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PES 2012 News, Screenshots & Videos [Index In First Post]

Amateur

Registered User
https://www.youtube.com/watch?v=bFVMC5tUk6E&feature=player_embedded

New Video.....

The defending on the first goal says it all ....Just amazing!

:no:

I do not necessarily agree with your point. Just commenting on the video. But the problem is very simple.

Overlap: "the player is always anticipating your move"

Zonal Defense: "The communication between the defensive and the midfield lines is much better, your ability as a player does not affect the communication between the defensive and the midfield lines, meaning that you have no control over this aspect of the game."

Zonal Marking: "these individual decisions are being made all the time by the computer, therefore midfield play requires no ability at all, because the computer reads the game for you and makes the correct decisions for you."

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Just simple QUESTIONS.
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How the fuck can a video game anticipate what I want to do? Impossible.

What the fuck happens when I do not want the "Overlaping Run" yet the computer forces it upon me?

What happens when the user does not need to think about anything when playing in the midfield due to the fact that the "Active AI" makes all the correct decisions for you?

What determines the momentum of the game if a sudden drop in focus is irrelevant due to the fact that the "Active AI" makes the correct decisions regardless of your level of focus as a gamer?

For example. Mortal Kombat revolves around the level of focus of the gamer precisely because it requires constant TIMING from the gamer. A drop in focus from the gamer, would mean that the gamer would have the wrong TIMING and therefore the momentum would shift to the gamer with the better timing; whereas the player individuality is excellent because the characters have different timing and different abilities.

Why can't PES function like Mortal Kombat, in the sense that momentum shifts in Mortal Kombat are determined by the TIMING of the gamers rather than by random decisions by the computer?

Why can't PES revolve around TIMING in order to manually trigger ZONAL MARKING rather than the "Active AI" automatically triggering the ZONAL MARKING?

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One ANSWER to all the questions.
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The computer is merely forcing you into doing something, but Konami says that the computer anticipates what you want. BULLSHIT. Same old thing, that is, SCRIPTED gameplay, but with more responsive or "active" AI.

The decline of PES is due to the lack of diversion, lack of diversion due to the fact that you only control the ball carrier and you do not think about anything else, such a formula is outdated precisely because it cannot fundamentally improve past its current stage.

And unfortunately for the people who would like something new, Konami is not doing anything about the lack of diversion: PES12 plays itself without your intup. As I expected, the dumbing down of the genre continues at full speed.
 

OCKRASS

Registered User
I do not necessarily agree with your point. Just commenting on the video. But the problem is very simple.


Just simple QUESTIONS.

How the fuck can a video game anticipate what I want to do? Impossible.

What the fuck happens when I do not want the "Overlaping Run" yet the computer forces it upon me?

.

We agree to disagree Amateur....

...but you make some sense here.

Where the fuck is he going so fast? That will be my question.

What if i lose the ball on the next pass....now i am as open as a whore on the first night of fleet week.

Maybe they should have made it a trigger button run instead.

Defense still looks horrible...and i still see the idiots talking about its just a video or maybe on beginners level ...when will they learn?

When?
 

Pantilimon

Registered User
We agree to disagree Amateur....

...but you make some sense here.

Where the fuck is he going so fast? That will be my question.

What if i lose the ball on the next pass....now i am as open as a whore on the first night of fleet week.

Maybe they should have made it a trigger button run instead.

Defense still looks horrible...and i still see the idiots talking about its just a video or maybe on beginners level ...when will they learn?

When?

I agree here.There's no point in showing us how stupid the AI is.
Evereyone must accept the truth that these videos reflect the way PES is going to be.
 

shaun7

Registered User
I agree here.There's no point in showing us how stupid the AI is.
Evereyone must accept the truth that these videos reflect the way PES is going to be.

Why are you here?
The fact is that you don't give feedback or constructive criticism. You're only here to bash and hate on pes.
You didn't comment on the fact that the AI overlaps much better, or the off ball control situations. No, instead you found something to bash pes on.

I will still wait for REAL GAMEPLAYS and especially the demo where I can test it myself as these were only show offs. Maybe the AI is much tougher in the full game, maybe it isn't.
Maybe the AI only went into position a few times and were actually recorded? Or maybe the AI truly is better.

You know, these questions cannot be answered with these so far.
 

