Konami si sia decisa ad abbandonare la tipica ritrosia giapponese ai cambiamenti, che l'ha portata, nel giro di pochi anni, a perdere la salda leadership nel campo delle simulazioni calcistiche, ormai stabilmente in mano agli sviluppatori d'oltreoceano (Pacifico).
Non stiamo però parlando di nuove animazioni, licenze o shader -anche se sono tra i miglioramenti promessi-, bensì di un'idea capace di far sperare che Seabass e compagni abbiano finalmente formulato una strategia chiara e precisa riguardi l'evoluzione del loro gioco, ormai inevitabilmente stretto tra una formula stantia, incapace di adattarsi al salto generazionale, ed un avversario che da diversi anni non sbaglia più un colpo.

Addio croce
È ancora presto per dire se e quanto il cambiamento sia riuscito, la build da noi provata era ancora largamente provvisoria, a circa metà del processo di sviluppo, ma quello che è stato mostrato rivelava già un netto cambio di rotta, incentrato su un unico assioma: mai più passaggi teleguidati. Similmente a quanto accade in FIFA, i meno maligni direbbero che è quello che succedeva già in PES per i cross ed i tiri, ogni singolo passaggio dovrà essere dosato sia nella forza sia nella direzione. Per quanto possa sembrare un elemento banale, questo cambiamento implica un nuovo riassetto di tutto il gameplay, che dovrà adattarsi alla possibilità che il giocatore sbagli la direzione o la potenza di un passaggio, o meglio che decida di passarla sui piedi o sulla corsa del proprio atleta. Nella versione provata, la differenza di questi due approcci era accentuata da una discreta lentezza nella reattività dei giocatori, ma rendeva in questo modo ben visibili i vantaggi ottenuti sfruttando un passaggio nello spazio, piuttosto che uno sui piedi del calciatore, per via di una certa lentezza nel “mettersi in moto”. Questo elemento potrebbe far ricredere persino gli integralisti della croce digitale, che in PES 2011 perderanno parte dell'efficacia dei loro passaggi perseverando con l'obsoleto sistema di controllo, essendo questi ultimi limitati a solo otto direzioni possibili.
Pad alla mano il primo impatto risulta quindi straniante, con i primi passaggi necessari per rodare il nuovo sistema di triangolazioni, capire la forza necessaria ed abituarsi alla velocità di gioco. Questa, unita all'alto numero di errori gratuiti scaturiti dal delegare tutte le operazioni di passaggio ai giocatori, rende la partita molto realistica e combattuta. Cinque livelli di velocità dovrebbero comunque garantire una discreta personalizzazione del ritmo di gioco, adattandolo ai gusti di tutti. L'impatto finale è ancora tutto da valutare, sia per via della precocità del codice, sia per il fatto che questa volta il feeling con PES 2011 sarà davvero cambiato e necessita di un nuovo periodo di apprendistato per essere capito a fondo.

Animazioni
Una nuova edizione di PES non può comunque prescindere da annunci di miglioramenti del comparto tecnico, dalle tanto bistrattate animazioni, che in questa versione beneficeranno di oltre mille ore di motion capture, alle nuove licenze, che quest'anno permetteranno di partecipare alla Coppa Libertadores, ovvero la Champions League sudamericana. Entrambi questi due elementi renderanno certamente più completo il pacchetto di gioco, che tra le altre opzioni proporrà anche una Master League migliorata, con la possibilità di sfruttare il proprio team anche online.
Le nuove animazioni saranno invece fondamentali per migliorare l'aspetto difensivo ed offensivo del gioco. Sarà infatti migliorato il contrasto, grazie alla possibilità di prendere tempo all'attaccante ed attendere il momento giusto per eseguire un tackle, oltre naturalmente ai contatti spalla a spalla ed alla lotta per il colpo di testa. in merito all'attacco, Konami ha pensato di dare la possibilità al giocatore di creare le proprie combinazioni di finte da sfruttare in partita tramite una pressione di tasti prestabilita. Nonostante lo scetticismo iniziale, questa mossa dovrebbe spostare l'attenzione più sul tempismo nell'utilizzare correttamente una finta piuttosto che sulla semplice abilità nell’esecuzione di una combinazione di tasti. Inoltre la possibilità di creare il proprio preset di trick rende ancora più personale e customizzabile il proprio modo di giocare. Questo cambiamento sembra sposarsi perfettamente col resto del gioco, che appare molto più incentrato su un approccio ragionato fatto di passaggi sulla corsa e dribbling eseguiti col giusto tempismo, piuttosto che sull'abilità effettiva nell'eseguire certe azioni o sulle statistiche dei propri campioni.

New Look
Il passo in avanti più marcato, dal punto di vista estetico, è relativo all'intera interfaccia di gioco, decisamente più intuitiva ed user friendly. Il cambiamento più incisivo è il passaggio della barra della potenza dalla parte inferiore dello schermo direttamente sotto i piedi del giocatore, in modo da avere sempre nel centro del proprio campo visivo questo indicatore, divenuto fondamentale per l'economia del gioco. Passando ai menù di gestione della squadra, veniamo immediatamente conquistati dal nuovo sistema drag and drop che consente di effettuare tutti i cambiamenti tattici direttamente dalla “lavagna” della tattica. Se dovessimo per esempio mettere Messi in una posizione più avanzata o Felipe Melo in una più defilata, basterà portare il cursore su questi giocatori e trascinarli direttamente nella parte del campo desiderata, rispettivamente a ridosso dell'area e in tribuna. Un'operazione talmente intuitiva e funzionale da farci chiedere perché non sia stata implementata prima, dato che non inficia minimamente la profondità della gestione della rosa. Anche i restanti menù sono stati ridisegnati per essere più facilmente comprensibili, sfruttando maggiormente icone esplicative piuttosto che semplici testi. Nessuna traccia per ora della telecronaca, ancora in lavorazione.
Recensione Videogioco PRO EVOLUTION SOCCER 2011 scritta da DRLETO
Commento Finale
PES 2011 appare finalmente un prodotto interessante, forse ancora non perfetto, ma capace di dare una propria interpretazione del calcio videoludico. Il ripensamento di menù e sistema di passaggi fanno intuire un processo di ringiovanimento della formula di gioco capace di sfruttare al meglio quello che l’odierna generazione permette, ovvero una maggiore potenza di calcolo da sfruttare per una gestione della fisica in game, un online competitivo e controlli analogici a 360°.
Non ci resta che aspettare la prossima presentazione, per toccare con mano lo sviluppo del gioco. Restate con noi.

www.spaziogames.it/recensioni_videogiochi/console_multi_piattaforma/10633/pro-evolution-soccer-2...

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19/07/2010 21:02
 
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Da gisageek, due anteprime di due diversi ragazzi che hanno provato il gioco:



PES 2011 Hands-On Impressions (Aryel’s View)

GodisaGeek’s first look at PES 2011 was at last months E3, our Editor-in-Chief, Asim Tanvir, brought you his impressions back then with a roughly 60% complete version of the game. GodisaGeek were invited again by Konami to play some PES 2011, this time with a post E3 build at the Konami offices. Myself and Asim jumped at the opportunity to take part in an extended play session which lasted over 3 hours!

There were many questions floating around in my head before playing the game, how free is the passing system? What’s the deal with this new tricks system? Has the game really changed that much? Those questions are about to be answered now. Asim will be posting his updated impressions on Monday, hit the jump to read my impressions now.


As PES 2011 loads up, the first thing that hits you is the sleek black menus which look very tidy. The main menu contains multiple game modes including exhibition, Copa Libertadores, Champions League and all the other game modes you can imagine will be in the full game. We hit the exhibition mode first with a selection of various clubs and international teams at our disposal. The overall presentation of PES 2011 can be described in one word; “Broadcast” – more on that later.

All of our exhibition matches took place in Manchester United’s Old Trafford, the first thing I noticed was the lush green pitch. I could see individual blades of grass popping out of the ground. Good pitch…check. The second visual aspect is the camera, which starts out low for kick-off and picks up as play starts, gliding around the pitch to always give a great view of the action. Good camera…..check. Speaking of the action, the new animations are very impressive. Speed freaks like Messi come alive when a through ball is played, you really notice a change in the little Argentinians run animation when he hits top gear. The way players tumble to the floor when under a heavy challenge impressed me the most, there are a variety of believable “dive” animations from an Henry knee slide to a Ronaldo flop. The most impressive visual moment for me was when I made a crunching challenge, the opposing player went flying , the referee came racing over to brandish a yellow card. It’s hard to describe or explain exactly but it seemed like the whole stadium reacted to the event, it was not just a bad challenge that you forget about, it felt like an important moment in the match.

The whole presentation of the game is just top notch. The replays look so great you will want to watch them over and over again. It’s the little things that make a good game great and it looks like PES 2011 has just the right ingredients in the visuals department.

Passing

Engineered for freedom is what they tell us but I wanted to know just how much control players will have to ping the ball across the pitch. If I am honest at first everything felt very automatic, on rails and not really manual. It must have hit me in the second or third game but suddenly I was able to place the ball in front of players or at their feet. I would describe the direction of passes as semi-automatic, the game helps you but you still have choice. The real passing freedom comes from the weight of the ball, the power bar is a skilled players friend allowing delicately weighted balls to be placed where it hurts. You can drop a ball short for a big centre forward to hold up or fizz one across the field into the path of a winger, it’s all at the players disposal. It’s not always how long you hold the button but also how hard you hit it, if you want to just cushion a through ball two yards in front for a strike partner, a gentle stab with triangle is all you need whereas for a driven pass, a sharper longer stab at the pad should do. For any pass you wish to pull off just think what you would do with your feet and do it with your fingers.

Players will be able to ping passes about but only with good passers of the ball that are given too much time and space, think of Germany’s counter attacking moves at this years World Cup. If balls are fizzed in too fast then even the best players will lose control. High balls executed with circle could use some work, they felt a little too sensitive with balls ballooning out of play more often than not. Towards the end of the session my success rate was up but it still didn’t feel right, perhaps I just need to play more. As a whole though, the passing is solid allowing for a lot of variety but even after over three hours of play, I still feel there is more to discover and achieve.

