Jamezinho
Golden Boot Winner
I prefer the 360 triggers myself. The design of the L2 and R2 buttons on the dual shock is horrible.
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When I criticise manual, I don't mean fully manual in the sense that stats don't matter, what I mean is that the concept of constant manual control isn't one that belongs in a simulation based game.I don't get this. Manual critics tend to like to say, like you, that fully manual control is unrealistic, and yet I don't recall ANYONE ever saying they wish for a game built around a fully manual control system. Everyone here wants context and stats to matter. Where we differ is on the level of computer assistance.
Like nerf said, for many of us CPU assistance detracts from satisfaction levels, plus it also means that your play is restricted by the CPU's ability to correctly interpret your intentions, which has proved problematic in both football games on the assisted settings; if I pass to the wrong player, I'd prefer it to be my fault, not the CPU's.
Also, while I agree that a fully manual system, or one that doesn't take stats and context into consideration, is inherently unrealistic, I find it similarly unrealistic that my players are restricted in the types of passing they can attempt; in a real football match, players are free to attempt any type of pass (or shot) they'd like, but any system that depends upon the CPU interpreting your actions to provide assistance is bound to be somewhat restrictive and error-prone. And that's always been the trade-off: assistance for freedom.
Control schemes have little to do with the level of realism and all to do with the level that the CPU aids our play. In fact, it may be better to think of control settings as additional difficulty settings. Nobody is saying that they want a game that doesn't take into account stats and context. We all, I think, want a realistic game. But some of us like to have options for how much the CPU assists (and restricts) our play. So, again, it's not about levels of realism, it's about levels of CPU assistance.
And of course having to press two buttons to initiate a manual pass is more awkward than having to press one, and it's a less than ideal solution for someone who wishes all or most of their passes to be free of CPU assistance.
http://fifasoccerblog.com/blog/hjerpseth-fifaralle-answer-fifa-12-questions/
About time! I've been dying to know what Hjerpseth thinks about Skills in FIFA 12!!!
(why do people like him get to play the game early? do the guys in charge of FIFA actually think the way he plays the game is the way forward?)
Bit disappointed w/ FSB actually.
http://fifasoccerblog.com/blog/hjerpseth-fifaralle-answer-fifa-12-questions/
About time! I've been dying to know what Hjerpseth thinks about Skills in FIFA 12!!!
(why do people like him get to play the game early? do the guys in charge of FIFA actually think the way he plays the game is the way forward?)
Bit disappointed w/ FSB actually.
LOL, they got the EA hookup and haven't looked back. I've only just returned yesterday, and that was after at least 6 months to a year away. Don't look to them for truly unbiased, critical opinions of the game. Or maybe they are unbiased and just don't know what they're talking about.
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With manual control, the part of the aiming you're taking control of is basically the player's thinking "where do I want this ball to go?".You must be joking. Of course footballers aim where their shots, passes, and crosses are intended to go! They aim to the right of the wall on free kicks. In a 1v1 situation, a striker may aim to the left of the keeper, maybe with greater precision if he has the time. A corner kick will be aimed toward the front or back of the box. Etc etc etc.
Technique, skill, body shape... these are all aspects of the process of aiming, or directing the ball to go where the player intends. To say that footballers do not aim is to say that they have no intention for what they wish to accomplish. That is only limited in few instances, such as when a defender doesn't care where an emergency clearance ends up. Aiming is simply intention.
Because we are limited to gamepads and joysticks, we are unfortunately left with using language like aiming. But footballers of course aim too, it's just that we tend to break down the elements of that process into things like power, spin, technique, body shape, etc.
Ultimately every pass, shot, and cross made by a footballer has an intention behind it; the way that we convey that intention in these games is through our controller inputs. CPU assistance tries to interpret our intentions and help us if needed (if our aim isn't quite accurate). Some of us would prefer less assistance.
That's the thing. I don't feel the need for an outward lip at all. I got some of those Giotech triggers for free a while back but have omly used them once for about 30 minutes.
Oh, we have a funny guy here.Are you on drugs? Or you just dont know anything about football?
Q: Do the skills look like FIFA 11, or are they different in animation?
