Winning Eleven Pro Evo 2008 [Wii]

jumbo

Premiership
30 May 2003
WE Heaven
Coming out march 11, 2008. A month from now. Can't wait.
I don't care about Xbox and PS versions anymore, this one is what interests me the most. Looks promising.

I'm trying to find new media/trailers right now.
 
I can't imagine graphics on this one or the user experience, for that matter. Interesting possibilities, perhaps.

In the old days, I would have picked up Wii just for this one game, sight unseen - nowadays, however, one has to tread carefully with the series.
 
Here's a sweet video of the Japanese version:

http://www.gametrailers.com/player/30336.html

It shows the controls, gameplay, and options. The quality of the video is somewhat poor but the game looks brilliant! WENB said the graphics are definitely better than the PS2 version (i.e. more crisp, etc). Can't wait to pick it up in the US on March 11th.
 
WENB said the graphics are definitely better than the PS2 version (i.e. more crisp, etc). Can't wait to pick it up in the US on March 11th.


I don't trust anything WENB say anymore. I remember them saying that PES 2008 full version on the PS3 was much better than the appalling demo on the 360.

Fanboys will tell lies though . . . . :(
 
I'm sorry, butI couldn not play this game with all those distracting lines on the screen. I hope you can turn them off. All this lines and crosshairs would ruin the fun for me not to mention create lots of confusion.
 
I don't trust anything WENB say anymore. I remember them saying that PES 2008 full version on the PS3 was much better than the appalling demo on the 360.

Fanboys will tell lies though . . . . :(


It's probably true. There won't be much difference, but you can already see improvements in the graphics over the PS2 version. For example, the crowd doesn't look painted on anymore like in the PS2 version during gameplay. Expect it to look like the PS2 version, cleaned up, without all of the optimizations that the PS2 versions needed to get it to run smooth.
 
I don't trust anything WENB say anymore. I remember them saying that PES 2008 full version on the PS3 was much better than the appalling demo on the 360.

Fanboys will tell lies though . . . . :(
I can also remember them scarpering quicker than a frightened Fox when we had a go about that too!

Winning Eleven New Bullshitters!

As for this Wii version... I think it will be too awkward to control having to point at the screen where you want to pass. The Wiimote controls are just too sensitive for this sort of thing if you ask me.
 
famitsu scored it 35/40. It is not region free..

Interview transcript:


Quote:
1. A new Pro Evolution Soccer

Enomoto: Since "Winning Eleven"'s first appearance in 1995 until today, this series has been published on numerous and various platforms, each of them giving the possibility to play this series of soccer video games with some kind of "buttons-type controllers", the game following each time the evolution of these controllers.
But now, in the face of the series' branching, and as we're aiming for creating a new type of gameplay, we must tackle the production of this new soccer game for the Wii. This time without a traditional controller, but a new interface called the "Wii Remote".

Chousokabe: In the case of the Wii, even though we've listed the WE series for this plateform since a while ago, this time, the game quite differs from the standard direction. On one hand, the WE series always evolved with the standard buttons-type controllers, and on the other hand, if we want to make a Wii soccer game, we have to think exclusively with the Wii in mind, without any porting involved, as I believe that using the Wii remote without bulding an original game/concept around it has no meaning. Now that's our occasion to build something out of that.

2. PES and the Wiimote

Enomoto: Before, the Wii announcement, I was hearing talks about how the Wii controller was buttons-less, and I couldn't help thinking: "What? How are you supposed to play games with that?" However, as soon as Nintendo allowed me to play some early demos, and specifically the fishing demo, this question answered itself.
At this time, (before the Wii announcement), I couldn't tell anybody about the Wii remote, but those from my team's staff who knew about my trip at Nintendo where asking me "So, how was it?". And despite the fact that I really had to share the secret with someone, everything I could tell them was "I can't say much about it yet, but what I can tell you is that the controller is pretty damn amazing." *laughs*

