July 2011 Archives
Konami Digital Entertainment GmbH has unveiled additions to PES 2012 that will give users more control over the on-field action than in any football game to date.
The new Teammate Control system - which gives users complete control over secondary players while the runner has the ball - represents an astonishing advance for the series.
KONAMI has previously outlined Off The Ball control, an all-new player select system wherein any player can be targeted and controlled as a set piece is taken or while defending.
Teammate Control will give PES 2012 players total freedom in all areas. The Teammate Control system works in two ways, with users pressing the right analogue stick in the direction of the player they wish to control.
The Assisted mode allows the user to activate a second player by depressing the R3 button, and allows users to get to grips with the greater level of control via effective running movements. Greater control is offered by the Manual mode, wherein the user has complete freedom of movement of the second player, and can make shuttle runs, find space, and shake off markers before calling for the pass from the player still with the ball.
The player will then revert to computer control when the R3 button is released, and can also be used to override any AI runs the player wants to cancel. Both can be affected at any time, so players can make moves without waiting for a pass to be completed.
PES 2012 has already added a wealth of new AI elements to ensure that its on-field action truly reflects that of football at the highest level. The Active AI system ensures that players track attackers more effectively, but without compromising the shape of the team, while one-on-one situations offer greater control as defenders press and jostle to win the ball, as attackers can use upper body feints and movements to bypass and wrong-foot their man.
Series Producer Shingo 'Seabass' Takatsuka and his Tokyo-based team have also confirmed a secondary batch of welcome additions, many of which have been added following consultation with PES and football fans from all over the world. Penalties in PES 2012, for instance, have been completely reworked and now use a camera from behind the taker, with players determining the position, power and placement of each kick. Shooting has also been enhanced, with the various attributes of each player taken into account with the timing, pace of the ball and position of the striker's body to the ball coming into effect to produce less wild, ballooned efforts. Shot feints also return, with player moving so the goalie commits to the save, whilst the player can reposition for a clearer effort.
Alongside these additions to shooting movement and reaction everywhere else has also been greatly enhanced. Valuable time has been shaved from player reactions, and overall improvements to the animation via flow-block motions and changes to the player hit point elements have led to a three-frame improvement in response times, meaning players are quicker to chase down balls, amend and tailor their run, or take on a defender. The speed with which players turn has also been streamlined, making quick movements more fluid and natural. Vitally, control is no longer totally lost when losing possession of the ball, with players recovering quickly when stumbling to reclaim the ball, or close the ground when tracking back.
All skills can also now be refined in the return of the much loved 'Challenge Training' mode. A hugely popular part of PES lore, Challenge Training gives the player a series of tough tests which they can use to hone various skills. The mode allows users to work hard on their attacking and defending skills to improve their main game. Similarly, there are dribbling tests and set-piece challenges that necessitate hitting a series of targets, and punishing shooting tasks are used to push the player as they put in the hours that will make all the difference on field.
The aesthetic style of PES 2012 has also been refined further, with the overall movement of the players now more fluid than ever, with animations segueing into each other effortlessly and incredible attention to detail. Such is the level of graphical finesses that you can see players sweating, their neck muscles tensing as they call for the ball and bark orders to each other, and the muscles in their mouths and around their eyes contract to show the emotions the players are experiencing. This is further enhanced via dynamic lighting in the game which creates shadow and reflects from their eyes in true real-time. In keeping with the game's exclusive use of the UEFA Champions LeagueTM and UEFA Europa LeagueTM licenses, referees governing such matches will also wear the official UEFA Champions LeagueTM uniforms.
Attention to detail also extends to the circumstances surrounding each match. Players limber up before a match, groundsmen prepare the surface as the players wait in the tunnel, while managers can be seen patrolling the touchline as camera cranes pan to cover the action. The players also pick up the ball in readiness of a throw-in, and general physicality is enhanced, with players reacting to how they are challenged, stumbling or falling depending on the severity of the tackle.
"The addition of Teammate Control is something we have been working on for a while now, and we are delighted that it will make its debut in PES 2012," commented Jon Murphy, European PES Team Leader for Konami Digital Entertainment GmbH. "We have been building to create a control system that truly lets the player do whatever they like on field, and the ability to manually control a second player while simultaneously running with the ball opens all kinds of attacking options. Coupled with the Active AI advancements that ensure supporting players make shuttle run and find space, and I think we have made a huge step towards producing the most advanced football title to date."
"This is the start of a major new era for PES," added Murphy. "In the coming weeks we will detail more on how the ever-popular Master League has evolved, and will be unveiling the new face of the series. With PES moving ever upwards, it is time for an equally high profile and skilled cover star. The new player has all the attributes of the new game, in that he is a strong all-rounder, skillful, fast, and capable of making magic happen on-field. We have had a wonderful three years working so closely with Lionel Messi and thank him for his efforts and support. He has been key in the evolution of the series, and we wish him all the best."