Shooting

Shooting felt a little too easy at first but that could be down to the keepers (read below). When shooting I tried to push the ball as far into the corner as I could and was pleasantly surprised when the ball went wide, don’t get me wrong I wanted to score but I am glad there is room for error, it’s really important to me that shooting takes skill just like passing. The power bar is very important here too, you want to hit the ball hard but keep it under the bar. The majority of “normal” shots seemed to have a little curl on them (which felt good) but using the R2 button you are able to add extra curl and place the ball rather than thrash at it, much like previous PES games.

Defending

The defensive system is another area where PES 2011 has been greatly improved. We highlighted the major new additions in this control scheme post. Tackling is an art form in football and it is portrayed exactly that way in PES 2011. Counter attacks have always been dangerous in PES but now defenders can stand off rather well, holding up the play and allowing for more bodies to get behind the ball. Tackles still need to be timed but I felt that it was much easier to position the back line as a defensive unit. Standing and sliding tackles must be used at the right time otherwise, against a skilled player, you could find yourself in some trouble. Also, the referee is not scared to book a poorly timed standing or sliding challenge, something which will hopefully stop players from constantly slamming the X button to get the ball.

Feints/Tricks

I did not delve too deep into the tricks system but I did attempt a few step-overs and I can say they are not easy to pull off and will take some practice to master. I did manage one moment of brilliance performing two step-overs and an inside drag beating two opponents in the process, you will have to ask Asim why he didn’t stick a foot in sooner but I was glad he didn’t!

Set Pieces

I actually had a lot of practice with set pieces around the box, once again, thanks to Asim! The power bar was a little sensitive for shooting and crossing from a set piece but I did get used to it. I managed to come close with a couple of shots and even set up a goal from a corner. The throw-ins are really good, you can throw the ball to feet or into space. Players able to make full use of the power bar will be rewarded with a variety of choices. The penalty system is the same as PES 2010 and something I didn’t like at all. I managed to win two in one game, the first ballooned wide whilst the second was saved after travelling into the exact opposite corner to the one I chose.

Game Plan

The “Game Plan” feature is fantastic, the ability to drag and drop players into a formation is so good you will wonder how you customised formations or tactics before without it. There are pre-set strategies such as attacking, balanced or defensive for players that want to get straight into the action while the manual option allows for full customisation. I liked the fact that you could assign various different roles to players, instructing a defensive midfielder to track back at every opportunity or telling an attacking player to stream forward to whenever he can. The “engineered for freedom” tagline definitely applies here.

Goalkeepers

The goalkeepers were not fully functional in the build we played and during various occasions they randomly let the ball fly in without even attempting a save but we were told that this was an aspect that is still being worked on. When they did make a save or two, the keepers looked great and reacted to the shots rather well, getting any part of their body on the ball to deflect shots away from goal. It’s hard to comment further with the current state of the goalkeepers but we will be keeping a keen eye on this aspect of PES 2011 when we get our hands on the next build.

Summary

It seems like “engineered for freedom” is the correct tagline for this years PES, especially when it comes to the passing. The “hardcore” football gaming fans will really enjoy PES 2011, a game that (importantly) at its core still feels like PES. There are of course little niggles and bugs about but I fully expect the guys over at Konami to sort out these issues in time for its October release. In all honesty, I cannot wait until the game is released…..PES is well and truly back!

www.godisageek.com/2010/07/pes-2011-hands-on-impressions-arye...







PES 2011 Hands-On Impressions (Asim’s View)


I’m sure most you have read my colleague, Aryel Abrahami’s PES 2011 impressions by now and some of you might have even glanced at my E3 impressions last month. If you did then you will know that I didn’t get much time with the game at E3, two matches to be exact and, for that reason, I craved for a deeper look at the game. Just last week I got to do exactly that at the Konami offices in London and spent over three hours with updated E3 code.

The updates themselves were minimal, mostly to do with menus and the teams that were playable. Still, an extended look allowed me to delve deeper into the game and report back with much more detailed impressions. Is the passing really as good as it seems? Does the new trick system unbalance the game? Was the new addition to the defensive system really needed? The answer to those questions and much more can be found in my impressions, all you have to do is hit the jump!

Visuals/Presentation

With this being a slightly updated version of the code I played at E3, their wasn’t much change in terms of the visuals. That being said, the game still looks fantastic. Player likenesses, the pitch, the stadiums and lighting, all these aspects managed to impress me even more. This will be the best looking football game on the market when it gets released, it is as simple as that really.

As I mentioned in my E3 impressions, the animations in PES 2011 are much improved over previous versions but getting more time with game yesterday allowed me to appreciate and take in the sheer magnitude of the improvements Konami have made. Players landing/sliding on their knees after being caught off balance by a challenge, the way a player tumbles after a crunching slide tackle or the way a player delicately cushions a pass to a team-mate, the animations just look so fluid and realistic. The recent trailers released by Konami do a good job of showing these animations but you really need to see them in motion as you’re playing to truly appreciate them. There is the occasional twitch or jerk here and there during certain situations but I fully expect these minor issues to be ironed out in time for the games release sometime in October. Animations have been a huge complaint over the last few years, with PES 2011 Konami seem to have well and truly (finally) thrown that out of the window.

Presentation wise, the menus are super slick and user friendly. Unlike some games, there is no need to stroll through different menus to get to the option your looking for. The thing that I love (putting it lightly) about the presentation is the broadcast feel, it’s superbly done. Much has been said about the camera during match (it is really good) but I think not enough credit has been given to the replays/highlights. I literally wanted to watch every replay/highlight during every single match me and Aryel played yesterday, even if it was a goal scored against me! They just look incredible, enhancing an already great looking game. Oh and the hint of motion blur just adds to the visual fidelity even more.

Passing

When I played PES 2011 at E3 it took me a while to get used to the new passing system and as I had been playing the 2010 FIFA World Cup game quite regularly (reliving actual World Cup matches!), I had to get to grips with it once again. This might sound like a chore but in reality learning the fantastic passing system in PES 2011 is actually fun, a “challenge” the “hardcore” fans in particular will relish.

Anyone who played PES back in the PS2 days will know when moving from one PES to another you initially experience something I like to call the “what have they done?!” period. It’s where you have to forget about certain things you have learnt in the previous game and get to grips with the nuances of the new one. When you eventually do, everything just comes to you naturally. Remember that? Well, that is the best way to describe the learning period in relation to this incredible new passing system.

I think Aryel got it spot on in his impressions when he said, “just think of what you would do with your feet and do it with your fingers”. You have a certain amount of control in regards to which direction the ball eventually goes but the real freedom is attached to the power and weight of a pass. Barcelona weren’t actually playable in the code we played but you know those slick passing moves they are known for? Well, using the new passing system in PES 2011 it is entirely possible for players to mimic what pass masters such as Xavi and Iniesta are so well known for. A gently cushioned lay off to an incoming midfielder or a defense cutting reverse through pass, they are all possible in PES 2011. Infact, once you get used to the passing system you might not even need to use the standard through pass button. If you direct and weight a “normal” pass correctly, that can become your (very lethal) through pass instead. I actually managed to pull a couple of these off in one match where I was Holland using (you guessed it) Wesley Sneijder. I didn’t end up scoring (need to work on my finishing!) but the passes were just sublime.

Shooting

There’s not really much to say about the shooting, as to me, it just seemed slightly tweaked compared to previous versions. That is no bad thing though, as I have never had much of a problem or issue with the shooting mechanics in recent PES games (apart from 2008 maybe). The shooting has always had a much more satisfying feel to it in PES, something which FIFA has yet to fully replicate I think.

The one thing that both me and Aryel noticed was that even most of the standard shots (without using R2) also seemed to have a little bit of swerve and curl added to them. We also agreed that is was quite realistic. Think about it, how many times in a real football match does a shot go in a straight line?! Even the shots that are thrashed from 20-25 yards have a certain amount of swerve or curl on them. I’m not talking Silvinho against Chelsea amount of swerve, more like Essien against Arsenal.

Defending

Much has been made about the new “back off/hold up” feature that has been implemented as part of the defensive system in PES 2011 and, let me tell you, I was a bit unsure when I first heard about it but after using it extensively, I can now say it is a very good addition. On various occasions during my matches against Aryel I found my defense to be in a spot of bother (damn my attacking nature!) but this new addition got me out of trouble. It’s all about backing off and holding up the opposition at the right time. Short of players and on the back foot during an opposition attack? It would probably be beneficial to hold play up so your players can get back and help you defend properly. In a one-on-one scenario with Messi running at you?! It’s probably a good time to back off and pick the right moment to make a challenge rather than dive in like a maniac. There is a element of risk and reward in relation to this new addition but that is exactly how defending in real football is. Just ask John Terry!

Apart from the new addition mentioned above, what really impressed me was the defensive AI of my team-mates. In PES 2011 it really does feel like your team defends like a unit. Obviously you need to set your team up to achieve such organisation (more on that in the “Game Plan” section) but seeing it come off in an actual match is just great. The stand-out moment that summed up this vast improvement was when I was playing as Manchester United and Vidic (having one of those days) missed a header, allowing the opposition to get on the front foot. Now usually in a football game you would have to hammer the change player button multiple times to get to the right player so he could provide some cover, not the case in PES 2011. As soon as that happened, Fletcher (as he probably would do in a real football match) sensed the danger and came running over to cover Vidic. Needless to say after gaining control of the Scotsman, I managed to get the ball back and the moment of danger passed. At first I thought this was just random moment of defensive genius but in another match where I was playing as Inter Milan, Cambiasso did the exact same thing.

