For the best lawn care in cedar park, please visit our sponsor at lawn service cedar park They are a local lawn care and landscaping company that provide services in such as lawn care, lawn mowing, weeding, and landscape maintenance in Cedar Park, Austin, Round Rock, and Leander area. They are located at:

Lawn Care Service of Cedar Park 100 E Whitestone Blvd Ste 148, #166 Cedar Park, TX 78613 (512) 595-0884

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

Amateur

Registered User
10/10 A++ response, would read again :D

Defensively, the Playmaker controls can do everything you mentioned with less memorization of complex button controls. You can mark players/zones precisely, without relying on buttons controlling random players.

Yes but you have to give more thought to how such a system would affect -- or better said -- would change the passing system.

It would not be anything complicated, as far as I'm concerned. I think it would be simpler in the truest sense of the word, but more comprehensive and systematic, as well as flawless.

On the attacking end, you pass the ball with the short passing button; on the defensive end you make defensive decisions that can only be made when the opponent passes the ball, such defensive decisions would be determined by pressing or not pressing the short passing button.

As a gamer. You would know that the short passing button would be attached to the secondary defensive midfielder. Therefore it should not be complicated at all.

On the attacking end, the gamer can only dictate an overlapping run ONCE at a time; on the defensive end the through pass button would be used so that the random player whom is supposed to be marking the attacker making the overlapping run, runs after the attacker making the overlapping run, and effectively contains the attacker whom is making the overlapping run.

On the attacking end, the gamer cannot dictate a 2nd overlapping run if the attacker who made the 1st overlapping run never touched the ball; on the defensive end, it would be easier to close down the ball carrier.

How would the ball carrier dictate the overlapping run? With a new passing system.

It would be completely different, it would be more complicated than the PES system but it would not actually be complicated, it would simply not be as simplistic and as random as the PES system is.

Offensively, I agree the Playmaker controls can be too much for opposition AI at times. I don't agree that Konami should go with a control scheme that handcuffs the player's options (relatively speaking with respect to the Wii controls) just because the AI currently isn't good enough to play competent defense against a human player. Developers' efforts (and system processing power) should be focused towards improving that part of AI, even at the expense of teammate AI (since Playmaker controls make teammate AI mostly inconsequential). The other reason why inferior AI defense shouldn't result in a more script driven control scheme (again relative to Wii controls) is because a human vs human match with Playmaker controls is incredibly challenging and satisfying when it becomes a match of wits, reflexes, and field management.

Not sure what you're referring to when you say PES is more movie-like than videogame-like. I'm guessing that remark was for somebody who plays PES on a non-Wii system since the Wii version gives the most control to the player of any other football game out there.

P.S. It's not a right analog stick; it's an infrared pointer. :) Its function really reduces the number of necessary buttons so I'm not seeing how traditional controls are "simpler to execute."

A preset script would never "handcuff" the options of the gamer; quite the contrary, it is the PES and FIFA system that handcuff's the options of the gamer.

Who determines WHEN a gap will open up?

Who determined WHERE a gap will open up?

Who determines if the center forward decides to run a little too late or a little too early?

No. It is not the right analog stick system. The right analog stick system merely functions so that the gamer directs the right analog stick towards the gap, yet the gap itself is randomly dictated and determined by the computer. Therefore, the right analog stick system is predetermined by the computer; in other words, the right analog stick system is in fact "handcuffed" by the computer.

On the other hand. A Preset Script System is not handcuffed by the computer, because the gamer decides WHEN it works, the gamer decides WHERE it works, the gamer decides the SPEED of the actual movement, the gamer is actually in control over the game.

You are talking about the Wii-system. The Wii-system is very flawed and gives you control over just ONE player, via gimmicky execution. On the other hand, the Preset Script System that I have vaguely described and explained, would give you control over MULTIPLE players, via simple execution.

The Preset Script System would give you limited options in terms of how many tools you have per play; however, the Preset Script System would give you unlimited options in terms of the range of things that you can actually do.

The Right Analog Stick System is completely random and limited in every aspect, because you are not in control of the game, you just have control over a very trivial and redundant part of the game.

