Amateur
Registered User
How else would you control the player? What would be your solution to that problem?
That's an interesting and productive question, if you really intend to at least try to understand my point, rather than looking for ways to discredit my point.
Intro
In my opinion, I think it all boils down to the simple fact: have we ever seen a game with good graphics and motion capture animations, with the same feel and responsiveness as PES5 or PES6?
I am not saying it is impossible, but to date, we have not seen anything like that.
And then, you could always argue that PES5 had response issues: human beings moving and reacting like super-humans IS and always was a response issue... But it fitted in perfectly with the 8-axis passing and the overall arcade and responsive feel of the game.
With PES and FIFA on current gen consoles, I feel the passing is pretty well done, but the dribbling and man-marking does NOT fit in with the new 360-axis passing.
So for me, it's not about going back to PES5, because going back to PES5 might be impossible to do with modern graphics and modern animations; and also, PES5 was 8-axis running and 8-axis passing.
If you try to do the same thing with 360-axis running and 360-axis passing, it will be a frantic, even faster, ping pong game than PES6 was. It will lead to ever faster and faster.... gameplay.
So, again, for me, it all boils down to the simple fact: the left analogue stick, essentially, works the same in PES5 and PES11.
When you improve one area of the game WITHOUT actually replacing the core concept, the core issues will move around from one area to another: we now have 360-axis passing, this was not an option with PES5, but we also have, static and unresponsive AI off-the-ball movement; on the other hand, PES5 was 8-axis passing, but it had responsive and "smarter" AI to compensate and minimize the mentioned restriction.
The fact that the left analogue stick, essentially, works the same way in PES5 and PES11.... is simply wrong, because it means that the left analogue stick still revolves around the same old Famicom Concept which was used with games like PES5 and PES6 and ISS.
So, again, the question: have we ever seen a game with good graphics and motion capture animations, with the same feel and responsiveness as PES5 or PES6?
Different console, different strengths and different weaknesses, different times or different context, different concepts; by trying to do a PES5 rendition on the PS3, you might well be asking for something impractical in the actual context.
Konami and EA Sports need to find the correct formula for dribbling and man-marking: they need to find something that fits in with the 360-axis passing.
The current dribbling and man-marking system is fast where it shouldn't be, and unresponsive and robotic where it shouldn't be. I think that is a big game breaker, because a lot of people cannot get past the unresponsive and soul-less feel of dribbling and man-marking, despite the improvements in other areas of the game.
And rightly so...
I just think it's a shame a lot of people cannot see past PES5, and have made up their minds about PES11 and FIFA11 for all the wrong reasons.... because probably, PES11 is very different, and PES10 was very different, and the fact that Konami did not wanted to distance themselves from games like PES5 and PES6, might have actually done quite the opposite.
Basically, you are asking a PS3 to do something a PS2 could do, instead of asking the PS3 to do what it was supposed to do. That's the way I see it, and that's what Konami have admitted themselves in more than one occasion; simply put, that is my conclusion after play testing PES for all these years.
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How else would you control the player? What would be my solution to that problem?
I wanted to provide real life footage, so that you or anyone interested can get a better understanding and a better idea of where I'm coming from.
I will first explain the basic idea, and will then provide real life footage as examples. The first four parts are written explanations without the assistance of video footage; the fifth part is mostly video footage with brief explanations.
1st Part: http://abyss-watcher.livejournal.com/11390.html
2nd part: http://abyss-watcher.livejournal.com/11724.html
3rd part: http://abyss-watcher.livejournal.com/12004.html
4th part: http://abyss-watcher.livejournal.com/12283.html
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5th part: real life examples.
Now, for the actual footage showing how the INSIDE CUT and the PRECISION TOUCH works in real life.
Before watching the footage, you should read the explanation, so that you get a vague idea of where I'm coming from.
1st example: http://abyss-watcher.livejournal.com/12407.html
2nd example: http://abyss-watcher.livejournal.com/12712.html
3rd example: http://abyss-watcher.livejournal.com/12893.html
4th example: http://abyss-watcher.livejournal.com/13280.html
5th example: http://abyss-watcher.livejournal.com/13470.html
6th example: http://abyss-watcher.livejournal.com/13726.html
7th example: http://abyss-watcher.livejournal.com/13979.html
8th example: http://abyss-watcher.livejournal.com/14129.html
9th example: http://abyss-watcher.livejournal.com/14392.html
10th example: http://abyss-watcher.livejournal.com/14730.html
11th example: http://abyss-watcher.livejournal.com/14927.html
12th example: http://abyss-watcher.livejournal.com/15307.html