The
International Superstar Soccer |
Reviews
- International Superstar Soccer Pro 98 |
Reviewed: 19/2/2000
Again, this version gets a belated review due to the late acquisition of both the Sony
system and the game. Though, unlike the ISS Pro review, this game is the most recent
offering on the system so the game can still be reviewed in its own right without the
burden of a subsequent version influencing it. While inheriting its predecessor's
style, this version presents a vast improvement in terms of presentation and gameplay and
is easily the best football game on the system, and maybe the best ISS ever, at this point
in time.
Gameplay (9 - Outstanding):
The chunky and rudimentary feel continues on, unlike the N64 ISS 98's silky smooth style.
It is interesting that Konami seem to be pursuing two lines of development with the
different systems and maybe the object - after much feedback - is to produce one perfect
hybrid.
Naturally, the classic ISS passing remains, and in fact, has been improved over ISS Pro. Most specifically the through-balls, one-twos and other special moves are far more effective. But overall, the passing game is still not as fluid as the N64 versions and there is no search-pass feature either that will see Nintendo players see passes going astray. Of course, the N64 system can act detrimentally if all you do is what to pass the ball away, but instead goes to a player who is also in the danger zone. While the N64 search-pass can be over-ridden by holding "R" which makes the pass go exactly where you are pointing, in the heat of battle, this is not always possible. Anyhow, that is all a matter of conjecture, preference and what you are used to.
In scoring, like ISS Pro, getting close enough to release a short through-ball, and to shoot first-time, seems the best way to score. The goal keepers, whilst excellent, especially with the speed they come out, are usually beaten in this manner. Really, the same strategies used in the original will work here, except for one thing - crossing. ISS Pro 98 features a lovely - or easier - crossing system for controlling height. Simply, repeated pressings of the lob button will lower the cross; three will basically ground the cross while one will form a conventional cross. This is one thing that should make it over to the N64 version.
What should not, however, is the haphazard tackling system with rarely any possession winning from sliding tackles. This was spoken about at length in the ISS Pro review, but basically, the difficulty in winning possession with a successful slide tackle can be frustrating - almost Fifa-like. The slide tackle lacks any range and a possession win seems only possible if you are coming from side on and across the body of the player. All others miss, or the ball springs clear, usually for the opposition to regain possession. And the standing tackle sees the player more often trying to toe-poke the ball free rather than win it. Winning possession is more of a barge type move and just running the player of the ball. While the N64 version is far from perfect in that a successful tackle will almost always win possession, a good compromise would be a mixture of the two. This has been written about in the N64 ISS 98 update review, which I believe, is the perfect hybrid.
Another thing about the PS version here is that your CPU team mates auto tackle for you - generally restricted to standing tackles mind you - if you get really close to them. They will also automatically clear off the line and block shots too. In fact, that have an uncanny knack of blocking many shots. While the auto tackle was in existence in the very first ISS on the SNES, since then, this contrasts with all other ISS games in that if you want to tackle a player, you must select that defender (unless you are on auto cursor change whereby he will be selected anyway) and lay the tackle yourself. Maybe it is more realistic for the auto-tackle, especially when a player runs right into this CPU team mate, that it should be re-introduced.
The N64 versions are famous for the many goal keeping rebounds, which quite often get pounced upon and get scored. While the PS game seems to favour defenders doing the blocking - and in great numbers - and having less brilliant, but possibly more realistic, goal keepers. This conveys a real sense of team work amongst your players, and I believe, this level of helping out would be welcome in the N64 versions. However, with the actual auto tackling, that should be totally excluded with strict man-marking employed. Else, it should be an option meaning the player can decide on how he wants to play the game.
With the recent N64 versions, I have felt the overall goal scoring too high, and while the over responsive controls are mostly to blame, an auto tackling feature would be greatly beneficially to realistic score lines. Having said that, in this game, the CPU players will even tackle fiercely enough to warrant cards with free kicks occurring in dangerous situations. The other thing is that like with the very original ISS, it is more beneficially to let the CPU defend for you whilst you just sweep behind your backline just in case the striker gets through. This obviously takes much of the defensive control away from the player, which to me, contravenes the very essence of ISS of giving the player complete control. One thing is for sure that any auto tackling feature in subsequent games needs to be refined.
