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Evo oficijalni E3 trajler a u toku nedelje se ocekuje jos PES 2013 videa.


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"PES 2013 E3 trailer OUT! Watch it now and click LIKE if you can’t wait to play the first demo early this summer! "



Edited by Devilish Soldier

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Konami je izbacio novi E3 video dug cetri minuta koji prikazuje poboljsane reakcije i animacije golmana, pametnije AI postavljanje, kako se defanzivna linija zapravo pravilno prilagodjava prema polozaju lopte umesto da sve vreme vrsi presing, takodje se vide jedinstvene animacije pojedinih igraca kao sto su Messi, Xavi, Iniesta, Neymar, Kaka, Ibrahimovic i drugih i na kraju Nanijevo radovanje.



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Brate Ronaldo pretrca do Barselone a o Kaki da ne pricam ... on do otadzbine pjeske razguli

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50 of the world's best player for PES 2013 have been studied in detail and gives a virtual life - they are recognizable by their style of play immediately on the screen.




Three key elements form the basis of PES 2013: PES Full Control, Player ID and AI ProActive. PES with full control, the players complete freedom of movement. This includes the new Dynamic First Touch can decide where the players continue to run the ball or how they accept and adapt the opportunity not only fully manual but also fully manual shooting. Also, ball control and dribbling has improved enormously, the game speed was reduced and adjusted to the real football. With the help of R2/RT the players will also receive access to a variety of control options which allow the users about to leave to cushion the ball in the adoption, to advance quickly, or to shield the ball while until a teammate was free to run.




This high level of control goes back to fully executable manually double passes and a carefully balanced defensive system in which R2/RT and tackle the button can be used to address an attacker. The behavior of the goalkeeper in PES 2013 has been significantly improved. Not only their animations are new: The new AI allows them to better identify risks and respond accordingly. This new, improved behavior and the AI ​​players fall under the keyword ID that ensures that the world's best players in PES 2013 as well as their images act in reality. The top players - including cover star Cristiano Ronaldo - have been recreated to the smallest detail, including their most famous victory poses and gestures.

While these features means that the players behave in a highly individual, ProActive AI ensures that the game is true to life on screen passes, with highlights and quieter phases of construction, as well as a match in reality. The new AI routines ensure ausbalancierteren flow of the game - illogical conditions of previous PES titles have been eliminated. The teams are now better organized, and withdraw, for example, together, to form a strong defensive line. In addition, teams now respond more quickly after a lost ball and run a direct counter-attacks.




PES 2013 is a title of high quality playing depth, a variety of other options has been revised to ensure optimum access to the users of this game depth.


Performance Training: The training sessions are a popular part of the PES series, and they are essential to master the game with all its checks and balances. A series of "Walk Thru" instructions allow players a quick introduction to the possibilities of quick passing and shots of the manual. There, they also train their control over other players in the form of improved off-the-ball control or directing the goalkeeper.


Football Life was already introduced in PES 2012 football life - as a screen on the popular Champions League, the Become a Legend mode and the Champions League online. Each of these modes has been honored with a number of changes and innovations. It is now possible, for example, to improve team performance by the players deserve the money they are investing in certain coaches who are working on the weaknesses of the team. Transfers are now even more open, and it is clear to see why such negotiations fail to make a player. The sought-after players require clear commitments to certain conditions, and are reluctant to join a team with many more players compete for one and the same position. This in turn leads straight to the Become a Legend mode, where players receive feedback about how they need to improve personally, to have success in the team.


Online: The Master League Online offers a new ranking system called "Rival ranking". This ranking brings together players who are on a similar level. The PES community is divided in 240 cities around the globe, and players can see if there is a local online players. Thus, leagues are set up and messages and requests for matches can send itself. Is also the myPES synchronization with Facebook again - with even more details. Thus, there are match reports, which also include data on successful passes, ball possession, etc., as well as the best player statistics. All these results can be posted on the Facebook page of the user to show the players what makes a true champion PES.




"PES 2013 has a number of different elements, but the heart of the title is his realism and game play," said Jon Murphy, PES European Team Leader. "Our supplements in the form of PES Full Control, ProActive AI and player ID set the bar a good bit higher and create a game that is nothing less than a huge step forward for the series. The players move and behave as they should - runs, attacks and defenses are quite simply, as one would expect. For PES fans, these are very special times ... "



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PESianity ‏@chaos_PES


Exclusive news, courtesy of @robbyearon & @WENB_US : Copa Libertadores will be part of master league! Translations: @WENBlog and @WENBlog_de

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[h=1]PES 2013 will have Copa Libertadores[/h] [h=1]on Master League Mode![/h] pes-2013-ml-mode.png

#PES 2013 will have for first time Copa Libertadores on Master League Mode!!

