Game NewsReviewsHistoryHints and TacticsCodesQuestions and AnswersISS Mentor RealmHome - The ISS Realm

The International Superstar Soccer
Realm

redbine.gif (24414 bytes)

Reviews - International Superstar Soccer
(Gameboy Advance - November 2001)


Finally, a conversion of the best football game ever has stepped out onto the only hand-held capable of doing justice to it.  And with it comes a vast amount of expectation.  After all, us oldies of the gaming world will remember that the International Superstar Soccer series started on the Super Nintendo over seven years ago, evolved to the action packed N64 versions, and detoured off to the acclaimed simulation style Pro Evolution games on the PlayStation.  Seeing as the Gameboy Advance is more than capable of matching its much older 16-bit cousin, it's not unreasonable to expect a game that improves on the original.

Unfortunately, all the promise has turned into a bit of a disappointment.  Obviously it was never going to live up to the post 16-bit systems, but it does not even beat the first ever ISS on the SNES, let alone the sequel to that game, the mighty ISS Deluxe.  Instead of simply porting ISS Deluxe and re-jigging the controls, we are left with something seemingly incomplete.

The heart and soul of ISS - the gameplay - is the area affected most.  It shares the same large-sprites, perspective and radar of the SNES originals - no problem with that - but not the game mechanics and the refined gameplay.   The worst thing that they did was partner the standing tackle move with the shoot button, when in just about every ISS, or even soccer game for that matter, it has been matched with the pass button.  It just takes so long to get used to it.  The slide tackle is now on the pass button so when you do finally have the presence of mind to use the shoot button for a standing tackle, the problem then arrives of instinctively hitting the same button again to rid yourself of the ball.  Normally that would be a pass, but in this game, it's a shot.  Even for goal kick-outs, it is confusing. You'd think that Pass would execute a throw with Shoot the long kick.  But no, it is the other way around.  With two less buttons, the configuration was always going to be unfamiliar, but this sort of oversight is ridiculous.

As you no doubt are aware, buttons A and B are designated for Pass and Shoot respectively.  Left shoulder (LS) button has been assigned for Run, with double-LS being the dummy move.  Right shoulder (RS) button is for Cursor Change, not that it seems to matter much as the game still automatically changes your cursor anyway.  I think you have to keep holding RS down if you want the cursor change to remain permanent.  Why there is no option to allow you to select your preferred type of control is beyond me.  To lob, you hold RS then hit Pass, though, it seems difficult to control the strength of the lob.  Most of the time it goes half the pitch, and when crossing, goes way beyond the danger zone making it hardly worth the effort.  Same with throw-ins and headers: you can't throw to someone close - the ball flies way over their head; and with headers, they travel and bounce too far.  In contrast, normal passes don't really travel far enough - especially the through ball.   While those ball physiques don't hurt the game too much, the lobs do.  What they should have done with them (besides giving you better control over its strength) is to borrow the original PS ISS Pro's feature of having an automatic cross when you are beyond the edge of the penalty box, but aiming at the goal line (yes, out of play), and hit the Pass button.  Obviously you never want to deliberately kick the ball out is such a position, and there is unlikely going to be a forward player to pass to, so it makes this simple combination worthwhile.  Especially in this game where having to hold RS whilst trying to create room using double-LS (dummy) to get a cross in is difficult in the heat of the battle.

The remaining moves found in ISSD have made the transition to ISS GBA and are performed identically.  Curve is performed by simply holding the directional-pad, though bizarrely, the curve is so greatly exaggerated that it is almost of no use.  You can actually curl a shot, especially when shooting from the by-line when your lob manoeuvre has failed, almost 90 degrees!  The through-ball is performed with RS+Pass, so too one-twos (Run+RS+Pass, and continue holding Run until the ball is received back).  Actually quite difficult to perform in the heat of play, so it would have been nice to have a button configuration option.

Speaking of options, there is hardly any.  There is no training facility to practice, no controller configurations, no manual/auto cursor change option, and seemingly no substitutions.  While the CPU can make subs, you can't.   Bizarre.  (Note 15/09/2002: there are substitutions.  Press "select" during dead-ball situations.)  There is only one Cup tournament to do, and no league.   However, there is a penalty shootout option, which is quite unique amongst ISS games.  There is a hard and soft shot, with hard shots difficult to save, but often missing.  The soft shot is so slow that their is plenty of time to make the save.   So I suppose it is about out-witting the goalie, or taking the punt on hard shots.   SNES ISS had the best version ever, which should have been ported here. 

There's the usual array of strategy types, but you can only select two - activated by cycling the select button.  Given that method, you'd think the number of choices would be unlimited, with the game only obviously cycling through the selection range, not all the vacant spots.  The forty teams on offer mostly have real names. Only when you get outside Europe, do teams have slight mutations of the real names.   Like many recent ISS games, the license obtained for using player names is not used to its fullest.  Maybe there is some sort of restriction to it that only players playing in major European leagues are covered by it?

Presentation is very good all-round.  The large sprites and radar function just like the SNES originals, however, there are no replays at all.  Also, those smiley-faces designating players' fatigue have been replaced by crappy directional arrows.  Sound is excellent, with an amazing amount of commentary considering the cartridge format.  During penalty shootouts, player names are even called out!  However, the in-game commentery is quite limited, with the goal scoring cries the most repetitive.  The only error heard so far is when the commentator announces the ball hitting the crossbar, yet a corner sometimes results because the goalie's obviously punched it over.  As for crowd noises, the usual range crowd sounds are there making for a good atmosphere.

ISS GBA is actually a very good game, but it could have been a great game.  The ISS Realm still values the original ISS Deluxe as one of - if not the best - ISS games ever for it's sheer playability and balance.  If you never played the original 16 bit games or need a hand-held football game desperately, then this is the one to get.  As usual with most ports, it seems a little rushed, and no doubt the inevitable sequel will significantly correct the control short-comings, ball physics and missing options seen here.  It is still certainly the best hand-held football game you will play, but there is room for so much better.

7 out of 10


To ISS Reviews