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Reviews - ISS Pro Evolution - Preliminary Review
(PlayStation - March 2000)


Preliminary Review 13/3/2000
PlayStation ISS vs N64 ISS, which is better? Both have gone down separate paths in terms of defending and general gameplay:  Pro being more realistic while 98 being the more accessible and fun.  Consensus from the ISS Realm states that 98 wins out due to simply being more smooth and fun.  But with Evolution, media reports have suggested a marked improvement over Pro 98 meaning that this version could become the definitive version of the game.  And on initial impressions, it might just be....
Presentation

Finally, there is an intro.  It starts great with stirring images and phrases, but ends disappointingly. Especially when the announcer announces the title - what a piss-weak voice.  For any commentary aficionados, sad to say the commentator's voice is poor.   In game, it is better if you pump the voice up.  Best news though is that the names are called!  Does this mean ISS has a license?  Other than the fact that the initials "ISS" are very prominent on the box suggesting that indeed the name ISS is a license in itself, there are no official ones.  Player names are as close to the correct spelling as possible with everything done to maintain the correct phonetic sound.  Example: Australia's Viduka is spelt as Vidooka.  And England's Beckam is now Bekham.  Of course, all the players - as traditional - are indeed exact replicas of the real players.

Graphics wise, the menus are the best looking ever - very stylish - and function just like the previous game.  In game, visuals have improved a bit also with players looking extra sharp and pitches lush.  As usual, the animation is superb with nearly everything covered.  But still no stretcher bearers or medicos that were in the last N64 version.

Gameplay
Initially, not much has changed, but after a few hours, you can appreciate the many refinements made to the game. The controls are tighter forcing players to use the passing game, which is much improved.  Passes connect more often, meaning more fluidity in gameplay,  In fact, the passing is much improved, especially the more elaborate 1-2s and through balls.  It seems expertise in using these functions is the best way to break down defenses.  In holding down L1, and using the various buttons - pass, lob, through-ball - will deliver a 1-2, 1-2 lob and a through-lob, respectively.   But the best thing is the randomness incorporated into the game that Konami have raved about pre-release.  Essentially, if you are in a physically impossible position to effect the pass you want to, it just ends up limp and flimsy. Brilliant!  All the ISS Mentors loved this.  Also, whether it is poor AI or a legitimate feature, players occasionally mis-read your intentions and don't chase the ball! 

The game is slow, but thanks to the speed meter, that can be rectified.  I suggest bumping it to at least 3/4s, but even at full speed it does not seem too fast.  The AI is improved in that your team-mates really help you out all over the pitch, not just the last line of defense. This makes the game very realistic with the game predominately played in midfield with few shots on goal.  Complementing this is somewhat weak goal keepers that do not make outrageous saves in unrealistic situations that they do on the N64. Making any sort of mazy runs is near impossible.  The responsive controls make it possible to beat a player or two, but to take on the whole defense will see you quickly dispossessed.  The idea is to draw defenders and pass into the space they leave.

Probably the main gripe about Pro 98 was the reliance on the short through-ball and instant shot to score. The AI is more wise to this ploy meaning you have to find other avenues, like crossing and long shooting.  Disappointingly, the excellent feature of repeatedly tap the lob button to lower the cross has been dropped and replaced by using the through-ball button singularly.  It works, but not as well as the previous method.  Conversely, what has been included is a push-ahead feature that knocks the ball ahead a few metres making you run faster and to also fake out defenders. An endorsement of this game is that the ISS Mentors all scored regularly from crossing, and that is what the game is all about.