Pantilimon

Registered User
You're always saying this and you're always wrong.You said this 2 years ago when the first videos about PES 2010 were released, you said this 1 year ago about PES 2011.And the truth is that both of these games had big flaws not only in gameplay but also in AI.Then I wonder what's the use of giving feeback when nobody listen to it?
I admire your optimism, but you shouldn't ignore the truth.
 

felinefury

Registered User
You could not be more wrong. The wii versions of PES use a completely dumb system which works via the right analog stick. I am not talking about something dumb, such as off the ball movement in accordance to the right analog stick.

I am talking about something realistic and substantial, such as off the ball movement in accordance to a preset script, off the ball movement in accordance to the position of the ball, and off the ball movement in accordance to a midfield target -- cannot be exploited, because it is impossible to exploit due to numerous reasons.

Off the ball movement in accordance to the right analog stick -- can be exploited and is extremely dumb, because you can see all the gaps, thanks to the wide view perspective, and then you direct the right analog stick, and the player moves as if he had a radar for a brain -- dumb and easy to exploit, it's basically cheating.

I am not talking about a dumb right analog stick gimmick. I am talking about a substantial football simulation, wrapped into a simple control scheme: left analog stick to control the ball carrier, the pressure sensitive L2 button to control the rest of the game, simple.

Completely dumb system using the right analog stick, huh? Either you played a totally different Wii version of PES or you should get your facts straight before complaining about a version that seems to fix a lot of the problems you bring up.

You complain about scripted gameplay in an earlier post but somehow "ball movement in accordance to a preset script" is a good thing now because it can't be exploited?

Perhaps you should decide whether you want a simulation or a videogame before you rant on about wanting manual control while complaining that the football videogame currently with the best manual control is too easily exploited?

Note: I'm not saying the Wii version is perfect (it has its share of minor quirks) but improving Wii-like gameplay is probably the best way towards making the best football videogame.
 

Amateur

Registered User
We agree to disagree Amateur....

...but you make some sense here.

Where the fuck is he going so fast? That will be my question.

What if i lose the ball on the next pass....now i am as open as a whore on the first night of fleet week.

Maybe they should have made it a trigger button run instead.

Defense still looks horrible...and i still see the idiots talking about its just a video or maybe on beginners level ...when will they learn?

When?

Agreed. Actually, it's quite simple to fix some of the obvious problems with the completely automatic approach that Konami wants to continue using.

[youtube]M-B6MbIEk_Q[/youtube]

The gamer should be in control of the Zonal Marking. Manual Zonal Marking. SIMPLE.

Attacker A passes the ball to Attacker B; on the defensive end, the user would have a limited time span to make a decision. The mentioned time span would range from (a) when Attacker A passes the ball, to (b) when Attacker B has his first touch on the ball.

If the user taps the through pass button before Player B has his first touch on the ball: as a result, the defensive midfielder will execute the zonal marking.

If the user does not tap the through pass button before Attacker B has his first touch on the ball: as a result, the defensive midfielder will not execute the zonal marking.

Such a simple mechanic gives the user control over this tactical aspect of the game, because it gives you the option of choosing the 1st option or the 2nd option. And as a result, the video game can revolve around mistakes made by the user, if the gamer used the 2nd option in the wrong scenario, that would trigger a mistake.

Meaning that the user would need to read the game, and try to use the 1st choice in the correct scenario, and the 2nd choice in the correct scenario.

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Example: Lio Messi with the ball. Two defenders on Lio Messi, Defender A and Defender B. But Xavi Hernandez is free from mark.
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In the given scenario. If the computer automatically determines zonal marking. This would mean that one of the two defenders whom is marking Lio Messi, will go after Xavi Hernandez. The obvious problem with this, is really quite simple, you would now have ONLY ONE defender marking Lio Messi.....

We know what can happen if ONLY ONE defender is marking Lio Messi: Messi could dribble past Defender A and then he would be free from mark, because Defender B is now marking Xavi Hernandez. MASSIVE MISTAKE dictated by the computer.

That's a very common situation where the 2nd option (not executing the zonal marking) is the better option, due to the fact that Lio Messi can easily dribble past players, whereas Xavi Hernandez is not as dangerous when running at defenders.

This is why it is so important for the gamer to actually be in control over the zonal marking, because if the gamer can choose between two different type of defensive reactions, the video game can revolve around mistakes made by the gamer, as opposed to mistakes that are randomly dictated by the computer.

