Re: PES 2012 Playtest Impressions
PES 2012 Impressions
These impressions are specifically focused at the game as played from a 1vCPU, 1v1, and 2v2 perspective, based on 75% finished code, which is around a month old, with a wide variety of teams. For those not interested in a long read, there is a brief summary at the bottom.
I’d like to thank Adam for providing this opportunity in the first place, without him, I’d be none PES the wiser about PES, and unable to bring you my impressions. In a strange sense, one of the most obvious things to say about my time with 2012 (in which I played a large number of games), is that I feel bereft just 5 hours after playing it last. It's a game which achieves things I've been waiting on for years. PES 2011 was the first game from PES this generation which made me sit up and take notice of the series again. It's a game with a tough outer shell, which turns off many on the outset with the huge array of bugs, lack of polish, lack of licenses, dodgy net code, and a lack of accessibility. If you can manage to get through that, you are rewarded by core gameplay which has a lot of depth, and while the frustrations never left, the gameplay for me trumped FIFA 11’s.
Gameplay
PES 2012 peels off that outer shell. The clumsiness is gone, and the lion's share of the bugs have too. The fluidity is frightening: it has managed to decant the essence of FIFA’s fluidity, and combine it with the depth that PES has always had. The movement system is packed with more depth than ever. Playing with tricky dribblers is astoundingly fun, and it's all done through the left stick and the trigger. It feels intuitive, and it really brings out the differences between players. You can feel clearly how each touch leads to the next. Making a more strenuous turn will make you struggle for the next, but get it right and you can see your player making tight, accurate touches to take you just inches around players.
PES has always excelled with this, but the massively improved responsiveness (which has not been achieved by removing realism), and the new one-on-one controls (activated through the right trigger) take it to a new level. This is where the true potential of 360 dribbling really shines through. The one-on-one video does the new mechanic no justice, but I’m assured that once you play it you’ll get it. It allows you to face up to a player, and to specifically attack the defender, seeking to wrongfoot him. There are a whole host of new animations to represent a defender being done, which all look fantastic. No longer do players stand there stupidly as they get torn apart, but react as it happens.
My only concern with the dribbling is that just occasionally it feels that some turns are a little over-slick, and players can in these moments move the ball around just a little too easily. This may be so because some animations still aren’t quite up to scratch, and thus some turns still feel strange.
The defensive side of this equation has been cranked up too, and once again a new use of the right trigger is the centre of it. It's simple, and it works. The right trigger puts you into a jockeying movement, which feels well balanced in terms of responsiveness, and using it in conjunction with X/A locks you into the ballcarrier. It's all balanced surprisingly well, and the battle between individual attackers and defenders is better than ever. It’s the first game for a long time which has managed to make defending feel right. In both 2010's FIFA and PES games, there is far too much emphasis on tackling. It's not that holding back isn't a feasible defensive strategy, it's that charging into tackles and heavily pressuring is far too effective.
PES finally has hit that sweet spot where you're constantly calculating the risk vs. reward. Go for the tackle and maybe get beaten. Hold back, and allow them closer to goal, hold strong and force them to make a move. Trying to go in for a tackle against the better dribblers, especially with your last line of defence, is close to suicidal - you have to treat the better dribblers with respect. When facing up to Messrs. Ronaldo and Messi, you have to treat them like they are superstars, and if you don't you may find yourself regretting it in horrible and often spectacularly embarrassing ways. It no longer feels that you can be pressured off the pitch. Pressure works for forcing people to make a move, or blocking off opportunities, but it is easier than ever to pull a move on a charging defender, taking simple touches to take it around them.
These moments are the highlights, whether it's you doing it, or someone doing it to you, or the CPU AI doing it to you, or you doing it to them: It looks great, it feels believable, and these become guaranteed exclamatory moments right up there with the goals. We recreated Adam's Marseille vs. Barcelona disaster (he lost 7-1, on 'Superstar' difficulty, which is the highest difficulty level above Top Player), and although none of us lost as badly as him, we were each treated to at least a few occasions of utter bewilderment at just what Barcelona could do to us. Again and again you feel utterly helpless as they scythe through your defence, often in ways remarkably reminiscent of United's Champions League final defeats.
They put together stunning passing moves – a couple of one-twos had my jaw wide open. It’s the stuff of Barcelona highlight videos, and it’s great to see that AI can be so exciting. If I have a serious concern, it’s that they seemed to have some mentality problems. In footballing terms, there were occasions where I just wasn’t sure whether the AI “wanted the win”. In 5 replications of the same match it seemed that (same team, mostly similar tactics) the way Barcelona played varied massively: In a couple of cases they were in “Rape & Pillage” mode, but in others they were relaxed, doing little more than enough to win.