Other things noted are:
* ball physiques still roll a bit too much, though, the way the passes bouncing along is realistic
* takedowns. With passes quite often bounced to you, players have to trap the ball before passing. This is done automatically and looks great and is realistic.
* there are now 4 strategies that can be set, and for the first time, all can be set at once.  Although, I don't know how you can attack down the centre and out wide simultaneously. 
* the mentality gauge is back, but now with 5 notches.
* the marking and defensive options have been ported over from the N64 versions, finally, but still none of the handicapping options
* corners and free kicks - still no arrows, and somewhat random.  Maybe that is realism?
* replays come on automatically in more instances, like offside, corners and shots. They can also be saved but the length recorded is not really long enough
* still can't change button configuration whilst playing a tournament.  It is has to be saved then exit to the main menu to change the config. And, there is still no full-manual control that lets you pick any player on the pitch that has existed in the Nintendo versions right back since then SNES days.
* many more camera angles, with a Fifa-style TV view.  However, the default is best.
* referees not strict enough, and there is still no setting to adjust this either
* only 3 difficulty levels instead of 5 from Pro 98.  Still, the game seems hard enough anyhow.
* a great feature is you can determine which match is to be next played in tournaments instead of the random selection
* no random team selection in versus mode still.  Suppose you can just close your eyes and pretend.
* there is an extra Master League, which is based on clubs and goes for 15 seasons!   Manchester, London (Arsenal), Amsterdam (Ajax), plus about 15 others from around Europe are there.   At present they can't be used in versus mode friendlies but a code or winning the tournament may unlock them.  There seems to be a vacant room on the team selection to add to the current 53 teams.
* training mode - just select it and your team and watch for a few minutes.  Would make a great screen saver!

In Versus Mode
It played every similarly due the fact that the CPU intervenes so much in the game which also makes it less of a test of human ability, and often, the best player does not win.  But that is realism, is it not?  Scores were low and realistic, with games highly entertaining. Unlike Pro 98, there seems much less shot blocking in the game, because, basically, you don't get a chance to get that many shots off.  Like with Pro 98, I found it easier to sweep behind the defensive line and let the CPU do the dispossessing.  Coming from N64 versions where the player is totally in control, I am not sure Pro's way is the best.   I'd at least prefer a CPU-help option with levels corresponding to with the difficulty setting.  Overall, Pro Evolution was much more fun even though the 2 CPU teams defeated all the ISS Mentors in a L3 tournament! Yep, the CPU is difficult to breakdown, but conversely, it is very easy to defend against it. Realism is the only word to describe the offensive/defensive balance..

Is it better than N64 ISS 98?
All this realism is a mouth watering proposition for any football game purist, but does realism equate to fun? Some games, like F1 games are very realistic but making it so easy to crash that makes it more of a simulation, and frustrating.  Conversely, ISS 64 which was more a high-scoring and fun game that appealed to masses, lacked some realism that ultimately made it frustrating to the purists who wanted to play football.  ISS has always been about realism in gameplay, but retaining the fun aspect by not making it a simulation, and in turn, frustrating.   Striking this balance is critical which only I believe ISS Deluxe has only achieved so far. The question remains, has ISS Pro Evolution succeeded?  The game is easy to play, and plays realistically, but I have to admit that some degree of frustration did arrive with the difficulty to even create chances for long periods.  It seems that the defensive AI, that not only auto tackles, but marks to closely and leaves little option to pass off, may have inhibited the potential of playing a flowing game.

Ultimately, I decided to play N64 ISS 98 - which I had not played since last year - to help decide.  Relatively loose controls were immediate, so too the faster pace.  Using middle range teams, what stood out was that the CPU team-mates do help out more than I remembered.  But they only win possession when the opponent passes or runs straight into them, they don't actively tackle at all. You have to do that yourself.   Games were very defensive (on L4), with three games' results all being 1-0.  Having a set 1-2 button, search passing and better through-ball made for more fluidity and dynamism going forward.  Basically, I was having more fun.  Then a random match pitted me as Ghana against Brazil, and bang, after several games of not winning, frustration set in.  The lack of CPU help plus Brazil's (and most of the top team's) penchant for shrugging tackles made for ugly player scrimmaging and an unrealistic game.   Picture two to three CPU teammates hounding a player, with me actually tackling (standing and sliding), yet he'd still retain possession. Wrong!  Farcial is the only word to describe it.  This game needs the Pro ability of poking the ball away almost whenever your tackle fails to win possesion.  Also, Brazil's goalie was too good.  ISS 98's philosophy of having the goal keeper as the main weapon for low scores, instead of the outfield players like with Pro 98 and Evolution, is just unrealistic.  This is very evident whenever weak teams face top teams.