Not only would it add substance and structure to the game, but it would also be a diversion to keep us entertained when not in possession of the ball.

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Manual Zonal Marking
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It would no longer be, simply a matter of pressing the sprint button and running around like a headless chicken; instead, the defender would need to make decisions before Attacker B has his first touch on the ball. Therefore, the footballing brain of the user would be key.

The only reason why Konami is still using the same old formula of automatic bullshit, is because if the user actually has control over Zonal Marking: as a result, a casual gamer who does not have a good understanding of Football would be easily defeated by a gamer with a decent footballing brain.

When Zonal Marking is completely automatic, the footballing brain of the gamer is redundant because the computer is making all the decisions for you, regardless of how focused or unfocused you are as a gamer.



Completely dumb system using the right analog stick, huh? Either you played a totally different Wii version of PES or you should get your facts straight before complaining about a version that seems to fix a lot of the problems you bring up.

You complain about scripted gameplay in an earlier post but somehow "ball movement in accordance to a preset script" is a good thing now because it can't be exploited?

Perhaps you should decide whether you want a simulation or a videogame before you rant on about wanting manual control while complaining that the football videogame currently with the best manual control is too easily exploited?

Note: I'm not saying the Wii version is perfect (it has its share of minor quirks) but improving Wii-like gameplay is probably the best way towards making the best football videogame.

Of course a preset script is a very good thing, because on the defensive end the computer can be competent due to the fact that the computer would now what the team in possession intends to do with the ball.

As a result. Manual cursor change is made redundant, because it would be possible to have specific buttons such as L1 and R1 amongst others, permanently attached to certain players, because the computer would know what the team in possession of the ball intends to do with the ball.

And because the computer would know what the team in possession of the ball intends to do with the ball, the computer can give you the freedom to make decisions; on the other hand, when the computer does not know what the team in possession of the ball intends to do with the ball, the computer MUST make the decisions for you. Which is the main problem with PES and FIFA.

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Buttons for when you are not in possession of the ball, and yet are not close enough to the ball carrier in order to actually man mark the ball carrier.
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L1 button: would be permanently attached to the key defensive midfielder. By pressing the L1 button, the key defensive midfielder would move towards the position of the ball.

Right Analog Stick: would be permanently attached to the key defensive midfielder. By directing the right analog stick, the key defensive midfielder would run towards the given direction. Though unlike the Wii system, the right analog stick would only affect the direction of movement without the ball, only ONCE per pass, ONE direction for ONE pass, it would be impossible to move in MULTIPLE directions when the team in possession of the ball has only made ONE pass.

L2 button: would be permanently attached to the key defensive midfielder. By pressing the L2 button the key defensive midfielder would move towards the direction given with the right analog stick. The off the ball movement in accordance to the right analog stick would only work ONCE per pass. On the other hand, the duration of the movement would be determined by the L2 button: meaning that fully releasing the L2 button would mean that movement in accordance to the right analog stick would no longer work, until the ball carrier passes the ball ONCE again.

R1 button: would be permanently attached to a secondary defensive midfielder. By pressing the L1 button, the secondary defensive midfielder would move towards the position of the ball.

Short Passing button: would determine Manual Zonal Marking, and would be permanently attached to the secondary defensive midfielder. By pressing the short passing button before the opponent has his first touch on the ball after a pass is made: as a result, the secondary defensive midfielder will run after the opponent who just had his first touch on the ball, after the mentioned opponent passes the ball to another player.

Through Pass button: would be permanently attached to the key center back. By pressing the through pass button before the opponent has his first touch on the ball after a pass is made: as a result, the key center back will not move towards the position that the ball occupies, and would instead move towards the position that the opponent's forward target occupies. This can only be done ONCE per play, as opposed to ONCE per pass.

Through Pass button: movement in accordance to the position of the ball would be the correct decision in some occasions (depending on the preset script); on the other hand, movement in accordance to the position of opponent's forward target, would be the correct decision in other situations. Therefore, reading the preset script would be a crucial element of defensive play.

Shooting button: would be attached to the random players (not the key defensive midfielder, nor the secondary defensive midfielder, nor the key center back) whom are closest to the ball carrier. By pressing the shooting button, the forward or midfielder or center back whom is closest to the ball carrier would run after the ball carrier, in order to apply pressure.