To go back to defending, the way interceptions work has changed hugely. I don't know quite why it has taken this long (given that FIFA 11 and PES 2011 have this problem badly) to stop my players spindling on the spot while the ball more or less travels between their laces, but this relatively small change resonates throughout the game. It makes up for the lower reliance on tackling, and it radically balances how well throughballs work. Placing your players between the ballcarrier and his teammates is thoroughly effective and you have a serious chance of intercepting passes in close proximity. Your players no longer become horridly unresponsive – they do exactly what you want, which is to try to get to the ball. They may get it, they may not quite get there, or they may overstretch and see it fly between their legs, but every time, without fail, they try, and that’s what both FIFA and PES have needed for a while.
Ball physics have improved a lot, and this is something you sense all over the game, passing, crossing, and shooting (earlier builds had problematic shooting). The constant super-floaty mishit shots have disappeared altogether. You can also now get a lot more curve on the ball, whether that's due to the ball being mishit or an intentional curve. Crosses are just a tad over predictable in flight, and shots are maybe just a little too soft still, though you can definitely get some real power behind them now. Volleys are one of my only real bugbears with the shooting, and they still seem to have a tendency to try to swing around the ball, often swinging their leg horizontally where it could have been a straight pull back and shot. There were a couple of bicycle kicks too, and in both cases it seemed that the flight of the shot was far too flat to match the animation. The good work applied to the rest of shooting seems to have not been fully realised for volleys.
The real physical improvement is in Pro Evo 2012's collision system. I'm sure it's technically nowhere near as clever under-the-hood as FIFA's Player Impact Engine is, and I'm sure that if you look close enough you'll see some clipping here and there, but in the vast majority of cases the animations seem appropriate. It moves it into line with the physicality that FIFA has managed for the last few years, but it does so without forcing it on you at every moment. Physicality is part of the game, but it's just a part. Considering physicality was almost missing entirely from PES 2011, this is a welcome upgrade.
The refereeing is better, mainly due to improved collision detection, but they are still an area of major concern. The advantage rule has improved, but still calls up fouls when it should play on a little too often, and the amount of times cards are given after a break in play is minimal (I didn't see it myself but I was told these can now occur). The referees also seem to not give penalties for standing tackles - which really must be fixed before release, because I saw far too many blatant penalties not given, and it's the kind of thing which is fairly easily exploitable, as once they're in the box you seem to get away with anything if you keep on your feet.
The keepers are similar: generally solid, combining 2011's ability to accurately represent what the keeper would, and wouldn't get to, with (most of the) animations not being laughably bad anymore. More importantly, what happens when the keeper touches the ball is much more believable: they do catch more often (maybe not enough), and the parries are distributed much more safely. In PES 2011, I conceded more goals because of the keeper parrying it to the opponent than any other reason, but this happened just once over the many hours I played and watched.
There are scrappy goals, goals where you're desperately smashing the shoot button, and your opponent is smashing the clearance button, but they don't come freely. The physics of the ball colliding with players is an area which has improved greatly. It no longer feels like they are elastic collisions with the ball coming out at the same rate it went in, and this massively reduces the unpredictable and often unfair situations that arise too often in 2011. Unfortunately, in the build we were playing there were a few occasions where the keepers would have absolute howlers, failing to save things which would have been definite saves in the real world. These were clearly bugs, rather than design flaws. If these are solved then, PES 2012’s goalies will be pretty good.
Passing was an area I was intrigued to try as Konami had added the passing assistance bar in this year, which allows you to set the passing between 0, and 4 bars, 0 being the least assistance and 4 being the most. At 4, it feels similar to FIFA's assisted passing or PES's pre-2011 passing, where you press the pass, indicating who you want to pass to, and it does the rest. PES 2011's passing is probably around 2 bars in terms of assistance. Trying out the 0-bar setting was slightly disappointing, though it's quite possibly due to unfinished code. It's hard to describe - it certainly isn't like FIFA's manual in terms of the control you have. Sometimes it feels manual, and at other times it can clearly redirect your passes by quite severe angles to assist it to a teammate. I'd need a lot of time to explore quite what was going on, but right now it's either not working as intended, or it's not intended to be manual, because it still feels very different to what you get from the manual modifier. If that is their intention, then fine, but it would be nice if this was clarified.
Going back to 2 bars, and I suppose the best way to describe it is that it feels different to PES 2011, it's certainly been retweaked and retuned, and it will take some time to get used to again, but it feels mostly pretty good. It does have the occasional time where it misinterprets who you are trying to pass to quite badly, but these are once in a while and usually it's good at interpreting what you want to do. I do occasionally find it just a little over pingy. It’s not a crisis, but I would like to see it be made just slightly more awkward to string together quick/accurate passing combos, especially the 180-degree spinning passes which are still overly prominent.