Chousokabe: I was hearing this kind of talks too, and I was becoming a little anxious from then on. However when, later, Enomoto-san told me his feelings on the subject, I finally understood.
After that, as we were trying to imagine how to adapt Winning Eleven to the Wii, it only took us a contact with the Wiimote to imagine the "Point to drag" system, and from then on, the ideas flowed.
At first, when we talked about this project to the production team, their answer was something like "Moving the player directly by dragging him with the pointer? Can you really do that?", and this confusion was understandable, as this was in fact an unprecedented control method for this type of game. But it was then that a programmer from the team, taking a rather positive approach, said "I just don't understand how this would work well... But let's discuss this point a bit more.", and that's when he made a prototype starting from the idea of "Pointing the player to manipulate him". His immediate response : "It really works!". What a turnaround, indeed.
In fact, in the process of building the solid basis of this gameplay, this led the staff's anxiety to slowly disappear, and this just by creating something fresh and new, and by changing the expectations.
Because despite the fact that the project was in early stage, given that we could already see through all this new system's possibilities, I think that inventing a new kind of soccer game really was the driving force behind our motives.

3. Truly born from a new control method

Chousokabe: So, the big feature of this updated build would be the Wiimote pointing, and the fact you can send a pass to any precise location on the field. Once you choose the player you want to pass to, just point him to send him directly the ball, or, you can also send the ball to an open space.
Of course, in the traditional WE series, if you want to pass the ball to a player, you can also send the ball to an open space (for your teammate to receive), but then it would take usually more than a moment of appreciation to develop the action intuitively. And so, the decisive functionality which differentiates current build from the traditional version is the "Free Run". Up to now in the series, only the player which holds the ball could be controlled, but in this new version, you can control an allied player even if he's not in possession of the ball, so you can really achieve a combination gameplay by controlling multiple players at the same time. This certainly is a materialization of the true form of the soccer game.

Enomoto: Obviously, the pass and the free run aren't the only actions that make the basis of the soccer game; there are also the dribble and the shoot, among others. And these actions too, can be controlled with just the Wiimote and the Nunchuk, and in a most intuitive way. So when the pass, the dribble, and the free run join together, it's possible to develop an advanced combination gameplay and then, nearly like in a real soccer game, you can successfully achieve almost anything you want in term of play.

Chousokabe: Speaking of the virtual reproduction of the actual soccer game, the free run controls functionality also appears to be the most evelated functionality when compared to the old control-scheme. However, there is also the fact that when using this functionality, you cannot directly, or only partly, control the movements of the player which holds the ball. This is also where the game concept of this new build differs from the traditional version.
In the traditional series, the fact that the game player only controls the player which holds the ball is entirely compensated by the fact that the computer controls the surrounding players. But in this new build, the game player can also take control of the surrounding players. In other words, the fact that the game player can now control the whole team and increases his role in the whole game puts, occasionally, the control of the player which holds the ball in the hands of the computer. Because while the way the computer and the player share duties differs , this proportion can be well thought out, and the comprehension might be rendered easier. For example: in the traditional series, in the case of the shoot, the game player had to control himself and entirely the strength and the direction of the shoot , but in the current build, there's a visual indication that the player [in game] is putting himself in position to shoot [when the game player flicks the nunchuk], and as the player (in game) is ready to shoot, the game player has to precisely adjust his action [strength and timing].
The game player's and the computer's duties varying all the time, the ball awareness and the team awareness on both sides are kept nicely balanced, I feel.

4. Trials and errors of a game without model

Chousokabe: This time, as we have what we call a "Real-time-indications-type soccer game", for the controls aren't similar to any other game, there have been a series of trials and errors. Especially regarding the use of the nunchuk control stick. At the start, as we were aiming for a completely new type of game, we went through a build that didn't use the control stick at all. However, what happened was that it was then easy to see the ball getting snatched away from the ball holder in the spaces where he had to move around. In the current build, because constructing an attack is important, it's primordial that you can move the ball-holding player around while attacking. This is why, along with concepts such as "Free run" and "Combination gameplay", the concept of dribbling with the control stick while setting up an attack formation was born. Speaking in other words, for this type of game, the control stick was created not specifically to dribble aggressively, but essentially to keep the ball [while the offensive formation is setting up], which is the new role the ball holder was given.

