Re: WE/PES 2008 Next Gen - Discussions Thread (Last Update 08/08/07)
I played that the other day. (PES on PS1) I consider myself an expert of PES. I tell you, the game was so different I basicaly didn't get a shot on goal. You don't know what you're talking about.
You are taking me way too litterally, or not literally enough, one of those.
When I say "Shooting system" I mean the fact that you use 8 directions to aim. And when I say passing system, I mean that you have no influence over the power.
Don't get me wrong, they have constantly tweaked the passing and such. But in terms of how you use the controller, they haven't changed in 5-6 years. Shooting is still a matter of just pressing 1 of 8 directions, and then pressing the shot-button. Passing is still a amtter of pressing 1 of 8 directions, and then the pass-button.
In real-life every pass needs thinking over: Where do I need to strike the pass for my teammate to get it (if he is running, I need to aim infront of him for him to run onto it, but how far ahead of him).
How hard do I need to pass? Is he in balance so he can receive a hard pass, or do I need to strike it gently. Where is the opposition, will their forward be able to intercept it if I strike it as hard as I want to. Do I need to really put some power into it for the ball to reach the target at all?
What will my teammate do with he ball when he gets it. Will he try to do a 1-2 immediately. How soft does it need to be for him to be able to properly get a direct-touch on it.
That is how a simulation game would need to be. Where you need to constantly look for these things to get the most out of the passing.
When people complain about the passing, or analog aiming, or such, this is what I would like to believe they really want. Something that means that you need skill aswell, not jsut the player who is doing the passing. Obviously the player stats need to matter so that power and aim deviates more or less depending on who you are passing with. But currently passing in PES is 90 CPU, 10% Human.
The player stats is the players' abilities to execute what you want them to do. The problem is that currently, the players abilities rather affect a heavily filtered (analog stick input is run through an 8-way filter), heavily limited (no way to specify pass speed and power) version of what my intentions and wishes are. Instead of the fine subtle details, I can just say "Pass" or "Shoot". Not how hard or such, just those basic things.