Gameplay: 83
Each new iteration of the Winning Eleven/Pro Evolution series brings numerous subtle, and a few not-so-subtle, gameplay changes. Pro Evolution Soccer 2008 is no exception, however, not all of the changes are positive. The main areas of gameplay that have received attention and affect the overall way the game is played are; game speed, ball physics, set pieces, AI, and player abilities.
The first time I took to the (virtual) pitch in PES 2008 I was floored by the incredible speed of the play. Everything seemed to be moving at a 100mph and felt incredibly hectic. My shock at the speed of play was definitely exacerbated by the fact I’d played almost 200 games of FIFA 08 with its close-to-perfect game speed and, in fact, if you go back to play Winning Eleven 2007 on the Xbox 360, PES 2008 isn’t actually that much faster. That said, I still much rather prefer the slower pace of FIFA 08 or even the more recent J-League Winning Eleven games.
The increased game speed doesn’t render the game unplayable by any means. It does, however, give the game a definite arcade feel initially and the speed at which you can mount counterattacks with quick players can be staggering. Fortunately, player responsiveness is miles better than in FIFA 08 (no hammering at the pass button while your player takes 10 minutes to chest the ball down) and subsequently you can still create structured build-up passing play even with the increased game speed.
While EA Sports’ FIFA series has made great strides with respect to ball physics, Winning Eleven/Pro Evo still remains top dog in most aspects and this is noticeable within just moments of play. Crosses can be put in with real pace and danger (but can also be floated in if you so desire) while control and the weight of the ball is perfect. Likewise, minor deflections and goalmouth scrambles are more realistic than in FIFA and create a lot more variety to play. Differences in first touch between players is instantly notable whether you receive a pass standing still or on a dead run.
However, there are two areas where the ball physics in Pro Evolution Soccer 2008 actually take a step backwards from last year’s game. Firstly, while subtle deflections and ball spin are accurately depicted, for some reason when a shot hits a goalie’s legs it often actually gains speed and goes flying off at 100mph in another direction. This is absolutely bizarre and can sometimes be annoying as the ball often flies right into the middle of the box. Secondly, lobbed balls (using the Circle button) travel like surface to air missiles! While this is useful for a quick cross-field ball, it’s incredibly unrealistic when you can switch wings in a second. Furthermore, ‘lobbed’ clearances (again, using the circle button) from your defensive end can reach midfield in a mere second and have hardly any height to them! This can be quite frustrating when you’re protecting a lead, have 10 men behind the ball and want to clear it. Within a second of hitting the circle button - with the intention of booting up the field and relieving pressure – your opponent gets the ball back at his feet! Bizarrely, if you press the shoot button (square) to clear the ball from your own end you get a much more realistic, slower and higher trajectory clearance.
Neither of the two problems were present in last year’s version (nor in the most recent J-League game) so their sudden appearance is quite puzzling since the rest of the ball physics are largely the same.
A special note must also be made of one area of the ball physics that has seen little improvement in recent series titles and that is the swerve seen on shots from distance. Curl can obviously been seen on shots that you make parallel to the goal, or with the outside of the foot, however, most long-range shots that are straight on (with the exception of free kicks) travel in pretty much a straight line. This is an aspect of ball physics that FIFA 08 has actually nailed down very well as replays from the goalie perspective show quite realistic dip and swerve on long shots.
Set pieces are another area of gameplay that has seen some changes, albeit very minor ones and there are still many areas to improve. Quickly taken free kicks are much better in PES 2008 as there is no change in camera angle or cut-scene after the foul. Instead, you simply move towards the ball, your player reaches down to stop it and then you can pass it in whatever direction you want. This is good as it ensures that the opposing team doesn’t get a chance to get back into position (which would mitigate the benefit of a ‘quick’ free kick). Unfortunately, the ability to take a quick free kick is seemingly random and this is a shame as you’d want to have more chances to take a kick quickly if you were trailing late in a match.
