The
International Superstar Soccer |
Review
- ISS Pro Evolution 2 |
Daily Radar Original Link: http://www.dailyradar.co.uk/reviews/game_review_363.html
The best football sim in the world just got better. Amazingly. In a subtle, magical sort of way. So forget about FIFA and all those other two penny outfits that flatter to deceive - they're not even in the same league.
Boring! You cry.
And, well, yes, it is in a way. Just like Manchester United are running away with the Premiership YET AGAIN (spit or cheer, as is your wont), ISS, with half the season still to play, is again head and shoulders above the so called competition.
But no: there are no wholesale changes to the new ISS. Oh no. And why should there be? Indeed, the old maxim, 'Never change a winning team', was never so apt. All the old girl needed was a little tweaking, a couple of astute signings. Why buy a new engine when you have a Roy Keane in the midfield? Why have a 'new look' when the game is beautiful anyway? No, they haven't overhauled it. But they have strengthened it, made it even more of a joy to play, and got rid of the very few nasty foibles that tended to annoy. In fact, to coin an analogy that has nothing to do with football, ISS 2 is like a second honeymoon: same old girl, new-improved sex.
Anyway, to the quick. To those of you who like football but have not had your eye on the ball and have somehow managed to avoid buying the first game, we say: You've been very unlucky, but fear not - you now have a chance to play the best football sim (and we mean sim) ever. And to those of you who already have and love the first game, but felt the need for a new injection of desire for the game - ISS 2 will provide that desire; you'll fall in love with it all over gain. And here's why. You don't have to learn the game all over again, but it is like experiencing a rich new vein of form. It's got fresh legs - and it lets you use the ball in ways you simply couldn't before. (Standing ovation, please. Let's cheer this game on to the field.)
Great ball control, and that so difficult to achieve sense of the 'feel' of the ball is still in place in 'New ISS', but control over the ball's flight, the innovative nature of the passing and the number of ways you can use the ball have been upped magnificently. How? Well, the passing is more creative for one thing. Indeed, it's one-touch heaven. Get together a string of lightning passes and you discover that your team mates have made intelligent runs to support the man on the ball - you don't 'run out of players' like a poor England side.
The game remains a non-fanny merchant affair, so forget about more tricks. But dribbling and running at defenders really is more rewarded: make a determined mazy run and you'll create space for your strikers and not be robbed with quite the same ease as before; marvellous stuff. Accurate long passing remains a rightfully tricky and hazardous adventure, but now when you hoof the ball upfield shall we say 'hopefully' you now stand a fighting chance of winning the ball in the 50-50s because the power bar is more instinctive and your players actually try and get on the end of things. Yet happily it's going to take a long time before you become a Steven Gerrard.
Having passed and moved and dribbled your way up the pitch and found yourself level with the penalty area, you then discover the previously unhappy task of slinging the ball into the mixer a different kettle of fish altogether. As with the long passing, the control over the ball is almost startling: hoof it too hard and you'll clear the opposite touchline. But learn your new found skills and you'll find you can curl it in with genuine 'whip' that defenders will have to concentrate (a little) more to cope with as opposed to easily dealing with it with a close of the eyes and tap of the Square button.
Free kicks and shooting are also hugely more enjoyable and potentially damaging. True, the new improved swerve is not as gloriously over the top as in that great golden oldie Actua Soccer 3, but it'll surprise you (and possibly your opponents) once you get into it and it feels much more realistic and responsive. Whack the ball with pace from distance and it'll look like it's hit and stay hit. In the old days it merely seemed to float - rarely did it 'fly'.
Injuries add a new pleasing dimension to games, though this still doesn't make up for the accusing red card of a harsh referee (who are still magnificently inconsistent - 'crime never pays, crime sometimes pays, crime never...'). Other minor improvements: 'keepers are better generally, though the jury's out on whether they now run out TOO much. As for the front end, it's much the same, really. A little smarter.
The best thing of all to report is that despite the whole thing being tweaked, the fine balance of the game remains brilliant: not too many goals; pressure and finishing rewarded with goals; hard work, organisation and concentration rewarded with clean sheets. And a change of any of these factors still results in a swing in momentum.
To conclude, we strongly suggest we stop wittering and you go out and buy the bloody thing come the end of March. In time for the Cup Final.
