Winning Eleven has seen yearly installments on the PS3 and Xbox 360. But it looks like we’ve just been getting a preview of things to come for the series.
In an interview in the recent issue of Famitsu, series producer (and originally programmer) Shingo “Seabass” Takatsuka cited the criticisms Winning Eleven has taken over the years, particularly in Europe, and promised for this year a Winning Eleven that’s been powered up many levels.
The updates will come in both graphics and gameplay areas. Winning Eleven games until now, he said, have been just extensions of the Famicom era. Players were fine with this through the PlayStation 2 , but the development staff now need to change their concepts and ideas to something more appropriate for the new generation machines like Xbox 360 and PS3.
He wouldn’t give share specifics about what kind of changes to expect, but he did say that the area of the game that most clearly shows the changes is the relationship between AI and player motions.
The changes will have an effect on how the game controls, said Takatsuka. Until now, they’ve had a “Famicom-like” belief that good controls means fast movement. But it isn’t this simple. Particularly on the new hardware, this type of thinking will lead to players being too fast. Some players in Europe have actually complained that the game’s tempo is too fast. On the other hand, some players do seem to like faster speeds. The staff will be taking balance into account during the tuning process.
Despite all the changes, Takatsuka said to expect the new Winning Eleven between November and December. The game is currently 30% complete.
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Konami have signed a deal which means the Copa Libertadores, the South American equivalent of the UEFA Champions League, will appear in PES for the very first time.
Containing the very best teams from across the continent and Mexico, this news is sure to please fans across the world.
“KONAMI announced today that it secured the videogame rights for the world’s renowned South American Cup, known as CONMEBOL’s “Copa Libertadores” and entered into a License Agreement.
Copa Libertadores is the soccer tournament run by CONMEBOL and this is going to be the first time ever in videogame history to reproduce the South America’s highly recognized tournament in the game.
“Winning Eleven” series already carried “UEFA Champion League” mode, which is the championship tournament to decide the No.1 club team in Europe and South America. This is the first videogame to provide both tournaments all in one in the game.
KONAMI plans to utilize the right of Copa Libertadores for the Winning Eleven series with a new mode so that players can use the same team as the real tournaments.
KONAMI will continuously work with the franchise to add more depth to the realistic football game experience and relay the exciting momentum as well as aim to contribute to the football cultures. ”
Konami Digital Entertainment GmbH will deliver a completely new footballing experience later this year with the advent of PES 2011, for PlayStation®3, Xbox 360, PC-DVD, Wii, PlayStation 2 and PSP™ (PlayStation®Portable), which sees the publisher’s long-running series undergo the most radical revamp in its history.
The PES range has long been regarded as offering incredible realism and control, but PES 2011 will reinvigorate the series with the most advanced raft of gameplay additions, control options, and animations to meet the evolution of real-life football. Central to its total freedom of play, PES 2011 introduces a power bar for each player that allows the user to determine the exact strength and placement of every pass and shot. Balls can now be spread absolutely anywhere with utter precision, with long balls into space, short passes to feet and intricate one-twos allowing the player to dictate play and control the tempo of a match.
This freedom of play is also extended via new AI routines designed to place every move and decision in the player’s hands. No longer will assisted AI intervene during matches; users will now need to sense and react to threats; and passes will not automatically reach the nearest player. Instead, all-new routines facilitate complete control both of the player and their chosen actions in every respect to give the player sublime control over every movement.
“It was time for PES to transform, and PES 2011 represents the most ambitious redesign in the series’ history,” commented Jon Murphy, European PES Team Leader for Konami Digital Entertainment GmbH. “We’ve continued to work closely with the fans to pinpoint what it is about football that PES didn’t do. Total freedom was the priority and all-new animation a must. PES 2011 does both – indeed, they are directly linked to each other – and while the new game is recognisably PES at its heart, it is also the most radically improved version ever.”
Key to PES 2011’s new approach is a specially-designed control system that allows total control over every element of play. The triangulation of passes and making space using clever runs becomes paramount, and build-up play is everything. Likewise, dribbling and close control are tougher to master, and the days of making streaking runs through the centre of the park are over, as PES mirrors the real-life football.