Long Ball button: would determine Manual Zonal Marking, and would be attached to random players. By pressing the long ball button before the opponent has his first touch on the ball after a pass is made: as a result, a random player (not the key defensive midfielder, nor the secondary defensive midfielder, nor the key center back) will run after the opponent whom is running without the ball.

Long Ball button: unlike the Manual Zonal Marking that is attached to the short passing button, this Manual Zonal Marking would be designed in order to contain the attacking players whom are making Overlapping Runs through the flanks. Therefore it would be designed in order to contain the attacking players whom are out of the defensive midfielder's jurisdiction.

Left Analog Stick: it would only affect man marking, but would never affect off the ball movement. Meaning that it would never determine nor affect the direction in which the players run without the ball; instead, it would only determine the direction and distance of the standing tackle or sliding tackle. The left analog stick would automatically cursor change itself to whomever is man marking the ball carrier, but would serve no purpose when not close enough to man mark the ball carrier.

Bottom Line,

As a defender. The game would no longer be about directing the left analog stick and pressing the sprint button. The game would be about TIMING and about CRITICAL THINKING.

Your goal as a defender is to read the preset script correctly, until all the sequences of the preset script are used, because once the preset script expires, it will be easy to close down the opponent and get close enough to man mark the ball carrier.

However. If you make a mistake, such as not triggering Manual Zonal Marking when you should, that would create space for the team in possession of the ball. Mistakes would not be randomly dictated by the computer, and would instead be determined by the ability of the gamers.

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Preset Script
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A preset script would add substance and structure into the game, it is way beyond the stupid Wii system, but apparently you cannot see why.

You get rid of the stupid Manual Cursor Change, and you replace it with something that actually requires CRITICAL THINKING.

The football video game currently with the best manual control is too easily exploited? Yes it is. It is insubstantial and stupid.

Is it better than PES11 on the PS3? Yes because it offers something new to the gamer. It offers two different types of diversion: the ball carrier, and the player without the ball, more diversion. PES on the PS3 is just about the ball carrier, and it gets boring very quickly, because it's the same old formula.

Is the Wii PES easy to exploit? Yes because the computer CANNOT be competent due to the fact that directing the right analog stick determines the direction in which a player will run without the ball. And since the computer does NOT know the direction that you will give at any given time, the computer CANNOT be competent, because the computer cannot read the future, which makes it impossible for the gamer to be in control of the game because the computer is not in control of the game.

In addition, since you play the game from a WIDE VIEW PERSPECTIVE, this means that the players on the pitch will move as if they had a radar for a brain, which is in fact CHEATING, and also completely ruins the concept of player individuality.

The Wii system is as stupid as this: playing from the wide view perspective, you notice a gaping hole somewhere on the pitch, you direct the right analog stick towards the gaping hole, and the player/target moves towards the gaping hole. Simple and stupid.

The computer cannot be competent, because the computer cannot read your mind: the computer does not know if you want to move towards the gaping hole or if you want to move into some other space on the pitch, and this creates a lack of balance due to the fact that the defender cannot react in time, due to the fact that the computer does not know what you intend to do when in possession of the ball.

PES on the Wii functions around a literal and stupid concept. It is better than PES on the PS3, but that doesn't change the fact that it is stupid and obvious. As a gamer, I am merely talking about how we can have a footy sim that is addictive and yet flawless, and I know that the preset script is the only way it can be done.

The preset script would give the game a feeling of uncertainty, an "anything can happen" feeling, due to the fact that the ball carrier would not know how the defender would react to the preset script, because defensive reactions would not be determined by a preset script. Therefore producing an "anything can happen yet I am in control of what I intend to do" feel to the game.

Perhaps you should decide whether you want a video game or a movie before you rant. Because PES is closer to being movie, than it is to being a video game.

NOTE -- preset script is an improvement on the Wii-like gameplay, simpler to execute yet impossible to exploit. It gives you control over the game, which is the main thing that differentiates video games from movies.
 

shaun7

Registered User
You're always saying this and you're always wrong.You said this 2 years ago when the first videos about PES 2010 were released, you said this 1 year ago about PES 2011.And the truth is that both of these games had big flaws not only in gameplay but also in AI.Then I wonder what's the use of giving feeback when nobody listen to it?
I admire your optimism, but you shouldn't ignore the truth.