Control (8 - Excellent):
This feels very similar to ISS Pro, which is both a good and a bad thing. The bug
when running is fixed but the control is still on the unresponsive side of the equation.
I have never been a fan of the PS controller and feel that its d-pad is too stiff,
which forms most of the problem with control in any PS game. It just seems slightly
sluggish (compared to N64). Having said that, the control regarding button moves has
been improved, and the tightness is about the same. Quite simply, this is maybe as
good as it gets for the PS and any complaints could be just being used the N64 versions.
Shooting, while not really offering the placement range from the N64, retains the sensitive button depression that forces you to keep your composure because any long presses will see your shot sky high. At present, and with only one shoot button, the best compromise would be the PS's sensitivity and N64's placement system. But really, there should be two shoot buttons: one for accurate placement shots and the other for inaccurate blasts. Because, as it stands, the length you hold the button determines the shot's height with the power determined by the CPU depending on where you are on the pitch. With two buttons, you still control the height, but you will also decide the power. In fact, the best system would for the normal shoot to be the accurate placement type (as it seemingly is across the board when inside the box) but by holding a shoulder button, this will turn it into a powerful blast. I mean, how often do you try and shoot from within the box? Rarely. Why? Because the slow shots get saved too often. This forces you to try and round the keeper, or do something else to improve your conversion ratio. Now, if you had the opportunity to override the CPU's tendency to make slow shots with a blast, you'd have another realistic scoring option.
In a continued reflection on the more random, or more sim-ey type, gameplay, headers are done very well. Basically, if there is a tight tussle for the ball (there's a fight for aerial domination!), neither player will win with the ball just bouncing harmlessly away. Only rarely can you win a header in such a fight. Conversely, the N64 is more lenient and players quicker with the button press, or with on-field players close to the ball, will often win. I like the PS style better.
Still, this game is missing many N64 features: the array of passes is much less and all the criticisms from the ISS Pro review still remain; this goes for the shooting too; there are no power/direction arrows for free kicks or corners; the ball physics again are wrong - it rolls forever; backpasses to the keeper see it automatically booted out, instead of giving you any option; and, penalties lack the line-up boxes from the N64 versions. Whilst retaining all the moves required for 95% of the time, ISS Pro 98's moves and control features are really cut down from ISS 98's. Again, not really a problem in the big picture, but still nice to have.
Overall, ISS Pro 98 plays a marvelous and fiercely competitive game in both 1 and 2-player modes. There are many instances when there is a monumental goal mouth frenzy with shots hitting the bar, hitting defenders, or just being punched away by athletic goal keepers. As traditional with ISS, there are many rebounds, but this game seems to have most knocked away from predatory strikers. Then, a quick break is on with defenders trying to get back. It is just simply a fun, addictive and rewarding (and frustrating when you concede that last minute goal) game.
Versus mode (9- Outstanding)
Boy, with the aid of the tournaments and a couple of CPU opponents to boot, this
game really excels. Against fellow humans, I found the best goal scoring ways were
much the same against the CPU: quick counter attacks with a short through ball near the
box and a first time shot. Long through balls were generally intercepted, same as in
CPU mode. Of course, you could still play the way you wanted and pass the ball
about, and score in all manner of ways. Unlike against the CPU, you were not
compelled to stick with your bread and butter goal scoring avenues.
Most of the Mentors - who have all been bred on the N64 version - despaired at the weak, or different, tackling. While the control is tighter than in ISS 98, the fact that the tackling is so weak still made it possible, but not easy, to stroll through defenses. Running with ball found several out, but this is simply being unfamilar with the game. Changing direction whilst running took a wide arc - a abit wider than the N64 arc - and stopping seemed a problem too. I put that down to just being unaccustomed to the game, as the running system is excellent.