The result is the most complete and realistic PES to date. PES 2011 delivers an evolved experience that still has the key PES ehthos of skill and realism at its core. Likewise, every other aspect of the game has been totally reworked, including:
Total Control: PES Productions has enhanced the 360-degree passing ratio, offering unprecedented levels of control over every pass, shot, throw-in, through ball and lofted through balls. This allows users to pass the ball into space, and move their play with total freedom. Players must precisely weight their passes and second-guess the runs of their team-mates and exploit their movement. Players even can apply pressure on opponents to force them off the ball.
Shot & Stamina Gauge: In addition to the generic power gauge, the Shot & Stamina meter details the player’s exact level of fitness. Constantly sprinting will affect the player’s movements and will have an adverse affect on his stats, with passes going awry and a loss of pace.
New Defender AI: Defenders now hold their positions naturally, no longer chasing any ball that enters their area; preferring to close down the attacker and force them into a mistake
Animation and Player Physics: PES Productions has totally reworked every element of in-game animation. These additions will become clear before even kick-off, with the players enjoying fluid, natural movements, with more realistic acceleration and inertia than ever before. The physicality between players is also improved, which was a priority requested in PES forums. Jostling and blocking now looks stunning, while there is a larger variety of convincing tackling styles. Ambient animation also adds immensely to the in-game atmosphere, as players behave realistically when off the ball, and walk and run with a variety of individual styles.
Speed of Play: The new level of control means that PES 2011 enjoys a more considered pace of play, which varies dependent on situations. The game will burst into life as counter-attacks come into play, but players can dictate the pace via slow build up or exploiting available space to surge forward. It is harder to make long runs from midfield, and successful play will depend on making quick passes to make room.
Aesthetics: PES 2010 showcased the best likenesses in a football game, and PES 2011 ups the ante further. Facial animation has been enhanced, but the key advances are over 1000 all-new animations which have been recreated from the ground up using over 100 hours of motion captured footage. Every aspect of player movement has been reworked, with more organic runs, turns, throw-ins, tackles, and interaction. The way players speed up and slow down is also more natural, while replays display elements of motion blur that bring your saved goals to vivid life.
Tactical and Strategy: The sheer number of options available in the PES series has established it as a remarkably flexible simulation, allowing players to stamp their playing style on each match. The PES Productions team has implemented an all new ‘Drag and Drop’ mechanism that can be used in every aspect of team management, not just substitutions or formation changes. These settings are also animated to promote better understanding of the plays that have been altered.
Feint settings: PES has always offered a wide range of subtle skills, feints and turns, but PES 2011 allows users to map their favourite move sequences to the right stick, making them more accessible than ever before.
Master League Online: Master League will offer an all-new challenge, as users are invited to try their hand against other managers online. PES 2011 will mark the online debut for its much-loved Master League element, with players bidding against each other for the world’s best players, and attempting to build a squad that can compete with the best against online peers all over the globe.
PES 2011 also features a myriad of smaller additions, all designed to enhance the overall experience. The game’s difficulty level has been upped thanks to the greater control on offer, while new camera angles showcase the game’s stunning visuals and animation. Likewise, in accordance with the strong wishes of the fan base, both referees and goal keepers have been improved in both aesthetic and AI terms, while an all-new commentary process has been implemented that offers a better and less repetitive overview of the proceedings.
The game will also see the return of Lionel Messi – arguably the greatest player in the modern game – as its cover star, and the expansion of its UEFA Champions League and UEFA Europa League elements, and the addition of the Copa Liberadores, South America’s most influential and important club-based competition.
“This is just the tip of the iceberg for PES 2011,” concluded Murphy. “We have some significant announcements still to come regarding game modes and gameplay functions. The first footage of the new game perfectly showcases the new animation and freedom elements that beat at the heart of the new game. We are confident that PES 2011 will both surprise and delight football fans. They are going to have to relearn how they play, as this is a very different game, but I am confident it will blow them all away.”
I’ve been a PES Fan news editor for a number of weeks now, and the only thing I needed to start proving my skills as a journalist is a story – something worth putting pen to paper for. Well, that’s exactly what I was given when I was asked to attend the PES Fan’s PES 2011 play-test... and it was definitely worth a column inch or two.