As I write this I have just seen the closing film in the Harry Potter franchise and it was an epic ad quite incredible end to a journey that started 10 years ago.
It wasn't just on the big screen though that the journey started, the video games have been an ever present accompinament to their celluloid sibling.
They have varied in quality, the first couple of games we have very fond memories of in our house with them being games the whole family could enjoy.
Discovering places like Diagon Alley and Hogwarts was a magical treat and really good fun revisiting the locations from the films and books.
It was another example of how video games can add something to a popular medium and open up a new world of possibilities.
As the films progressed down a darker route the games invariably had to do the same and on some occasions they steered away from the family audience that had invested so heavily in them.
The last couple of Potter games I have played have struck a chord in the middle with a playability designed to be easily accessible with good production values and gameplay that was instantly accessible.
As a family we have stuck with them and enjoyed them, we have even enjoyed the Quidditch spin-off game and especially the Lego Harry Potter game.
It would seem from various reviews that we were one of the only ones who loved last year's game, sometimes the gaming world can take itself too seriously and needs to remember that these are kids games, made for kids and enjoyed by them.
My kids played the game last year non-stop almost for a few days, it was the best babysitter money can buy - they loved it, yet one website gave it 1/10.
The finale is a rich and dramatic narrative and therefore the game needs to reflect that and this does that well, it doesn't set out to retell the story as such, it relies on short guiders to steer you into the next chunk of action.
It follows the basic linear narrative of the film though so if you don't want to know too much then please watch the film first.
Grahically the game is great - ok some of the cut scenes are a bit cumbersome but on the whole the quality is impressive.
As is the gameplay, designed as you want with simplicity in mind it manages to set challenges and mix things up by seeing you switch between the film's characters.
On the whole it is a wand waving equivalent of a hack and slash it lacks the variety to really offer anything more than a middle of the road movie-tie in.
As with previous ganes it really could have been so much better, but the kids again loved it and enjoyed playing it - as did I.
The game should come with a 'short and sweet' tag as it's not a lengthy game by any means.
It's a game that Potter fans will embrace even if they did want a lot more. I have a feeling that once Harry and chums have sunk from our movie screens without trace we may just see some much better game offerings using the Potter world.
The wonderful world of Raccoon City and Resident Evil needs little introduction.
For years now it has set a high standard of gaming and carved out a niche market for itself.
Many games now copy the suspense, the zombie elements and the style of play such is the impact it has had on gaming.
Each game had that ticklist you come to expect with Resident Evil games in terms of the storyline, the chills and the investigation - not to mention the odd annoying camera angle.
The weird thing about this latest offering on the 3DS is that it differs greatly from what has gone before it.
Rather than being story-based and constructed in a linear or open-world way it's actually a game that harps back to the old-school 'beat your score' type gaming.
That's a rarity these days but more so with games like this.
What Capcom have done is create a visually appealing game, watered down elements of the combat, removed the storyline and focused on the excellent settings and enemies for a bit of button-mashing.
When I say watered down the gaming I don't mean that in a disparaging way, the new direction the game has taken for its 3DS outing makes it necessary.
The gameplay is great and the action is relentless and receptive throughout.
It's enjoyable but it does feel very hollow, despite a flood of unlockables.
Sometimes as a gamer you need to know why you are there, with that person and the context of what is going on.
That said, it is very well designed and the mechanics are a dream on the 3DS.
But is there enough to sustain interest?
You have to be a BIG fan of shooting the baddies and beating your own score.
Gamers also get a taste of the horror to come thanks to the addition of a playable demo of Resident Evil Revelations.
Having been ordered on a diet by my fiancée ahead of our wedding, this game has arrived just in time.
This is a tailor-made martial arts training game that is designed by Mixed Martial Arts experts and endorsed by the Ultimate Fighting Championship - in short this isn't just a gimmick, it's the real deal.
It starts off with a fitness test which sets your level and gives you a programme suited to you.
It has easy to pick up martial arts moves but with extra difficulty thrown in for the more adventurous.
Everything is customizable with you able to focus on weight loss, muscle building or fitness work.
You can use the game for single workouts or take on a lengthier programme over a long period of time.
As mentioned before this isn't just cash in, this is a worthwhile fitness experience packed full of interesting exercises.
I enjoyed pounding the punch bag and practising jabs and hooks, and it certainly didn't take long before I felt the effect of the routines.
The content is backed by the National Academy of Sports Medicine and is based on actual training routines of UFC fighters.
Of course this isn't the real thing though - it's a computer game, but thanks to Kinect the reality is now even closer.
This is one of the most responsive Kinect experiences so far and it feels very smooth throughout.
The motion capture feels spot on and I was surprised that I didn't actually feel too stupid pulling the moves off.
You do need a fair bit of space for the game but if you are interested in keeping fit then this is very much worth a try.




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