#Konami thanks to Mr. Kei Masuda.



[h=1]PES 2013 demo scoreboard news on twitter :[/h] pes-2013-demo-scoreboard.png

PES 2013 demo of copa libertadores has the same scoreboard buth the frase “Copa Santander Libertadores” replace the “PES 2013″

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Danas je osnivač prorevo.de bloga Marvin Ronsdorf imao priliku da igra igru, pa je twittovao prve utiske...


Marvin R. (mrbasket) ‏@Marvin_Ronsdorf

@Star_BoyAbbz The ball physics has changed. Hardly to describe. But to summarize: it fits to the game-speed. #PES2013 #playtest


Marvin R. (mrbasket) ‏@Marvin_Ronsdorf

Training-mode will be increased by new challenges which will help you to learn manual shooting and first touch. #PES2013 #playtest


Marvin R. (mrbasket) ‏@Marvin_Ronsdorf

Response defence is working good. With the right timing, you can stop Messi and CR7 e.g. by double press on X. #PES2013 #playtest


Marvin R. (mrbasket) ‏@Marvin_Ronsdorf

Spanish fans will not only have all 20 stadiums. Each team has his real intro-theme when the teams come into the stadium. #PES2013#playtest


Marvin R. (mrbasket) ‏@Marvin_Ronsdorf

@MikeSalmon79 Passing is now such more important than running. In other words: Playing football pays off. #PES2013 #playtest


Marvin R. (mrbasket) ‏@Marvin_Ronsdorf

The PES-Team confirmed me that there are two #PES2013 demos. First in the second half of July and the second around the release!


Marvin R. (mrbasket) ‏@Marvin_Ronsdorf

Several questions about manuel shooting reached me. YES! It's possible to enable it with a setting without pressing L2 each time!#PES2013


Marvin R. (mrbasket)‏@Marvin_Ronsdorf

@rikon10 the powerbar is still there and now also for goalkeepers! #PES2013


Marvin R. (mrbasket)‏@Marvin_Ronsdorf

The main menu is very simple. The teaser is running in the background. White logos for the modes. Simple & fine. #PES2013 #playtest


Marvin R. (mrbasket)‏@Marvin_Ronsdorf

@moshstar72 @mikesalmon79 The whole game is more slowly and this speed is in my opinion very realistic. And this means: passing > running


Marvin R. (mrbasket)‏@Marvin_Ronsdorf

@thetractorsafc We had only four stadiums in this version. So no infos about English stadiums from me today. Sorry.


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9hMarvin R. (mrbasket)‏@Marvin_Ronsdorf

@dillon2112 We had 8 teams. Four spanish and four from the Copa. - There was a hint in the interview but I can't speak about this actually.


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10hMarvin R. (mrbasket)‏@Marvin_Ronsdorf

@Star_BoyAbbz Manual shooting is so much individual. You can't name a number. So much possibilities. #PES2013 #playtest

Edited by Johnny

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E3 2012: Pro Evolution Soccer 2013 Preview


Take a quick look at Pro Evolution Soccer 2013 (PES 2013) and you’ll probably come away with the impression that it’s a re-skinned version of last year’s effort. Given that Konami hasn’t made any dramatic changes to the engine, no-one would blame you either. However, once you pick up the pad and delve into the game yourself, it soon comes apparent that PES 2013 is a different beast entirely.


Without putting on the rose tinted glasses, it’s a similar situation to the PlayStation 2 era, where each iteration of PES appeared to be identical to the last in terms of visuals. However, it was a totally different story when you stepped onto the virtual pitch yourself. The more matches you played, the more you noticed the changes compared to last year’s version. It resulted in you slightly adjusting your style of play, but eventually you embraced the differences and enjoyed the game just as much as its predecessor, sometimes even more.


At a basic level, the above is probably the best way to describe PES 2013 in its current state. That said, it’s a description that doesn’t do the new features and changes justice. Whilst the visuals aren’t a massive step up when compared to PES 2012, the on-pitch action most definitely is. Trailers and press releases can only tell you so much about the likes of “Player ID” and “PES FullControl”, it’s playing a few matches that makes you aware of their impact on PES 2013′s gameplay.