Feints/Tricks

Personally, I’m not really a person who would probably use the feint/trick system in PES 2011 extensively but that’s not to say that it won’t or doesn’t have its uses. To ease a certain amount of trepidation towards this system, you won’t get much success if you try to pull tricks every few seconds. You will need to use them in the right situation to get the best results. Just like Aryel, I can only recall one situation where I properly managed to get past his defenders by linking feints. A couple of step-overs combined with a lovely flip flap, leaving his defender grabbing at thin air. The majority of other situations where we both tried to pull off and link tricks ended up with the defender winning out. You really do need to think about what you’re doing with these tricks and, as I mentioned previously, apply them at the right time.

Set Pieces

As far as I can tell there seems to be no real change in terms of the set pieces when compared to PES 2010. The corners seem to be slightly tweaked, making it a little harder to score from them but apart from that Konami have stuck with the solid set piece template they have always had. The inclusion of the new power bar makes taking free kicks a little “difficult” at first but once you get familiar with it, you shouldn’t have much trouble. I’m not that great at free kicks when it comes to PES but even I managed a decent hit (with some swerve) from around 35 yards out which the goalkeeper tipped over.

Game Plan

Outside of the actual gameplay, this is (without any doubt whatsoever) my favourite feature in PES 2011. It captures the essence of what made PES the real football fans game of choice many years ago. For those of you in the UK that watch Sky Sports or manage to catch their Premier League coverage around world, it is like you are Andy Gray and you have access to your own little tactics machine. It is as simple or as deep as you want it to be. You can drag and drop players wherever you wish to create your ideal formation and strategy or if you don’t want to bother with that, you can just choose your preferred style of play (attacking, balanced or defensive) and get on with the match.

Every option is available right in front of your eyes, meaning you no longer have to trawl through many different menus to get that tactical or strategic option you were looking for. The sheer amount of customisation on offer is just baffling. I can say with some confidence that the “hardcore” PES players and football fans in general will just adore this new feature.

Goalkeepers

As Aryel pointed out in his impressions, the goalkeepers in this post E3 build of PES 2011 are not quite fully functional yet so as a result they made a few errors, like letting random easy to save shots fly in the back of the net. In fact in our first match, Aryel hit a random shot from about 25 yards out and my goalkeeper just watched the ball go past him. It was clear to see that the AI that governs the goalkeepers was not fully in place yet and we were assured that this is an aspect that is still being worked on by the folks at Konami.

Saying that though, the goalkeepers were not totally inadequate and did make a few rather impressive saves too. One in particular stands out and it was my goalkeeper that managed to pull it off, Romero of Argentina if I remember correctly. The save came as a result of a cross put into the box by Aryel and one his players powering a header towards goal. Now, the header was going to go in just underneath the crossbar and slightly to left of the goalkeeper but somehow he managed to pull off a fantastic save, tipping the ball over the crossbar in the process. Remember the Lampard goal that wasn’t given against Germany in the World Cup? Well, if you can recall how Neuer jumped to try and save that shot, that is how Romero jumped to save the header during our match.

Summary

After my E3 hands-on with PES 2011 I stated that this could be the year that PES returns. Even though I only played two matches, there was a certain quality about the game that stood out. I needed more time with the game though, to form a detailed opinion and be truly certain. Well, after spending over three hours with updated E3 code last week, I can now say with some confidence PES is back.

Sure, the goalkeepers need some work (fully expect this issue to be sorted by the next build) and some extra polish in certain areas wouldn’t hurt but at it’s core (even at this stage) PES 2011 captures what made PES so popular all those years ago when it was first released on the PlayStation 2. This is the year PES, finally, comes to the “next-gen” party. A “fashionably” late entrance, but it will do.

www.godisageek.com/2010/07/pes-2011-hands-on-impressions-asi...

[Modificato da weILL 19/07/2010 21:03]
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24/07/2010 20:52
 
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Dal community day a Londra, ecco le impressioni di due ragazzi che hanno provato il gioco:


Impressioni da "trowel", un ragazzo del forum di Eurogamer che ha provato il gioco (dice che è una breve descrizione, quasi al volo):


Evening all.

Gameplay - a noticeable step up from PES2010. The pass system is so natural you wonder how you did without it. Makes play feel far more fluid and natural, rather than the old routine of feet-to-feet passes until a gap emerges. Jon described the passing build-up style as the target they're looking for with the gameplay, and it's still being worked on.

CPU players will look for space (and more often than before will point ahead of themselves or otherwise gesture for it), however I saw a few instances where they'd start to make the run, but then by the time you'd made space for the pass, they were heading back.

Game speeds - as you probably know, there's a choice of 5 speeds, from -2 to 0 to +2. We mostly played on 0, but I'd liken +1 to PES4 and -1 to PES5 - definitely something for everyone.

Plenty of new animations (eg. several new ways for players to fall over after being fouled), seems to be a few new celebrations too (I saw Ronaldo do a weird one where he ran to the crowd with an angry look, the jogged backwards a little and stood statue still - hopefully that's him intentionally antagonising the fans rather than screwy code, as it was pretty cool!)

Skills - I'm sure most of you found the majority of skills redundant, but that may change. What has changed is they're far easier to pull off - generally combinations of the right stick with R2, though the trick moves aren't finalised yet - and still incredibly useful at the right time, even for someone of my limited ability. Unfortunately after years of playing 360, I found the L3 and R3 buttons on the PS3 pads a little sensitive, and so picked up several yellow cards on my way to confirming there is most definitely a way to dive...

Defending - this is the aspect I noticed the most, and what impressed me the most: defenders are given the respect and ability they're due. Centre backs really physically muscle their opponents off the ball, and hold them off to gain space to clear. Plus very rarely will you see a winger brush past a full back with ease. When the ball reaches the last third, it finally feels like a fair fight.

Plus full backs are definitely full backs, and centre backs definitely centre backs - I didn't notice any drifting out of position unless I'd called a player over for pressing.

Goalkeepers are currently worse (way worse) than in PES2010, but Jon assures us they have been specifically improved in the latest code (which we definitely did not see). I don't think I saw a "good" save, and I saw plenty of shots from angles go in high at the near post, and scored a mildly swerving 30 yard shot where the keeper didn't even move. The 'cheat' free kick bug is still there, beating the keeper at the near post (the Germans are good at that one). Their animations are improved for things like one-on-ones however ('starfish' saves), and they release the ball a little quicker after they (finally) save the ball too. Definitely an area to keep an eye on.

Referees are too strict (again, being worked on). Penalties are the same angle, but with the emphasis on placement over power.

It doesn't look as though replays will be fixed from the perspective of date/difficulty details, or the ability to upload them (I forgot to ask Jon about uploading - will try to get an answer), but the new motion blur looks nice... if an acquired taste.

Match stats weren't yet in the after game screen of the code we played, but a nice touch is that updates to the stats will flash up briefly below the score during game, eg. after the replay of a shot, you'll get an update of shots on/off target, etc.

Err, what else - lots of combinations of untucked shirts/long sleeves for those of you who would die without them. And speaking of matters of life or death, they've made no changes to the nets... ;)

Last but not least, the Game Plan page. Absolutely superb. Drag a player into place, then click a button and set his role. Such a natural way of changing the formation - reminded me of dragging players about in Champ Man.

Great day up at Konami - thanks to them for inviting us, and for the dodgy chicken kebabs.





Mart, utente di evoweb:

"At last" was my reaction having played my first few minutes of PES 2011. "At last" because even though technically we're beyond calling the Xbox 360 and PS3 "next-gen" it's the first time PES has felt at home on this round of consoles. Its PS2 and even PlayStation roots all too apparent despite the graphical advancements and last year's 360° control.

The 360° control of last year, however, was very hard to spot. Not least because the ball could only be passed in 16 directions and even the players didn't appear to have the range of movement due to the distinctly last-gen animations. This year it all feels right. The gameplay even from the modified E3 code we had access to has already improved considerably over last year.

To illustrate the point, having a quick game of PES 2010 before writing this made me feel like I'd just booted one of the old PS2 favourites. That's not to say that enhancements haven't been made over the old games it's just that a lot of the time they were hidden behind a creaking game engine. EA were quick to realise the need for a new core engine for the current generation of gaming hardware and have reaped the rewards since.

I'm not claiming it's an all new game engine as it clearly isn't but the core mechanics have definitely received the overhaul they needed.

As a demo version we had access to only Exhibition mode with 13 teams (France, Italy, Germany, Portugal, Argentina, Netherlands, Cote d'Ivoire, Manchester United, Real Madrid, Roma, Inter, Porto and Benfica) and a Copa Libertadores mode, which just amounted to another exhibition mode but this time between 4 teams from South America (Internacional, Corinthians, Estudiantes and Cruzeiro). Restrictive maybe but that let us concentrate on the most important part of any football game, the engine.

Players and the ball now obviously have full freedom of the pitch from any angle. The animations, while not perfect at the moment, now fit in with the movement as you'd expect so the old fashioned "on the rails" movement is just that, old fashioned. Even without using manual passing the direction you hold for your passes is adhered to where possible and you probably will knock the ball out of play or to the opposition a few times as you rely on old habits.

Players' technical attributes do still come into effect for passes so there'll either be curl on the ball or they will have the ability to hit a tricky pass with the amount of power you requested where a less gifted passer, typically a centre back, might get the direction but not the power, for example.

On the subject of manual passing I'm happy to report that it no longer seems to surprise the players on the pitch when a pass heads off in a certain angle - the response to the ball remains consistent for the most part.

A power bar, which in screenshots may look a bit tacky, accompanies your player on every ball hitting request you make be that passing (short or long), shooting or heading. Again the player's attributes and your timing will come into effect in terms of applying that power to the ball but you quickly get used to seeing the power gauge in play. It's also handy to see when an action might be buffered that you weren't expecting giving you the option of cancelling before your player amusingly hoofs the ball out of play after you'd planned a slide tackle with someone else.

In terms of player response times to your input aside from specific situations (mentioned below) they were very good and certainly didn't crop up as a negative at any point during the day.

