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PES 2018 PlayStation & Xbox Discussion Thread

I'm so glad you choose that one.
That is exactly my point.
A brilliant individual goal.
Now ask pundits what they about that goal. An attack minded pundit (former attack minded player) will say that it was a superb goal.
A defensive minded pundit (a defender or a manager) will point out to a succession of defensive errors (Coquelin, but also Koscielny). If this was a PES clip, people would moan about bad defending and the space that Arsenal lets...

PS: gabe, i was trying to be ironic

Yes I am certainly a person that appreciates the skill from the attacker more than the defence. And I wasn't picking out that goal because it was against Arsenal, it was just a truly amazing goal from someone with skill, pace, and strength. I was playing my ML in PES2014 the other day and 3-0 down I brought Wright-Phillips on. With his first touch he literally went passed 3 players and whacked in a screamer. I like to see it as a fantastic goal but if I was on the end of it I would have probably been moaning about my defence.

That's football ;)
 
Here's an idea - how about, depending on what tactics you're using (defensive line settings etc.), some advanced instructions are blocked from being used?

Would that fix much? I guess not actually, because it's the advanced instructions on their own (and how they're implemented in such an "overdrive" fashion) that cause positioning issues etc., not when there's a clash. Just a thought!

I believe advanced instructions should only be applicable if you, or the CPU, have a high Team Spirit. That way it makes sense that teams/players are completely in-sync. Doesn't make sense if you're a crap team, but are completely in-sync with advanced instructions. The perception that talent alone is what syncs up a team is a fallacy, yet that is how these advanced instructions seem to work.
 
This constant flow needs to stop and players need to be more prone to loose balance and fall, more fouls need to be called.

I'm all for this, but not while we are in the tech generation we are in, or while PES/FIFA are games built for 10 - 15min matches (online play is essentially that, so the games will continue to be built to cater for that as that is where money can be made)

It is the technical side of things that don't want me to see this currently though. I wouldn't out rule another game, built entirely from the ground up to be a "replication" as opposed to "simulation", but that isn't going to happen unless it is an independent project crafted by wunderkinds.

The amount of computational power required so as to ensure that not only stats completely drive the experience, fairly, but also process each and every single stick movement by the user to mean something and to feedback is beyond these systems which we play on. PC? No problem, but I go back to it then being a potentially prohibitively expensive thing for a huge majority.

I do want to one day play a game like that, one which players simply losing their balance, or make basic errors is capable of happening anytime. That would be absolutely vital for a replication as opposed to simulation; a match that can last 90mins and not start to feel repetitive because every single input, especially when on the ball, feeds back meaning you can't switch off at any moment whatsoever. When you think about it, these games as they currently operate are compensating by using speed and intensity to keep a player engaged, more than it is a feeling of limitless control and possibilty. Yes, these games do throw up the unexpected, but technically nowhere near that which would be required in order to make 90 minutes feel completely and utterly engrossing.

You would need animations and physics that is far beyond that which is currently found in the games currently, so as to ensure anything could happen at any time, plus the user would get visual feedback, ensuring they remained engaged. It would need to allow you to score just about every goal that has been scored in the professional game since the 19th century. If it can't do that, then it would not take long for people to see and utilise the patterns. Every single duel, 1v. 1, would need to be a battle of nerves as well as skill because you could literally have a defender fall on his arse because you moved the stick too heavily in the wrong direction relative to the players body position, while the guy in possession totally ballsed up taking it past you anyway as he too falls due to trying to accelerate away too quickly and he didn't maintain his players balance right. All the while the clock would be ticking and there would a clearly visible change to how players move, meaning even more animation and coding.

It would be amazing, but we aren't in any danger of seeing that anytime soon.

Right now, I just think they need to get stamina right. The closest they, or indeed football game has come to this was with PES2010 (I think) on Nintendo Wii, where they did implement "active stamina" over the old PS2 game engine and it worked reasonably well. If they aced that then it would change the game for all.

Perhaps looking at the duration of time a player can run full pelt with the ball, and how often they can do that, relative to the 10min average game time could be looked at. Demand players re-learn (or simply learn) stamina management. Make it so there is almost a ceiling as to how many times individual players can run at full sprint. Punish users for using one player too much, or at the very least trying to go top speed with them too much. Used up all your top speed sprint capability with Ronaldo chasing through balls? Tough! Time to change it up and maybe, and very slowly, Ronaldo can work up the energy to sprint again later while you aren't firing off passes for him to repeatedly have to chase down.
 