Some skill animations have changed; overall skills are all kind of different as the outcome due to error touches changes each time.
Q: Are finesse shots improved this year?
Finesse shots: a lot more error involved so shots aren’t nailed on any more.
You would never aim off target when you shoot... Just as when a cross goes behind for a goal kick or a pass plays a teammate into trouble, it's got nothing to do with where you aimed the ball to go.Well, i play football too and id probably have that exact reaction. The same reactions when im playing manually.
You mean ice-skaters, because that would be the more apt analogy if you're gonna pinpoint the exact issue with FIFA's animations, which is the fact that the series have gotten progressively worse in terms of the players' tendency to turn without proper footplanting.
But when it comes to the basic leg movement and transitions from those into a turn/pass/shot, it remains unmatched. In PES, you have far too many cases where the players' legs would stutter, which is when leg cadence is not aligned with an action. And because even the simplest of animations (eg. leg taking a step forward or the backswing before a pass/shot) can be interrupted, the result is an ultra responsive control system and more "correct" instances where the player is seen using his dominant foot.
Animation skipping is not a compromise that EA is willing to make. But because the game's engine inherently leaves both feet open for any action depending on the user's input timing, EA probably felt the need to lessen the significance of weakfoot accuracy, which is why in FIFA you have situations where the outcome of a weakfooted pass/shot is too accurate (aside from the issue where the frequency of weakfooted actions are already too high).
Do you aim passes with your thumb in real life? It is not assistance, it is a simulation of players' stats. Without these stats, every player would be the same, every game would be the same!Oh please, and assistance from an outside party does come into the equation in real life? Sorry but there are no football gods providing a helping hand like the CPU assistance provides in these games.
Assistance from the CPU is, to use your words, inherently unrealistic as well - nothing comparable exists in real life. But CPU assistance is present in video games simply because without it the difficulty level would be too high, at least for beginners and casuals. CPU assistance is a necessary unrealistic add-on; CPU assistance is not present for realism's sake. Just like auto-aim in FPS games, assistance settings in football games are there only to provide varying levels of help and challenge.
There is no positive (or negative) correlation between realism and CPU assistance. Greater assistance does not necessarily equate with greater realism. High CPU assistance simply correlates with less user input. That's it. Nothing more. Max out the CPU's involvement and we become mere bystanders; minimize it and gameplay becomes too difficult (even Manual settings in FIFA are not entirely free of some CPU assistance).
Sorry to burst your bubble but there tends to be lapses in realism when playing with both high and low levels of CPU assistance. You can keep saying that manual settings have no place in a realistic football game, but an argument can conversely be made that too much assistance can be just as unrealistic... unless of course you believe in football gods.
I agree with Rob on that "aiming" comment. Whilst you might try and pick out someone with a cross or hit a shot on target, you generally go from instincts and aim for an area (penalty spot maybe for a cross, or near post, far post) and when you shoot you usually aim for one of the 4 corners of the goals.
Semi assisted controls will allow that. I think manual controls offer too much room for error compared to the accuracy you're trying to achieve or for the real life scenario you are trying to simulate.
For example, if I have a 1 v 1 with the keeper and I want to put it just wide of him and sneak it on the inside of the post, I would aim for the general area on assisted or semi assisted and it would go there. If I'm on manual, I have to be much more precise and that level of precision does not correlate to how precise a striker would have to think about aiming in real life.
You can say manual shooting is more rewarding, offers more control and gives you a different and arguably better gameplay experience, but I don't think you can argue that full manual shooting truly represents the aiming process of a real life player. Not to that level of aiming required.
...I simply find that assisted makes things too easy, promotes mindless button mashing and ping-pong passing, and just isn't as rewarding an experience.
Do you aim passes with your thumb in real life? It is not assistance, it is a simulation of players' stats. Without these stats, every player would be the same, every game would be the same!
There you go. This is the main reason why anyone has moved to manual and why manual players often advocate the "slow" game speed setting.
Only problem is, you can't force your opponents to play the same way, nor the CPU to use a similar strategy.
I'm not bashing manual mate - I use manual everything except passing at the moment. But it's not about realism, it's about control and satisfaction.