The new trick system is a cause for concern/celebration depending on how you view it. In the code we played there were 3 preset packages of tricks. Each package is made up of 4 chains of dribbling moves be they step-overs or flicks and the like. They start with you holding down L1/LB and pushing up, down, left or right on the right stick as the first move of each chain and then if you keep up the right stick moves that have previously been defined your player will attempt the chain of tricks. We didn't have the ability to define our own packages of tricks but the potential is there and the option to choose between the defined packages was in the pause menu.

In terms of affecting gameplay it's clear that a skilled dribbler could pull them off without too much trouble but actually getting passed a savvy defender still isn't guaranteed. I was able to perform skill moves with lesser technically gifted players as well but only ever away from play when I was specifically trying them out. At this point I wouldn't like to say definitively that they will be sufficiently balanced and not over-powered but I'm pretty confident that will be the case.

Part of the reason I couldn't confirm the trick system's potential was because another new gameplay element, the defensive hold-up play feature had not been fully implemented in the version of code we played. I tried it a few times without success and ended up with flat-footed defenders a lot of the time. The old faithful jockey technique proved far more effective. As a player that appreciates the defending side of the game as much as the attacking I hope to be able to try out that feature soon.

The game speed option was present in the in-game pause menu giving you -2, -1, 0 (default), +1 and +2. I was quite happy with 0 but -1 was also a good pace for a football game. As the respective speeds could still change prior to release I didn't spend too much time away from the default.

The other new feature immediately obvious to us was the layout and functionality of the pre-match screens. When you first enter the screen you have a choice from a menu of offensive/defensive/balanced/simple/manual. The first three take you into the line-ups screen having modified the team formation and strategy in line with your preference. Choosing 'simple' first brings up a formations list with a couple of variations such as out wide or down middle from which you can choose before getting to the line-ups. Selecting 'manual' takes you into the screen without amending any default values.

After this initial choice you're presented with a large pitch diagram showing your first 11 in their positions. Selecting the players directly in the diagram allows you to view their profiles, attributes etc. or swap them with one of your substitutes who are shown as arrows down the side of the pitch. When you click on a player the most appropriate substitutes are highlighted allowing you to quickly see who to swing the cursor at.

The skills pentagon makes a welcome return when comparing a couple of players, which is required as there is very little room under the pitch for lists of stats.

The other tactical options are shown across the bottom - selecting them brings up other menus to choose your formations/strategy/team style/set piece takers and the like. When you're defining your team styles you use sliders with values from 0-20 show for things like player support/pressing/defensive line with the resulting change to the formation or player runs displayed on the pitch diagram.

While, I think, in terms of swapping players in/out of your line-up it's slower than quick menus you certainly couldn't argue that the layout and design of the screen is vastly improved.

So far so good then. There are of course negative points that in fairness could be classed as work in progress at this stage but to give a more balanced view they are:

- Goalkeepers: They were shocking 50% of the time. Already improved in later code apparently. (Confirmed as work in progress)

- Player selection: Still off the mark in terms of the players it selects and the subset of players it allows you to choose from (i.e. it will cycle between two players closer but behind the ball rather than a defender further away but who you'd really like to control at that point). The player cursor selection options are still also limited to Unassisted, Semi-Assisted and Assisted - bring back the graduated scale, Konami! Let us choose.

- Player reaction: There is still a problem where players don't react to a loose ball properly - generally after the ball has knocked between a few players or when an attacker shoots - he seems perfectly happy that's his job done even if the ball was blocked and he could've had another chance.

- Player tickling: It's probably not tickling but it's the only explanation I came up with. It's very frustrating to have a player with the ball impeded by a defender just being right up against his back rendering him unable to move or pass the ball until the contact has finished or the ball has been lost.

- Player slowing down when running onto a through ball. It's still there despite the lack of rails. A few times I'd played a chipped through ball through to a striker who plodded on at jogging pace despite my best intentions until he was tackled. I know the through ball behind a defence move has to be balanced but surely not like this. I also saw other attackers do this every now and then without a particular reason. (No I didn't spend the entire game holding sprint)

- Refereeing: Blatant trips not given, a harsh red card here and there. (Confirmed as work in progress)

- Nets: This is just for Evo-Web, they're still not very good and look fake. There I said it.

While it's too hard to contrive conclusions from such a limited preview of the finished article I can say that I'm optimistic about PES for the first time in years and that's coming from a hardened old cynic. Here's hoping Konami keep up the new approach in terms of development and involving the community at large to deliver something grand.





Ecco le impressioni (più una bella foto del menu iniziale) di Rage

Friday, 23 July 2010
PES 2011

Yesterday was the day for a selected number of community members to play the game that is PES 2011! We arrived at the Konami studio at 9:30. Jon came down and took us to the PES room where there were 5 TV’s set out with a ps3 on each (PES 2011 loaded up).
First thing I saw was the PES menu. Whoa! For me it looked fantabulous, the visual side had more of a modern and non Japanese feel to it (if you know what I mean ^^). Before we could actually do anything TheBoss (from Pesfan) introduced everyone and Jon explained a few things afterwards.
Prior to playing the game I was very nervous and at the same time super excited. I had this feeling that probably some of you guys might’ve been having as well (or still have) that with all these changes coming to PES 2011, would it still be the same PES that we all know, the PES of old, the PES from the PS2 days? <-----Well after playing the game, that doubt was all gone! Yes, the game feels totally reworked and has this different feel to it, but the base and fundamentals of PES can still be felt. The soul is still there people!


DIMENSIONE ORIGINALE
Testo nascosto - clicca qui


Team Menu: Simple and clean. Both spider diagram and Overall ability are in game. Subs are on the left shown via small balls. Pressing the square button on a player will bring up a screen which allows you to change the role/select him as a captain/ mark settings and pressing the Triangle button brings out the player details.
Atmosphere: Chants seemed less repetitive. The crowds react to the play (they jeer and shout when a player gets fouled or if you miss a shot) this made the game feel more like the real life counterpart.
Defending: It’s hard at first as you have to get the timing of your tackle right, if you don’t the opposition player will get ahead of you. Worried about a fast paced striker getting ahead of you? Well in this version when you’re faced with a fast paced attacker, if you have a good strong centre back he will manage to physically muscle the attacker out of the way.
Diving: It’s still in the game. But now you have to press two more buttons woo lol ‘R3 and L3’, I actually couldn’t pull it off for some reason (was pressing all the right buttons but it didn’t happen) so Pirate from PESFAN had to show how it was done :P
Goal Keepers: When the keepers dived for the ball or fisted/smacked the ball the small animations for them actually looked good, the new animations made the saves look and feel real, however the fumbles and standing still while the ball goes into the net was still there. Good news from Jon though, he mentioned these things should be fixed and sorted.
Ref: Well its 50/50 still making the wrong decisions, you can see the player got the ball but it still results in a foul + a yellow. This is in Konamis list of things to do, so hopefully things get better.
Individuality: With all this freedom + 360 Individuality is still at the core! PES hasn’t lost it ;)
Game Play: Oh yeahhhhh! Now this is next gen baby!’For sure, for sure’ Playing this and then comparing it to PES 2010 game play wise.... 2011 is a major step up! Gone is the feeling of players running in rails and ping ponging the ball around the pitch, the fluidity of the game is bad ass :P yes it had some minor transition issues but this will or already has been seen to by the PES team and fixed (as Jon stated).
360 has officially arrived in PES, as you have seen in the trailer (plenty of times) passing is now more pin point, where you pass is where it goes. The freedom and total control this gives you is just brilliant! The AI runs around and looks for space more often now; this creates a more optional form of pass and move as you will now have multiple team mates around you helping out. The bad thing I noticed (and a few others probably did) was that when the wide player passes the ball to you and you look to pass it back to him in an advanced position, you will find that he has stopped running forward and at some instances is going back?? Jon at the end did say that the Attacking Ai on this build wasn’t as up to date.
The shooting feels different from the previous version, for me it felt harder to score from long range,
Andy from PESKings had a couple of shots hit the crossbar. Most of my ones went wide ^^, speaking of going wide, I tried using the R2 button while shooting to curl the shot. In the first match I was one on one with the goalkeeper so I tried curling it, swoosh it curled way wide (my fault as I curled it the wrong way ^^)
Skills: These are more useful than they ever were before; the right analogue stick allows easy access to them. Using a variety of skills to beat a man felt awesome! But this does not mean that just flicking the stick will assure you passage, you have to get the timing right as the opposition can tackle the ball off you. Bad thing I noticed was when I had the ball with Vidic, he did a Ronaldo type rainbow flick, chest the ball then passed it like it was nothing D:
Game Speeds: 5 sets of speed settings [-2 -1 0 1 2] -2 was too slow for me -1 this speed will probably be best for those who thought pes2010 was too fast (the game feels more relaxed) +1 felt like a cross between PES4 and Pes2010 +2 for a fast paced game.

A few cool animations me and Andy noticed were that when taking a long throw in the player in front ducks to evade the ball so it reaches the guy behind him. When taking a free kick the Ref actually went up to the wall and pushed them back! :O. A lot of other passing, back heel, side step and falling down animations were in display as well. They all looked fantastic.
New cam in replay mode: Free cam feature.

There was a variety of teams to choose from in exhibition mode + there were a couple of Copa de Libertadores teams to choose from  I played 7 matches with Andy from PESKings: won 4 lost 3 :D
Did some slick pass and move moves and finished in style.
After winning with Andy thought I’d show whose boss and went to play Pirate from PESFan..............
3 matches with Pirate: lost all :’(
2 matches with the AI: I owned them! Lol nah both were good hard earned wins [2-1 then 1-0]

Awesome day at Konami! :D

Any Questions?
PS. Don’t know if I mentioned it... I LOVED IT!

rage06.blogspot.com/



[Modificato da weILL 24/07/2010 20:52]
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24/07/2010 20:53
 
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Andy di PESKings risponde ad alcune domande nel suo blog: peskings.blogspot.com/2010/07/pes-kings-pes2011-q.html#more



Ecco qualche bella risposta:

Q. Do players still header the ball instead of volleying?
A. This is a thing that annoyed me very much in the latest PES instalments but today I did not get annoyed and feel the players always make the correct decision weather to volley or header


Q. Was the shooting more free like the passing
A.The shooting has improved over PES2010 with the added help of the new animations and is more free to make it feel more realistic than last year but I would not say as free as the passing. But it does feel great to score again in PES like the emotions of the PS2 days.