Regards lack of free-kicks and this is purely anecdotal: I was alarmed initially at how little in the way of free-kicks I was getting in both PES2016 and PES2017. The more I played PES2016 and got better at it, meaning I was being more experimental, meant I saw more free-kicks awarded to me; the same thing happened with PES2017.

Not giving them a pass or anything, this is just purely my own experience of the last two games when considering foul count. It could be better from the off though, without question.
 
Yes I am certainly a person that appreciates the skill from the attacker more than the defence. And I wasn't picking out that goal because it was against Arsenal, it was just a truly amazing goal from someone with skill, pace, and strength. I was playing my ML in PES2014 the other day and 3-0 down I brought Wright-Phillips on. With his first touch he literally went passed 3 players and whacked in a screamer. I like to see it as a fantastic goal but if I was on the end of it I would have probably been moaning about my defence.

That's football ;)

Geeeee how are you getting on with Pes 2014? Have you any option files for it?
 
Pes 2017 is a bad football game. I don't care what flak I get for this. It is just awful. I played some 2010 then 2011 to test a few things. Played them for hours. Then put in 2017 straight after 2011 thinking I'm going to be very impressed, being quite the jump in gen and tech. To my surprise, I was very disappointed. The very first thing that came to my mind is I felt I ventured into FIFA land. Something felt very off. I tried to ignore and continued playing and did 2 more games. My feelings didn't change. No wonder I stopped playing this game many months ago. Perfect passes from impossible body positioning, similar goals and misses, very skaty animations, animations that don't relate to the situation, first touches that feel superficial, cancelled out by crazy unrealistic skaty turns etc. The one thing I liked was wrong footing CPU AI. Honestly how you guys can like this I've no idea. Complete turn off for me and almost resembles nothing like real football.

2018 better not play anything like this :(

Pes 2010 was so bad in its time of release i managed to play it for more than a month thanks to the Master league, but definitely not thanks to the gameplay.

Pes 2010 was very clunky, maybe to you it feels more realistic, but players felt like totally on rails, Pes 2011 was slightly better in smoothness but man, those floaty shots in every situation, that feeling you couldn't really create quick actions because there was input lag in every situation, still totally on rails. Can we also talk about the speed merchants players in Pes 2011? They were unrealistically quick to dribble players and nothing, i mean nothing could stop them, they literally passed through the defenders legs when you tried to defend.

Pes 2017 on the other end has issues, but nothing so frustrating as the things i mentioned. In Pes 2017 you can create realistic football actions, especially playing with no assistance at all, players tend to skate sometimes, but as you can see Pes 2017 already is an improvement over Pes 2016 in that part, and Pes 2018 looks to be even more improved. I saw no substantial skating in player movements in every video i watched.
 
Sure, it was very apparent in older versions of PES, so I'll show that. Stay tuned :)

I had editing problems with the video, so I posted a twitter thread as well.

https://twitter.com/Matt10L/status/879387209517993984

The original video, like I said, the music takes over too loudly, I'll have to reupload, so for now it's not public. It goes over a lot more in depth of what I see though.

Edit: removed video, music too loud, will re-upload later.
 
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Regards lack of free-kicks and this is purely anecdotal: I was alarmed initially at how little in the way of free-kicks I was getting in both PES2016 and PES2017. The more I played PES2016 and got better at it, meaning I was being more experimental, meant I saw more free-kicks awarded to me; the same thing happened with PES2017.

Not giving them a pass or anything, this is just purely my own experience of the last two games when considering foul count. It could be better from the off though, without question.

I play 30 minute halves and I find that the better I play the more fouls I get. But to be fair I see more AI errors with the ball in 2014 and to a lesser extent 2015.
 
Regards lack of free-kicks and this is purely anecdotal: I was alarmed initially at how little in the way of free-kicks I was getting in both PES2016 and PES2017. The more I played PES2016 and got better at it, meaning I was being more experimental, meant I saw more free-kicks awarded to me; the same thing happened with PES2017.

Not giving them a pass or anything, this is just purely my own experience of the last two games when considering foul count. It could be better from the off though, without question.
While this is true, we shouldn't have to adapt our way of playing the game to obtain fouls. They should be called no matter how we play. It's an important issue they should solve once and for all.

@Matt10 Will definitely watch it, it's interesting.
 
Here's an idea - how about, depending on what tactics you're using (defensive line settings etc.), some advanced instructions are blocked from being used?

