I totally agree with this, ive never been a fifa fan not even back in the day prior to pro evos existence. So for me (and many others) Pro Evos more structured and considered approach to football was a godsend, this version feels like Konami literally sat down with FIFA10 and made a list of things to copy without any regard for the intrinsic feel that made their game unique, they are in danger if they dont reverse the process of just becoming a poor mans fifa, which is kind of like being a butler to a tramp imo
Yeah it's kinda sad, how Konami has descended into copying the competition, as opposed to coming with fresh and original ideas.
They had a great concept hidden in PES10, and unfortunately, instead of revolutionizing how Football is played from a wide view perspective, by giving the user power over the speed of the game and over the script of the game....
Instead, and in fact, Konami simplified their game and copied FIFA. The people who cannot see this, are massive fanboys.
Had Konami experimented with the pressure sensitive L2 button, in order to create a new system for playing the game, a system that mixes tactical-rpg style mechanics in terms of movement without the ball and tactical play, with technical-hands-on mechanics in terms of dribbling and man-marking play.
A system where the movement without the ball, when defending, is not determined by the movement of an analogue stick, instead, a defensive system where the movement without the ball is determined by the movement and position of the ball; thus making it impossible for the video game to function without proper build-up play.
A pass by pass defensive and attacking system, where both the defender and attacker have limited tools to use; taking an element of CHESS and adapting it into a video game.
Similar to a an RPG game, the attacker uses one skill in one pass, he holds the L2 button + taps the (x) button -- this will produce forward movement from the wide back.
After the initial touch and release on the (x) button, the pressure sensitive L2 button will then determine the distance covered by the selected target (target: wide back), and will not interfere with the original usage of the face buttons; therefore giving you full control in terms of passing, as well as full control in terms of how your target moves without the ball.
Because the game would work PASS-BY-PASS, this means that, between each pass you can only use one or two strategies; the strategies requiring user-input in order to function, as it would not function automatically.
The balance and structure of the game, sustained by a competent defensive system, designed to contain anything.
A defensive system where the left analogue stick is primarily used for man-marking purposes, making it impossible to LITERALLY determine the movement without the ball by moving the left analogue stick around.
A defensive system where the sprint buttons determine pretty much everything in terms of movement without the ball; holding the sprint button WHEN the ball carrier passes the ball, and NOT holding the sprint button WHEN the ball carrier passes the ball, will be an essential mechanic of the game.
A defensive system where, due to the already ESSENTIAL mechanic of the game: it will be impossible to hold on to the R1 sprint button and be omnipresent with CR7, because holding the R1 sprint button WHEN the ball carrier passes the ball will determine the direction in which CR7 will run without the ball.
A defensive system where, again, due to the mentioned ESSENTIAL mechanic of the game -- you would need to think the same way you need to think when you play Football, because the players on the pitch will react and move in accordance to what they can see. Making it a necessity to play some proper Football with proper build-up play, making it impossible to play exploit cheap flaws.
A defensive system where each player would have a permanent sprint button attached to him, the usage of the mentioned sprint buttons maximized by the dimensions of the pitch -- the same button could work one way when in your own half of the pitch, and another way when in your opponent's half of the pitch.
A defensive system where, for instance, when the ball is in your opponent's half of the pitch; you could use the (o) button to apply pressure on the ball carrier, the individual attached to the (o) sprint button, would be a CF or a SS.
Therefore, by pressing the (o) button, a selected CF or SS would apply pressure on the ball carrier; at the same time, you could also apply pressure on the ball carrier, with the DMF, the DMF would be attached to the R1 sprint button.
On the other hand, when the ball is in your own half of the pitch, the (o) sprint button could be attached to a different player, perhaps the CMF or AMF; thus, maximizing the usage of the mentioned sprint buttons.
The shoulder buttons, such as L1, R1, and R2, should be permanently attached to CB and WB and DMF, players with defensive priorities; face buttons such as the (o) button and the (triangle) button, to players with a different role.
The left analogue stick, would always revolve around man-marking purposes; when close enough to the ball carrier, the left analogue stick will automatically shift to the defender closest to the ball carrier, in order to man-mark the ball carrier: the left analogue stick should never affect the functioning of the sprint buttons.
In some instances, the right analogue stick could determine the direction in which you run with the ball, but only ONCE per pass; that is, you give ONE direction with the right analogue stick, and the player will run in that direction; because it would be ONCE per pass, you can only direct your run ONCE per pass.
You give a direction with the right analogue stick, and the player will run in that direction, after giving the direction with the right analogue stick -- it will be impossible to once again use the right analogue stick to affect or determine the direction in which you run without the ball; that is, until the opponent passes the ball again.
You give the direction with the right analogue, and the player will run in the specified direction, whilst keeping his visual perspective on the trajectory and position of the ball; the sprint buttons determining the position that the individual occupies on the pitch.
The instances when you can use the right analogue stick to affect the movement without the ball?