I’ve read all the major details that have been released since the Tokyo demo at Konami HQ, followed the news as it tweeted out of E3 – and watched, then re-watched every second of video that has been released over the last two months in both standard and high definition, striving to digest every little detail that this year’s release has to offer.
And in hindsight – it’s good to be clued up, but no amount of scanning the early PR materials will give you a hint of the feeling you get when you actually play the game (and despite that sentence I have the difficult task of trying to pass on my experiences to you).
It’s over a month since the first tests took place, but in no way did I feel that we were less privileged than those who sat down with Seabass et al in Japan. On the contrary, I was conscious of the fact that this version of the game would be significantly different from the one seen then – and hopefully any noticeable faults would have been ironed out and possibly a few extras added in.
Despite this being my first major piece for PES Fan and the first chance I’ve had to lay my fingers on a game a considerable period before its release date, I was quite laid back – though I’m sure my note pad may have suggested otherwise. I utilised the morning train ride to scribble some last minute notes, detailing the main positives and also the shortcomings of PES 2010; what we liked, what needed work – was there anything that stood out particularly, etc – and I eventually converted that mess into four headings: User Interface and Appearance, Passing, Keepers, and Player Movements, reactions and positioning.
User Interface and Appearance
It’s worth mentioning that we were playing an offline copy and we were locked to certain areas of the game – so I can’t give any information on the online capabilities or go into major details about the overall UI at this stage.
We essentially had two versions of Exhibition mode – the general setup-and-play that has been present in previous years’ demos with a small selection of National (Germany, Italy, Ivory Coast, Argentina) and Club teams (Manchester United, Inter Milan, Real Madrid, Benfica). Alternatively, we had the option to taste the newly acquired Copa Libertadores licensing – with Estudiantes, Cruzeiro, Corinthians and Internacional all available for selection, and ready to march out to the Copa Libertadores theme – in a style similar to the current Champions League offering.
You can see the foundations of PES 2010 within PES 2011 – the entrance scenes and tunnel shots occasionally look like they’ve been lifted from the previous version, only to be polished and pampered before being delicately placed into the new incarnation. To put it simply, it looks like PES, but the picture quality looks more like airbrushed imagery that you’d expect to see coming from the marketing department rather than a moving-parts product from the development team.
The visual improvements start from the menu and stay with you all the way through to the pitch. Player likenesses have been improved even further than last years’ advancements, at least in the teams we had at our disposal – and this is highlighted with the pre-match setup. Little details catch your eye, like the kit selection screen which now features animated models – rather than stationary stars as seen on the previous iteration (I was impressed to see Eto’o run a few paces before freezing, allowing you to savour the personal detail as well as the player movements). The on-screen display when in-game has been simplified – now showing a much more minimalist, broadcast-resembling score board; simple, clean and professional.
Jon Murphy mentioned that this game doesn’t feel as “Japanese-y” as PESs of old, and that’s for sure. Gone are the bright, sparkling backgrounds that had a hint of youthful exuberance – and in comes a sleek, shiny/dark world map picture (when I say map – think ‘PlayStation Weather Channel’ on PSN as opposed to ‘school atlas’) which works very well. This PES feels like it has grown up, and the sliding main menu located at the bottom of the screen brings the clean accessibility that we can see throughout.
Minimalism seems to be the theme in this PES, and this is never more apparent than when using the new drag-and-drop system that we’ve heard so much about. Think of it like the new Google homepage, leave the options in there but don’t have them on display unless you need them, and when you do – a slide of the cursor and few button presses will allow you to do everything you are used to.
Tying in with this, Konami announced that they’ve spent a lot of time looking at broadcast standard footage with the intention of instilling the same look and feel into PES as we see when watch it on TV. The re-worked wide camera angle that moves with play is a major step towards realism. When the match kicks off the camera lowers from an elevated position to the regular viewpoint – and similarly when play approaches a goal the displays swings when necessary, with an undeniable professional smoothness.
There are some huge improvements – as well as an array of small details that add to the game, and it’d be criminal not to give them a passing mention. I spent a good few minutes in the replay section analysing the little details on the pitch in the new man-on-the-pitch camera angle (or over-analysing as the look on Fury’s face suggested). It’s not a major thing, but being able to move around the pitch at eye-level of a player allowed you to really put yourself into the action – and the grass, when zoomed in looks like it has some distinct layering and texture to it, you can see that it’s computer generated, but it’s not a long way away from the real thing.