Would that fix much? I guess not actually, because it's the advanced instructions on their own (and how they're implemented in such an "overdrive" fashion) that cause positioning issues etc., not when there's a clash. Just a thought!
honestly the way i play, Player camera full manual, i don't even notice advanced instructions off or on. I still get beautiful unpredictable football games. I think it's very noticeable from those side cameras, but that's a different game altogether because of what you see and how you play.
 
While this is true, we shouldn't have to adapt our way of playing the game to obtain fouls. They should be called no matter how we play. It's an important issue they should solve once and for all.

@Matt10 Will definitely watch it, it's interesting.

Great. Sorry, I meant to quote you earlier, but screwed up and quoted myself... :)
 
As much as I do enjoy talking about and theorising about stuff that isn't in these games, I do want talk about what we do have and my hopes for PES2018.

My first hope is regards the beta. The dream would be for it to purr; totally flawless connections when hooked up to another player with strong internet and for the football to flow, meaning as many as possible experience pure unadultered joy for ten days. If it is a bit of a connection mess, I hope the complaints are more about how frustrating it is because it seems as though the game is delivering when it does run smoothly.

Moving onto to some of the new features/assets, I hope the contextual stuff sings and player individuality in feel, as well as look, proves to be a step in the right direction for the genre as a whole. The reason for that is not exclusively about my enjoyment, or the rest of us in the community, but I want to see it really stand out, be a talking point; I want it to sing to others because I really do want football games to be adopted by the masses. I want the dude who is in his mid-50's that sits across from me at work who loves football to see it and feel compelled to get involved because it is relatable. Let's be honest, for all the progress football games have made they still look like games. They always likely will, but if more gets poured into contextual stuff that tricks the eye, more people will take notice. If even the most casual of observer starts to see that it doesn't look like a series of button prompts, but simply Neymar being Neymar, then a big hurdle gets cleared. The best way to simulate football is to make it relatable in look but also control, and by that I mean the raw simplicity, the beauty of playing the sport; kicking, controlling or tackling for the ball. You get that right you entice more players, more styles, more sales, more feedback, with it coming from those with different perspectives than from us hardcore players. I want more football fans playing football games, and that isn't going to be achieved by layers and layers of commands and no, that doesn't mean I want an arcade game. Just football.

I think the thing I am most looking forward to, and again could be a big step for the genre, is the auto-shielding. I hope it is robust and aesthetically pleasing on the eye to the point it actually makes you want to pass it about in tighter situations, or hold play up. It is one of footballs little pleasures, be it playing or watching, performing or seeing resilience and strength, blended nicely with composure. I always loved that when playing, and I am a short ass. Was fairly stocky and could hold my own, so simply shielding, holding off attention before outmanoeuvring my opponent was an amazing feeling. These games have always approached shielding as a very static or deliberate affair, and in FIFA17 it was overthought regards its implementation. What I have seen thus far in PES2018 is rather encouraging as it looks so much more natural..believable...relatable. I hope they stick with the gameplan here regards shielding.

Sorry for the optimism.
 
in this video i see players being able to pass the ball away before defenders can close down because of first touch being to perfect and AI not cutting off passing lanes resulting into end to end games.
 
Great. Sorry, I meant to quote you earlier, but screwed up and quoted myself... :)
Yeah, the video is not good enough because of the loud music but the twitter screenshots are good to show how defensive player sometimes seem to close the passing lanes, but most of the time they don't.

Good player positioning from AI

DDQ331WU0AAkj_s.jpg

BVB players trying to make more difficult passing the ball to Barca

DDQ4MvEUIAAfhVA.jpg


BVB players waiting in their area (why?) and offensive players don't go back to block the space to Barca players. There are three players free to move.

These examples are already clear enough. Thanks @Matt10
 
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I'm sick of those gamers who doesn't go to the gameplan before starting the match...
Is there anybody, in all testers, who can go the the f***ing gameplan and shows us if there's new tactics or attributes?

It's the only thing that i want to see when i've push play on the video, i mean we already have seen as much gameplay in my opinion, but we don't even know which tactics are used or in which form are those players.
 
As much as I do enjoy talking about and theorising about stuff that isn't in these games, I do want talk about what we do have and my hopes for PES2018.

My first hope is regards the beta. The dream would be for it to purr; totally flawless connections when hooked up to another player with strong internet and for the football to flow, meaning as many as possible experience pure unadultered joy for ten days. If it is a bit of a connection mess, I hope the complaints are more about how frustrating it is because it seems as though the game is delivering when it does run smoothly.