I'm not saying that the Wii-system is utter shit. I'm just saying that it can be better and simpler to use.


PS -- pressing and releasing the L2 button..... Is simpler than an infrared pointer.... Due to very obvious reasons. Not trying to be offensive, just saying.
 

felinefury

Registered User
Yes but you have to give more thought to how such a system would affect -- or better said -- would change the passing system.

It would not be anything complicated, as far as I'm concerned. I think it would be simpler in the truest sense of the word, but more comprehensive and systematic, as well as flawless.

On the attacking end, you pass the ball with the short passing button; on the defensive end you make defensive decisions that can only be made when the opponent passes the ball, such defensive decisions would be determined by pressing or not pressing the short passing button.

As a gamer. You would know that the short passing button would be attached to the secondary defensive midfielder. Therefore it should not be complicated at all.
Relative to "traditional" football videogames, any control scheme that allows the gamer to control more than one player at a time is going to be more complicated than what the average (aka casual) fan is accustomed to. The multitasking involved is enough of a learning curve for these types of players. Obviously, an avid gamer (such as yourself) isn't going to be as easily fazed by such a change. But PES isn't going to win back the mainstream football gamer (I'm assuming Konami cares about competing against EA's FIFA) without catering to a lower denominator though.

All I'm saying is the pointer system is more intuitive than assigning all these actions to buttons. In other words, you can switch around the buttons and assign L2 to the secondary DMF instead of the primary DMF and it wouldn't make much difference (aside from preference) as button assignments are mostly arbitrary. On the other hand, you're not going to point at defender A to manipulate the actions of defender B because that makes no sense. The act of pointing at defender A to control defender A makes intuitive sense. To a seasoned gamer, this subtle difference will be forgotten/overlooked quickly but to a more casual gamer, especially one who would be new to controlling multiple players at once? Could be the difference between loving the game and being frustrated with the game.

Your stipulation of limiting overlapping runs seems to be based on your preference for realism over "arcadey" gameplay so I'll chalk that up as differing tastes and not really worth arguing over. Different strokes for different folks.

A preset script would never "handcuff" the options of the gamer; quite the contrary, it is the PES and FIFA system that handcuff's the options of the gamer.

Who determines WHEN a gap will open up?

Who determined WHERE a gap will open up?

Who determines if the center forward decides to run a little too late or a little too early?

No. It is not the right analog stick system. The right analog stick system merely functions so that the gamer directs the right analog stick towards the gap, yet the gap itself is randomly dictated and determined by the computer. Therefore, the right analog stick system is predetermined by the computer; in other words, the right analog stick system is in fact "handcuffed" by the computer.

On the other hand. A Preset Script System is not handcuffed by the computer, because the gamer decides WHEN it works, the gamer decides WHERE it works, the gamer decides the SPEED of the actual movement, the gamer is actually in control over the game.

You are talking about the Wii-system. The Wii-system is very flawed and gives you control over just ONE player, via gimmicky execution. On the other hand, the Preset Script System that I have vaguely described and explained, would give you control over MULTIPLE players, via simple execution.

The Preset Script System would give you limited options in terms of how many tools you have per play; however, the Preset Script System would give you unlimited options in terms of the range of things that you can actually do.

The Right Analog Stick System is completely random and limited in every aspect, because you are not in control of the game, you just have control over a very trivial and redundant part of the game.

I'm not saying that the Wii-system is utter shit. I'm just saying that it can be better and simpler to use.

PS -- pressing and releasing the L2 button..... Is simpler than an infrared pointer.... Due to very obvious reasons. Not trying to be offensive, just saying.
Okay, you lost me lol. Of course, a single player game is going to be determined partially by how the computer controls the opposing team. Every single player videogame ever made is based upon how the player reacts to what the computer does (all which are bound by a set of rules specific to the game).