Gideon Kibblewhite
Console Domian Original Link: http://www.consoledomain.com/playstation/reviews/ISS_Pro_Evolution_2.html
For the true football connoisseur, it doesn't get much better than Konami's ISS series. ISS '98 was simply superb and was soon superseded by ISS Pro Evolution, which included major refinements to make it an even closer recreation of the beautiful game. Without doubt, Electronic Arts' undisputed dominance, with the FIFA series, had come to an end and a clear divide emerged within console-owning football fans as to which the worthy winner was. On one side were those who still enjoyed FIFA's rampant end-to-end high-scoring encounters and on the other, were those who preferred to use strategies and sexy football to outwit their opponents in ISS Pro Evolution. Within Console Domain's twin towers, ISS has always been the firm favourite, determined by the four-player face-offs during every day's lunch hour.
Ever since Konami leaked news of a sequel to the world's finest game of virtual football, PlayStation owners have been on a fever-pitch high, frantic to see how it could possibly get any better. After a wait longer than the walk up the famous Wembley steps, Console Domain can finally lace up its boots to put ISS Pro Evolution 2 through its paces. Will it be tears of joy or simply Paul Gascoigne-like tears? Let's head out on to the field of play to find out.
Booting up the game reveals an impressive intro movie with a computer generated Luis Figo, Michael Owen and others showing off silky skills to build the tension and wow the crowds. The title screen offers exactly the same modes of play as the previous game, albeit upon an aesthetically improved background. There's even an option detailing the significant improvements included this time round.
Notable changes range from tweaks to the already impressive gameplay to a revamped Master League competition and some obvious cosmetic enhancements. In more detail, it's now possible to build up the power for a shot while your player is expecting the ball and then cancel it at the last moment by pressing the triangle button. This can be used to devastating effect to buy space in a tightly packed opponent's area, perhaps even encouraging a penalty from a defender's rash lunge. In addition to a new method of pulling off a chipped shot, by holding the joypad back when shooting, the gameplay has been changed to improve player movements and footwork when receiving and distributing possession, for a more polished feel to the proceedings.
As before, players have the choice of various international cups and leagues, organised by territory, but now the Master League has a second division. Starting out in the lower division, the aim is to win points according to your performances and then use these to buy better players, strengthening your squad. Perhaps reflecting the sizeable divide between the FA Carling Premiership and Division one in terms of financial gains, you now only receive half the player acquisition points in the lower division than in the top one, making it harder to build up a team of superstars. The number of teams included has also been boosted to 24 to add extra competition and an all-new injury feature further simulates the stress of managerial duties.
After a particularly nasty challenge, recipients may receive either a light or heavy injury. Light injuries allow the individual to continue playing, although with restricted abilities, while the heavy injury requires an immediate substitution and a recovery period of several matches. Obviously, when you're trying to field your strongest line-up for a showdown with the likes of Barcelona or Inter Milan, this can prove a major obstacle. If you're especially cunning, you could also target your aggression towards your opponent's star player - I'm sure Juventus wouldn't quite be the same team without Zidane!
Player attributes have also been altered to reflect real-life. In the previous game, we all knew that both Ronaldo and Roberto Carlos were ludicrously faster than any other player and recognising this, Konami has toned down their pace. Although not the most significant of improvements, the acquisition of the FIF Pro licence at last ensures the game now uses correct player names.
Stepping out onto the hallowed turf for the first time, we were naturally excited, yet still slightly nervous as to whether this sequel would live up to the high standards of its predecessor. The most obvious change is that more polygons have been used on players, the turf, goalposts and stadiums to give a much sharper appearance. It's possible to designate your captain and sure enough, he'll sport the captain's armband. Even the ball physics have been refined so that it reacts more like a real one, rather than a cheap plastic flyweight. Having said that, there are moments when you feel as though you've launched it into orbit when it takes an age to come back to earth.
In terms of gameplay, those who have hammered ISS Pro Evolution will immediately pick up on the changes. Firstly, with the ball having a weightier feel and the increased polygon count all round, the action is slowed down significantly, even on the fastest game setting. Though still incredibly playable, it doesn't quite match up to the high standards we've become accustomed to. On a more positive note, many of the subtle tweaks make the action more lifelike, such as when your defender performs a diving header to desperately clear the ball from his penalty area. Fouls can now be conceded for a simple shirt pull and the ball often bobbles out of challenges, rather than being glued to the foot of the successful sliding tackler.
Another area desperate for improvement is the commentary. Fans would have hoped for in-depth play by play analysis, but sadly the odd two or three unenthusiastic words such as, "it's a corner" or "he fumbles it" don't offer any improvement over the original version. At least the ball now sounds meatier when you kick it, rather than as if you've just burst it!