Throughout the years, PES has managed to replicate player individuality quite well, but the introduction of “Player ID” seems to have elevated the overall quality to another level. As you’d expect, the traits of star attacking players such as Ronaldo, Xavi, Ozil, Iniesta and Kaka will stand out the most. Whether it’s the way they move with the ball at their feet or their iconic goal celebrations, PES 2013 mimics each action rather impressively. It’s not all about the attacking players either, as both defenders and goalkeepers have been lavished with some “Player ID” attention too. This includes the way Barcelona’s Puyol lunges for the ball when trying to dispossess an opponent, replicating his “on edge” style of defending in PES 2013 very well. Even the way Casillas comes out of his goal to catch a ball is present, further highlighting Konami’s desire to deliver an authentic as possible experience. The animations applied to some of these traits, whether it be Ronaldo’s running style or the way Iniesta intricately turns, are also quite impressive.


It’s these players that usually stand out when you watch a match on TV, so it makes perfect sense that PES 2013 is aiming to do exactly that. The only worry would be that players such as Ronaldo and Iniesta could become overpowered with the introduction of “Player ID”, but it seems like Konami has managed to keep play balanced in the early code. It’s a passive ability (or feature, if you will), which means you can’t really spam it. Rather than activate yourself manually, it happens naturally dependent on the player who is in control of the ball. Yes, if you’re a good player, you’ll be able to get the most out of the ability, but thankfully defending isn’t a mystery like PES 2012, which means you will be able to combat these players to a certain degree.




Hold the X button (PlayStation 3) and you’ll track the player with the ball, keeping your distance until you feel the need to tackle. Pressing R2 in conjunction with X will apply pressure, on most occasions hurrying the opposing player into make a decision. When you do want to tackle a simple double tap of X is required, with the timing of your button presses being key to actually winning the ball. It’s a system that works well, complimenting the attacking side of the PES 2013 and giving you the tools to combat the talents of attacking players. Not only that, but it highlights the “Player ID” aspects of star defenders such as Puyol, Ramos and Pique. It might not be immediately obvious, but the system also allows you to play the defensive style of your choice. Playing against Barcelona and want to get stuck in a little? You can do exactly that by applying lots of pressure and pestering the star players with challenges.


Fully manual shooting and passing is another major new addition to PES 2013, doing exactly what it says on the tin. However, the implementation of the feature isn’t exactly the most intuitive. The current code requires you to press L2 in conjunction with the shoot and pass buttons to perform a fully manual version of each action. It’s an awkward way of going down the manual route, introducing a needless extra button press when an option in the control settings would suffice. To add to that, to perform a manual low shot, you have to press L2 and triangle, which is a baffling decision when you consider the shoot button is actually square. Why not just put low shot at the beginning of the pressure sensitive spectrum when you press the shoot button? It’s the simplest and most intuitive option, rather than pressing another button entirely. Hopefully Konami realise the error of their ways before the game is released, as the manual shooting and passing featured in PES 2013 is actually really good. You have full control over where the ball goes, which means initially you’ll be misplacing passes and hitting shots near the corner flag as you attempt to release yourself from old habits. When you do get used to it, the satisfaction gained from completing a fully manual long pass or smashing home a shot is just amazing.




Beyond the improved passing (lofted passes in particular), shooting (much better than PES 2012, more weighty), AI runs and “Player ID”, the most impressive aspect of PES 2013 is the Deft Touch Dribbling. Again, it allows the star players to shine and show off their unique styles, but it’s the element of class it brings to the play that is most impressive. Performed by holding R2, players who understand its intricacies will find it to be an incredible tool for creating space and occasionally beating a defender or two. You don’t have to be in control of Ronaldo or Messi either, as smaller players likes Iniesta, Xavi and Ozil benefit from this feature too. It’s a fantastic feature, one you can only really full grasp when you play PES 2013 itself. Throw the Dynamic First Touch system into the mix and the on-pitch action gets even more interesting. Depending on the type of pass you receive you can attempt to control the ball exactly how you want. You’ll get mixed results depending on the control option you go for, but it’s another string in PES 2013′s realistic bow. Fancy trapping a long pass perfectly? Tap R2 and you can attempt to do exactly that, but you’re timing will need to be spot on if you’re going to be successful. Maybe you want to flick the ball as you receive it and beat the man near you. Sure, you can try and do that too. Press R3 as you receive the ball and the player you’re controlling will try it, but (again) timing is everything if you want to fully succeed. Even the AI will take advantage of the aforementioned features, occasionally making you look silly with a first touch flick over your head if you time a challenge poorly.