When the Wii gamer is on offense, he/she can wait for the opposition AI to "make a mistake" with player positioning, thereby exposing gaps for him/her to exploit. Generally not recommended for obvious reasons. Space can be created by the gamer when the opposition AI is man-marking the forwards - simply drag the forward to a certain area of the pitch and the defender follows (voila, space is created and another attacking player can move into the space created to receive a pass!). The opposition AI not playing enough zone defense to counter this type of tactic is a downside that should be remedied since offense does become easier once the gamer is used to multitasking different areas of the pitch. Against human players, this is not a problem since the other guy can recognize the tactic and deal with it accordingly.

I don't even know where to begin with the "gives you control over just ONE player" comment. <insert obligatory "Are you trolling?" comment here> At any given instant, you can control at least two players simultaneously (one with the analog stick, one with the pointer). Expand the timeframe past a single instant and you can conceivably control every teammate on the screen if you do drag/point commands one after another. Feel free to elaborate on why you think such a control scheme is random or even limited.

Can the Wii controls be better? Yes, definitely. Can they be simpler without losing function? I don't believe so.

Comparing a button press that represents 1/8th of your proposed control scheme to something that is half of another scheme is a bit disingenuous, no? Yeah, a single button press is simpler than infrared pointing. But you're not going to be very effective at controlling a team with just one button or even two buttons.
 

roblucci

Registered User
I think some people forget that in the leaked game play video we have seen so far there is a situation where players not rushing or shy away to chase the loose ball.
 

Amateur

Registered User
Relative to "traditional" football videogames, any control scheme that allows the gamer to control more than one player at a time is going to be more complicated than what the average (aka casual) fan is accustomed to. The multitasking involved is enough of a learning curve for these types of players. Obviously, an avid gamer (such as yourself) isn't going to be as easily fazed by such a change. But PES isn't going to win back the mainstream football gamer (I'm assuming Konami cares about competing against EA's FIFA) without catering to a lower denominator though.

I do not think that Konami is going to make the serious footy sim, Konami is merely EA's bitch, EA shares the mainstream market with Konami.

Though having said that, I believe that a third party could produce the serious footy sim, which is where my interest lies, as I could not care less about appealing to the masses whom are dumb enough to be baffled by the baffling task of actually thinking when they play video games.

All I'm saying is the pointer system is more intuitive than assigning all these actions to buttons. In other words, you can switch around the buttons and assign L2 to the secondary DMF instead of the primary DMF and it wouldn't make much difference (aside from preference) as button assignments are mostly arbitrary. On the other hand, you're not going to point at defender A to manipulate the actions of defender B because that makes no sense. The act of pointing at defender A to control defender A makes intuitive sense. To a seasoned gamer, this subtle difference will be forgotten/overlooked quickly but to a more casual gamer, especially one who would be new to controlling multiple players at once? Could be the difference between loving the game and being frustrated with the game.

I disagree. In my opinion the pointer system is more obvious and more literal, but that doesn't make it more intuitive at all. I have tried the two systems, the pointer system and the preset system, and I find that the preset system is much more intuitive because the control scheme is more intuitive and responsive.

The pointer system is flawed, it forces the user into thinking about direction, and therefore forces the computer into having to pull off balancing stunts. The system that I propose is much more substantial, as well as much simpler to use.

I'm taking into consideration, the fact that I expect movement within the space to be a possibility in the next few years. Therefore, I do not want the gamer to be baffled by the amount of directions, direction of passing, direction of dribbling, etc, etc.

To date, movement within the space is impossible, which means that you only think about the direction in which you move through space, but never about the direction in which you move inside the space that you occupy.

When movement within the space is possible, the pointer system will just overload the game with directions. On the other hand, the preset script system can handle more directions, can be much more specific, and at the same time would not interfere with the direction in which you move inside the space, the direction in which you move through space, the direction of passing, etc, etc.

The pointer system is stupid, as simple as that. There's no substance to it, it's just a gimmick to further divert your mind, but it does not actually add substance to the game.

Your stipulation of limiting overlapping runs seems to be based on your preference for realism over "arcadey" gameplay so I'll chalk that up as differing tastes and not really worth arguing over. Different strokes for different folks.

Agreed. I just want a video game where, if I fail as a gamer, I can find a reason that explains why I failed in that particular situation. I do not expect Konami nor EA Sports to produce a serious footy sim, but I'm hoping that a third party is aware of the fact that there is market for a serious footy sim.

