Sorry, when I said negative view on everything... I meant with regards to PES.... and Football777 of course
You don't need to be so bloody defensive all the time. Lines like "you don't even know me" are completely unnecessary.
I think PES 2009 and PES 2010 were pretty much identical. PES 2011 has made great steps by trying to introduce 360 gameplay. Obviously, it doesn't qutie work, we all know that. But the signs are there. Once they work out a way to make the AI actually good, then we'll be talking!!
The guys at EA know they are on top at the moment and have to do very little each year to outsell PES. The guys at Konami must know this, the know they need to improve.
In terms of general gameplay (ignoring the cheating for one moment), can't you say that 2011 is an improvement on 2010?
I don't know dude, when someone says to me that I have a negative view on EVERYTHING.... well, it makes sense to say that you do not know me enough to say such a thing; it is defensive, but only because it was provoked by a misunderstanding.
As for PES,
I think that PES10 had a better hook than PES11, and what's worst, I find that PES10 had more hidden potential than PES11: PES11 is just radically simplistic, to the point it just feels like another FIFA game, null and void and without potential.
With PES10 I feel I had more control over ground passes, it was more responsive and more comfortable, it did not had a power bar for passing the ball, but it just felt better and more consistent.
I know when I give a good pass in PES10, on the other hand, in PES11 every single pass feels laser-guided by something that has little to do with my ability as a gamer, since the new passing system is a hit-or-miss system where you do not really know when it will hit or miss, passing is now extremely sensitive in a negative hit-or-miss way.
With PES10, you could easily play very short ground passes, the power or weight of passes was not determined by an outrageously sensitive power bar, instead, it was determined by the left analog stick as well other secondary factors, which gave a great depth and feel to GROUND passes.
With PES11, it is practically impossible to make very short ground passes, considering that the slightest of touches on the passing button will have the ball covering a space of more than five feet of distance; this being a result of the sensitive power bar which offers little depth in PES11.
Passing the ball in PES11 felt, as a first impression, more difficult because the pass will not automatically reach the target, you now have to direct the pass exactly where it should go; however, after that first impression expired, I was left with the definite sensation that the passing is now more assisted than in PES10.
It is easier to send miss-placed or miss-timed passes in PES11 because the passing system of PES11 is hit-or-miss on purpose, which creates the impression or illusion that PES11 offers more depth when in reality it doesn't.
If you knew how to pass the ball correctly in PES10, you know that PES10 offered more freedom, more precision, more comfort, more responsiveness, more excitement, and more consistency, when passing the ball through the ground.
With PES11 you have a better structured passing system, where the user is forced into passing the ball in accordance to the how the system was designed to function, as a result, the passing system is better structure but more restrictive. On the other hand, with PES10, the passing system was not well structured but it offered more freedom to the user.
With PES11, Konami simply took the passing system of PES10 and simplified everything, making it a more user friendly experience (similar to FIFA), resulting in a better structured but more restrictive experience; but engineered for freedom? Far from that, PES10 offered more freedom, which is a fact that can be proven with video footage.
With PES10 I have the ability of dictating my own script, meaning that I know when and where a series of movements will happen: meaning that I can create my own circumstances on the fly, and also react to the circumstance that I have created. This is possible in PES10 by playing around with the L2 Strategies, albeit with great limitations, because you can ONLY create two different type of circumstances.
The hidden potential that PES10 offered, was demonstrated by the incredible difference between reacting to user-dictated scenarios and reacting to com-dictated scenarios; and logically, the potential is that considering you can only create two types of user-dictated scenarios by using the L2 Strategies....
Imagine how revolutionary it would be if the game revolved around a system where you can create countless types of user-dictated scenarios?
A system that actually requires user input in order to function, a system that will not functio0n without user input; that was the hidden potential that PES10 offered....
But of course, with PES11 this is all broken, because the Select Strategies of PES11 do not work like the L2 Strategies of PES10: it is now impossible to create user-dictated scenarios, it is now ONLY possible to react to a com-dictated script.
Like Seabass said prior to the release of PES11: “Every time we release a new version we've found that the freedom of the game has gradually disappeared. We maybe made it too complicated.”
With the phrase “too complicated”, what Seabass really means is that what they originally wanted to do would take too much time because it was complicated, thus, they have simplified everything in a effort to achieve noticeable short-term changes, thus making PES a better structured but more restrictive experience, and calling it an improvement.
PES has not really improved, I know that much for a fact, it's just that we now have a better structured and thus more user friendly video game, but better structured is not the equivalent of more freedom: associating a better structured but more restrictive video game with the term "freedom" was a cheap tactic used by Konami as a selling point.
You may say that this is my opinion, but I am telling you that it is a fact.... Konami simplified everything, made the game more fluid, and then associated a very restrictive and simplistic video game with the word "freedom", which worked perfectly as a selling point, but now we know that the whole "engineered for freedom" thing is really fiction.