PES has been criticised since its glory days on the previous generation machines for losing the lifelike flow that it was synonymous with. 2010 didn’t play how you wanted it to play – and you were inevitably looking for breakthroughs that were different from the natural routes. Konami recently confessed that the game’s engine has been progressively weighed down by annual additions which, though they were made with good intentions, lead to an overcomplicated mess. Things were stripped back – and a new passing system with promises of “Freedom” was built on the exposed foundations.
Three simple questions: one simple answer. Is the Passing better? Is it good? Does it feel free? Yes.
I had worries that the hit ‘n miss through-ball from last year would be completely reversed in 2011. The vast majority of passes I tried through the defence on 2010 were often played way past the bye-line, or into the heels of the defender I was looking to outpace – compare this to the E3 video and you see Pirlo, amongst others, easily playing defence splitting passes. So which was one was it – painfully easy or practically impossible? Neither – and both.
I had numerous passes going astray – plenty were over-hit and some barely trickled off of my toes (particularly a couple of back-passes that I was lucky to get away with) but I never had the feeling that I was hard done to. The mistakes that were popping up felt like my mistakes. The new power gauge system takes a little getting used to but you quickly start to feel that you are personally involved in determining ball placement. It’s a double learning curve – you can pick it up and play pretty well, but it’ll also take a good amount of play time for it to become second nature, allowing us to remove the rainbow swoosh (which, despite my reservations, is surprisingly good at evading your attention).
Perfecting the new style of play will give you more options in attack – but doesn’t necessarily mean that you can continuously carve up the opposition with single a killer ball. Fury and I played for a number of hours – but there was only one or two long defence splitting passes, often caused by bad positioning on our parts. That wonder pass can only be played if the situation arises – trying to force it just doesn’t work (just ask Fury, he did a great job of shutting me out).
The passing is different, but it’s not completely different. There is still a lot of what we know – and I don’t doubt that some will see a little too much of the past as they play, but for me it’s a good thing. The passes still feel like passes you’d play in a PES title, but the added freedom of control neatens it up. Think of a pass you play in 2010 – you know it’s going to end up somewhere within a couple of yards of where you aim it, but now you can drop it on the proverbial sixpence. Its last years passing, but it feels like it should have felt.
There is still some noticeable AI assistance – but generally for the better. Passes feel like they are helped slightly in terms of direction, but that can all go to pot if you stick too much power on it – particularly over distance. Also, to emphasise individuality different stars seem to receive a varying levels of support from the AI. Paying a ball with a midfield maestro such as Xabi Alonso or Carrick you, as you’d expect, has a higher success rate than playing a similar ball with a dribbler, like Nani.
True 360 degree passing would be excruciatingly difficult even for the most dextrous of gamers, it always needs to be honed down to some extent, and this AI support works. Every ball we had the vision to play – we could, providing we executed it properly. I dragged Roberto Carlos up from the back – only for Fury to dink a through ball over his shoulder, his attacker had already started a run and met it perfectly for a first-time strike. My mistake – his brilliance, and though I conceded – I’m happy to admit that it was a beautifully worked goal.
It’s no secret – goalkeepers haven’t been the greatest aspect of Pro Evo. Over the course of a decade playing Master League in the last instalment, I tried and tested a selection of young, old, catastrophic and world class keepers but found that they all shared a common trait – the Robert Green effect.
A quick look on YouTube and you can see evidence of Keepers diving over pea-rolling mis-kicks, flapping around a clear yard to the side of where they should have been – or even just watched shots bounce past them without the slightest of effort to stop it.
So, how do they compare now? My honest answer – I’m not entirely convinced.
We saw many commanding leaps to pluck crosses out of the air, and smiled in approval after the Ivory Coast stopper pull off an instinctive flick of the leg to deny a low driven effort with the top of his instep. Keepers looked to have been given a wedge of new animations to pull out of their bag as and when they see fit, a perfect example being Van Der Sar’s reaction save to stop TheBoss after he tried to place a ball through his legs. Edwin, dropped to the floor with a realistic thud to shut out Sneijder’s attempt with a well-timed block using his shins – a smooth animation that I’ve never seen before.