Okay, you lost me lol. Of course, a single player game is going to be determined partially by how the computer controls the opposing team. Every single player videogame ever made is based upon how the player reacts to what the computer does (all which are bound by a set of rules specific to the game).

Not necessarily. I mean, we do have CHESS VIDEO GAMES, and the computer does not determines the choices that you have; I mean, yes, you do react to whatever the computer does, but the computer does not forces you into choosing one out of three randomly dictated choices.

The problem with PES is that it is a video game where THREE different choices will materialize simultaneously so that you can choose one of them. Of course, the problem is, that you are not in control of the game, you cannot control when the AI makes a mistake; only the AI can control when the AI makes a mistake.

When you play a CHESS VIDEO GAME, you have countless of choices from which to choose from, but only ONE CHOICE will actually materialize. This means that on the defensive end, your opponent can react accordingly.

On the other hand, what would happen if you are playing a CHESS VIDEO GAME where, out of 50 possible choices, the computer picks 3 choices out of a total of 50 choices, so that you can chose 1 out of the mentioned 3 choices that the computer picked for you without your consent?

This would mean that instead of choosing ONE out of 50 choices per play, your freedom and control over the video game is reduced into just ONE out of 3 choices per play; whereas the computer, has the power and the freedom to chose ONE out of 50 choices per play.

How do you win a CHESS MATCH if your opponent literally determines what you can and cannot do?

With PES, if you want a cheeseburger, the computer might just provide you with a chicken sandwich, a hamburger, and a pizza, three different choices materialize at the same time, yet that does not mean that you get what you wanted. On the other hand, with CHESS, if you want a cheeseburger, you get a cheeseburger.

Therefore, OBVIOUSLY, all video games revolve around what the computer does, but not all video games give you complete freedom, and PES is one of those games that does not give you complete freedom.

When the Wii gamer is on offense, he/she can wait for the opposition AI to "make a mistake" with player positioning, thereby exposing gaps for him/her to exploit. Generally not recommended for obvious reasons. Space can be created by the gamer when the opposition AI is man-marking the forwards - simply drag the forward to a certain area of the pitch and the defender follows (voila, space is created and another attacking player can move into the space created to receive a pass!). The opposition AI not playing enough zone defense to counter this type of tactic is a downside that should be remedied since offense does become easier once the gamer is used to multitasking different areas of the pitch. Against human players, this is not a problem since the other guy can recognize the tactic and deal with it accordingly.

There you go again, completely disregarding the fact that I want a video game where you can find an explanation to every mistake. I do not want the AI to determine when the AI makes a mistake...... because obviously..... it goes without saying that you have fuck all control over the video game.

The bottom line is very simple. The pointer system is helplessly flawed, to begin with, because on the defensive end, the computer cannot counter it without the necessity of disregarding the ability of the gamer. That's the only reason that you need, to know why the pointer system is stupid.

I don't even know where to begin with the "gives you control over just ONE player" comment. <insert obligatory "Are you trolling?" comment here> At any given instant, you can control at least two players simultaneously (one with the analog stick, one with the pointer). Expand the timeframe past a single instant and you can conceivably control every teammate on the screen if you do drag/point commands one after another. Feel free to elaborate on why you think such a control scheme is random or even limited.

Can the Wii controls be better? Yes, definitely. Can they be simpler without losing function? I don't believe so.

Comparing a button press that represents 1/8th of your proposed control scheme to something that is half of another scheme is a bit disingenuous, no? Yeah, a single button press is simpler than infrared pointing. But you're not going to be very effective at controlling a team with just one button or even two buttons.

That's funny, I always believed that trolls disregarded your opinion, which doesn't really describe me as a poster, yet describes you just fine.

Again, and I'm hoping that this time you do understand the simple point: it does not matter if you have control over two players simultaneously, because the 1st payer (with the ball) and the 2nd player (without the ball) can do anything at any given time; which means, that on the defensive end, the computer is not intelligent nor competent enough to effectively counter what the team in possession of the ball is going to do with the ball, because the computer does not know in which direction the 2nd player will move, the computer does not know when the 2nd player will move, the computer can only create the scenario to encourage one direction at a given time, but other than that, the computer has no idea.

