After almost a decade of ISS, ISS Pro and Winning Eleven games, things have become stale. So much so that I, the patriarch of the ISS Realm, does not even own a PS2 even though it's been out for nearly 18 months and reduced in price by a third. It's still on the expensive side in this country at AUD $500 anyhow, but not even the sequel to the Pro Evolution games from the PS - Pro Evolution Soccer - could inspire a purchase. And as Nintendo's Gamecube release draws near, and the sequel to N64 ISS 2000/PS ISS is scheduled for release with the system, and despite the fact that a $400 Gamecube purchase is certain on release, the ISS game most likely won't be a purchase. Why?
It's clear that despite each update, respective PS and N64 games have firmly settled on their respective formulae with no signs that anything will change on the latest crop of gaming systems (PS2, Gamecube, XBox). In fact, PS2's ISS was inferior to the N64 game it was based on and Pro Evolution Soccer has shown to be nothing but a graphical update with some unnecessary tweaking that's seemingly been done to make the game harder, rather than better. And given that I've occasionally experienced frustration with the goal-scoring mechanics of the PS Pro games, this news was hardly inspiring. As for the impending GC ISS, well there's no real news on that yet. But given the track record of the various Konami departments with their initial system games, optimism is low that there will be anything other than the requisite graphical update. Ho-hum indeed. The PS2 suffered it, the Gameboy Advance suffered it, and no doubt the GC will too.
So where does that leave us? Well, personally, I'd like to see the perfect ISS game. Now remember that the views expressed here are my own, derived from personal play of the games and reactions from fellow ISS Mentors and friends playing the games. While many PS and N64 owners may feel their ISS games are perfect, I don't. While many bug-bears over the years have been corrected, it's the basic formulae of some aspects of the games that has now proven to be in need of revision. Ironically, one version's negative is the other version's positive. Konami have indeed hit on the correct overall formula. Problem is it has been spread over both system's games. The root of this problem probably lies in the PS Pro developers grabbing the original ISS formula (from the SNES and N64) and then modifying every aspect of it to create a new flavour - the Pro flavour. Instead, they should have just modified the aspects that needed improving. Although, perceived hardware limitations at the time could have prevented this.
For those unaware, the respective N64 and PS games were created by independent teams within Konami: N64 ISS are the Osaka team (KCEO, also known as Major A) whilst PS are from Tokyo (KCET). Their first respective 3D ISS games (ISS 64 and ISS Pro) were like chalk and cheese: ISS 64 was unanimously acclaimed and wowed the world, whilst ISS Pro was an incredibly raw and awkward game. Over the years, the quality on the PS games (Pro 98, Pro Evolution and Pro Evolution 2) greatly increased whilst the N64's (ISS 98, ISS 2000) were mostly tweaks. Also note that over the years the tweaks offered were often "borrowed" from the other system's version, which brought the rival version's closer together. Of course, there are some minor things that neither ISS flavour covered, period. Regardless of change, their flavour still firmly remains. But now, when both flavours beg for rejuvenation, what I'd like to see is for both Konami teams to combine resources to create the perfect hybrid ISS game. And if that unlikely scenario ever took place, this is how the perfect ISS game would be.
But first, what don't I like? On N64, the tackling and scrimmaging system needs much reworking. The main problem is that the ball rarely breaks free when a semi-successful tackles is made, meaning players are continually niggling at each other. And if the ball is won, the player that's lost the ball is simply not unbalanced enough and has time to stick the foot in and re-gain possession. Then the other player tries to win the ball back, and the scrimmaging becomes incredibly frustrating. That's especially so in dangerous areas when a perfectly good tackle is made only for you to be immediately dispossessed, leaving the attacker clear. Same situation goes for slide tackles. Often when possession is won, you'll often be dispossessed because you're still on the ground from the slide! A majority of goals I concede against fellow players is through failed tackles. This help for attackers does not actually translate into high-scoring games because the N64 goalies are so good. The only positive for such a such a system is that there's heaps of shots on goal, and games are often action packed, full off goal-mouth scrambles and incredibly fun. But for the sake of realism, I'd like to see less shots on goal in a game.