That said, then men in the sticks were still prone to the odd flap on occasion – and though we had a full day to play, I can’t commit myself to saying whether it seemed to be a flaw or it whether it looked intentional. We regularly called keepers out to rush onto heavy through balls – but once or twice, what looked like a comfortable catch ended up being a strange fumble. It didn’t happen often – but if Julio Cesar can parry an un-challenged bouncing ball then I’m a little concerned. Perhaps we held the keeper charge button for too long causing him to run through the bounce – or perhaps we just witnessed a couple of the calamity moments that occur semi-often in the real game? I honestly can’t say. To put a positive spin on it – the recoveries after the mistakes were faster, and you actually had the impression that the keeper was aware of the ball’s location before he got back to his feet.
We did see one howler – I nodded the feeblest of headers in at the far post. The keeper was in the perfect position – and my wild swing of the head resulted in a powerless effort on goal. The keeper spread himself and had the perfect shape to stop the shot – but forget to put himself in the ball’s trajectory. I looked more embarrassed than Fury did for putting it away. It sounds as if it’s a step up from their display a month ago – I just hope Konami use the time that they have left to fine tune.
Player Movements, reactions and positioning.
PES 2011 has over 1,000 new animations. So what exactly does that mean? – Basically, players have been given the permission to perform a range of new movements and manoeuvres. Do you notice it? Definitely.
There are nice little touches – like players rushing to lean out of the way of shots and ducking under high passes, we even saw one star practically squat to get under a throw-in that crossed his path. You also get tastes of individual brilliance that could have been lifted straight out of Match of the Day – Berbatov, back to goal, laid off a lazy but accurate pass with the outside of his left foot to Carrick who used the instep of his right boot to curl a pin-point effort towards the top corner.
It’s not just animations – player awareness and positioning has been upgraded, particularly noticeable in the opposition AI which hardcore fans will be happy to hear wasn’t scared to venture up field. I watched on as Fury played a game that he eventually lost – the computer scored and seemed to press for more until the last few minutes where keep-ball became the chosen plan of action. I’m not sure if this was a situational tactical change – which is now possible to organise in the pre-match setup screens, but it certainly looked like it.
The new defensive system makes the game more tactical. You now have the option to steam in with a tackle, or to track an opponent – with the aim being to shepherd them into a bad position, or wait for the perfect time to stick your foot in. This, combined with a slower pace makes you think about the options at your disposal. On the subject of pace, the five different game speeds are very distinct. We played most of our time on the default rate (“0”) – but I had a particular affection for “-1”. Last year’s action played more closely “+1” (+2 was too fast for my tastes – and -2 felt like trying to run in water).
Another improvement that needed to be included was a complete reworking of the referees. It took over 300 games against the AI before I was awarded my first Penalty on PES 2010 – though I should have easily been into double figures with the amount of times I ended up on the deck. But, the blind referees that we’ve had forced upon us recently can suddenly see again – and called fouls in and amongst the box! I don’t recall a single case of the “Come on ref” syndrome surfacing on either side – which is vital if the trick stick is to be utilised more in 2011. If we’re inviting players to risk taking a foot instead of the ball, we need the correct decisions to be made.
Fury benefited from this more than I did – I was pretty much a one-skill man. The rainbow flick lifts the ball diagonally over the opposition’s feet allowing you to cut in at pace, which I combined with the odd flip-flap. I was pretty happy with my skilful displays, but Fury looked to Riverdance his way past my full back on the odd occasion – and also sold me for a foul a number of times too.
Taking everything into account – I’m ecstatic, and personally a little relieved to say that this is a huge step forward. The game looks amazing, but that was never the issue. This demo showed me that PES can still play great too – the crucial factor that has been missing for the last few iterations. To cement our conclusions, we played one game on 2011 – and played the exact same game on 2010 a few minutes later. The development is there for all to see.
I still see a lot of the past, but I also see the future – and I wouldn’t have it any other way. This ‘all new’ but, at the same time it’s a PES that I feel familiar with – and the first offering on the next generation that finally looks and feels like one I can truly be proud of. Konami don’t just want to stop the rot, they want to flip the script and bring back their hardcore fans – well, this is definitely the way to go about it.