Whom will be the 2nd player the next time? In which direction will the 2nd player move? When will the 2nd player move? The computer has no idea, and this is why the Manual Cursor Change System is necessary, which is also why midfield battles do not exist as far as PES and FIFA go, because the precious split-seconds that are needed in order to actually have midfield battles are wasted on the redundant task of Manual Cursor Change.

Manual Cursor Change does not require any type of critical thought, it's just a button to change from one player to another player, yet the circumstances that determine the functioning of the Manual Cursor Change are completely and randomly determined by the computer; which is why, again, we have no midfield battles, because the Manual Cursor Change has nothing to do with tactics nor with off the ball movement; you're just a mouse running after the cheese.

In order to have MIDFIELD BATTLES, the gamer needs to have the freedom of choosing just ONE idea per play, so that only ONE choice becomes a reality. As a result, this means that, on the defensive end, the computer can easily contain the ball carrier by making the ONE decision that is needed. The difference between having space and not having space, would finally be sustained by a logical explanation.

On the other hand, when you have THREE different choices that have materialized simultaneously..... this means that ONE out of the mentioned three choices must be the correct one; the bottom line is, that the gamer is not creating anything, the gamer is merely reacting to whatever choices the computer provides, which is very easy because the difficult part of midfield play is creating, not reacting.

If the ball carrier cannot create, if the ball carrier can only react to whatever the computer creates on the attacking end; then what does the computer do on the defensive end?

Essentially, the computer provides you with three choices on the attacking end, the three choices materialize without your consent, you chose one of the three choices, and then the computer reacts on the defensive end. Of course, the obvious problem with such a system, is the fact that the AI determines when the AI makes a mistake, therefore completely disregarding your ability as a gamer.

How do you play a MIDFIELD BATTLE that plays itself? Simple, you cannot play it, you just ride it.

Can the Wii controls be better? Yes, definitely. Can they be simpler without losing function? I don't believe so.

Comparing a button press that represents 1/8th of your proposed control scheme to something that is half of another scheme is a bit disingenuous, no? Yeah, a single button press is simpler than infrared pointing. But you're not going to be very effective at controlling a team with just one button or even two buttons.

With the preset script system, the CF would run in accordance to the preset direction and in accordance to the preset time: from Point A (any area of the pitch) to Point B (any area of the pitch), exactly ten seconds after the 1st Sequence of the Script is manually triggered by the user.

A little clock would be seen at all times on top of the ball carrier, therefore making it easier for the ball carrier, and for the defender, to know how many seconds have passed since the 1st sequence of the Script was triggered. There are no loose ends, and the player individuality would be twice as good.

And yes, absolutely, one button is enough to dictate the movement of many players: CF moves from Point A to Point B exactly 10 seconds after the first sequence of the script is triggered by the gamer; SS moves from Point A to Point B exactly 4 seconds after the first sequence of the script is triggered, etc, etc. I do not see any flaw with it, and it can easily be aided by a new passing system to further maximize the options that you have on the pitch.

If you try to find the logic and the flaws of it, you will eventually realize that the preset script system can be perfected, unlike the pointer system.
 

MysteryMan

Registered User
Nobody else will make a footy game tho so it kinda sucks, alltho if anyone would make a great game I think 2sports would be the one, their sport games are by far the best and most realistic.
The depth that nba 2k has is amazing, the inviduality, every player has his own moves , jump shots , dribbles etc... the game plays so similar to real life etc.. but well, they won't be making a footy game so no sense talking about it.
 

Athlon_

Registered User
Its all gone quiet about 12 at the moment, any idea when to expect more news about the game? Particularly ML?
 