Headline features aside, Konami are placing great emphasis on improving the fundamentals too. Goalkeepers have been a bit of an Achilles’ heel for the last two years, but it seems like PES 2013 will do its very best to rectify that. Even at this early stage goalkeepers are much improved when compared to PES 2012. They not only exhibit occasional unique personal styles, but they catch the ball more often and attempt to push the ball away from the box where possible. Punches were more effective too, with the ball travelling longer distances rather than falling into danger areas, resulting in annoying rebound goals. Referees also seem slightly improved, making more realistic decisions and being quite consistent overall.




It’s hard to completely judge PES 2013 at this early stage, as Konami are bound to make plenty of tweaks and changes before the full release. As far as first impressions go though, the fact that it left yours truly and many others wanting go back for just one more game speaks volumes. Make no mistake about it, on a visual level it’s essentially the same as its predecessor, but on the pitch (where it matters) PES 2013 is so different. It’s more open, more considered and (importantly) much more fun. There are a few niggles that need to be ironed out before release, especially the implementation of manual passing and shooting. However, if it lives up to the potential and promise shown at E3 2012, PES…no, football fans have reason to be excited when PES 2013 is released later this year.

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PES 2013 community day part one


Just over one week ago we asked our community for any gameplay related questions they had ahead of WENB’s latest playtest of PES 2013. After a huge response on both our comments section on the front page and in our forums, we are delighted to present to the community the first part of our post-playtest feedback.


In this first post, we will cover shooting, passing and dribbling/movement. Not all the questions asked by our community could be answered due in part to both what time we had to play the game, and also what was available in the build at this stage. The questions asked have been compiled in a document which shall be revisited as we get more time with the game in future but remember, it might not be too long before you will playing the game yourselves!




Shooting/Efforts on Goal



From Official Playstaion Magazine’s playtest report :


”Additionally you can use the right stick to put swerve on the ball (push it left or right), add backspin (push forward) or execute a lob (pull back). It takes some getting used to, but eventually – somewhere around game seven – we curl in an absolute peach with Ronaldo. It offers a new level of control that sits naturally with the game’s more deliberate pace. “We couldn’t have a really zippy game and still have this level of control,” offers Murphy.” – Is this the case in the game?


Inconclusive in our time playing. This is not to say it isn’t present and it could maybe be something that is only available when firing off a ”manual” strike at goal. One for the training ground methinks to see if this indeed the case.




Have bicycle volleys been toned down and again, is there generally more variety in how players look to volley the ball?


Bicycle volleys do appear greatly toned down and the new first-touch mechanics could be playing a part here, as you are now able to get take the ball out of the air that little more confidently and quickly should you get the timing right. As for variety in volleyed efforts on goal, there did look to be more variety apparent, although maybe not a huge leap in variety from PES 2012 at the moment. Player ID – like so many other aspects of this years game – could see a little more variety sprinkled throughout.




L1 curling shot by players with ”dipping” and ”drive” Index Cards – Is this still overpowered resulting in an unrealistic success rate?


Too early to call at this early stage. I can confidently say I never scored nor conceded with this shot variety in our short time playing. This is something that has been highlighted to developers before our playtest and we will continue to keep on an eye on this.




Is the transition between the new first touch/flick-up moves to an effort on goal smooth and more importantly believable in look and player ability?


The transitions in these instances can look very clean, or very ugly and that is largely dependent on user skill and that of the player they are controlling. It should be added that with the game still in development, some smoothing out of all the transitions in the game could still materialise, though perhaps not massively so. It does look and feel great when you get the timing right with a Messi or Ronaldo in these situations due to their high technique, pace, and overall explosiveness.




Are we going to have control over the power and the height of the shots?


Yes and yes. The manual modifier allows for full control over power in a standard shot and with there now being a low shot variant (L2 + Triangle) users will have more command over how they strike the ball, with player stats still playing some part.




Has ‘slide shooting’ occurrence been dramatically reduced? Do shot animations in general now look more realistic and varied?


Slide shooting was not something I witnessed, at all, but it would foolish of me to say that it has gone completely or has massively improved regards logic and variety at this juncture. Shooting animations in general do look better/more realistic, with the addition of Player ID unique animations on top of these improvements. Ronaldo striking the ball mirrors the real players variety of techniques.




Does the R2 finesse shot feel and look better in execution? Are they more prominent in that every player can do them with stats dictating quality of shot?


They look far better and generally just look far more deliberate, with players clearly opening up their body in order to get the desired whip and curl on the ball, yes. It certainly appears that every player has the ability in their arsenal but stats/player index still play their part.




