Re: WE/PES 2008 Next Gen - Discussions Thread (Last Update 09/19/07)
Ok, so I got home to find my brother had already D/Led the Demo on his Xbox360.
I played about 3 matches. I am so not used to the 360 pad and it's shoulder button cinfigs, but I got into it pretty quickly.
First of all, the game is NOT overly fast imo. I read some of the posts here and was a bit worried, but I was quickly at ease.
Me and a mate have been playing WE

ES2007 (PES6 America) on my computer for some time, so I have a fresh reference to PES6. I would say it is the same speed as PES6 in most cases. The players movements and such don't feel too fast at all.
ALSO, remember these are Portugal, Brazil, France etc. This is as fast as the game will be with the superstar teams. The pace I am very happy about, comparing it to real matches in my head as I was playing made me feel it was quite nicely balanced.
Other notes:
- Passing seemed faster (Thank god). After striking a few passes I thought "finally they put their foot through again rather than doing the touchy-feely passes like in PES6 thattake forever to reach their targets. It's not PES5 by any means, but a definite improvement over PES6. Obviously Manual power would solve all problems with passing being too fast or slow, but I digress...
Also, passing "seemed" to be a bit looser in terms of the accuracy. I often found even the superstars passing not being on the money all the time, which is nice. In previous games I felt the passing was only limiting in terms of speed and not accuracy (good players being easier to pass with since their passes were Faster, not more Accurate).
- Shooting isn't nearly as balloony as PES6. BUT: These are superstars. I'm not sure how the game will play when you try and get Minanda to hit the goal.
- Diving is hilarious. Nothing like seeing Ronaldinho tumble over for no reason with noone in sight.
Once the game is released you can do alot more referencing with PES6 to find the true speed of the game (like creating a 99 stat player, and timing his run from end to end in training with the ball to see which game does it faster).
As for more details like the overall behaviour when stringing passes etc, I didn't have time to analyse further. 3 games on a pad you aren't used to isn't a good base for analysis.
But now I am very positive of the game, though Ive only seen how the game respnds to players with great stats etc. I don't know how shooting with someone with Shot Acc in the 60's will be like.
right. BUT if you can aim the shots in Fifa and you are a pro than you dont need good players with good shooting stats. You can score easy goals with every bad team...and this is not realistic!
Obviously you are right. The way you solve it is by dividing the aiming system into 2 sections:
1. Your intentions (Where you, the player, want Ronaldo (for example) to aim his shot).
2. The stats (How well Ronaldo is able to comply with your wishes).
As in real life, you can "intend" to aim anywhere you want. In other words, the analog stick with manual aim will be a way to show the player very precisely where he should aim. If you are skilled, you can aim the stick just by the post, and Ronaldo will know that is where you want to aim.
But, Ronaldo's stats will hinder how well he can hit there. In perfect situations, he will be well equipped to hit accurately around where you are aiming (thanks to his shooting skills). WHen running, under pressure, unbalanced etc, his aim will sometimes be off slightly, sometimes by alot. Using more power will lessen his accuracy, and thus will increase the dispersion of shots around your intented "hitpoint".
The difference with today's digital aiming is, in PERFECT conditions (not pressured, balanced, standing still etc), you can hit almost anywhere with great accuracy (within reason and realism obviously). Currently, even if we are in PERFECT conditions, we still cannot aim anywhere on the goal, since we only have 8 directional aim.
And with Analog aim, once you include factors like speed, pressured, fatigue, shotpower, etc, Ronaldo's aim will stray wildly just like in Real Life.
Just because you implement analog aim doesn't mean that the player will hit 100% where you aim all the time. The stats still play a crucial role. BUT now YOU also need to be skilled with the stick, since your Stick aim is the starting point for the aim that will then be corrupted in varying degrees by the Stats systems.
I hope by release date all the annoying aspects people are mentioning (speed etc) are ironed out.
2 things that annoyed me so far:
Running with ball animation
Ball sliding like its on ice
I felt the same way. The running animation looked odd for some players, almost like they were injured in one leg and sort of "limped" and didn't put much weight on the injured leg.
There are several "normal-speed" running animations available for players though (as in PES6, though there all players apparantly had the same Sprint" abnimation), so it is possible KONAMI now have different sprint animations for players aswell, one being extremely stpuid looking. I only reacted to it once, but I only played 3 games so...