No, I am not always wrong. I just like to judge when it's the time.:)
Pes 10, I agree, it was stupid and bad, but pes 11 was not bad at al; overall. I never said that the AI was good BTW, but the overall balance of the game was quite good. Pes 11 isn't bad at all. It has stupid flaws that should have been avoided, but overall, it' still plays a good game.

What I meant was at least weigh the good and the bad and wait for at least the demo. :) It looks way better when you do that rather than just go full negative.

@Amateur. It's easy to say that you can control the zonal defending and marking but how can you with 1 controller? But then again, a more manual game is needed for sure, BUT to a point where player individuality isn't lost because if you control everything by yourself, the individuality will be lost. However, combining what you want, with the player's skill will make the game better. However you still can't control all 11 players.
 

Amateur

Registered User
No, I am not always wrong. I just like to judge when it's the time.:)
Pes 10, I agree, it was stupid and bad, but pes 11 was not bad at al; overall. I never said that the AI was good BTW, but the overall balance of the game was quite good. Pes 11 isn't bad at all. It has stupid flaws that should have been avoided, but overall, it' still plays a good game.

What I meant was at least weigh the good and the bad and wait for at least the demo. :) It looks way better when you do that rather than just go full negative.

@Amateur. It's easy to say that you can control the zonal defending and marking but how can you with 1 controller? But then again, a more manual game is needed for sure, BUT to a point where player individuality isn't lost because if you control everything by yourself, the individuality will be lost. However, combining what you want, with the player's skill will make the game better. However you still can't control all 11 players.

Dude, I respect your views, because I completely agree with you nine times out of ten. However, in this case, I think you are being closed minded about the idea that I'm putting across, you seem to be adamant about the classic PES ping pong game; on the other hand, I'm not thinking about an unstructured and insubstantial ping pong game where you easily have three different options where you can pass the ball into.

It's easy to say that the gamer can manually control the zonal defending and marking but how can you do such a thing with just ONE controller?

Answering such a question in detail, would require a lot of words. But the bottom line is simple: it's not about QUANTITY, it's about STRUCTURE, STRUCTURE is everything, QUANTITY is redundant.

It does not matter if you have 100 choices to make, because you can only make ONE decision per pass. The ball carrier only has ONE decision per pass, and the defender only has ONE decision per pass. The choices would be very limited, and therefore would not be anything complicated.

On the defensive end, some decisions, the very important decisions: would only work ONCE per play. Therefore if you use it at the wrong time, you wasted your card, and you are left exposed.

For example. If the opponent's center forward will run into space precisely seven seconds after the first sequence of the script is triggered. As a defender, you would need to tap the through pass button before the opponent has his first touch on the ball after a pass was made: in order to effectively contain the opponent's center forward.

Example: what happens if it's been five seconds since the first sequence of the script was triggered by the team in possession of the ball, and the opponent's center forward will run into space seven seconds after the first sequence of the script was triggered.

This means that in two seconds, the opponent's center forward will run into space. If the opponent already had his first touch on the ball after a pass was made, and as a defender, you did not tapped the through pass button before the opponent had his first touch on the ball.... In such a case, it's checkmate, because as a defender you did not anticipated the play.

The opponent's center forward will run into space, and the center back whom is supposed to be marking him will not be in the right place at the right time: the center back will not even have the chance of getting close enough to the opponent's center forward, in order to actually man mark the opponent's center forward.

On the other hand. What happens if it's been five seconds since the first sequence of the script was triggered by the team in possession of the ball, and the opponent's center forward will run into space seven seconds after the first sequence of the script was triggered.

This means that in two seconds, the opponent's center forward will run into space. If the opponent already had his first touch on the ball after a pass was made, and as a defender, you tapped the through pass button before the opponent had his first touch on the ball.... In such a case, you have effectively contained the opponent's center forward, and you will at least have the chance of man marking the opponent's center forward, which would give you control over the situation because the center forward would need to dribble past you in order to score the goal.

Of course you could say that by tapping the through pass button every time the opponent passes the ball, you would effectively contain the opponent's center forward: but the problem is, that as a defender you can only use the through pass button feature only ONCE per play, as opposed to ONCE per pass.

Therefore if you use the through ball button at the wrong time, you will GIFT the opponent with a one on one opportunity against the GK. On the other hand, if you use the through pass button at the right time, you will have the option of man marking the opponent's center forward in time to prevent the goal, which is much better than a blatant one on one against the GK.

And of course, when in possession of the ball, the game would not be as easy as passing the ball to the center forward, because you would need to create space out of nothing; as opposed to the computer creating space for you.