At the end of the day, ISS Pro Evolution 2 is like its title suggests, more of an evolution rather than the revolution many were expecting. You still encounter furious tactical battles with your buddies and there's no better fun to be had than in a four-player match-up, but we still prefer the original version. For us, the slower pace takes a critical edge off the original's addictive gameplay. This aside, ISS still rules the park and don't let anyone tell you otherwise!
Gareth Holden
Preview - ISS Pro Evolution 2
Daily Radar Original Link: http://www.dailyradar.co.uk/features/game_feature_page_323_1.html
ISS Feature
Yet in their beautifully observed, detailed interpretation of the game, every player is a
team member first, and an individual second. Attempt to run a midfielder from the centre
circle into your opponent's box, and you'll most likely lose the ball within a few strides
- as is the case with its real-life equivalent. You can play ISSPE any way you see fit. It
lends itself to incisive passing and patient build-up play, but if you want to hoof the
ball over a defence for your nippy forward to chase, you can do just that. Best of all, it
affords players the luxury of grim 0-0 draws, with terrier-like defensive midfielders
squeezing the life from a game with their dour lack of attacking intent, and crunching
tackles. Because of this, the moments when you do manage something extraordinary really
mean something. After all, ambrosia (note: the food of the Gods, not the custard. Oh, go
on, then. Have the custard if you prefer) tastes all the sweeter if you know what dung
tastes like. And that's why it's magic. If you need further evidence, consult DR-UK's
review here - the rest of this feature assumes an at least basic knowledge of ISSPE.
ISS Pro Evolution 2 (as it will be known in the UK) is called Winning Eleven 2000 in Japan. Daily Radar UK has had an import copy for the past three weeks. Believe us when we say it is the beautiful game - the praise attributed to its esteemed forebear in the previous paragraph still applies, only more so. Your first game against an AI team feels strange; it's obvious that there are visual enhancements, and the ball physics are noticeably different, but it otherwise feels comfortably familiar. Initially, it's easy to make the assumption that Konami have 'done' a FIFA: a few gameplay tweaks, the odd nip-and-tuck for the player animation, and a new front end. After a few days of play, however, the erroneous nature of such an impertinent thought becomes apparent. ISSPE2 is amazing, the implications of its subtle improvements manifold. Having played it for even a few hours, it's hard to return to its predecessor - and that's no faint praise, as ISSPE devotees will appreciate.
PASSING
Tweaks to ISSPE that we might have asked for: Longer passes, better interpretation of
joypad commands (for less passing to the wrong person), less 'on rails' movement while
receiving passes.
What we get in ISSPE2: Amazingly, all of the above. It's now possible to pass a greater distance - from a central defender just outside the centre of the box to a winger in space on the halfway line, for example. The ball moves faster, too, which reduces instances where opposing players latch onto anything knocked a reasonable distance. The refining of the one-touch system is superb, too. A talented player can play neat passing triangles, with team members running intelligently into space. More than ever before, it's possible to make astute lay-offs and cheeky backheels, splitting a defence with a moment of impudent skill, a-la Viduka in the recent Lazio-Leeds game. The through-ball mechanics have been slightly adjusted, too - you really have to draw out a defender to create a gap to put one through the centre against skilled players now, but it's marginally easier to play one along the wing. Oh, and when you hoof a ball, you really hit it - the ball can fly higher and longer these days.
CROSSING
Tweaks to ISSPE that we might have asked for: A lot more variability to crosses - they did
become a bit predictable after a while. Oh, and more support from full-backs and
midfielders.
What we get in ISSPE2: The crossing system in ISSPE2 is a real improvement. From treble-tapping Circle to get a wicked low ball across the face of the box, to cutting inside and chipping it over to the lanky centre forward at the far post, there's far more flexibility. Additionally, nodding a cross down for a midfielder entering the box is now possible. When you tried this in the old version, the ball would fall at an opponent's feet with unerring accuracy. These days, it can work. And it's great when it does...
CORNERS
Tweaks to ISSPE that we might have asked for: The ability to nod the ball on to another
team member.
What we get in ISSPE2: Just that - it not only works from crosses, but from corners, too. Sweet. Oh, and you remember how, if you took a short corner in ISSPE, the corner-taker would remain in an offside position by the flag for an annoying amount of time, invariably foiling any attempts to return the ball? It's not so much of a problem in this sequel.
FREE KICKS
Tweaks to ISSPE that we might have asked for: More speed and swerve in shots. And, y'know,
the option to simply pass the ball along the ground. It was often unreasonably awkward to
do that properly in the old version - especially outside the box. If they could change
that, perhaps it might become possible to create your own free-kick routines...
