PES 2011

Pro Evolution Soccer used to be king of the hill when it came to soccer games. FIFA, whilst glitzy and loaded with cash, couldn’t match PES for the realism and all the fun of the World Game on a home console. However, starting with the2009 versions of the games (which were actually out in 2008), we saw the tables turn, with PES playing catch up ever since. This year is no different, but the gap has closed significantly.

It begins with the 360 passing. Quick and effective passing is what soccer is all about, and whilst it’s been good in PES in the past, it needed work. It always felt in PES that players were glued to the ball and running down invisible bits of string, with passing being based on algorithms and logic, instead of timing and forethought. However, it’s changed now to be much more flexible, and indeed harder. Now there is a power meter as well as the ability to send the ball in any direction. You must practice and get used to it, otherwise you’ll feel like passing has devolved. It wasn’t until I realised holding the trigger modifies the passing allowing you to target the ball better that I began to understand why I was passing through balls instead of passing succinctly.

This year’s game is played at a slower pace than what most PES players would be used to, but this is an improvement to the realism of the game. It complements the new passing moves and the new power meter. This makes the game slightly more tactical, which means the “ping-pong” action of the game, always a criticism of PES, almost doesn’t exist any longer.

PES 2011 retains the card modifiers for star players, and for the most part works well. Messi, although a great player, doesn’t have superpowers in real life, and the card modifiers for him don’t make him unstoppable. They add an increased depth to the way the player AI handles certain situations, but there is never a sense these star players are overpowered, just good at the game.

However, the improvements are let down somewhat by the AI and ball physics. To explain my complaints with the AI, it’s best to use examples. On a run up the field with a defending player, such as Puyol, players will do a dead stop rather than run offside. However, forwards are always faster than defenders, so this means if you dribble past the line of defence, your players will be at a standstill at some points and not running up into support. Conversely, when you’re defending, your players will run back from the player with the ball, meaning they’ll lose their marks, allowing attackers into the goal square.

Ball physics still needs a lot of work, as I’ve seen the ball bounce off a player into touch at right angles to that player, who was facing away from the direction of play. I’ve also seen a corner being headed directly upwards, which then neatly fell at the player’s feet which was volleyed into the goal. Whilst it makes the game more unpredictable, and in some ways a lot of fun, there are times when the bounce can put you at an extreme disadvantage. Particularly true is near the end of the match, when your players are tired. Last minute goals which end up in tied or lost matches are far too common in PES to be put down to simple luck.

There are plenty of modes of offer, with the Champions League and Copa Santander Libertadores (South American League) being playable, as well as being able to form your own leagues and competitions. The Master League is still incredibly in depth, seeming to take more from football manager games but applying it to how you manage your club. The menus are less obtuse and confusing than before, making it easy to get in and edit tactics, team formations, individual positions, man marking and the like. However, leaving it all to the “coach” also works just as well as getting your fingers dirty with the minutia of PES Master League.

This year the Master League goes online, and I have to be honest and say I never really gave it much of a go. I like being able to jump online, play a game, and then forget about it. If I wanted to manage teams in an in depth fashion, I’d play an online football manager. However, the few games I did have were pretty good compared to my experiences in previous years. There was an awfully long wait to get to a game, but once in it was only a little laggy, and certainly not unplayable as PES has been in the past.

The Be a Pro – sorry “Become a Legend” mode introduced a few years ago is back, but it still feels like a terrible rip off of FIFA’s mode. There’s still no ongoing notification of how you are performing during a match, which makes it very hard to develop your Legend. Personally, I think they should drop this mode and concentrate on the team game, which has always been one of PES’s strong points.

This is one of the best looking PES games in years. On field animation is great, especially with the teams licensed for the game. Other teams don’t fare so well and at times some players look a little stiff, robotic and bowlegged. Replays look fantastic, as there is a motion blur applied to the camera, and you can see players heads follow the ball as it whizzes past them. The crowd animation is still poor, and it lacks the vitality of other sports games. The ability to modify teams and now stadiums is a welcome addition, but it still feels silly to call the teams North London and Pompy.

The sound is great, for the most part too. The players call out to each other, and the authentic crowd chants and drum beating capture the authenticity of a real soccer match where the animation doesn’t. The music this year is great – no weird no-name Japanese trying to be westerners pop, but actual licensed music from Elite Force and Shihad, amongst others. However, this too is let down by the commentary. Dull, repetitive, and often not following the course of play at all. I don’t think it’s particularly the fault of John Champion and Jim Beglin, but more so the way commentary is arranged and triggered.

Conclusion:
To be brutally frank, in the preceding years PES seemed wishy washy, unsure of itself in light of the more powerful FIFA. This year, they’ve gone back to the drawing board, worked out what PES did well, what FIFA does well, and tried to make the better game. They succeeded in making a better PES, but it’s not the best football game available this year. In essence, it’s a poor man’s FIFA.