Q. Do low skilled players for example a lot of defenders do that slow 90 degree turn. Which often leads to losing the ball?
A. No did not see that once today. Thank god


Per l'ultima parte sono stra-contento della risposta visto che per quel problema in PES2010 evito di schierare giocatori come Juan e Perrotta. [SM=g2173859]




E qui le sue impressioni

PES2011 Impression.


On the 22nd July 2010 I was lucky enough to be invited to attend Konami’s PES2011 Community Day in their London Offices. To see my impressions of the game so far hit the Tell Me More! button below

We met up with Jon Murphy who took us into the offices where there were a number of TV’s with PES2011 menu displayed on the screens.
Jon first of all talked us through what version of the game we would be playing and explained the problems the version had and what was missing from this code. The code was a similar, but improved version to what was shown at E3 a few weeks before. Jon mentioned that they are aware of the problems with regards to the Keepers, Referees and some animations and went on to explain that the latest code he was playing had already seen major improvements and even had some new animations. One of the features that was missing was the Set Management System where you can change the style of play, without the need to go into the Gameplan options.

Once Jon had finished with his greeting, it was time for us to get our hands on PES2011. We were greeted by a new very stylish and sleek Main Menu. So we selected our teams and headed into gameplan to see the new tactics screen. I have always liked the PES of old, tactics screen and thought it to be very easy to navigate round. But this was on another level you have your players in positions on the board and to move them you simply drag your arrow over click and move to where you wish them to be. If you want to then change their role simply press square and you are greeted with 3 options; Select Role, Captain and Mark Settings. Same applies if you want to see player’s stats or cards, drag your arrow over a player and press triangle. All your subs are located on the left with a circular symbol, you simply drag your arrow over to the symbols to see their names.

So with the gameplan set up we head into our first game. The entrance scene is very similar to what we see in PES2010 but you will instantly notice the graphical and animation improvements from the smallest details like grass texture to things like player models and kits.
So far so good but now is where it has to prove itself, how does the game play?
Just before the game kicks of you will notice the camera is zoomed in and facing lower down to the pitch. The players no longer look stiff and still when standing ready to kick off they are moving around and stretching which looks awesome and gives a very realistic look. So the game kicks off and you make your first pass and I was instantly wowed at how different the game instantly feels and moves from PES2010 and previous next gen instalments. The first few passes were a bit short or over hit whilst getting use to the new passing system but you will soon get to grips with it. Freedom is the word that keeps coming out of Konami this year and the passing is certainly that. Throughout the day I only used the triangle button (through ball) for lofted balls as the passing gave me the freedom to put the ball into space in front of a player or slightly to the right or left of the player as I choose. Once you get used to the new passing system, if you see a player making a run between two defenders you can, if correctly directed and powered, feed the ball perfectly to that player. You can feel that it is now 360 passing or as near to it as you need it to be. If a pass is misplaced or goes to a different player than your target, no longer do you get annoyed and blame the AI, it feels if it’s wrong it’s your fault.

I have always been a user of the D-Pad in PES games and when I found out I would be testing PES2011 I tried to get used to using analogue instead, but I never really felt in control of the players and in which direction they were running and shooting. But as soon as I started PES2011 I felt a total difference, I felt in control over everything I was doing from shooting, passing and dribbling.

The shooting to me seemed to be harder but much improved over 2010. I had a few opportunities where I volleyed the ball but felt that if I had attempted that in the same situation in PES2010 then they would have gone for the header instead. Long range shoots seem to vary from powerful straight shots to softer but more controlled. I did not get many one on one chances but when I did it was in the first few games, which I think I missed the target 90% of the time. In recent PES games scoring has lost some of its emotion but that has certainly been recaptured in 2011. It felt so good and rewarding like it used to and you just want to jump up with joy after every goal, special or a tap in the emotion is there for sure.

Now for the animations, you can tell instantly from when you see the opening scene and the match kicks of how much they have been worked on in PES2011. The whole game moves in a different new way and looks very impressive by afar and in replays. There are so many new animations we noticed paused and watched again and again. Even animations from PES2010 seem to have been reworked or improved upon as they are a lot smoother and less rigid.
Here are few cool animations I noted while playing:

Players jumping over the ball: As you have seen in the trailers released by Konami, when you pass to a player not next to you, if another player is running in the path of the ball he will jump over it.

Back Heels: They look very smooth and not rushed and rigid as in 2010.

Player pointing into a run: While building up play or running at your opponents defence the AI attackers will point to where they want the balled played. Looks sweet!

Ref moved the wall back: As Rage06 from WENB reported while we were playing the ref seemed to push the wall back and then move away.

Player ducked under Ball: From a throw in, I put some power on the throw to go to a player not right in front of me and the player in the way of the path of the ball ducked under the ball.

They are just a few of many amazing animations that you will be pausing the game and going into replay option to see again. Talking of replays there is a new angle which seems to be fixed to mid body height but you can move the camera anywhere on the pitch like a Free Cam mode.

Cut scenes were improved because of the animations and graphical improvement but very similar to PES2010 overall and I did not notice any new celebrations.

Now to some negatives.
Let’s start with the goalkeepers they seemed to have a lot of new animations and now seem to fully stretch out rather than with bent arms like PES2010, but there were so many times where my keeper came running out to get a loose ball on the ground and would dive to gather it but the ball would just bounce off him and back into play. Also a few times they failed to move to try and save the ball or the ball would go just past them and they would not try to readjust to get their arms or legs in the way. Also many of times the keepers did bother to save or punch the ball, the ball seemed to bounce off them and the ball physics seemed wrong. Overall though, I thought the ball physics were spot on.

The referee was not constant with their foul calling or yellow cards. Some clear fouls went unnoticed and other times a well time challenge would be called as a foul. There is now a improved advantage rule over PES2010, where the referee would play advantage if you continue with the ball but I personally still think it needs a lot of work, as there were still a few times when they could have played advantage and did not, including when a ball is played to a offside player but does not receive the ball but yet the offside decision is still called when the opponent had got the ball.

There were a few occasions where a player would fail to react to a ball if it was not meant for him. As the ball did go to him as he was in the path of the intended target, the ball would just bounce off him, but as I mentioned early in my impression most of the time the players in the way will jump over the ball or move out of the way.

Now moving away from negatives, we had 3 preset trick categories to choose from which were accessible from the pause menu, each had different tricks mapped to the right stick. I don’t often use tricks in previous PES games but thought would give these ago. Many of times I would be running with the ball and press to pull off a trick and the player would just stop and then do the trick. Maybe I should have read the paper explaining the trick system to us, there are different tricks for whilst moving and whilst static, so worry over, it was my fault. The tricks are easy to pull off but have to be timed just right for them to be effective and get round a player. I saw only a few times the ball get loose from the players feet when performing tricks, I also managed to take on one of RAGE06 players with Vidic which was funny but a bit disappointing that he can do tricks so well. The tricks seem a lot easier to pull off when doing with the likes of Messi and Ronaldo and a lot more effective but you still have not got a guaranteed pass around the defenders.

Overall I was very impressed with how PES2011 is looking and feeling, the few problems I did have with the game Jon told us are being worked on and are already improved in the latest code he has. It is such a massive step up from PES2010 even at 65% stage of the game. When I arrived back from London and had a go on PES2010 it was amazing to see the sheer difference and how poor PES2010 really is, and that is coming from someone who is still playing it and with over 10years in ML. This is the game where fans that have moved to another football series will surely be moving back and PES will retake its crown back from FIFA as being the best football game on the market.

Andy

PES-Kings

peskings.blogspot.com/2010/07/pes2011-impression.html

[Modificato da weILL 24/07/2010 21:52]
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27/07/2010 00:18
 
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Preview dall'italiano Rise of Game
(con nuove riprese sul menu e un pò di gameplay!)






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29/07/2010 21:14
 
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Dal twitter di Jon Murhpy:



- tra una settimana avremo nuove notizie (la domanda era riferita al diventa un mito e alla ML..).

- nella master league ci saranno 7 leghe (probabilmente 6+1b)

- I rigori sono stati modificati ed i portieri avranno un comportamento migliore

- Ci saranno nuovamente le squadre classiche

- I test sull'on line riguardo i problemi di lag sono veramente molto incoraggianti

- Prima del Gamescom, Konami mostrerà nuovi filmati

- Non c'è ancora nessuna data stabilita per l'uscita del demo (considerate cmq metà settembre, il 15 per l'esattezza).

- ritornerà il PES shop e sarà migliorato. (si pagherà in "Gamepoints", i vecchi PES points)

- nelle coppe/leghe non si potrà prendere controllo delle squadre della cpu, ma si potrà cmq giocare in due nella stessa squadra.

- nella community si potranno giocare coppe e leghe, completamente personalizzabili. Ma non ci potranno essere squadre controllate dalla cpu (tutti umani).

- i singoli replay hanno ancora 30 secondi di durata.


[Modificato da weILL 29/07/2010 21:15]
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02/08/2010 17:17
 
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Qui un brevissimo filmato che mostra come un giocatore si abbassi durante una rimessa laterale quando il pallone viene dosato ad un altro giocatore.

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02/08/2010 21:02
 
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Un altro pò di menu..


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03/08/2010 18:09
 
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NUOVO VIDEO GAMEPLAY!