Now, on the Pro games, the player that loses possession is off balance, or falls over - as it should be - and can't win the ball back. A much realistic and fairer system. And that's despite a virtually useless slide tackle that the game possesses. But while the N64 is full of goal-mouth action, the Pro games - especially the Evolution series - is virtually devoid of it in the hands of two accomplished players. That's partly due to the less responsive and less fluid gameplay and passing system, but predominantly due to the Press and Press2 moves. Unlike the N64's Press or standing tackle move, the Pro version features a CPU guided pressing of an attacker performed by simply holding the Press button down. The Press 2 is identical, except it uses another player. Try it and just watch as one of your players chases the ball carrier. While I use it mostly for interceptions and quick dispossession of pass-recipients, when used in conjunction with Press (that's holding both buttons down) two players will gang-press the attacker. Of course, the Press move has the identical standing tackle of the N64 whereby one button press will see the player stick the foot in to try and win the ball, but there's no reason to take that personal risk so let the CPU do all the work by holding the button down.
While that sounds like the Pro version's tackling is too tough, personally, I like it. The reason why the games are so low on shots is because the passing system and response is inadequate to beat the defence. In effect, it's the opposite problem to the N64's passing and response being too good for the defence. You can probably deduce now that what's needed is for the relative system's offence and defence systems to be swapped. Essentially, that is right, throw out the weak links. For the N64, that's the tackling system. For the Pro games, that's the passing system and controls. Many Pro fans will no doubt be outraged for this website to suggest that their games have problems with their passing system, but facts are, that is the part of the game that proves most frustrating to me - just like the N64's tackling system - so it has to go.
To say passing is the embodiment of ISS is to say oxygen is the embodiment of life. From day one on the Super Nintendo, ISS was the first game to offer a proper passing game. And passing is how attacks are built. It was such a revelation to be able to real off even just a few passes in succession. From there, the N64 was first to introduce the through-pass, which transformed the game and set the world on fire. And to this day, the N64 still enjoys are far more innovative passing system with the standard search-pass, the directional-pass, two through-passes and several versions of the one-two (including ground, lob, header and delayed). All passes are weight-sensitive, especially the lobs and crosses where depth (length of button-press) and trajectory (holding "R") can be more accurately determined. Compared to the PS, overall, it's a far more fluid, responsive and accurate system. As for the PS, I've never been a fan of the PS controller because its d-pad is too stiff, which no doubt contributes somewhat to the sluggish feel in the Pro games. But facts are that since the PS was able to generate a fluid passing game from the N64 ISS 2000 port, the Pro games are inherently sluggish by nature. In that light, the entire N64 passing system would go into my perfect ISS game.
In saying that, I recognise that many PS fans that play the N64 ISS games hate the apparent simplicity in the passing system that the search-pass evokes. While it can be over-ridden by holding the R button down (which performs a directional pass), the search-pass allows for one-touch passing almost with total impunity. While I like the fact that a pass will always go to a team-mate, I do agree that the one-touch should be toned down somewhat. It's crazy that you can just snap the ball around without even looking at the screen. While that won't win you games, it still looks silly, and can get you into trouble, especially in defence. The simplest solution would be to have an option to set search-passing on or off. If it's off, then the standard pass performs similarly to the SNES and Pro ISS games. When it's on, it performs as normal, but only if the player about to one-touch pass is in a realistic position to do so. That would be tough to program into a video game, so maybe it should be distance and directional based. Twenty or so metres and a 180 degree arc would be the limit I'd have on an accurate one-touch pass from a player. In fact, the pass itself should only have the power to travel 20 or so metres even when the intended recipient is 50 metres away. And if a one-touch pass is attempted behind the player, a clumsy back-heel should be performed.
The only question to really ask now is can the passing be further improved? Well, the only thing I'd like to see is a target-lock pass. Some games have tried it before in that a target player is first highlighted and then the ball is passed. It does not work as the bread and butter pass, but as an extra feature, it could be worthwhile. In fact, it's not much different to the search pass, except that where the target player for a search pass is determined by the d-pad, the target-lock pass player can be cycled using the "R" button and locked by holding "R".