Ali

It is happening again
If you check that OnlyProEvo blog, he says something about "myPES" which will be revealed at Gamescom. Sounds like it could be some online web service that links to your PSN/XBL etc, maybe somewhere where you can upload your saved replays and all that. I'm just speculating of course.
 

adam13

Registered User
Official Konami PES 2012 Ball List

Classic
Plain
WE-PES 2002
WE-PES 2003
WE-PES 2007
WE-PES 2008
WE-PES 2009 claw
WE-PES 2010
WE-PES 2011
WE-PES 2012
Adidas Speedcell
Adidas Predator X-ite
Nike Seitiro
Nike Seitiro Hi-Vis
Puma v1.10
Puma King Ball
Puma Powercat 1.10 Ball
Umbro Neo Pro High Visibility Football
Umbro Neo Pro
The official Champions League, Europa League and Copa Libertadores balls will also remain for their respective gamemodes.
This list has been taken from the current code of PES 2012, so please be aware that this list is subject to change, in time for the retail release of PES 2012.

Konami today announced PES 2012 Licenced Stadium list

Old Trafford
Wembley Stadium
Camp Nou
Santiago Bernabeu
Stade De France
Stade Lous II
Il Nuovo Stadio Della Juventus
San Siro
Giuseppe Meazza
Stadio Olimpico
Estadio Dragao
Estadio Jose Alvalade
Estadio Da Luz
Amsterdam Arena
El Monumental
Saitama Stadium 2002
Allianz Arena


Unlicensed Stadiums

Burg Stadion
Royal London Stadium
Rose Park Stadium
Bristol Mary Stadium
Estadio Del Nuevo Triunfo
Stade De Sagittaire
Stadio Orione
Ville Marie Stadium
Estadio De Escorpiao
Estadio Amazonas
Estadio De Palenque
Konami Stadium
Mohamed Lewis Stadium
 

Bredazuid

Registered User
Interesting news regarding Football Life. You can read / translate the original preview from: http://pesblog.be/nieuws/pro-evolution-soccer-2012-hands-on/

Here i translated the most interesting part:

So we can be brief about the new modes in our preview version; Football Life is the new umbrella of the Master League and Be a Legend and adds club Boss to it too. Here you are neither manager nor one of the players but the chairman of a team. Interesting concept: do transfers, hire and fire coaches and run your club financially into the right direction. It’s simular to the coachmodus in Pes2011 MLO because you can only watch the game. Quickly stimulate or watching the match in high speed is also possible.
As far as the code was finished this is the only new offline modus. The Master League itself is especially graphically improved, your alter ego constantly in the picture - your players to train. Press conferences are now depicted, although it is regrettable that the interaction is absent. you must not answer questions, you just keep looking for a movie. On the basis of the Master League has little or nothing has changed. A few new features we have spotted. For example now you can communicate with your players to find out if they are satisfied or dissatisfied and you can choose and set up daily new workout regimen. Both features appear to be still quite incomplete, because every answer to dissatisfaction of one player always gave the same result, with every player. The training regimen determine dull. Physical training ensures that you physically go up (duh?), But your technique down. Then you train on technology and the reverse takes place. It is still unclear to me what the added value of the whole concept, it even made sure that players progress quite 'broken' appeared. So my conclusion can only be that this is clearly a work in progress - it can not be that Konami their modus uno late shipping. So a final verdict is in any case impossible.

The conclusion of the complete review was that Pes 2012 will become the best footy ever if they manage to fix the keepers which seems to be in the previewed build the worst element of the game.
 

Makavelian

Registered User
Interesting news regarding Football Life. You can read / translate the original preview from: http://pesblog.be/nieuws/pro-evolution-soccer-2012-hands-on/

Here i translated the most interesting part:

So we can be brief about the new modes in our preview version; Football Life is the new umbrella of the Master League and Be a Legend and adds club Boss to it too. Here you are neither manager nor one of the players but the chairman of a team. Interesting concept: do transfers, hire and fire coaches and run your club financially into the right direction. It’s simular to the coachmodus in Pes2011 MLO because you can only watch the game. Quickly stimulate or watching the match in high speed is also possible.

 

bigberry

Registered User
PES management was utter garbage .

Id quite like a manager mode like the old LMA games on ps1 , strange that a manager game hasnt came out this generation.
 

Jonny16

Registered User
They probably knew that PES management as a stand alone game was utter crap so they stuck it in the main PES game so it appeals to even the managers/directors in us :)
 
Top