Does pressing shoot feel like last gen in that the longer you press the harder the shot? What improvements or changes have been made to regular (non-manual) shooting since PES2012? Can it still feel quite random regards placement?


At this early stage, there is a case to be made that shooting model could be the best it has ever been in a PES title, though not without some further tweaking/improvement still required. Standard shooting does feel a tad looser, allowing for better placement and the manual modifier offers a level of control in placement not found in any previous PES title.




Is the manual shooting different with the players or it is the same for every player? Is manual shooting available from anywhere on the pitch? If you want to shoot from 35 yards or so can you use the manual shot modifier to take a manual shot from this distance? Does the manual modifier work for every type of shot such as the chip etc?


There is generally a ”competent” level of variety in place when players take a shot a goal and some players blessed with Player ID will doubtless have their own style to boot – Ronaldo’s style is mimicked near perfectly. Manual shooting is indeed available from anywhere on the pitch, though it seemed that only the games better strikers of a ball could really drive them from range. Not to say lesser players cannot strike the ball hard, but early hands-on suggests that stats will still have influence if you look to be too ambitious with a lesser skilled player. Using the manual modifier in conjunction with other shot types proved inconclusive, apart from manual lobs, which are performed by pressing R1 after powering up a manual strike.




Does/will manual shooting have its own configuration setup?


The developers have stated that they will be looking into and considering this after it has been asked numerous times by press and community. The thing about the manual modifier when striking the ball at goal is that players go to strike the ball quicker, thus it appears more than just a manual modifier but a shot variant in itself, beyond being able to place it where you want.




Is a low manual shot really executed by pressing L2 + Triangle?


Yes, and after much thought I think it is right that it is. With low shots not needing the player to have to worry about blazing a shot too high, I think it is right that it becomes a user skill – a mechanic which requires some thought by the user, not to mention that it forces a re-wiring of the muscle memory we players have regards shooting in football games over the years. Many have said that the low manual shot should be a double tap/press and tap of square but my concern is that would be too easy and low shots could become an exploit over time as it wouldn’t be asking too much of the user. It is important to have controls that are not overly complex regards the basics but when you start implementing more user control, I think it is necessary to have some things that require that little bit more dexterity/quickness of thought.




Penalties : can you use the manual shot function when you take a penalty?


Again, this was something not present in the code but has been asked of the developers to consider. Jon has stated that since the event there have been tests already regards the use of manual modifier in set-pieces.




Heading : is it easier to direct and control your headers on goal in this version? The rule as opposed to the exception in 2012 was a header would always loop – normally miles over – and lack any feeling of being able to dictate strength and placement by the user.


Headers still feel quite tricky and a bit lacking in logic regards placement and power but with the ball physics/weight feeling much better and the game feeling generally more free, there appeared to be an increased variety in how the ball travels after it leaves a players head when passing or shooting with the head.




Not sure if this is already in the game, I for one have tried and think it’s not: In PES 2013, are you able to lob a bouncing ball? Not a chip! I’m talking about a cheeky deft lob over the keeper. Most times when you play a lofted through ball, you don’t have an option to do that.


Unfortunately, I was never presented with a situation in which to try this but will ask around to see if others found this to be the case. It certainly should be considered for inclusion and will be feed back to the development team.




How are the chip shots and the curl shots in one-on-one situations, including penalties? The way the players attempt these kind of shots look unnatural in previous current game games. When the player is one-on-one with the keeper, they usually open up their body to curl the ball around the keeper (not turn 90 degrees to goal) Chip shot are rarely ever done with the side of the foot.


As stated previously, there is a general improvement in both variety and execution of shooting animations currently. The R2 curl shot looks far more realistic, with players opening their body up and wrapping their foot around the ball. Chip shots did look similar for the most part but they were not something I tried often. I did score a cheeky chip using a lofted pass when clear through which looked pretty sweet!




How will the new manual shooting affect the difference for D-Pad users versus Analogue Stick Users? Is it 360 degree manual or 8 directional?


This is something I never tried as I like to have attack/defence emphasis as well as strategy assigned to the D-Pad; something for those players who still use D-Pad to experiment with but, if possible, we will try to get some clarity on this issue. It would seem highly unlikely that 360 placement would be possible via the D-Pad.







Have passing animations been improved?


Improved in terms of there being some more variety, yes. Players now use their instep more regularly and there were some neat little flick and reverse pass animations – there were even some cheeky wee lay-off animations apparent as well and speaking only for myself, I did find the variety was contextual and more logical to pass power and placement. This is an area where Player ID again could play its part.