There's also a rumour that with two less face buttons on the Gamecube controller, the pass function maybe shifted to the camera stick. Could be interesting in that you can flick a pass off in any direction without breaking the movement of the player as what would normally be required when using the d-pad to aim. The only reservation there could be is if the c-stick is too far from the main action buttons, which could make it difficult for accurate and quick access to them.
To complement the passing game, well written AI is needed. Regardless of the fact that the N64's AI has been written to suit its style of passing game and would obviously be the choice AI to go into the hybrid game, it's superior anyway. Many of the frustration experienced attacking with Pro is with players not going after balls, running in the wrong direction, or the CPU sending though-balls in the wrong direction. In fact, it seems that on some occasions when a through-ball is launched, an algorithm is activated that sends a striker to a particular pre-set position with the ball accordingly heading towards a position for him to run onto it. Fine, except that sometimes I aim out wide and the ball goes up the middle! Even worse, I've had instances when I've sent a low cross into the box and the striker has just stood there and done nothing. Another problem is the AI on the ball physiques - the ball rolls way too far. It's like a billiard table. Whereas the N64 ball physiques are absolutely realistic to what you'd expect from grass. Overall, there are too many niggles in even the latter Pro games to even consider it in the hybrid.
Obviously the PS Pro-style defensive system comes into the hybrid, though, as with the N64's offence, some small tinkering is required. The Press2 move, as discussed above, only came into the Pro games with the Evolution series. It is not accurately detailed in the instruction booklet (hardly surprising given their traditional superficialness), and in fact, many people are not even aware of it. I only chanced upon it in the controller configuration option because I always change the configuration to match the SNES and N64 Type-2 system that I've been using for 8 years. Even with the Press move, I was unaware of the affect of holding it down would create. In fact ISS Pro 98 and Evolution often proved frustrating as the CPU seemed to be able to cut through my defences at will. But that's because I was defending N64-style where the onus is on the player to make the tackle, compared to the Pro style of holding the button and letting the game do the barging and tackling for you. Once I learnt the Pro-style of defending, games were infinitely more enjoyable in that I could finally stop the CPU, but it also meant that games now suddenly became very low scoring in the hands of accomplished players. Even against the CPU, I was missing some goal mouth action so much so that I often played ISS Pro 98, which had no Press2 move, for a "fun" session.
So that still leaves a dilemma: should the Press 2 make into the hybrid? Yes. With the better N64 passing it won't be so suffocating to goal mouth action. But more than anything, it really gives a great sense of team-work in a game. It's nice to be able to invoke another player to go for an intercept, or harass the ball carrier, at your command.
What about the auto-barge/tackle when holding the Press button? Well, it depends on how much onus we want to put onto the player to make tackles. In the Pro games, the Press-hold was necessary to be able to defend because the actual standing and sliding tackles themselves were weak. But in the N64, the tackles were far more effective and possession was much easier to win under this mechanism. The main negative of the N64 standing tackles was the scrimmaging caused by partially successful tackles (where the foot gets in to knock the ball free, but not sufficiently enough to win possession) and the lack of time to do anything with the ball once it was won. Now if we had Pro's system whereby successful tackles unbalanced players, or the balls were sprung clearly loose on partially successful tackles, then the Press-hold would be unnecessary. But really, instead of hypothesising, why not have an option to set both the Press-hold auto-tackle and Press2 moves on or off?
Slide tackles need work in both versions: on PS they are too ineffective; on N64 they are too definitive whereby possession is either won or the tackle evaded. What N64 slide tackles needed was clearing tackles - tackles, that when successful, would see the ball break free from the attacker. In the real sport, only occasionally are successful slide tackles possession winning ones. Most of the time, the ball does breaks free. Also, depending on the situation, often you don't want to win possession, just to clear the ball. This is because winning possession meant that the opposition could attempt a repossession whilst you were still on the ground. This scenario proved true in N64 ISS as slide tackling often proved risky to attempt if the opposition had other players around. It is these players that are the worry, as the player just tackled would also be on the ground or too off-balance to attempt a repossession quick enough. So it is better to stick with the standing tackle. Whilst that risks some of that ugly scrimmaging, at least the player remains standing and active in play.