(Player vs CPU a livello basso)
[Modificato da weILL 04/08/2010 02:28]
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04/08/2010 02:42
 
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Altra anteprima da PESFan (codice più recente):


PES 2011 Preview

Back in June we got to spend some time with an early code of Konami’s latest football offering. With our own and the press’ positive feedback to that code it was with great anticipation that I took the controller once again and sat down to play PES 2011. I was anxious to see how the game was coming along and to see how much the impressive early code had been built upon.



Something that the hardcore PES fans have always loved about the franchise is the player individuality. However with the press release saying that this year’s game would offer up much more freedom in terms of passing and movement, some fans thought that this new level of freedom may hindered that feature unique to PES. Well, even before finishing the first half I had with Man City against Arsenal in the first game, I realised this concern would forever be forgotten.

Picking the ball up with Vieira in around the halfway line, plodding into the opposition half, looking identical to the real life ageing midfielder I stroke the ball out wide to Bellamy. With one quick turn the Welshman immediately quickens the pace with a dash down the left wing knocking it inside to Tevez who’s dropped into the hole behind the midfield. Feeling much heavier and stronger than Bellamy I fancy my chances to hold onto the ball that bit longer waiting for a gap to appear in the Arsenal defence. While Song comes across to try and wrestle Tevez off the ball, using his strength I manage to hold him off which also shows a superb animation when both players jostle for the ball, shoulders charging into each other. Gallas makes a dash forward to help Song out and there the gap appears which I quickly exploit with a lovely lofted through ball to Adebayor, a pass that seemed almost impossible to do in last year’s version, languid and calm with his first touch he places it past the onrushing Almunia to make it 1-0.

The goal brings a grin to my face, not because I’ve gone one nil up but because the move and the resulting goal felt so satisfying, something that I think the franchise had lost in the last few years. The reason it felt so satisfying was a result of all the improvements made this year including; the freedom of passing, the animations, the ball physics, the player models and the pace of the game which all combined in that one move to give an enjoyable simulated football experience.



As I play more and more games I start to notice little things that I didn’t do in the previous code. When you now do a super cancel with a player there are different animations for different players, so Ronaldinho will swivel his hips when performing the move whereas someone like Nigel De Jong will have a more standard animation similar to what’s gone before in previous games. It’s just a subtle animation added by Konami that keeps the gameplay feeling varied and fresh. Another satisfying thing was that the game didn’t feel like it was on rails which is down to the new freedom in passing and the directional movement of players being a lot closer to the 360 boasted about last year. There were also little touches like the centre forward heading the ball into the ground off a cross or the way a player tried to put all his body weight into a back heel if he had to do it at pace.

A major criticism of the previous code was the goalkeepers who, while being better than last year, were still not up to a high standard. They’ve improved again in this code and seem to stop more shots than before but still aren’t that reliable. In the three hours I played there were a few times when I thought a shot was too easily parried or could have easily been parried further away from goal. Hopefully though, the fact that they’ve been improved again from the last code is a good sign that they will be improved again for the next code.

Last year Konami added player cards to the tactics options; while this year they’ve been somewhat buried in the player menu system they added a multiple of options that will whet the appetite of tacticians and strategists. You now have the ability to set different tactics along different time lines within a game using the new feature ‘Edit Manager’. This works with slots of every fifteen minutes being editable with different tactics. So for example you can play possession football with a defensive attitude for the first half but go all out attack for the first fifteen minutes of the second half. You also have three more options to choose from according to different situations in a match. This means you can set your team to play in a certain way according to if you’re winning, trailing or drawing. This feature really will make Master League and online even more interesting and is another step by Konami to mimic real football.



Another criticism of previous instalments was the presentation of the menus in the game because they looked too childish. This year they are looking really nice and seem to have a polish about them that has been majorly lacking in previous years. It reminds me of the Playstation x bar menu in that it scrolls from left to right feeling very slick also looking clean and professional.

Last year’s graphics were pretty special but somehow Konami have gone up another level this year. The player likenesses are outstanding with player looking so much like their real life counterparts again. The big reason for the jump in quality though is the changes to some people’s main gripes in recent years, mainly the level of detail dropping in the wide camera angle and the player models themselves being too rigid and not varied enough from player to player. Thankfully with 2011 these two gripes no longer exist. There seems to be no notably drop in quality when playing in wide cam with kits still retaining their sharpness and no bugs such as players having untucked shirts only when they were on the near touchline like last year. For me, this bug last year made the ability to untuck shirts pretty useless so I’m extremely happy it’s been fixed.

Player models have been improved massively this year as was shown in the earlier trailers with both of the Ronaldo’s. The older one looking like his stocky and slightly overweight real life self while Crisitano Ronaldo looks leaner and more athletic, a nice clear difference which is how it should be rather than the silly wax works of previous years.

One of the first things I noticed last year when I played 2010 was the poor representation of chanting from the crowd. The crowd is much better and it makes Champions League matches come alive with atmosphere. Playing at home with AC Milan against Man Utd you could really hear the Milan chants all the way through the game and they actual sound good this year. Unfortunately the commentary still hasn’t been improved that much and although Jim Beglin replaces the annoying Mark Lawrenson he still sounds as lifeless and clueless., perhaps more is still being added.

Tricks could become a real weapon this year as Konami has decided to add a lot more than previous years. You can do simple tricks like a step over or a drag back with the flick of the right stick. For more fancy moves you have to press L2 plus the right stick. You can now even link four tricks together by storing them to the L1 button although I tried to do this a few times and got tackled every time before I could finish the sequence. Tricks seem like they could be effective (The Boss wrong footed my defenders a few times with the chop trick) but they aren’t easy to pull off every time because you have to time them just right, like in real football. One criticism that people may find with the trick system though is that it seems anyone can do any trick, so even a goalkeeper can perform a rainbow flick.

T o help combat the new trick system Konami added a new defence system (in which you press X and the left stick either away or towards a defender to jockey and tackle) that seems like it will become an art to learn rather than mastering it straight away. Numerous times I tried using it to jockey but the attacker had already passed the ball before I got chance to get near him. It did get a little frustrating at times because I just wanted to play the old way and run into him but was trying to master the new system. I think it will be all part of the learning curve in mastering the new PES.

Overall the game has improved from the early code and I’m confident many fans will enjoy this year’s instalment. There are a few niggling things like there are with all games such as players not making good off the ball runs sometimes but it’s a huge improvement over last year. I never expected Konami to able to improve the game this much in only a year. I look forward to playing the final code and seeing it improved even more while I also look forward to the fans of the series hopefully feeling they’ve been pleasantly surprised.

www.pesfan.com/news/9136298/PES-2011-Preview/




Portieri non ancora sistemati al 100%, ma cmq migliori della versione precedente.
[Modificato da weILL 04/08/2010 15:49]
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04/08/2010 02:43
 
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Sull'Editing:


PES 2011 Preview - Editing Explained...

There have been two significant jewels in the crown throughout the PES series, the much loved Master League and, hand-in-hand with that, the in-depth editing functionality. Over the years they have both developed significantly - particularly editing, which has been helped in a big way by the growth of the online community, allowing PES fans to easily share their hard work with others - and, at present you are never more than a few clicks away from an overwhelming library of Kits, Option Files and Crowd Chants etc, the fruits of hours of painstaking labour.

Despite the massive demand for it - editing on Konami’s football title peaked on the last generation of consoles, allowing kits in particular to be customised to previously unprecedented levels. On PES 5 users could edit chest logos and kit colours, add writing to players’ backs, emblems to shorts, and a variety of other tweaks - but the series and has struggled to reach those dizzy heights recently. The switch to the current gen saw the series’ evolution stripped back to the basics, with PES 6 offering very little in terms of editing - a world away from its predecessor.

PES 2008, 2009 and 2010 all started to right the wrongs created by the generation switch - so what can we expect from 2011? Rumours of “full kit creation”, similar to the system used on the PC version were doing the rounds - which would have been a “tick-all-boxes” solution but unfortunately we’re still not at that level for console users. In fact there hasn’t been much new added in terms of kit creation - at present we can still add chest logos and change the kit markings but the back of the shirt, shorts and socks still remain relatively untouchable, and we still lack the ability to add an outline colour to squad numbers.

Additions and Reinstatements
So what’s changed? Well, firstly let’s cover what’s returned... When it comes to PES, we’re not strangers to being frustrated at the surprise removal of those tiny little things that we don’t notice until they’re taken away from us - so, the 96% of people that voted for its return will be happy to know that the “Base Copy” option has been come back in PES 2011. For those that don’t know - Base Copy allows you to copy the aspects of one player and drop them onto another, for ease of editing.

Also, and somewhat more significantly - “PES Shop” finds its way back to the series in the next PES release - now accessible via the main menu as an option called “Extra Content”. From here you can purchase new hairstyles for use in edit mode - which not only include the “bespoke” hairstyles used by the superstars (Beckham, Messi, Ronaldo etc) but also the stranger items that have been seen in the past. We’ve previously been able to play as penguins, or ride ostriches whilst chasing the ball on the pitch, and though I can’t claim to have seen those options in 2011 I did see pumpkin heads and gladiator helmets which hopefully give us a taste of things to come. And, akin to this - we’ve become used to a variety of different balls, but now the options available for purchase in the PES store include a pillow, a classic brown leather ball, a sweet (in a wrapper), a barrel and even a ball of paper.

Also, gone are the days of playing and replaying the league/cup modes to unlock all players - as Classis Players and Classic Teams can once again be purchased from the Extra Content area. This will no doubt go down well with the completionists - as I’ve often been told of the frustration of having to complete the International Cup with multiple teams to get all players, a process which takes hours of repetitive play.

There is also a hint that DLC will be taken down via the Extra Content section in future - which we haven’t had any info on, other than an option that suggests so. My guess is that we’ll be treated to a selection of both free and paid for items via PSN/Xbox Live (a quick reminder that this build is essentially the finished article - barring all online capabilities, as well as final licensing/kits/rosters and possibly a few game play tweaks).