Moving onto to some of the new features/assets, I hope the contextual stuff sings and player individuality in feel, as well as look, proves to be a step in the right direction for the genre as a whole. The reason for that is not exclusively about my enjoyment, or the rest of us in the community, but I want to see it really stand out, be a talking point; I want it to sing to others because I really do want football games to be adopted by the masses. I want the dude who is in his mid-50's that sits across from me at work who loves football to see it and feel compelled to get involved because it is relatable. Let's be honest, for all the progress football games have made they still look like games. They always likely will, but if more gets poured into contextual stuff that tricks the eye, more people will take notice. If even the most casual of observer starts to see that it doesn't look like a series of button prompts, but simply Neymar being Neymar, then a big hurdle gets cleared. The best way to simulate football is to make it relatable in look but also control, and by that I mean the raw simplicity, the beauty of playing the sport; kicking, controlling or tackling for the ball. You get that right you entice more players, more styles, more sales, more feedback, with it coming from those with different perspectives than from us hardcore players. I want more football fans playing football games, and that isn't going to be achieved by layers and layers of commands and no, that doesn't mean I want an arcade game. Just football.

I think the thing I am most looking forward to, and again could be a big step for the genre, is the auto-shielding. I hope it is robust and aesthetically pleasing on the eye to the point it actually makes you want to pass it about in tighter situations, or hold play up. It is one of footballs little pleasures, be it playing or watching, performing or seeing resilience and strength, blended nicely with composure. I always loved that when playing, and I am a short ass. Was fairly stocky and could hold my own, so simply shielding, holding off attention before outmanoeuvring my opponent was an amazing feeling. These games have always approached shielding as a very static or deliberate affair, and in FIFA17 it was overthought regards its implementation. What I have seen thus far in PES2018 is rather encouraging as it looks so much more natural..believable...relatable. I hope they stick with the gameplan here regards shielding.

Sorry for the optimism.
shielding is what i can't wait to use also, my question is why haven't these youtubers used it?
what can be done to make them want to use it?
they just pass as fast as they can, with no time for shielding, how can the passes be harder to make?
looser first touches?
defenders cutting off passing lanes better?

Konami has brought in a great feature "shielding" and nerfed it by not having looser first touches and defenders not cutting off passing lanes.
 
Konami should put the audio files online for everyone to download. It's all too simple. Gosh.
for PS4 version? maybe on playstation store or dlc.

Regular difficulty.
good point :EMB: but should regular difficulty be so easy? That defenders don't try to cut off passing lanes?

I'm sick of those gamers who doesn't go to the gameplan before starting the match...
Is there anybody, in all testers, who can go the the f***ing gameplan and shows us if there's new tactics or attributes?

It's the only thing that i want to see when i've push play on the video, i mean we already have seen as much gameplay in my opinion, but we don't even know which tactics are used or in which form are those players.
probably because they haven't played enough PES to know how they work.
 
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Pes 2017 is a bad football game. I don't care what flak I get for this. It is just awful. I played some 2010 then 2011 to test a few things. Played them for hours. Then put in 2017 straight after 2011 thinking I'm going to be very impressed, being quite the jump in gen and tech. To my surprise, I was very disappointed. The very first thing that came to my mind is I felt I ventured into FIFA land. Something felt very off. I tried to ignore and continued playing and did 2 more games. My feelings didn't change. No wonder I stopped playing this game many months ago. Perfect passes from impossible body positioning, similar goals and misses, very skaty animations, animations that don't relate to the situation, first touches that feel superficial, cancelled out by crazy unrealistic skaty turns etc. The one thing I liked was wrong footing CPU AI. Honestly how you guys can like this I've no idea. Complete turn off for me and almost resembles nothing like real football.

2018 better not play anything like this :(
I've always enjoyed your posts Lami but I don't think I could disagree with you any more about this one. PES 2017 is a great football game, it really is (although I appreciate that this is all opinion...).

I don't understand why we have this seemingly obsessive nature with the older games and that they were such a level above our current selection of games, is it blind love or is it remembering the best times and forgetting the worse? I've played PES since I was 12 years old, staying round a friends house and his brother had just bought PES2 and we pretty much played it all night long. PES 3 was incredible and probably my favourite moments up until now have come on that game, I had a 16 season Juventus Master League team on that game...! PES 4 was good but felt quicker and PES 5 for me was my favourite game in the series (plus we finally got to see a licensed Chelsea kit). PES 6 was incredible, I was 18 when this game came out and the amount of tournaments I played with mates in our final year of school was crazy, like full on 20 man tournaments with group stages, knockouts, cash prizes. I was the guy buying memory cards off eBay with the option files and full kits because I wasn't good enough at editing the logos with that tiny pixel editor on the PS2.