5. Entirely different sensations of gameplay

Chousokabe: The way the current build differs the most from the old build is basically that it has become an entirely new type of soccer game. There isn't not only the 1-on-1 aspect, as you must also manage the open spaces, or the number of defense lines, and thus, the match becomes about balancing the whole team. Because actions such as dribbling recklessly, or plunging to snatch the ball away are so minimized in this game, the difference of speed, and the sensation of speed in comparison to a type of game where those actions are plenty is definitely apparent.
But actually, we didn't change neither the speed of players such as Christiano Ronaldo, nor the speed of the ball, so you can still be able to enjoy the sensation of speed and the quick development of a soccer match.
In fact, while watching the videos in the gallery, don't you have the sensation of watching the game being played at the same tempo as a real soccer match at the TV?

6. A Natural Style of Soccer

Enomoto: In the actual soccer, players can adopt a play style that involves waiting at the very top of the field for the ball to be forwarded to them. In the past versions of WE, you couldn't order players to wait [for the ball] at a precise spot. But in the new version, as you can drag players and bring them very high on the field, you can also give them the instruction to wait for the ball right there.

Chosokabe: Among the production team, we called this tactic "Avalanche" *laughs*, but anyway, the fact is that putting all the team mates on the offence right after the kick-off [following a goal] is actually called "power play", which is a tactic that is possible in this new game.
Up until now in the series, because of the type of controller used, the games were quite action oriented, so to become more skilled, you should be counting on your reflexes, and you should also be pursuing to learn the game technics. So I think that even a person that liked soccer couldn't necessarily become good at the old-school WE game. This time, thanks to the new control scheme, I feel like the wall set up by the game technicality between every kind of soccer fan is, for once, reset.
And because the player's tactics and strategies will be, perhaps for the first time, animated in real time, provided that some players will already have the tactical development of the match in mind, the difference between an advanced player and a beginner player could fairly shrink, don't you think?

Enomoto: In the case of the old-school Winning Eleven series, when a soccer expert and a skilled action gamer would engage in a WE match, perphaps the gamer would end up being particularly strong. However, I would say that ideally, the player that can play a soccer game similarly to the real soccer SHOULD be the particularly strong too. And probably that in this new installment of the WE series, the skilled gamers will not remain unchallenged in their field. In fact, whether it is about the soccer expert who wants to perfectly master the controls, or the naturally skilled gamer, a match must be an enjoyment however way you choose to play.

7. New elements

Chosokabe: In this new installment, the "Master League" has been entirely replaced by a new mode called "Champions Road". It's a mode where you compose your own team by entering various tournaments, thus winning players or skills along the road. Your goal being to strengthen your team so that you can successfully complete all the tournaments. Regarding the Wi-Fi online Vs, we're currently working on it right up until optimization, as we're play testing the game at the same time. Regarding the quality of the connection, we've established three level of communication corresponding to three different quality of connection, depending on the comfort of the communication environment, so it can be adjusted for a more agreeable play session.
By the way, may I add the Japanese soccer team are actually sporting their brand new jersey?

8. Reflecting on their production

Enomoto: This time, as we were working on this new Wii installment of the Winning Eleven franchise, we really had to consider entirely new things. So, I really felt like our experience with traditional buttons-type controllers was, for this time, rendered useless. Because of that, to take up on the challenge, was chosen, not the traditional Takatsuka Team, but a team led by Chosokabe.
Consequently, by taking a different aim than the traditional WE team, we could make an entirely kind of new soccer game. And Takatsuka Seabass was very conscious of that too, and when I felt that, I was convinced that we could successfully complete this new build.

Chosokabe: Another important element from the real soccer that is often left out in the soccer video games is the fact of reconstructing the play. In the case of the old-school WE series the fact of reconstructing your entire play during the 90 minutes of play-time was an often left out element ; however, I feel like this is not the case in the new version. In fact, the interface being different, some different elements of the real soccer game reappear.
I could appear a little stubborn with this talk, but I would like to reiterate that not only this new version pretty much manages to change the old-school, abstract soccer of the traditional series into a game assimilated with the real soccer, but it is also creating a new concept of fun. And this, not only because the controls feel fresh, but also because the feeling of newness exhaled by the whole game as you're playing it is really pleasant.

9. To every player

Chosokabe: It must be said that the old school style and the new style aren't in competition at all. Because the fact is that as we are going in a completely different direction, the people that were brought in by the old school WE games can play and have fun too. If suddenly an advanced combination gameplay is impossible, you can still simply lead the ball holder straight in front of the goal and make him shoot to the goal from there. In fact, anyone has the possibility to play at the difficulty level anybody wish to play at.