New options for editing leagues have been introduced - we can now add emblems to a specific to a league/Cup rather than just simply changing its name, and those emblems can be added to players’ sleeves too (left, right or both) much like the “football” logo seen in the Champions League mode. Also, drawing further comparisons with the Champs League - a specific entrance theme can be designated, adding a slight broadcast quality to the intro scenes.

Allied to this - a league/cup name audio file can be specified too. We didn’t test this - but I’m guessing that a short sound bite can be entered for commentary purposes? This would work well with the new intro commentary which now says team names, and even geographical references (“city rivalry” was mentioned in a match between two unlicensed London teams).

Other League based tweaks include the option to specify a particular match ball, and also the ability to edit league structure. We can now move teams from one league to another manually. Also, any editing done in PES 2010 can be imported with the “import prequel data”, which will save time for those that like to put a lot of manual work in.

Stadium Editor
2011’s most publicised editing improvement has been the ‘all new’ Stadium Editor - you now have the potential to create and personalise stadiums, which can added to the teams of your choice. Fancy making a stadium to accompany your Merseyside Blue - well now you can!

Though simplistic at first glance, this could be a bit more of a complex addition than it seems. Essentially, building a stadium just requires the choosing from the following:
• 8 types of “Turf Pattern”
• 8 types of “Layout” (which is basically the outer shape of the pitch)
• 8 types of “Track Image” (choose whether to have a racing track, gravel concrete etc surrounding the pitch)
• 6 types of Stand

Creating the stands has some sub-elements such as choosing seat colour, the design of the managers’ bench (4 options) and the light intensity. Also, as was shown with some old school Konami graphics on the recently released images - the designs can be completed by adding your own artwork for advertising boards and in-stadium banners. Depending on the size of the stands, you have between 4 and 7 elements that can be customised, allowing a lot of potential for personalisation. Finally, the finish of the stands can be chosen; corrugated metal, steel - or even a wooden effect roof for the lower league teams.



Once all that has been put together - it’s time choose the setting for your stadium. You are given the option to specify a background layout, with a variety of both urban and rural backdrops. After that, you can also add a background image, with stock items including city scenes - and a mountain range that looks suspiciously similar to the one seen in the background on the PES 3 intro (a little bit of nostalgia for you).

As with aspects within the stadiums themselves, the backgrounds can be customised even further by adding your own images. Sticking with the aforementioned Merseyside Blue example, uploading a picture of a panoramic view of a relative Merseyside Area could give your stadium the finishing touches that’s needed to bring it to life.

So, what’re your thoughts on what you’ve read? Overall, I’m quite pleased with what I’ve seen, though I must say I was hoping for more. It may just be personal opinion, but I’d have liked to have a greater degree of control when it comes to kit creation - the amount of work that is being put into creating unofficial option files easily warrants the ability to add extra details.

We also have two leagues of fake clubs which can be fully edited and customised to represent any teams of your choice - which is a positive as we can stop teams like Ganzoraccio from entering the Champions League, and also lose the potential for “Player A12” to appear in Master League or Become A Legend by accident. The downside was that it looks like we are limited to editing these teams - I couldn’t find the potential to add any extras.

The stadium editor is a worthwhile addition for those that will embrace it. As mentioned, it seems pretty simplistic - but with a bit of effort, and some outside input (imagery) the potential for stadiums is great. The atmosphere in games will be significantly different and rightly so - after all, the way a match ‘feels’ plays a big part in your enjoyment. A lot of you will be happy to know that you can now play your early cup and division 2 games in stadiums other than the San Siro or the Santiago Bernabeu - PES has been crying out for a good set of minnow stadia for the lesser teams, and now we can add them.

Despite my personal grumbles - Konami have clearly put a lot of effort into PES 2011. We already know that the gameplay has improved tenfold - Fury’s article will confirm that it has only gotten better since the last time we saw it, and I can verify that editing has clearly started to move forward too. The additions and enhancements are all valid - and Stadium Editor will create a new direction for the artwork elite to move in.

I find it strange that full kit editing hasn’t been looked at - what with the distinct visual improvements, advances in creating realistic atmospheres and the broadcast quality camera views, but it’s also these exact things that makes it less of an issue. There has been so much put into 2011, be it a new additions or the return of old favourites, it’s easy to forgive Konami and the fabled Blue Sky Team for not taking editing back to where it was in PES 5 - but, my fingers are still crossed for next year.

www.pesfan.com/news/9136295/PES-2011-Preview---Editing-Expla...



Niente editor di reti.

Possibilitù di importare una foto da usare come sfondo di uno stadio per renderlo ancora più reale/vicino alle proprie esigenze.

Emblema delle competizioni che si mettono automaticamente sulle maglie/maniche (ad es il logo della champions, o lo scudetto).

Due leghe complete da personalizzare.

E' tornato il "base copy".
[Modificato da weILL 04/08/2010 15:50]
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04/08/2010 02:43
 
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04/08/2010 14:10
 
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Un "botto" di preview..

(nei link sotto gli articoli completi)

Eurogamer

They say the same thing every year. Pro Evolution Soccer is reborn! We've learned our lesson! We're not just slapping more lippy on the last PS2 version! So it's been quite painful to struggle through the last few releases. Last year's PES 2010 felt like a step in the right direction, but it was more tentative than it let on, building new layers of tactical customisation and a slightly improved range of movement onto what was fundamentally still the same creaky old game we loved five years ago.

PES 2011 is genuinely different and it's evident from the first kick-off. The new player models and animations aren't just an impressive iteration on last year's - they're a complete change. Players now move naturally in the majority of instances, and coupled with a greater range of directional movement the game is crisp and realistic.

www.eurogamer.net/articles/pro-evolution-soccer-2011-summer-...




PES die hard fans PSM3

Scholes isn’t the same kind of player as Essien, and so you’ll have to use them differently. It may sound deliberately difficult, snobbish even, but within a few hours you’ll be completely at home with the new system.

Better yet, it’ll set off that spark of imagination that Master League, much improved here, demands: within a few matches you’ll develop a way of playing which, beautifully, is idiosyncratic, a part of your DNA, and your minds eye will dance with the possibilities with which a new key signing could enhance your team.

As ever, we worry about how it will eventually turn out, but, pleasingly, we haven’t been this excited by PES in years.

www.nowgamer.com/previews/ps3/1194/pes-2011




CVG

For the first half hour, Pro Evolution Soccer 2011 is probably the most frustrating football game we've ever played.

There's a lot to get your head around here: Konami says that all computer assistance has been removed - implying that lazy button presses won't cut the mustard anymore.

The fact that Konami's latest offering is so difficult to begin with, however, is actually testament to its new direction.

The scary new passing threat is true to an extent, but the reality isn't quite so harsh. You don't have to point the analogue stick down the line exactly to get the ball to the winger in front of you. If your thumb pulls ever-so-slightly to one side you won't find yourself wildly putting imprecise passes out into touch.
www.computerandvideogames.com/article.php?id=258466




Videogamer.com

Every new version of a sports title requires hours and hours of practice before it starts to click, and with PES 2011 it's going to take even longer to work out if Konami has finally upped its game. What's for sure is that things are changing, which, considering the stagnant state PES found itself in, can only be a good thing. At the moment I'm left with the feeling that things are moving in the right direction, even if early impressions indicate we're going to get a considerably tougher experience than what's come before

www.videogamer.com/xbox360/pes_2011/preview-2549.html




PESGaming have posted their playtest report

Well I’ve tried to provide a frank overview of the game as I saw it. Yes there are areas which could do with improvements, but as it stands, bar keepers and referee tweaking, I’d happily take the game as it is. We’ve got a solid foundation for the PES of the future now. I have already been formulating ideas for PES2012 which can surely build on PES2011.

I can honestly say that during play I felt that if the game code I tried was the final code, then I’d happily take it right now. This may still be my emotional inference on how the game felt, but over the course of the five hours I managed to get playing the game, there was a lot to take in, and to savour. I’m sure that another fifteen to twenty hours of solid play testing would uncover more issues and delights too, but that’s not a luxury afforded to myself. I have mentioned to Konami previously that the official testers mustn’t get complacent as they have in previous years, since there is so much riding on this version of the game for many people.

So far, Konami have done a fantastic job, and with a few more tweaks and improvements built in, we will have a stonking game very, very soon. Looking back to the games played, there were times of intense game play, battling and missed chances, as well as a few well taken goals. Fist pumping celebrations and holding my head in disbelief at chances missed or games thrown away were sure signs that the emotions that PES used to draw from us is back again.

www.pesgaming.com/blog/pes-matters/850/pro-evolution-soccer-2011-the-p...




g4m3

PES 2011 not just surprised me in a positive way, but has completely blown me away with this gigantic leap forward that the game has made. The game is pure class, runs extremely fluid, is all about real skills and practicing again and is the long awaited PES game that PES fans have been looking for now for many years. It’s still not a perfect game, but the game does so many things so right that this does not matter at all.

Perfection is an Utopia and in the World of Football and Universe of footie games it’s all about emotion, freedom, passion, creativity and competitiveness. PES 2011 will deliver loads of this and then some more. I really can’t wait to play the final version of the game, which will be even better, more polished and complete. The future looks very bright for PES, PES fans and footballgame fanatics.

www.g4m3.nl/pes-2011-hands-on-preview/




insidegame.nl have posted their thoughts on PES 2011 as well

PES 2011 is compared to its predecessor became less automatically. Where in the 2010 version with Messi and Ronaldo from the middle of a line can run past everyone mercilessly and eventually can produce sounds, one must be much more clicking and finding the open space. The new application system plays an important role. PES has always been a football game which revolves around automatisms which nine times out of ten balls arrive perfectly. In PES 2011 is over. The application system is somewhat less vain, but if you have him, you can make beautiful things participate. If a different player at the right speed aanspeelt, allows him to quickly turn the ball quickly and then continue playing. You play too hard, the ball jumps off his foot and that takes time, so the attack falters. If you play him limp in, then you give the opponent any room to intervene and thus a counter attack to initiate.