When applying pressure on the opponent's half of the pitch, you can use the right analogue stick to determine how to run backwards into your own midfield; thus, you can apply pressure with the DMF, and also dictate how the DMF will run backwards -- though this would be risky, as it would expose you in your midfield, and it would expose you to potential user-dictated mistakes.
And when the ball is in your own half of the pitch, you would need to be at a distance of more than 30 feet between the position of the ball and your own position; if you are positioned within 30 feet of distance between the ball and yourself, the right analogue stick should never affect the direction in which you run.
When the space between the ball and the defender is of at least 30 feet of distance, the direction in which you run without the ball should be on auto-pilot, determined by the position of the ball and by the movement of the ball carrier; the left analogue stick affecting man-marking purposes instead of redundant headless chicken runs.
LITERALLY determining the movement without the ball by constantly using the left analogue stick, makes defending a rush and push nonsensical procedure....
Because all the players on the pitch have the super-human ability of moving in accordance to things that they cannot see; because all the players on the pitch can always react and move in accordance to what the USER can see from his wide view perspective -- this is why build-up play is a waste of time, because the movement of the ball does not determine the movement without the ball....
Making the video game a rather insulting concept, because let's be honest, from our wide view perspective we see everything: if the left analogue stick functions identically regardless of WHERE and WHEN the ball carrier passes the ball.... you are playing a rush and push FIFA-Like video game.
To date, the movement without the ball is PERMANENTLY determined and attached to the left analogue stick: you direct the left analogue stick from left to right, and subsequently, one individual moves from left to right -- dumb and superficial, fully neglecting the most essential aspect of Football.
If the movement without the ball is PERMANENTLY determined by the movement of the left analogue stick, and all the players on the pitch are attached to the left analogue stick -- it is a simplistic and dumb defensive system, where you do not need to think in order to defend, turning defensive and tactical play into an insubstantial rush and push headless chicken dance.
In reality, what we have with PES11, is a rush and push defensive system where players like CR7 are omnipresent, and where any noob who does not know shit about Football, can easily rush and push.... because that is what it is, an unresponsive rush and push defensive system aimed at casuals who don't know the first thing about Football.
In PES11 we do not have basic things, such as a power gauge or slider for measuring the defensive duties of each player; we cannot even measure the direction and distance of something as basic and as fundamental as tackling for the ball; the left analogue stick ALWAYS affects the direction in which you run and the distance covered with the ball, etc, etc.
PES11 revolves around an insubstantial rush and push defensive system, and to make it worst, the dribbling and man-marking system is very sluggish and simplistic; the tactical side and technical side of the game are both very outdated and very automatic, giving you the ultimate sluggish experience, one of the dumbest and most insubstantial video games I have played in my lifetime, where everything feels spoon-fed to you.
Not that PES10 or PES5 or PES6 were that much better; it's just that the new passing system really exposes all the core flaws, to the point were I can't be arsed with playing the game, since I do not find it entertaining.
It would've been a massive success, had Konami replaced the old Famicom concept which revolves around the idea of reacting to COM dictated situations and COM dictated mistakes; better passing accuracy means little, when the targets that determine the effectiveness of your passing are completely out of your control.
In any case, Konami are never in danger, because the "PES" name pretty much sells the game: how do you explain PES08 selling the amount of copies it sold back in 2008? How do you explain people describing PES11 as a great video game?
I think PES will continue going down the same path, tweaking and re-tweaking on a very old and flawed concept, copying FIFA when they need to; FIFA is the game to look at, if you are looking for innovation. In other words, don't expect any innovation in the next two years, at least.
The football genre has really gone downhill, it gets simpler and simpler with every passing year.
Also Abusers are easy to beat playing good realsitic football!
Avelives has never questioned that, also, I have never questioned that.
The fact that Avelives has questioned, is that YOU have the choice of exploiting all the obvious flaw, you CAN easily do that, and the game offers no response to prevent it from happening time and time again.
In other words, the game does not have a consistent structure, it can be easily broken in many ways, it is dumb and insubstantial, just like FIFA11 is.
Can you beat the abusers by playing "realistic" Football? Of course you can beat them, but not by playing "realistic football" since you cannot play anything remotely close to "realistic football" due to the fact that there is no build-up play, the game plays like a never-ending counter attack.
Can you play more realistically than the abusers? Of course you can, and you can beat them by playing more realistically.
Is playing more realistically also more difficult? Why yes it is, the game pretty much encourages the constant cheating, since it is so easy to exploit.
Can you prevent or contain their constant cheating? No you cannot, because the game does not offers a consistent response to prevent the obvious cheating.
And above all, are you entertained when you play "realistic football" in PES11?
That's the most important question, that's what it all boils down to, and I can respect that you are entertained by the game, as it is your opinion.
However, I never feel entertained by the game, it does not feel like entertainment to me, it feels like a dumb and restrictive and very automatic chore, designed for casual fans.
By the way, Konami said, more than once, that PES11 is what PES08 should have been -- what does that tell you?