You can do a high arc pass and a more driven ”high” pass – how are these performed? How are the new driven long passes? Is their implementation such that they add something to the game or does the controls and ball speed make them tricky?


The lower arc lofted pass is performed by just pressing the lofted pass button, with higher arc requiring R2 to be pressed. I liked this method as with the overall pace of the game being reduced, it does mean there is more in the way of fluidity to be found in the passing game. The caveat to all this is that this means greater precision and spatial awareness is key, plus the new first-touch mechanics need to be utilised in order to gather in these more driven passes, particularly with players not blessed with great technique. The balance – the risk/reward element – does feel pretty good at this stage.




What are the full manual settings like? More specifically, is there a passing option similar to the one in PES 2011? Is the passing system better than pes 2011′s?


Playing with zero assistance was more demanding but in a good way. The passing system currently feels closer to PES 2011 than it does PES 2012 and again, with the pace of the game being reduced, the passing game arguably feels better than PES 2011′s as a result. Even using three bar assistance offers a very pleasingly free feeling passing game.




Have lofted through balls been improved any in relation to pace, variation in loft/arc and of course recipient awareness?


As already touched upon, lofted passes feel much improved thanks to the lower arc variety being the default. There was a nice level of variation in place thanks to player abilities and yes, recipient awareness is improved. There was one instance where my human opponent played a lofted through ball to send a player clear and instead of the ball carrying towards the keeper, the ball held up when it bounced as a result of the backspin applied to the pass.




If the game has indeed slowed down, does the passing still retain some zip but not at the expense of a feeling of weight? Also, if the passing game is more free does it allow for crisp, confident passing moves in very tight situations?


The passing game does still have a satisfying zip but it is well balanced in relation to overall game speed and sensation of weight. The combination of there being more freedom to pass placement and the new dynamic 1-2 system does indeed allow for some crisp, short passing movements that are very easy on the eye. Thankfully, it did not feel too easy and merely entirely possible should you get your angles, weight and off the ball movement spot on.




How does individuality come through when it comes to passing? You talked about how passing was more free, but are players like Xavi better at distributing the ball than say a CB?


Individuality in passing certainly apparent. Xavi strokes the ball about with more confidence, precision and zip than his team mates and opposition. It was when hammering the dynamic 1-2 feature throughout my playtest did the level of individuality really come through as playing neat wee triangles with Barcelona was easier than it was with say Flamengo, and it wasn’t just because they were a bit quicker but due to the players passing ability. I also found that better passers could play more effective lofted, reverse, flair and first-touch passes.




Has first time passing been improved? In 2012 it often felt unresponsive and very often it never happened. Is there a greater feeling of control and agility to passes played on the volley? Does any improvement on stats impact on players ability to play first time passes?


Performing first time passes with the right player feels much better, which was again highlighted when looking to use the dynamic 1-2 feature. Players of any ability can of course try to play first time passes but results will be mixed due in no small part to the game demanding a more measured approach to build up, thanks to first touch being key. It’s as if they have looked to temper any potential for ping-pong passing to manifest by lowering the pace of the game and encouraging more expression and precision. Volleyed passes certainly looked that little more agile and varied, dependent on the player executing them.




Are scoop passes possible?


I never witnessed anything that would pass as being a scoop pass, no, but there were some other passing animations that could pass as being cheeky/inventive.




Have konami fixed the ‘bug’ where you pass the ball to your player then for some reason the intended recipient of the pass suddenly just stops running and gives possession away?


The whole game feels more responsive/aware when it comes to passes into space, crosses and loose balls.




Power bar: ln last year’s game, you can hold the power bar to max (lofted pass) and the ball will never go out, does this still happen? is it still under-powered?


Thankfully no! Over hitting lofted passes is very much apparent, as is having cross field passes easily cut out by the opposition if you are not using the right player or arc.




Can you redirect the pass after having pressed X? In previous games you were allowed to correct the pass direction if required, so long as the player had not struck the ball.


A very good question and one in which I am unfortunately unable to offer a conclusive verdict on. This is partly to do with me employing my own instinctive corrective measures via super cancel, and also down to me rarely experiencing any moments in which a pass went nowhere near where I intended. A window of opportunity to correct or re-direct a pass once the button is pressed should be present in my opinion. This is something that perhaps requires the user to deliberately do to see if it does exist. Hopefully a future playtest or demo will reveal that is this is the case and if it isn’t it should be noted in any feedback.