The old games were great, I loved them. But that doesn't mean we can't appreciate that the last two games have actually been really fun and really good and they do resemble football. You don't get perfect passes from impossible body positioning, you get that stupid thing happening where you cross the ball from an angle and it just goes out of play because of the body position (I could very easily look at my stream videos from yesterday to find examples). Similar goals and misses, sure, but it's football. Playing on advanced shooting creates a huge amount of diversity with shots and misses and the amount of times I've panicked under pressure and put the ball over the bar from close range is entirely down to advanced shooting, you limit yourself using basic shooting.

I know that once you have a mindset about something it's very difficult to change it. I couldn't stand PES 2008, I played it for maybe 2 months trying to fall in love with it but I couldn't (it might have been Michael Owen being on the cover...). And nothing could really change my mind about that during the time either. Hell, I haven't played League of Legends since the end of season 3 because they tweaked the assassins in favour of mages and I still hold a grudge about it. But objectively and from playing PES 2017 as much as I have this year (and it's well over 1000 hours, if not more) I have to say that this is the most fun I've had since the early PS2 days, if not more. I've bought the game on PS4, Xbox 1 and on PC so that I could try it on all 3 and see how it played across them all. I had help from @kilay with modding the hell out of the game on PC, I've used Chris' BOE file on PS4 and then made sort of my own file as well and I just keep coming back to it. I don't think there's been a week since it came out (not including a 2 week holiday...) that I haven't played PES this year. I'm aware this forum is really heavily invested in the realistic aspect to PES, I appreciate everything that happens here and I use Kilay's tactics for my teams, I use (is it Klashman?) the custom tactics that people upload to here and other forums / reddit and try them all. I've uploaded over 120 PES 2017 clips to YouTube, I've played this game enough to know that it's not a bad game.

Objectively, PES 2017 is not a bad game.

Woah, sorry for the wall of text. I really just love PES...
 
shielding is what i can't wait to use also, my question is why haven't these youtubers used it?
what can be done to make them want to use it?
they just pass as fast as they can, with no time for shielding, how can the passes be harder to make?
looser first touches?
defenders cutting off passing lanes better?

Konami has brought in a great feature "shielding" and nerfed it by not having looser first touches and defenders not cutting off passing lanes.

It doesn't look nerfed to me, and as yet very little know how it all feels. This is absolutely key.

Once you have the game and in playing in your own environment, do you honestly think you will play the game like it is shown is these videos? I know I won't and I can talk from having experienced playing a football game at test stage at a preview event.

I went to play PES2013 early doors (early June) in 2012 down in London. I can tell you right now how I played that game at that test event was nowhere near how I would play the game once I was in my own, comfortable environment without the clock ticking and me having to look out for and test a number of things for the community. Once it was mine and in my home I had it all set-up exactly the way I would want it and could then just focus on playing; was able to focus on creation in my play more than I could when playing at that playtest event.

I remember playing a fair amount of matches at that event against fellow attendees and against the AI. Sometimes I would take a break and move to another pod and the game would feel better or worse than the last game. Sometimes I would pause the game and realise that settings were not how I would want them, or jump between different assistance settings more frequently than what I would if I owned the game and was sitting playing it in my own living room. Sometimes I would spend a match simply trying different mechanics, or dick about with the shooting or player movement almost exclusively to try get a handle on what was different. When playing against another previewer, the games would descend into frantic affairs, as we would both just be wanting the bloody ball back to see what we could do or spot that was new. We had six hours that day and I left convinced that the game was better than PES2012 but I didn't realise by how much until I got a review copy around 10 weeks later. Even then there was still a deadline to be met with regards to getting a review up, and me always questioning the game and trying stuff out. I actually didn't feel like I could properly enjoy the game until it was out for all. In fact, after release, I learned new stuff about the gameplay.

The year prior I went to Adams house in late July for a week and literally slept in his games room. Come the weekend Asim, Danny, Thomas, Graeme and others would drop by and try the game out. That week was one of the best weeks I have ever had playing a football game, because although there was only so much time to be had with the game, we were in an environment that was closer to how it would be if we owned the game than any playtest event ever could. We were still trying to spot things in the game, but we were also having fun in doing so, and it being restricted to just the one screen and having an audience meant it was so much more informative. You could see people getting better; could see styles develop. It was an amazing experience and it was all down to a game that while actually pretty good, is by no means one of the franchise's best.