So, there seems to be some frustration under some circumstances in both games, but a heck of a lot of fun in between.  To answer the question, if I were to keep just one version - at this stage - it would be ISS 98.  It's superiority in going forward is greater than Pro Evolution's superiority in defense.  True, Evolution is more realistic, but some fun has been sacrificed.   Mind you, it is still early days (just one weekend of play) and things can - and quite often do - change.  I'd prefer to give a game a few months to fully test, but demand dictates a preliminary review.  If you want the most realistic football experience available and/or the best football game on the PlayStation, then ISS Pro Evolution is the only choice and is better than ISS Pro 98 in almost every possible way.

A comprehensive review will follow in some months after the ISS Realm fully explores this marvelous games.


Nug, the Bulgarian Cyber Mentor's impressions....
I don't entirely agree with your complaint about the lack of flow. This will come with time - I am already improving dramatically. Try the chipped through ball (L1+Tri) - this works in most areas of the field, particularly for releasing men down the line.   Though, I'm having problems winning headers, particularly in the box.  1-2 passing is great, it creates a lot of chances. Try more of this - it's so satisfying to beat a couple of players with it.

The lob (chip shot) has improved. This is excellent as I have already scored a couple of classics. I keep getting too cocky with it and trying it whenever I'm one on one with the keeper though. Looks bloody good when it works though.   Also, my long range shooting has been honed to a deadly standard. I love the aftertouch function, it really adds to the game.  Free kicks are a lot easier to score from, I've sent some screamers into the back of the net, particularly with Peru.

Best thing is probably the 4-player option. The only decent thing about FIFA was attempting to win the World Cup on co-operative mode, and now that ISS has this feature, FIFA can be binned forever.

In playing the Cups and Tournaments, I haven't won the world cup on hard yet, although I've only tried it with teams like Peru. Perhaps I'll unleash the mighty Brazilians later on.  Master League is amazing. I've had one season with Chelsea in which I've managed to buy Rivaldho and TA Flow; next buy will be Ronnaldo (love the spellings, by the way).

Commentary is bloody awful. I've set French commentary on, at least the guy sounds like he knows what he's on about.

Cheers, and keep playing!
Nug, the Bulgarian Mentor

It is great to get an impression from someone who is much more intimate with the PS versions than I, or the other ISS Mentors, have. We have come from the Nintendo versions with only myself even owning the PS versions.  I agree that it is time that will allow the game to fully "evolve" which is why there will be a comprehensive review in a month or so.

The flow issue is not a complaint about the game - in fact I state it is better that Pro 98 - but compared with N64 ISS, it is not as fluid.  Of course, whether that is good or bad depends on the sort of realism you prefer.  And I stated that ISS Pro Evolution is the most realistic football game ever.  It would be really great to get a long time PS ISS devotee's view of the N64 version for balance.  Maybe the game flows too much?

The 4-player feature is obviously a great addition - finally - to the PS ISS games, but personally, I find team-play a pain with any more than two players per team.  I have written about this in other reviews (ISS 98, I'm sure) but the main complaint is the chaos of who is controlling whom on the pitch.  With random cursor changes and fellow players not reading other's intentions, it renders the matches as mainly one of luck and mayhem.  Fifa is already random and mayhem in single player, so the 4-player option seems OK.  But the ISS Mentors' experience with the Nintendo ISS games over the years have shown otherwise.  What I'd like to see is the ability to pre-set specific players on the pitch to a particular player so that way the player will know exactly who he is controlling before hand.  Until that happens, stick to 2-player teams.

The Dutch Mentor


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