---------- Post added at 18:23 ---------- Previous post was at 11:15 ----------
Three simple words have been the focus of Pro Evolution Soccer 2011 so far; Engineered for Freedom. Words that were accompanied by some very impressively written press releases that read so well it seemed more like a wish list the fans had been hoping for, rather than a checklist of new features to tell us all about.
Yet despite the impressive press releases and the very good looking trailers it was with a feeling of caution, rather than uncontainable excitement, that I approached Konami’s latest football offering. As I picked my team and played around with the tactics I hoped that the answer would be yes to my question: has it all just been hype like the past few years, or is Pro Evolution Soccer 2011 really engineered for freedom?
In short, the answer is a resounding yes: you can literally put the ball where you want. However, this is not a game where you can immediately appreciate its biggest strength; its freedom. Like with PES games of the past, it took a little getting used to. The game as a whole is a lot slower than any previous PES from the Next-Gen era or the PS2 days. It’s the first thing you notice when you start playing the game and this is maybe why I had a few problems in my first game.
Short simple passes to the fullbacks were going out of play whereas in previous versions they’d be played straight to feet like they were on auto pilot, which backs up Jon Murphy’s claim that the AI has been toned right down. Passes were being both over hit and under hit into the midfield and trying to get some rhythm into the game seemed hard. The first game I lost 2-0, I couldn’t get to grips with it at all, but as I played more games I was getting used to having a power bar for passing and it was all becoming a little bit easier. Passing became a little bit crisper and the tempo a little bit higher, I was getting used to it and I was enjoying it more and more.
The animations, just for passing, are so varied that the animation seems almost different every time, players will side foot and use the outside of their foot to pass the ball when appropriate. One great moment that had me pause for a replay was when Veron seemed to put all his weight into passing the ball down the line with the outside of his foot: the animation for the shape of his body as he made the pass was just something not normally seen in a PES game, it was awesome.
Through balls are much more effective and might have players making sure they play with a deep back line because of their effectiveness at beating a defence. The weight to them is superb and the power bar really does make it easier to determine how high or far the through ball is going to go. Having a power bar for through balls is something I see as key feature because the fans have been asking for it for a long time. This doesn’t necessarily mean it’s something that people can exploit in the game as it’s hard to execute consistently, but catch it right and it can become a really dangerous weapon against the opposition.
As stated in a number of previous play tests the X button pass can also be used as a through ball if hit into the space because of the freedom afforded by the power bar. Hitting the ball into space for on rushing wingers and fullbacks is a treat as is also passing the ball towards a teammate’s stronger foot. For example, say if you want to lay off Podolski for a strike on the edge of the box you can so, almost inch perfectly towards his left foot whereas as in other PESs it was nowhere near as fluid or accurate.
The freedom of passing is a massive improvement for the series and it seems Seabass and the team have gone a long way in trying to get rid of the ping pong passing. I can see many people having really good midfield battles against each other and when you score a goal the feeling of achievement that we've felt with PES in the past looks like it's back this year.
However, there’s still a few niggles that I hope are fixed in time for release. Sometimes a fast pass can somehow slow down immediately as if the ball is rolling through long grass and high balls from goal kicks seem to go a bit too high and hang in the air for too long. Other than these points the passing offers freedom never seen before in a PES game and I look forward to engineering moves with it.
---------- Post added 14-07-10 at 01:31 ---------- Previous post was 13-07-10 at 18:23 ----------
So far teams that seem to be licensed:
* England London FC (Chelsea FC) (not really sure)
* England Manchester United
* Italy Inter
* Italy A.S. Roma
* Spain FC Barcelona
* Spain Real Madrid C.F.
* Argentina C.A. Vélez Sársfield
* Argentina Colón
* Argentina Estudiantes de La Plata
* Argentina Lanús
* Argentina Newell's Old Boys
* Brazil Cruzeiro E.C.