And whilst calling PES 2011 a “poor man’s FIFA” may be an insult to long term PES players, I think it’s a very admirable quality to have. Konami don’t have the teams and Leagues EA can secure, don’t have the resources to dedicate to upgrading and improving the game and engine like EA can, nor even supply as good a commentary or soundtrack as EA, but even so PES 2011 is a damn impressive attempt at a fun soccer game.

Pros:
Great new passing mechanism
Incredibly in depth Master League
Master League can now be played against others online.
Relatively lag free online play

Cons:
Bad commentary
Still has some AI issues
Ball physics still feel unrealistic and unpredictable
Some dodgy player animations

81/100

R.U.S.E.

When I first heard about R.U.S.E. I was pretty excited. A game which promised being able to fool the enemy into thinking you were attacking from the left flank, only to hammer it on the right and other similar tactics was something I thought I could really get my teeth into. I was a little apprehensive at playing it on console, as Real Time Strategy games on consoles are always hit and miss. Very few console RTS games have succeeded in being able to bring the ease of selecting and controlling troops as well as base defence and resource collecting as well as their PC counterparts. R.U.S.E. succeeds in this where so many others have failed.

R.U.S.E. is set during WWII. Two generals, USA’s Major Joe Sheridan and Germany’s General Major Erich Von Richter, fight for control over Europe, positioning troops and bases at strategic points across a map and try and take other points, then wipe out the enemy. There’s some silly rivalry and a plot twists to make the campaign seem more than some random maps stitched together, and the cut scenes which stitch up the battles are well done though, being fully animated and voiced, but the story isn’t really going to be that well remembered, and their intrusiveness when things start to get interesting is intolerable.

The main action of the game occurs on a table which represents the battlefield. All over the battlefield are troops, represented as tokens, and you move the tokens about using the controller. Surrounding the table is your base of operations, full of radios and clatter of Morse code machines. However, when you zoom in closer to the table the tokens come alive, no longer represented as coloured chips, but as troops and equipment. You see tanks rolling over fields, infantry moving through woods, planes dog fighting and the flash of artillery. It’s really clever design, made better by the ease of the controls. One of the joys of R.U.S.E is how easy it is to control your troops. Select a unit by clicking on it with the A button, and move it’s “ghost” to where you want it to take up position, and it does it. Select a “stack” by pressing X, and they’ll move in formation to where you direct them. The AI takes care of the rest, and does a pretty good job of getting them from A to B with little micromanagement.

Like most RTS games, the strategy comes from building your base, deploying defences, and building troops to take objectives. R.U.S.E uses a rock/paper/scissors approach to combat, with each kind of unit being strong against one type of unit and weak against another. It’s simple but it works. In addition to this, field of view and terrain up the ante. Infantry are weak against armour (tanks) and moving them into a field near a tank will lead to lots of dead soldiers. However, in woods and swamps infantry can hide and ambush armour. Buildings and woods block line of sight for many units, so placing two artillery units either side of a town allows better opportunities to attack and destroy approaching troops.

The twist on normal RTS comes in the form of the ruses, which is somewhat apparent given the title. Ruses allow you to mislead the opposition into thinking something different is going on than what they see. For example, you have a heap of infantry you’d like to move into a wooded area in order to protect the nearby town from an armour convoy. You use your Spy Ruse to make sure it is armour; you use the Radio Interception Ruse to see where they’re going, and you use the Radio Silence Ruse to move your troops without the enemy knowing.

Later in the game, Ruses can become incredibly complex. You create fake armies and fake blitzes in order to fool the enemy into thinking you’re attacking one location, when you’ve really got your sights on another. You can draw the enemy into attacking your fake base, whilst you mobilise from your real base. You can use the Terror Ruse to make all the enemy flee into a column of tanks you’ve moved behind the enemy force. It is this level of depth that makes the game shine.

Unfortunately, this level of depth takes so long to arrive via the campaign it will probably be best to skip straight into the Battles and Operations. The battles are small skirmishes, reflecting the online component of the game, whilst Operations recreate famous scenarios from WWII, such as Operation Seelöwe (Sea Lion), the German’s ambitious plan of invading the UK.

Although there is a multiplayer component, there is a lack of online games being played. That’s partly due to Halo Reach tying up the Xbox, and Star Craft 2 occupying the minds of RTS gamers. Furthermore, games take a long time to play, and only the most time rich and dedicated R.U.S.E. fans will stick around for the entire game.

Conclusion
R.U.S.E is by no means the greatest game you’ll play. It’s campaign in slow, the battles can take too long, and after a certain point all the games against the AI play out the same. And if you’re simply not into RTS games, then there’s nothing here to change your mind. However, if you are a fan of RTS games, you’ll find one deep, lengthy and engaging game to sink your teeth into. Moreover, it has enough new original gameplay elements to be truly influential in future, especially when it comes to RTS games on a console.

Pros:
Amazingly easy to control and play
Great graphical representation of the battlefields and units
Lots of options for types of games

Cons:
Campaign takes too long to get going and has a story too silly to be engaging
Battles take too long to complete
No one playing multiplayer games

74/100