What we get in ISSPE2: While it's still possible to make delightful chips from close range, ISSPE2 makes it easier to really smack a free kick into the top corner - something that often proved too difficult before. Best of all, though, is that you can make a decent pass from a dead-ball situation. You can pass. You can pass! YOU CAN PASS! After months of raging against ISSPE for its shortcomings in that area, we're rather pleased to see this oversight rectified. Annoyingly, though, certain formations make players crowd into the centre of midfield during free kicks at certain ranges - sometimes, you're not really within shooting distance, and it would be nice to knock it out to the wing. Of course, we might just be splitting hairs with that one.
RUNNING WITH THE BALL
Tweaks to ISSPE that we might have asked for: A few more tricks - perhaps restricted to
more skilful players with high Dribbling and Speed attributes. Nothing stupid and
unrealistic like FIFA, mind.
What we get in ISSPE2: No new tricks, folks - indeed, your fastest players have had their wings clipped slightly. Their straight-line speed still allows them to beat lumbering central defenders, but they now lose a modicum of momentum while turning - which can often be an opportunity to get a foot in, so to speak. It might just be us, but the pace and acceleration attributes for most full-backs seem to be more appropriate, too. However, a player that isn't running can now potentially hold onto the ball for far longer than before. This is where a statuesque centre-forward can come in handy; get the ball up to him, and he can hold on to it while the rest of your team get into more advanced positions.
SHOOTING
Tweaks to ISSPE that we might have asked for: Nothing in particular, really. It always
seemed pretty much spot-on.
What we get in ISSPE2: Remember the last time you really spooned a shot while playing ISSPE? Do your cheeks flush red with the recollection of that moment? Well, you'd better reconcile yourself to the feeling, because ISSPE2 is far more unforgiving with badly aimed shots. Get your d-pad positioning wrong, and you can truly toepoke the ball well wide; it's also harder to smash it at oblique angles without your player falling on his arse and looking like a clown. A welcome side-effect of AI alterations and the way the ball reacts to collisions with players, however, allows for realistic goalmouth scrambles. They're grrrrrreat! You get to see some wicked deflections. A game we enjoyed earlier saw a striker scuff his shot onto the backside of a lumbering defender, the ball rolling agonisingly into the near corner of the goal with the 'keeper sprawled in shame at the other post. Scruffy? Oh, how. But ace.
HEADING
Tweaks to ISSPE that we might have asked for: Better, more accurate 'passing' headers -
it's hard to be precise.
What we get in ISSPE2: Well, it's still difficult to really aim your headers at times, while it still feels that AI-controlled teams at the highest skill setting cheat a bit. Defensive headers can now move higher and further, though. Some people aren't entirely convinced by this alteration, however. We'll give you a definitive verdict after a few more months' worth of play, once we get UK review code in...
TACKLING
Tweaks to ISSPE that we might have asked for: Well, there were never really any problems
with tackling per se. The standing challenges from behind could be annoying, however.
What we get in ISSPE2: Oh, you know, just about a complete overhaul of the tackling system. Standing challenges are now far more tricky to perform. You can't simply hold onto the X button and let the AI code do it for you - you've got to time it properly. Additionally, sliding tackles are far less efficient, while bad challenges are regularly punished with cards. It's hard to understate the profound influence these changes have upon the average ISS match. Instead of charging in to get the balls by any means necessary, you now effectively have to 'mark' players, preventing them from doing any damage until a good opportunity for a tackle appears. This is especially evident during matches against the AI teams - although particularly skilled human players will exploit the relative immunity provided by simply turning your back to an opponent sliding in, studs-first, too. Mind you, it's not a completely easy ride for speedy wingers and boisterous strikers, as the next paragraph will relate...
INJURIES
Tweaks to ISSPE that we might have asked for: Injuries. Want them.
What we get in ISSPE2: Injuries. Got them. Yahoo! Carnage! There are some, as regular players will be aware, that enjoy nothing more than scything your fleet-of-foot striker as he bears down on goal. They thrive upon hacking ankles in midfield, perpetrating acts of brutality that should lead to calls not for a physio, but for a priest. Well, their dream has come true - players now get injured. Although you can leave them on the pitch if you wish, their stats are reduced to ridiculously low levels. Of course, there's a chance that the aggressor in question will now walk for his transgression, but it's a calculated risk, isn't it?