I actually watched some footage from press/conference events for PES2017 earlier and I saw a game that is completely unrelatable regards how it is being played to the one I have had of the same game over the last nine-ish months.

You might not think it just now, but trust me, you will play a more slower, more measured game when you play it for yourself. I guarantee you that anyone who has played PES2018 at an event thus far will play a slower, more measured game when they finally aren't restricted to the environment they tested the game, or the time limit that was in place. If I captured my play at the PES2013 event years ago and posted it I would look like I hadn't a clue what I was doing, or was playing with far less composure than I normally would.
 
The Ship of Fouls has sailed, and it won't be coming back. As ever it's fascinating to see Konami issued a free pass for no-fouls, year after year. "No fouls please, we're flowing..."

I like to imagine travelling in a time machine back to 2006 or so, and pitching up at the average Hardcore PES fan's pad, and telling him that in about 10 years from now, Konami will remove fouls from PES in the name of FIFA-style flow and in pursuit of the online multiplayer market – just to see the reaction.

A mini-explosion would be the reaction, of course, followed by a confident assertion that up in this nightmarish, dystopian future of no fouls, the Hardcore PES fanbase will never stand for it!

"Er..."
 
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The issue with the free kicks / fouling is that the physicality is very much an optional aspect of the game rather than something which happens organically as players take heavy touches, struggle against hard presses or are pushed into trouble by loose passes. I've found it entirely possible to win a lot of free kicks or penalties. However, it requires me to specifically turn and face on the ball, to attempt to dribble past defenders in the manner of a knight of old, following chivalric traditions of formally challenging my opponent to a duel in the midst of a battle.

It's not a case of you running into trouble or having physicality brought to you whether you like it or not, mistakes or game plans naturally leaving you shoulder to shoulder with a defender and might be able to retrieve a foul from the situation. You have the intense online pressing game which people hate, but in truth it's more realistic than not having pressing at all (see FIFA's teammate jockey). The issue has always been that an intense press cannot be balanced in a game without depth in physicality and/or responsive controls.


PES has suffered in both regards over the past 9 years to various extents, but particularly in terms of physicality. I don't ever really recall it working since the PS3 days, though I skipped from 2008 to 2011 so can't speak for what I thought were two abortive years. I just remember years where the closest to a physical game you could get was some twunt online sliding into you every single time they were remotely near you, coinciding with automatic reds being nonexistent and catch-up 'bugs' meaning you'd rarely be able to take a shot having fashioned a one-on-one possibility. (I HATED this about PES 2011. )

To me, then, PES 2018's autoshielding looks really positive in principle. I sincerely hope this will help PES finally start to reproduce what is a massive part of football. But, I think it's more likely that it will feel understated, which is fair enough for year one. We'll need another couple of years of Konami gradually improving other areas which have lacked depth of late but would dovetail well with autoshielding. See my original point about physicality in PES being optional - mistakes in passing, touch etc lead to more physical tussles. The game needs more mistakes.

On that note, the first touch errors look great - I'm expecting it to be muted compared to what we'd like to see but the fact it exists again and we just need certain variables tweaked is a huge step forward. The next big thing will be bringing passing error back into the game. It's been sorely lacking outside of the throughball game - a failed ground pass should not be one which just goes straight to the opponent. A failed pass must include those which push players too far wide, or back, or into trouble. And they must give certain players the opportunity to use their physical strength or their low centre of gravity to recover a poor pass and keep the move going.

I suspect us PA 0 players will see more shielding and jostling than the PA 1+ crowd, so the question is whether this will lead to more fouling too. And that all comes down to Konami artfully painting in the details that really capture the nuances in a defender and an attacker physically battling for the ball. With autoshielding I hope they finally have their canvas.
 
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I'm sick of those gamers who doesn't go to the gameplan before starting the match...
Is there anybody, in all testers, who can go the the f***ing gameplan and shows us if there's new tactics or attributes?

It's the only thing that i want to see when i've push play on the video, i mean we already have seen as much gameplay in my opinion, but we don't even know which tactics are used or in which form are those players.

 
I'm going to sound like a dick for saying this, but I find PESEP to lack focus to the point of complete annoyance sometimes. That crossing video he posted is torture.

Indeed. I posted it, started watching it and closed it right after a few minutes.
 
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