Free kicks from shooting range are the same as they have been in the past few years and while they’re better than in FIFA (you can lay the ball off, dummy it, etc.) it would have been nice to see some new routines and greater variation. Another disappointment (and annoyance) is the fact that short passing from free kicks is still incredibly poor – you can aim the ball at a player 10 feet away, press pass, and the ball will go in a different direction! This has been the case since the series’ inception and in recent years many gamers mitigated this by choosing a two-man free kick and laying the ball off (thus allowing a more accurate pass). However, Konami have taken the two-man free kick option away unless you’re within 30 or so yards of goal! This is a change whose existence I cannot possibly fathom. Perhaps it’s Konami’s intent to make you want to pull your hair out (and it’ll definitely happen the first time you try a short pass at the halfway line and send the ball directly to the opposition).
Another annoyance is the CPU’s rate of success on free kicks, which lies at about 50% when inside 30 yards! In my first season in the Master League (using the default stiffs) I was scared senseless every time I conceded a free kick near my box because I knew a goal was a distinct possibility. I’m all in favor for an increased CPU success rate on set pieces (in most games I rarely fear a free kick close to the box) but 1 in 2 is absolutely ridiculous and I’ve flung my controller across the room in disgust quite a few times. The rate of success is slightly decreased when you have a decent keeper in net but even on shots that are saved, the CPU manages astounding accuracy and precision.
Corners are also unchanged and throw-ins (while better than in FIFA 08 due to the fact that your players don’t ‘brick’ the ball into touch) are still woeful.
The area of gameplay in PES 2008 that has received the most attention has been the AI, and in particular, the attacking AI. Konami has made much about their new “Team Vision” AI system that supposedly analyses the way you play and then adapts. However, after several weeks of play against the CPU I’m still not convinced that it exists – at least when it comes to the CPU defending against you. What I am convinced of, however, is that the attacking AI in this game is by far the best in the series.
The Winning Eleven/Pro Evo games have always had good attacking AI with lots of off-the-ball movement but this has been taken to the next level in this game – now attacking play by the CPU is incredibly dynamic with lots of overlapping runs, 3rd and 4th players running late into the box, and switching the ball from wing to wing. The CPU is also much more aggressive and effective on the dribble and flair players will take you on at every opportunity. The combination of the brilliant AI attacking movement and AI dribbling means that the CPU can rip you to shreds if you’re careless on defense, and particularly if you’re using the default Master League stiffs (Minanda, Borojas, etc.). As someone who has always had a stellar defensive record against the CPU in Winning Eleven games this is very, very welcome. In my first Master League season on the highest difficulty level I conceded 56 goals in 38 games! In previous games I don’t think I’ve conceded that many goals over the course of 2 or 3 seasons! You really have to approach playing defense against the CPU like you would against a human opponent and that means no rushing into the tackle and being less aggressive. This is also a huge difference from FIFA 08 where once you score a goal it’s game over and the CPU shows very little creativity, variation or character in its attacking play.
The increased attacking prowess of the CPU also adds further character to specific attacking players and this isn’t just limited to the top players in the world. Sure, Cristano Ronaldo is a terror to play against, but even ‘lesser’ players pose a threat on the dribble and in Division 2 of the Master League guys like Rosales (River Plate) and Rivaldo (AEK Athens) have given me a torrid time.
The improved attacking AI also applies to your teammates and there is even greater variation in positioning and movement depending upon a player’s abilities. For example, my first Master League signing was Luka Modric and despite the fact that his physical attributes aren’t much better than many of the default ML stiffs he instantly created more scoring chances both from passing and from being open.
The improved AI is also notable with regards to the strategic and tactical choices of CPU controlled teams. Teams are now even quicker to change formation to attacking choices when behind and personnel changes are appropriate depending upon formation and player fatigue (no FIFA 08-style 3 subs in the 89th minute). The CPU also does a good job switching to defensive formations to try to shut a game down and what impressed me most was the awareness over two-legged cup matches. My favourite example occurred when I played AEK Athens in the Division 2 Cup. I lost the first leg 3-1 but led the second leg 1-0 at half-time. At about the 70 minute mark in the second game, AEK switched to a very defensive 5-4-1 and just sat behind the ball – protecting the aggregate lead, even though they were losing on the night. Very impressive.
Unfortunately, the improved AI hasn’t translated to the defensive side of things and defenders on both your team and the CPU have a difficult time keeping up with all the attacking movement. Often you can find players open after several quick passes. Another problem is that default settings for many CPU teams have the side-backs pushing far up the field which often leaves massive gaps behind them making certain teams prone to counter attacks.