Has the power bar changed in any way, both in terms of appearance and way of working?


No change to appearance but it’s way of working seems better and much closer to PES 2011 than it is PES 2012.




Is manual crossing in? Is the standard crossing using no modifier allow for more in the way of placement? Is there more freedom of movement in positioning the recipient of a cross?


Manual crossing is in place and standard crossing did feel as though it allows for more in the way of placement. All this is complemented by a welcome variety to crossing animations. Like the improved mobility and awareness of players when it comes to latching onto passes or pouncing on loose balls, positioning the recipient of a cross does feel improved, though that could have more to do with better crossing in general than it does positioning the recipient.




The previous two titles have offered the ability to play very short lofted passes – is this still in place? Is it possible to play very, very short exchanges and lay-offs too?


Both are catered for thanks to variety in lofted passes, the introduction of dynamic 1-2′s, greater awareness to loose balls and the generally more free and expressive feel to gameplay overall.




How does the new dynamic one-two feature actually work and does it seem that it could imbalance play? Is its effectiveness dependant on players individual abilities and overall teamwork?


Dynamic 1-2′s are performed by pressing L1 + X, then immediately flicking the right stick in any direction you desire; it soon became something I did instinctively in the right (and sometimes wrong!) situations. The reason I looked to use it so often was to see if it could become an exploit but on the evidence available during the play test, it should at the very least not prove to be an easy exploit as not only does it depend on the players and team, but also that the defensive AI appeared wise and alert to it. Next to manual shooting it was the stand out feature for me on the day and genuinely innovative.




Can you apply some ‘aftertouch’ to passes as you apparently now can with shooting?


Like the alleged shooting after-touch, I can not be certain that this is the case.




Dribbling, Control & Movement



Is it easy to dribble through everyone and score goals with the likes of Messi and Ronaldo – Speed Merchant Index still a near superhuman trait in the game that imbalances play?


Not easy to waltz through entire defences and score, but you can cause havoc with these players – which you should be able to in all honesty. However, the new defensive mechanics suggest that containing these players should be easier and if need be – like in the real sport – defenders can look to stop them in their tracks by committing a ”clever” foul. The development team have advised that the online game will also be subject to a slower pace, with the logic being that this should result in a more realistic balance to play. They are aware of users woes in this department, especially in the online arena. It is probably too early to say categorically that these issues have been completely eradicated.




Is it possible to beat a slow defender with a speedy attacker with a touch of the directional button and sprint like it was in PES 6 or is it more complicated? Do fast players feel ‘fast’?


Because there is now a button input (double tap X) to perform standing tackles, beating defenders with simple stick movements and sprint can be easier should the defender get their timing wrong. If they show some smarts and utilise contain, distant contain and double pressure things will prove trickier, like the should. This is something that a more complete build with a wider spectrum in quality of teams will clarify better. Fast players certainly feel ‘faster’ or more explosive than found in PES 2011 and PES2012 and it is because of the slower pace of the game.




Do ‘bad’ players have poorer first touch? Are attributes involved in calculating players’ first touch ability and variety? Also, has CPU’s ability to glide through you with even a player who is not a great dribbler been toned down/eradicated? Does player condition/stamina take its toll on players ability to control the ball well?


What was picked up on by Adam was that he felt he needed to be utilise the new first touch controls with lesser teams compared to when using a Barcelona or Real Madrid, thus it would seem less skilled/technical players will demand that you are considered and deliberate in controlling the ball. Attributes would seem to play their part to some degree as looking to take a first touch with Messi perhaps requires less use of the first touch mechanics – not that you won’t need to on occasion – as he has near immaculate technique. As for CPU ability/tendency to glide through your players with a lesser skilled player, it does seem toned down given the time we had to play the game. Regarding stamina/condition impacting on first touch, the players did look to generally tire, though whether this impacts on quality of their control it would not be wise for me to say for certain if this is the case.




Are there any new animations for bringing the ball out of the air? We saw some great additions in one of the E3 videos but not many bringing it down on the knee or chest?


I have to be honest here and say I personally didn’t see any such animations but the new first-touch mechanics and Player ID feature could see this kind of thing surface with more playing time. There is more variety and options to first touch in general and it would be a shame if this was not extended to how players take the ball out of the air.




Will there be a more ‘dramatic’ fake shot? The visual feedback has lacked satisfaction in recent years.