Whilst watching the game, minor AI flaws showed up, especially when a tackle was layed at a team mate, who was close to the ball, failed to chase it. Also, the players seem less enterprising when going forward and pretty much have pre-set attack paths. This made the game a tad predictable. Interesting, back passes to the GK could be controlled and not automatically booted out. Well, sometimes. I think the CPU seems to decide when to auto goal kick.
In game options are weak. You have to exit the game to change controller setup. That is just dumb. All of us played with different configs, and even the default ISS Pro 98 is different to the N64 ISS 98. There seemed no way of viewing the tables at any stage other than after a game, and the game clock is done in simulate time (45 minutes) not real time (5 mins). When you see 42 minutes at the clock ticking quickly, you don't know how much time you really have left. I prefer seeing an actual 4.40 which would mean an actual 20 seconds of game time, plus injury time, remaining. Realism is not always the way to go.
Graphics (8 - Excellent):
Now these have taken an enormous step forward and could be the best of all the current
systems. They are really sharp and detailed and the animation is superb, although
they do lack the smoothness of the N64 ISS 98. There is also noticeable slow-down
when the camera zooms out and there are many players on the pitch. However, this
rarely impinges on the game. And how realistic is ISS? Well, just recently, I
noticed Roberto Carlos' trademark long run-up when taking free kicks!
Sound (7 -Very Good):
Sound has never been a trademark of ISS games, mainly due to the lacking commentary.
It depends what you find important in a game, and if commentary is it, then you
will be disappointed. It really is average, and again, and amazingly for a CD game,
there is less variety that on the N64 version! Also, the kicking and other in-game
sounds, are nothing short of average. What does excel is the crowd noise and the
crowd music. Yep it is all here from the standard chants, to the Dutch trumpets, to the
annoying Islamic music when using Islamic countries.
Options (5 - Average):
Again, this is average, except for one thing: tournaments. This version features a
whole host of tournaments from the standard league and World Cup style tournaments, to
regional types and to fully customisable ones. Unlike the N64 where you are forced
to play all other 47 teams twice, here you can reduce that to only 16 teams and play them
only once. Makes it much more tolerable. Also, you can create your own
tournaments and leagues with as many number of teams and human players as you desire (from
3 to 16). If you are after a party ISS game designed for flexible tournament play,
then this is it.
What is missing, though, is basically everything that was said about the last version - why? While you are allowed to assign two strategies this time, it pales next to ISS 98's six. This is weird since both controllers have the same number of buttons. Compensating for this is a general strategy option whereby pressing the select button will cycle through attacking, normal and defensive mindedness of your players. There is also a game speed setting, which while unique amongst ISS, I find ridiculous. Fact is, players run at a certain speed, not to what level you want to set them, or how fast you can press a button, as seen in the Fifa games. Set it on maximum, which seems to be the most realistic anyhow. Otherwise the game seems sluggish. At least all the teams are there.
The Argie Mentor says...
After spending a number of hours ISS Pro 98 recently, which involved a mini
tournament - something desperately lacking in the N64 version - against the Dutch and
German Mentors, plus two CPU teams, I can honestly say this game really feels as though
you are playing football. At this stage I'd have to say that the N64 version is
slightly better, mainly due to its smoothness, fluidity and its easier to control players.
Having said that, the PS version still as some attributes that would be worthy
additions in any version of ISS.
Obviously, system limitations mean Pro has inferior graphics and is less smoother, making it feel like a 3D version of ISS Deluxe from way back on the SNES! Nothing wrong with that as that version is probably the best all-round and balanced game of the lot. Pro continues in that vein in that you really have to work hard for your goals and victories because there are none of those cheap strolling tactics, or airy-fairy FIFA tactics where goals just seem to happen randomly.
Pro seems to have a few realistic details that I like compared with ISS 98: things like the non-seeking passes, goalies that seem to quickly rush out even more than in ISS 98 to thwart dangerous attacks, and the tackles. In fact, the tackles were hotly debated amongst the ISS Mentors, but truth is, that while different, are good in both versions. Difference is, in Pro they're harder to pull off and that they act more like a "proper" tackle. Basically, the ball is kicked away from the player holding the ball initially thus giving the tackler the advantage because the guy being tackled doesn't suddenly find his feet again to tackle again whilst you are still on the ground from your slide tackle! These little realistic features do set Pro apart from ISS 98, but overall, I still prefer the N64 version.