* Brazil S.C. Corinthians
* Brazil C.R. Flamengo
* Brazil SC Internacional
* Bolivia Club Blooming
* Bolivia Club Bolívar
* Bolivia Real Potosí
* Chile C.F. Universidad de Chile
* Colombia Junior Barranquilla
* Colombia Independiente Medellín
* Colombia Once Caldas
* Ecuador Deportivo Quito
* Ecuador C.S. Emelec
* Mexico Estudiantes Tecos
* Mexico C.F. Monterrey
* Mexico C.D. Guadalajara
* Mexico San Luis F.C.
* Paraguay Cerro Porteño
* Paraguay Club Libertad
* Paraguay Club Nacional
* Peru Universitario de Deportes
* Peru Alianza Lima
* Peru Juan Aurich
* Uruguay C.A. Cerro
* Venezuela Caracas FC
* Venezuela Deportivo Italia
* Venezuela Deportivo Táchira
* Côte d'Ivoire
Last edited by christopher91; 13-07-10 at 18:28.
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PES 2011 Cover & Released Date Detailed! + Bayern München licenced!
Alongside the new cover Konami announced PES 2011 European release date will be Sep 30th, while it's going to be released on Oct 8th in the UK.
German Club joins roster of licensed national and club teams as PES enters era of total freedom of control
Konami Digital Entertainment GmbH has announced that its eagerly-awaited PES 2011 title will deliver its new style of free-flowing and totally open football on October 8th, with the publisher also outlining some of its new officially licensed teams, and plans to bring the series to all-new formats.
PES 2011 will be released in the UK for PlayStation 3, Xbox 360, and PC-DVD on the October date, with versions to follow for Wii, PlayStation 2 and PSP™ (PlayStation Portable) in October. KONAMI has also confirmed it will be released for a number of smart phone systems.
Following extensive consultation with the series fans and football fans all over the globe, PES 2011 ignites the series with a stunning collection of gameplay additions, control options and new aesthetics. Every aspect of the game has been honed and polished, with total freedom of play acting as the core ideal in the new game. To this end, PES 2011 introduces a power gauge for each player that allows the user to exactly place every pass, cross and shot. Balls can be placed anywhere with utter precision, while all new AI routines hand complete control over to the player.
PES 2011 also boasts over a 1000 new animations, with little touches such as players limbering up, married to subtle movements both on and off the ball that reflect the pace and power of a top-level match. Likewise, the new game also boasts a stream of new surprises and additions, ranging from smaller touches such as a new throw-in system that utilises the power gauge system, and simplified tactical selection, through to huge advances such as Master League Online, a radically overhauled Become A Legend service, and the addition of the Copa Libertadores - South America’s most illustrious competition.
KONAMI has also worked to add a number of new European licences to the game with Bayern Munich amongst those joining the rosters. The German club joins a long list of officially-sanctioned sides that include Barcelona, Real Madrid, Juventus and Inter Milan - all of whom will be included in the game’s bolstered UEFA Champions League and UEFA Europa League modes. The winners of these competitions will also be able to play in the UEFA Super Cup Final, now fully integrated into the Master League and Become a Legend modes. PES 2011 also features a full range of officially-licensed national sides, including Germany,alongside the likes of Portugal, the Netherlands, England, and Italy.
PES 2011 also benefits from an extensive number of customisable elements that allow players to create key elements, such as teams, their ability to string skills and feints together, players, and stadia via a number of easy-to-use modes.
“We have been working on this, the ultimate evolution of PES to date, for a long time,so it is great to finally let people know when they can get their hands on it,” commented Jon Murphy, European PES Team Leader for Konami Digital Entertainment GmbH. “I think pretty much everyone knows that we have incorporated truly open gameplay in PES 2011, but it really has to be experienced for it to be appreciated. The Tokyo team has worked incredibly hard to create a game that is true to the series’ history, but takes it in new, exciting areas. Come October 8th, I hope that people will be lost in the game’s huge array of options and dazzled by its utterly compelling gameplay.”
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The new Italian sides are Lecce, Cesena, and the newly promoted Brescia,
while the Spanish league is bolstered with the addition of Zaragoza, Sporting Gijon, Almeria and Getafe. Tottenham join Manchester United in the English section, while the recently-announced Bayern Munich are joined by Werder Bremen. These additions swells PES 2011’s roster of official European teams to over 100: its largest number to date.
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