Tactically, while I praised the fact that the CPU switches to attacking formations when trailing, they can often be far too gung-ho and leave themselves open for counterattacks. While this is expected when trailing by a goal or two, it’s silly that the CPU will still throw players forward even when they’re losing by 3 or 4 goals. My point of comparison would be pulling the goalie in hockey games; in most games the CPU pulls the goalie when they’re down a goal or two with a minute left. But, if you score an empty net goal to make it a 3 goal lead they put the goalie back in. In PES 2008 the CPU managers never give up and keep throwing players forward even if they’ve just conceded on a counterattack.
Another area of gameplay that has seen some change (and particularly when compared to the most recent J-League Winning Eleven game) is in player abilities and in particular attacking attributes. In a nutshell, attacking attributes are way too high and particular emphasis is given to speed. This wasn’t immediately noticeable once I started my Master League campaign as the default players are poor. However, the moment I signed a quick player (in my case, Landon Donovan) I noticed a massive change in the way I could play offense. With quick players you can blow past defenders and really exploit the spaces occupied by gung-ho CPU players that have abandoned their defensive assignments. Most experienced Winning Eleven players will be able to torment all but the best defenders if you use the top attacking players in the game (Eto’o, Ronaldo, and so on.).
When you combine the increased game speed, the increased attacking AI and the jacked up player ratings, you get a game whose balance is tipped massively towards attacking play. The best way to describe matches against the CPU would be that you feel like you’re controlling Newcastle under Kevin Keegan – you’ll score a ton and you’ll concede a ton and most games are exciting shootouts. You score 3? Okay, I’ll score 4.
I mentioned before that my first Master League season saw me concede 56 goals, in my second season I conceded 49 goals in 38 games, but with an improved roster I scored….wait for it….89 goals! Yes, I scored 89 goals on the Top Difficulty level when my best players were Modric, Donovan and Santa Cruz! Not a Messi in sight. That said, I was playing in the Division 2 of the Master League and not against top tier teams but it does give an indication that the balance of the game is tipped towards attacking.
Despite the imbalances, the step backwards with regards to realism and depicting the beautiful game, and the numerous annoyances, PES 2008 is still a lot of fun to play. There is so much variation in attacking play and goals scored that despite the wide-open, shootout nature of matches I still find myself playing this much more than FIFA 08 in single player. In fact, after going back to Winning Eleven you realize how rigid and structured single player in FIFA 08 is.
That said, there is still a lot of work that needs to be done and the game would be even far more enjoyable if Konami had of sorted out the balance issues, slowed the game down and improved defensive AI.
Replay Value/Longevity: 75
I played hundreds of online matches in Winning Eleven 2007, unfortunately online in PES 2008 is wretched and the lack of enjoyable online play reduces a great deal of replay value. That leaves single-player and the Master League as the main gameplay mode and while I have been playing for several weeks, I don’t think it’s nearly as engaging as the Fantasista (Be A Pro) mode present in J-League Winning Eleven 2007 Club Championship.
Overall: 75
With regards to graphics, audio and options Pro Evolution Soccer 2008 feels like an unfinished game. The crappy framerate on replays is just shocking and in a climate where their competition is pumping out sports games that run at 60fps and look miles better, I wonder what the heck is going on at Konami. Likewise, the music is laughably bad while the lack of options and overall polish is insulting.
I really want to give this game a failing grade to illustrate my disgust at the above. The problem is, despite all these failings, I still find myself playing and enjoying the game. I hate the format of the Master League and there are dozens of ways it could be improved, yet it still provides that “just one more game” level of addiction. This is all down to the gameplay which, despite its problems, is still more enjoyable and has more depth than FIFA.
Should PS3 owners import this game? I guess that depends upon how much you’re enjoying FIFA 08. In the online stakes, EA Sports’ game is far superior, particularly with online team play which is brilliant. FIFA 08 is also an infinitely more polished piece of software. However, if you’re looking a single-player soccer fix then Pro Evolution Soccer 2008 deserves at least some consideration. Just be prepared to wonder why you paid $600 for a PS3 the first time you see a replay stutter at 10 frames per second……