Absolutely, yes! In the most recent podcast Adam spoke of how he beat two defenders with Neymar using a scoop turn shot feint. Within the new first-touch controls there are four first touch feint varieties in place as well, so not only are they more ‘dramatic’ in execution and potential impact, but there is also a nice variety available as well now.




Is it possible to do step-overs without the right stick like in the old pes (R2/ L1)?


No. Auto step-overs for more skilled players when the stick is in a neutral position while the ball carrier is advancing are still in place and on a personal level, I am happy that this remains the case as it adds some character to certain players. Manual step-overs are still executed via right stick quarter and half rotations. Some of the drag-backs are now executed with left stick prompts.




What are the new skills in the game and any indication of the amount? We’ve seen in the trailer that the Ribery turn was added, so there must be more tricks but are there more for non Player ID treated players?


Along with the flick (R3) and first-touch controls, there are some new moves such as nutmegs, run-arounds/knock-ons, and sombrero flicks. There is also a double touch move like Iniesta’s La Croqueta, with the difference being that it is performed with less quickness of foot and grace in which the Barca star performs it. This move makes ”lane changes” far easier to execute than the were in PES’ 2011 and 2012.




Does skill and ability on the ball scale well, in that poorer players might not have the same move set as a more gifted, technical player?


Like the last two editions, it comes down to players overall ability dictating how effective they can execute the skills available. Better players do perhaps possess quicker feet and thus perform skill moves quicker and little incidental touches of flair do surface when using standard/deft-touch dribbling.




Does turning with the ball still take ages if you are not in possession with a world-class player? Are non world-class players generally more responsive when in possession? This is something we would like to know about when it comes to deft-touch dribbling as well.


There was some comment that deft-touch dribbling is too powerful for all players and initially I was in agreement. It was only after further play in the afternoon did I start to see/feel that lesser skilled players perhaps do not exit out of deft-touch dribbling quite as sharply or are not as skilled as they look. I even witnessed some lesser skilled players lose control (think previous PES’ ”glitch out” of side-step move, though not quite as awkward looking) when trying to perform quicker changes in direction while using the deft-touch dribbling mechanic. I can appreciate others observations here (defenders dragging the ball back and performing sole of the boot moves can look a little unrealistic) but my fear is that if it is tampered with too much in order to make them look less skilled, we could end up with granddad turns (PES2010) or side-step locking(PES’ 2011 and 2012) surfacing. The fact is the engine is limited and pretty much performing at its maximum, so maybe some aesthetic oddities should be tolerated if it means greater stability to the game overall.




Is there more ‘depth’ to acceleration? In PES2012 every player reaches top speed almost immediately with no real indication of effort. This is particularly a problem in online as it causes an attack/defence balance issue.


While an ”analogue” sprint mechanic does not feature, a sense of building acceleration/momentum is a wee bit better realised thanks to the reduction in speed of the game. Regards the online concern regarding this, the developers have said that the reduced pace of the game extends to online. Like all things online in any game, the truth will out in the playing.




Part two will follow shortly where we will provide answers to questions asked in relation to defence, goalkeepers and AI amongst others. WENB would like to thank the everyone again for the huge response to our Community Q & A drive, as well as Konami for allowing us access to the game at such an early stage.

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Best Sports Game by computerandvideogames.com




E3 2012: CVG's E3 2012 Awards in full

We reveal our Game of the Show. Also: Vinny Jones!



Best Sports Game: PES 2013


Developer: Konami

Publisher: Konami


PES 2013 - E3 developer diaryWatch more videos like this05:06

Daniel Dawkins, Xbox World/PSM3 editor: There's little to choose between the excellent PES 2013 and FIFA 13, so in the interests of bias, I'll plump for Konami's game - if only for so successfully escaping the tragedy of its early days on PS3. Full manual passing and shooting liberates the play, and you need to work harder than Superman with a kryptonite tin opener to split opposition defenders. The Player ID system makes star players like Ronaldo and Iniesta feel truly unique, and the first touch system allows skilled players to elevate themselves further above newcomers. Visually, it's still less fluid than FIFA, but both games are worth shaking your Tica-takas at.

Tim Clark, Future games senior editor: Calling it the best perhaps implied it's now ahead of its nemesis FIFA, which would be too big a call to make this early, but under new creative management Konami's series is certainly the most improved. (About time too, frankly.) The passing seemed more subtle, the dribbling a lot less rigid, and most tellingly the old thrill triggered by scoring was back in full effect.

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3 nemačka kluba licencirana od početka(predpostavke:bajern minhen,šalke i leverkuzen)...očekuje se još informacija



na 5:56

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