And of course, if you use the through ball button at the wrong time, you will not always GIFT the opponent with a one on one opportunity against the GK, because it depends on the situation. The main point is, that the opponent's center forward would gain a critical advantage, which in some cases, can mean a one on one opportunity against the GK.

Bottom line. It's not about QUANTITY. It's not about making THREE different decisions in ONE second. Its about making ONE decision per pass. And since it has nothing to do with QUANTITY, one controller is more than enough.

As the ball carrier, you know that the center forward will move only ONCE per play in accordance to the preset script that you created. And as the defender, you know that the through pass button will only work ONCE per play.

As the ball carrier, you know that the preset script will eventually run out of sequences. And as the defender, you know that if you make the correct decisions with the defensive midfielders, that the opponent will eventually run out of options.

It's about playing the game pass by pass, sequence by sequence, until one team makes a mistake. It's about STRUCTURE, it's about CRITICAL THINKING, it's about reading the game one step at a time.
 

Ali

It is happening again
http://www.onlyproevolutions.com/2011/07/ope-pes-2012-playtest-impressions.html

Here are my PES 2012 impressions, in case you haven't already read them.

Thanks. Were you able to give much feedback to the PES team?

One thing that worries me, what you said in the last couple of paragraphs. About when you picked the South American team and they were poor. This SHOULDN'T be the case. They're supposed to be proffessional football players and should be able to control the ball and pass it around with ease. I'm also worried about the fact that you said that world class players seem even better. That's all we need! The gulf in quality between the likes of Messi/Ronaldo et al, and the rest, to get even bigger! :facepalm:
 

shaun7

Registered User
^Why not? In reality players like messi are superior to others. n pes 11, this got slightly reduced by the stupid catch up bug and sloooww response. In my opinion, if these 2 are fixed, THEY WILL obviously appear better. :)
 

Ali

It is happening again
^Why not? In reality players like messi are superior to others. n pes 11, this got slightly reduced by the stupid catch up bug and sloooww response. In my opinion, if these 2 are fixed, THEY WILL obviously appear better. :)

From his comments, it seems like Messi/Ronaldo etc are gonna be amazing, and everyone else will be shit. The way he talks about the Copa America players shows this. In reality, these players are top class players. They're not up with Messi etc, but they're top players because they play for top sides. OnlyProEvo's comments make it sound like Konami has them playing like amateurs!

Even the lesser quality players can catch up to Messi and Ronaldo. I bet I can find you plenty of players in League 1, or Serie B that can outpace some of the top players.
This is where Konami often fails. The lesser quality players have shit attributes all round. In real life, they could be quicker than Usain Bolt, but Konami would still give them shit speed attributes, because they're not one of the top players.
 

OnlyProEvo

Registered User
Thanks. Were you able to give much feedback to the PES team?

One thing that worries me, what you said in the last couple of paragraphs. About when you picked the South American team and they were poor. This SHOULDN'T be the case. They're supposed to be proffessional football players and should be able to control the ball and pass it around with ease. I'm also worried about the fact that you said that world class players seem even better. That's all we need! The gulf in quality between the likes of Messi/Ronaldo et al, and the rest, to get even bigger! :facepalm:

They asked for my opinions, and I told them what I thought.

And I wouldn't go as far as saying that the Copa Liba teams were poor - they were just not as good as the class players at Inter, Barca, etc. and rightly so!

Oh, and if players are going to "whore" with Messi, Ronaldo etc, this year, it will only be because that they are good players of the game. It won't be easy to take it around defences, from what I saw.
 

zizou4ever

Registered User
I agree with Ali_BWFC. South American teams have a lot of quality players. Unfortunately Konami only considers good players the ones who play in Europe.
Just an example: Pato comes from Internacional (Brazilian team). His stats when he was in Internacional were very poor. The next PES when he was in Milan, his stats were amazing. Why was that??? Does it mean that the player suddenly becomes amazing just by the fact he's playing in a "big team"?

Of course, I am not saying that all South American teams have great players, but I think Konami should do a better research on that.
 

OnlyProEvo

Registered User
For me, and probably Konami as well, a player doesn't "make it" until they've achieved success on the big stage.

With all due respect, the South American leagues just aren't as big as the European leagues. That's why 90% of the great players come to Spain or England mostly, to play their football.
 
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