Enomoto: The key expression of this version would be "Another Reality of Football".
Because we couldn't use the same game system as the traditional Winning Eleven series, this was really a big challenge for us. And the fact that we aimed for a game closer to the real soccer makes this version completely different than the traditional version.
And given [that for a while, probably] you will not be able to experience another soccer game like this brand new version of the Winning Eleven series, I certainly hope you enjoy it.


Source: http://wii.com/jp/creators-voice/wepm2008/index.html
 
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If you play two player on the same computer though - It will be a mass of crazy lines!!!

Also you would know where the other player was going to play his balls......oooh Err Missess ;)
 
I've just watched a french program about it. It looks very nice.
Moving players on corner is a great possibility. The Pks are also changed : you can do panenkas and move your keeper on his line. It looks a lot like Iss 98's.
 
Looks a lot better than the other next gen PES games. Funny thing is, this looks like it has better graphics than the 360 and PS3 versions as well. Maybe not technically, but in terms of art style, it looks better.
 
I am getting this, read a review in Nintendo Magazine today - great review too although defending is supposed to be a bit dodgy.
 
Is this out around now in Japan?

Sorry, reading many conflicting release dates.

When is it out in the US? I got a USA Wii...but I can play imports/backups so it can tide me over until then.
 
out officially tomorrow!

also I have heard you dont actually do the defending. you just select the defender and the CPU decides what to do. Thats annoying for sure!!
 
Out tomorrow (feb. 21) in Japan as Winning Eleven Play Maker.

Out March 25 in USA as PES 2008.

Out 28 March in Europe as PES 2008.


Exciting- its almost here!! Can't believe we still have to wait over a month though!
 
Great.

Can't wait to give it a go.

It could be the best football game experience ever or....the worst.

Well, there's no way its the worst. Come on- its a PES. Numerous previews have already said its better than Fifa 08, and lots of older football games weren't that great.

But I think it'll be the best!! Probably hardest at first, but still awesome.
 
Been playing the game now for about 3-4 hours...absolutely loving it so far. Menu's have partial english so it's not too difficult to navigate - especially if you've played a lot of the old Winning Eleven/Pro Evo's.

Attacking/Counter Attacking is just awesome - scoring some goals on it that I could never even dream of scoring on the PS3/360. Be aware - it has a VERY steep learning curve (as expected) - I've played for about 3-4 hours and am starting to get the hang of it and have jumped up to 3 star difficulty (was playing at 1 star with Barca just to get the hang of it...).

My only gripe is defending - I'm not sure if i'm doing it right (instructions all in japanese) but you don't have a whole lot of control when you're defending and it can be pretty frustrating. Again, i'll wait until I have the english version to fully pass judgement on it - but as of right now it's a bit tricky to defend.

Other notes:

I can't figure out how to do co-op 2-player - I'm worried that this might be left off the game which would suck because I think it would lend VERY well to co-op.

Multi-player games can get especially confusing with so much going on the screen (2 cursors, arrows all over the place) - again, i'm sure i'll get used to it but as of now just something to note.

Potentially its the best Winning Eleven EVER (this coming from someone who spent his entire 4 years at university doing nothing but play Winning Eleven!) but will definitely take a lot of getting used to.
 
Spent another couple of hours on it - really starting to get the hang of it. Playing a world cup on 3 stars and winning games 5-0/6-0 now so should be ready for 4/5 stars soon.

One big tip from me for when you get to play the game - DO NOT USE the Control Stick on the nunchuck - at first I was using this to move my players but it just screws you up. Instead, use the point/click to move and you will get the most out of the game. For an hour or so turned the nunchuck backwards so that I couldn't get to the control stick - you only need the nunchuck to shake (shoot) and for Z+Shake (slide tackle).

Also, on the defending issue - again, once you get used to it defending has a LOT more freedom than PS3/360 because you can essentially manual control any player you want to. Yes, there is a 'pressure' button where the computer automatically tackles...however, if you just rely on that you will never get possession of the ball. Instead, you need to manually control players using the point/click.

None of this will make sense to you until you play the game - but I suggest you come back and read these minor tips for when you actually play!
 
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