And finally, this all lead to that perfect goal. The pots I played, I have some ugly goals, but also beautiful rounded attack with a line in the corner. And with that kind of goals I jump over a hole in the air and I shout it out, and the rest of the editorial angry look on my side. It's a feeling I've had to miss years and finally got back. If it succeeds PES 2011 also has the annoying bugs to get out of the game, then it becomes a big party this fall!

www.insidegamer.nl/playstation3/pes2011/impressies/31255




French gaming site Jeuxvideo

With Pro Evolution Soccer 2011, Konami is full of good intentions. Partly redesigned, the gameplay has convinced us on many points even if the preview version is a draft of the final game released in October. He then easily forgive the few hiccups that includes cash on the last months of development to correct what is wrong. Based on a slower construction and intuitive game, PES 2011, is more realistic than its predecessors and its system of passes, if it is refined, should considerably change the experience.

www.jeuxvideo.com/articles/0001/00013201-pro-evolution-soccer-2011-pre...




Another French site, JVN, have posted their thoughts as well

The surprise is undoubtedly the first reaction that required the player to PES 2011. The game has very little to do with the previous version. Especially because almost all events were reviewed and amended. The ball strikes the contacts (you can see the defenders try to catch the opposing jersey), spectacular waterfalls and well made, all this has been greatly improved. On the other hand, with the new pass system, it takes a few games to get used to managing very manual transmissions. The advantage is that each pass can now be sent to the desired location, whether in the feet or into space, without necessarily resorting to the deep pass. The disadvantage is that a priori simple pass, which would have normally fly, may eventually foolishly touches the feet or opposing.. We must therefore constantly applied, which gives the app a stamp more realistic and simulation than in previous years.

www.jvn.com/jeux/previews/preview-de-pes-2011.html





Spanish site meristation have given their thoughts as well.
The full preview can be read here: www.meristation.com/v3/des_avances.php?id=cw4c58b81b55cda&idj=cw4be024592744d...



German website gamereactor have also posted their playtest

With Pro Evolution Soccer 2011 Konami could finally succeed in a big hit. Not only that can be satisfied with the new, clearly it'sa lifestyle management and fans of the competition - it is the revolution that the series for many years was simply necessary. Finally we are no longer dependent on passes from the arbitrariness of the CPU, but can play the football we want. And finally, we can again annoyed by our own ineptitude, rather than that of footballers.

Playfully will go this year for PES little wrong. There is still a bit of fine tuning with the tackle. The sound Konami must still repair in some places. Only the Setup menu to concern. Hopefully, Konami can here think of anything else. Then the revolution, nothing stands in the way.

www.gamereactor.de/Vorschauen/2881/Pro+Evolution+Soccer+2011/

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04/08/2010 14:30
 
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video rubato...
pitti, 04/08/2010 14.23:


[Modificato da weILL 04/08/2010 14:30]
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Umbe84, 04/08/2010 11.14:

lista squadre con licenza:

PES 2011: Tutte le Squadre presenti nell'ultimo Preview Code (04/08/2010)

Continuano ad arrivare info su info dedicate a Pro Evolution Soccer 2011. Dopo il nuovo video in game, dopo oltre 60 immagini provenienti dallo stesso filmato, dopo un'altra manciata di screens ufficiali, ecco che arriva la lista completa delle squadre presenti nell'ultimo preview code provato da varie testate internazionali. Ricordiamo che si tratta di una lista provvisoria visto che al Gamescom, Konami ha promesso delle sorprese proprio in fatto di licenze. Ma intanto ecco le squadre già presenti:

Premier League
Unica squadra con licenza il Manchester United, le altre hanno nomi, kits ed emblemi "fake".

Ligue 1 (Francia)
Tutte le squadre con licenza.

Serie A
Tutte le squadre con licenza.

Eredivisie
Tutte le squadre con licenza.

Liga BBVA
Tutte le squadre con licenza tranne Tenerife, Xerex, Osasuna, Real Valladolid e Siviglia.

Altre squadre

* Con licenza completa: Anderlecht, Club Brugge, Zagreb Dinamo, Slavia Praha, Sparta Praha, FC Copenhagen, HJK Helsinki, AEK Athens, Olympiakos, Panathinaikos, PAOK FC, Rosenborg, Benfica, SC Braga, FC Porto, Sporting Lisbon, Dinamo Bucuresti, Cluj, Unirea Urziceni, Spartak Moscow, Rubin Kazan, Zenith St. Petersburg, Celtic, Rangers, Crvena Zvezda (Red Star Belgrade), AIK, FC Basel, Besiktas, Brascipor, Fenerbahce, Galatasaray, Dynamo Shakthar Donetsk and Kyiv
* Fake: Werder Brema, Bayern Monaco e Schalke 04
* Club non identificato: Welbenkrahf
* Oltre 40 team del Sud America

www.italiatopgames.it/section/n.asp?ID=8901&p=6&id_gioco=2385




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preview da WENB:


winningelevenblog.com/blog/pes2011-preview-code-playtest-impr...

There you go mate. More to come over the next few days

I really enjoyed it. Preview builds do have some errors, they always do and PES2011 is no different but what people think they are seeing as short commings in this video are not as evident, or pronounced when playing out a full match. I was playing 10min halves as well it should be said with a few games going into extra time and pens so the defence AI and the keepers(which are pretty damned good overall) are not as bad as many think.

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Qualcosa sulla Master League:


* International match stats (so you can see relative results for the unseen international tournaments - including euro/international cups...)
* Scouts aren't level 1-5, they are "people" - meaning that there are a lot more variations in scouts... Some negotiate well, but are slow at gettign reports etc.
* "PES League" has 18 teams in it... as does the other fake league "D2 league"
* Option to negotiate directly, or let the scout negotiate
* The menu screen has varying backgrounds - but all contain current members of your squad. E.g. Default lineup using United would see Castolo, Ivarov, Espimas, Ordaz etc in a line - wearing United's kit, but effectively done. Another version would see your team coming out of the tunnel... Looks grown up like the rest of the game. (also separately, an option to change the overall game wallpaper... It's messi out of the box, but you can download new ones - and i'm guessing you can add your own)

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Parte dell'articolo sull'edit:


*Ritorna la “Base Copy”, ossia la possibilità di trasferire gli aspetti di un determinato giocatore su un altro, per semplificaree snellire la fase di editing

*Torna anche il Pes Shop, da cui sbloccare, tra l’altro, nuove capigliature per l’edit mode

*Possibilità, finalmente, di acquistare i Giocatori Classici e le Squadre Classiche direttamente dall’ Extra Content area (da cui, molto probabilmente, si accederà anche ai DLC)

*Nuove opzioni di editing per quanto riguarda i loghi

Editor stadi

Modalità molto pubblicizzata, è stata quella dell’editor degli stadi: questi potranno essere totalmente personalizzati ed assegnati ai vari team secondo il nostro gusto.
Nello specifico, si potranno scegliere:
* 8 tipi diversi di erba
* 8 tipi di contorno campo
* 8 tipi di Track Image (ossia il materiale del bordo campo, come cemento ecc.)
* 6 tipi di gradinate (si potranno tra l’altro anche scegliere i colori, la “struttura” delle panchine degli alenatori e l’intensità della luce)
* Layout dello sfondo (cioè proprio il paesaggio esterno al campo, caricandolo magari da un repertorio di proprie immagini personali)


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PES 2011: Confermata la Supercoppa Europea




Altra novità interessante presente in Pro Evolution Soccer 2011. Oltre alla Coppa Libertadores, troveremo nella Master League anche la Supercoppa Europea che, come nella realtà vedrà sfidarsi la vincitrice della Champions League e quella dell'Europa League (quest'anno rispettivamente Inter ed Atletico Madrid). La licenza è completa con tanto di logo, coppa ufficiale etc.


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PES 2011: Lista Completa Squadre della Coppa Libertadores


Un altro tassello sulle squadre che saranno presenti in Pro Evolution Soccer 2011. Si tratta delle oltre 40 compagini sudamericane che saranno incluse nella Coppa Libertadores, tutte con licenza completa (nomi dei giocatori, kit, stemmi, etc.). Ecco la lista:

Chivas De Guadalajara
Monarcas Morelia
Monterrey
Club San Luis
Estudiantes Tecos
C.A. Banfield
C.A. Colon
Estudiantes De La Plata
C.A. Lanus
Newell’s Old Boys
Velez Sarsfield
C. Blooming
Bolivar
Real Potosi
S.C. Corinthians
Cruzeiro
Flamengo C.R.
Internacional
Sao Paulo F.C.
Universidad Catolica
Universidad De Chile
Colo-Colo
Once Caldas
Althletico Junior
Independiente Medellin
Deportivo Cuenca
C.S. Emelec
Deportivo Quito
Cerro Porteno
Club Libertad
Nacional
Alianza Lima
Juan Aurich
Universitario
Club National
C.A. Cerro
Racing Montevideo
Caracas F.C.
Deportivo Italia
Deportivo Tachira

Presenti nella Latin America League:
C.A. Boca Juniors
River Plate

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Preview da Spaziogames


La versione dimostrativa di Pro Evolution Soccer 2011 che abbiamo avuto modo di provare ci lascia ben sperare per il prodotto finale. Da qui all'uscita mancano ancora diversi mesi e se i ragazzi di Konami riusciranno a concentrare i loro sforzi per migliorare alcune lacune ancora presenti nel gameplay e risolvere qualche piccolo bug, presenti soprattutto nell'IA, siamo sicuri che ne potrà uscire un prodotto completo in ogni aspetto e profondo quanto basta da poter accontentare tutti i fan di una delle serie calcistiche più amate in assoluto. La sfida è ancora aperta.

www.spaziogames.it/recensioni_videogiochi/console_multi_piattaforma/10693/pro-evolution-soccer-2...


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Preview da gamesblog.fr (con un pò di gameplay sullo sfondo)

[Modificato da weILL 07/08/2010 15:49]
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