REFEREES
Tweaks to ISSPE that we might have asked for: Consistency, but more variability. They
should give more red cards, but less red cards. Oh, you know. They're always going to be
'wrong', aren't they? But we want a better standard of 'wrong', dammit
What we get in ISSPE2: Wow. So, like, a slide challenge from behind is bad, then? Referees in ISSPE2 are like God of the Old Testament; they joyfully smite their foes with yellow and, verily, even the feared RED cards. Love thy brother footballer, for if ye strike him with malice of forethought, an early bath thou shalt take.
TACTICS
Tweaks to ISSPE that we might have asked for: Well, ISSPE's tactics system is truly mint,
so there's not much, in principle, that we'd feel inclined to demand.
What we get in ISSPE2: Its tactics system appears to be pretty much identical. The difference, of course, is how your players actually implement them on the pitch. Counter-attacks are faster; full-backs told to support wingers actually do so, making overlapping runs; pull everyone back, and even strikers will reluctantly skip back into your half for some blood-and-thunder, backs-to-the-wall defending. Bonus.
GOALKEEPERS Tweaks to ISSPE that we might have asked for: Better goalkeepers.
What we get in ISSPE2: They're improved, for sure, but continue to have 'odd' moments. They don't seem to let in soft shots with such carefree abandon, but tend to spill the ball more often - leading to desperate goalmouth scrambles. Playing against the CPU, it's pleasing to note that console-controlled keepers are now more inclined to run out for the ball. This, in principle, could one day lead to an instance where a keeper is chipped from, say, forty yards. Rest assured that when that happens, we'll upload the replay onto the site and crow about it for weeks. Why? Because we can.
TOURNAMENTS/TEAMS
Tweaks to ISSPE that we might have asked for: Better tournaments. Okay, so it has lots of
them, but they could be much better. How's about an elementary 'seeding' system, allowing
you to choose a World Cup competition without having to go and put the likes of Brazil and
Germany in yourself? The random selection routine is crap. Furthermore, let's have a
little more realism, hey? When Argentina are in a group with Morocco, the USA and Romania,
we're prepared to believe that they might slip up in one match, but all three? That's just
silly. Finally, the option to create multiplayer leagues and cups of your own exact
specification. Sensible Soccer was doing that years ago, so it's not as if it's rocket
science, right?
What we get in ISSPE2: Hmmm. None of the above - at least not in our copy of Winning Eleven 2000. Perhaps Konami will see fit to address this oversight for the European release? We certainly hope so.
CONCLUSION
It's brilliant. We're going to refrain from awarding any form of rating until a final
review copy arrives, but the initial prognosis is... well, you can guess. Although we do
have a few reservations, the game as a whole is superb; truly, a worthy sequel to a title
we've played solidly for an entire year. Is there anything that you feel that Konami
really should add before its March release date, though? Tell us about it in the forum.
James Price
The ISS Realm says.....
First the preview. All games show up things months later that need to be improved, but wow, it is amazing how many things the writer wanted to see improved it was supposedly a pretty-much perfect game that was ISS Evo. Other than the rails-on AI and various limitations of the passing engine which most people would be aware of, most of the other stuff is minor and just goes towards the continued evolution of the game. Just like the recent ISS 2000's improvements were in the direction of Evo, some of Evo2's improvements are in the direction of ISS 2000, or merely stuff that Nintendo ISS always had. It seems that Konami are continuing to work on that perfect hybrid.
The tackling - supposedly overhauled - is very N64-ish in concept. Previously it was a bit awkward and too CPU reliant, but I hope they don't take it too far and ruin it totally. Turning your back on attackers and shielding the ball almost with complete impunity is straight out of the N64 book of ISS tactics. Low free kicks and corners have been there since day one, so too the slowing down of players and making them all more equal in speed. And chip-shots are now performed by holding the d-pad back Nintendo-style.
Now the reviews. Surprisingly there is very little detail to glean - nothing like what we got from the preview - and that leaves questions unanswered. Either way, both reviews seem rushed, but I suppose that is the price these websites pay when trying to get things out before the competition. And it is also disappointing, and strange, that the Daily Radar preview and review were not done by the same person. It would have been a great follow up and far more enlightening. As it stands, one site prefers the new Evo, and the other prefers the older one. Again, just like with the N64 versions, it seems that it is going to come down to personal taste on whether there is an improvement. Historically speaking, the ISS Realm has always felt that each new ISS game has improved over its predecessor, and with Console Domain giving a release date of 9/2/1 - just three weeks away, as I write - we can't wait to see if Evo2 continues the tradition.