Overall (9 - Outstanding):
The only reason it does not get 10 is for the fact, that gameplay-wise, it is not quite as
good as the N64 version, and that, after well over a year later, is not quite perfect
anyhow. Like I said about ISS Pro, my feelings could be mostly to do with coming
from N64 to PS and the game's differences or nuances, maybe just that, and in fact, maybe
not in fact be problems. It all depends on where you are coming from and it would be
interesting to see some fellow ISS players going from PS to N64 to see how they find the
differences. While the Argie Mentor has yet to experiecen tough CPU opposition,
which no doubt would alter some views, even some of his current views contradict mine. He
likes the omission of the search pass, whereas I don't. Maybe that should be an
option too? And he finds the tackling more realistic. But for me, the realism
has gone too far whereby the almost total inability to win possession actually makes it
unrealistic, but more importantly, somewhat frustrating. Common ground, however, is
met where both feel that overall, the N64 simply plays a bit better. It is more
smoother, the passing is more fluid, and there is more scope for in-game innovation and
ways to score. Simply, it's a tad more fun. And that really is the bottom
line.
If I were to create the perfect hybrid, I'd retain all of N64 ISS 98, add ISS Pro98's heading, crossing, marginally tighter control and especially the tournaments, merge the tackling and shooting (whilst adding a blast feature that is missing from all versions), and dump everything else. I still rate ISS Pro 98 as the second best version ever, and depending on your requirements for tournament play, it probably is the best version around, and in that respect, could be worthy of a 10 for the pure multi-player fun. But really, I feel Konami can, and probably have, further improved the next version that is ISS Pro Evolution, which could turn out to be THE perfect football game. Lets wait and see.
Review Update: 27/5/2001
The maligned tackle system as spoken above has largely been redeemed. It
took two subsequent version of ISS - no doubt due to the shoddy instruction manuals and
possibly a lack of time with the various PS games - to realise, but a feature in ISS Pro
Evolution 2 has forced the ISS Realm to go back to this game. While that feature is
not there (the "Press2" move where another of your team-mates makes tackles for
you), a hybrid is. The redeeming factor is, that unlike the Nintendo games where a
button press makes a tackle, in this game, holding the standing-tackle button will
actually see your player automatically go after the opponent and try and barge him off the
ball. Holding "dash" as well, will see him run after the player.
With the difficulty in physically trying to out-manoeuvre attackers in order to get close
enough to tackle, this feature has taken most of the defensive frustration out of the
game. Some people - like those brought up on the Nintendo variants - may feel the
integrity of an individual's skills are compromised, but in a football sense, and most
importantly to the fun-factor of this game, it adds to the team balance of the game.
Especially when you also consider the L1 button which commands the GK to rush out. Nintendo has had a GK control option since the beginning, but its system forces control of him 100%. Sure, great for the integrity of an individual's skills, but in practice, very difficult to actually make manual saves. In Pro 98, the GK performs all his actions automatically as normal, but you just control when he leaves the box. And that is all you need to worry about - if ever - because in normal game situations the GK is quick off his line anyway.
Positives:
More balanced passing game allowing more innovation to score
Nice tight controls help promote the passing game. Good crossing system too.
Accurate & truly interactive crowd effects - Dutch horns are brill!
Highly challenging against the CPU with a wonderfully balanced game against humans
Custom tournaments - the ultimate party version
Sharp graphics are smooth and realistic, with all the animations
Highly accurate representations of players and teams
Excellent load times.
Negatives:
Lack of options (compared to other versions) is horrific.
Tackling system and winning possession needs improvement. So too the shooting - shot
placement..
Less variety of passes means less room for innovative gameplay
Sparse commentry is surprising considering CD format
Pre-assigning particular players to control for Team Play is needed