In ISS 2000, this clearing tackle feature finally arrived, but the CPU reserved it mainly for open play near the side-lines. On most other occasions, the CPU executes the riskier possession winning tackle. I only ever use the slide when a player is about to shoot, where it proves to be a godsend, or when no opposition players are nearby. On the PS, the more dynamic slide tackle has been around since day one. But why it is so ineffective on the PS is because the slide itself is pathetically short. And with the more powerful Press-hold and Press2 moves, it really is never required. What the hybrid needs is ISS 2000's slide tackle, but there also needs the capacity of a player to choose a clearing tackle, especially in scrimmage situations. That could be mapped to the shoot button to match it with the clearing kick that it already has in defence. Executing this button would see the player executing a standing tackle of sorts, but instead of trying to winn the ball, he'd be trying to kick it free. If the ball is already loose, this move could be a lunge or a slide at the ball, to clear it away.
As for AI, without the ball, routines are much simpler. Defend space and roughly mark players, and mark closely the ball carrier. If a ball comes within the vicinity of the player, run towards it and intercept it. Neither version has fault in this area, but it seems that Pro's AI is not quite as tight, which actually makes for a more realistic game. Also, same as the attacking AI complements the passing the system, the defensive AI really complements the defensive system. However, this AI in the hybrid "as is" would see the N64's passing game tear it apart. But we've included the Press2 into the hybrid, so Pro's defensive AI can be directly implemented. In saying that, instead of just implementing it, why not have an option to set the level tightness of marking? The original N64 ISS game - ISS64 - had incredibly loose marking, and hence, a very open and high scoring game. The marking got tighter and tighter as the series evolved. But some loved the freeness of ISS 64 so why not include the marking option to create that sort of game?
The N64 goal keepers are far superior, with the ISS 2000 ones the best, but then they need to be as they are in action a lot more. They are also more evolved and clearly superior in terms of difficulty, dynamism and decision making. In fact, they are too difficult, but since they have 5 levels of competency that can be set in the options, they can be toned down to more realistic levels to match the new dynamism of the hybrid. Currently the ISS Mentors use Level 4 goalies, so L3 would be the logical level to use, but even the L2 ones are quite competent. Saving skills, especially where the ball rebounds, is not a great factor between N64 and PS - both are excellent. The abundance of rebounds was a problem in the early Nintendo ISS games, but come ISS 98 and especially ISS 2000, no longer are. However, the one small niggle that can be said about the N64 goalies is that they don't come out as quickly or as far as Pro's goalies. But then Pro's goalies probably over-do it a tad. Because the N64 goalies don't actually get caught out, I would not tinker with the N64's goalies in that respect anyway, especially since they'd be given Pro's goalie over-ride controls.
Both games have a very similar action-button setup, but there are subtle differences. Other than the "hold" moves on the Press command as detailed above, the PS has had a few variations for crossing. In Pro and Pro 98, repeatedly hitting the lob button would lower the cross - great for low crosses. Come the Evolution games, that went and in came the "cross-pass". Essentially, if you were close to the by-line and facing it and hit Pass, instead of the ball being passed straight out for a goal-kick, it would be crossed low into the box. A very nice feature indeed and would be welcome into the hybrid. As it stands, to do a low cross in the N64 ISS, "R" has to be held while Pass is pressed. Remembering that when holding R, search-pass is over-ridden and a directional pass is made. While it works fine, it means that you've got to have the player facing the direction you want to pass, or cross.
I've spoken about the semi-auto Press and Press2 moves, well, the Pro goalies have a similar function. When holding the goalie over-ride button, they will come out and attack the player with the ball. That means saving any shot that's made, diving at their feet or even coming out of the box and slide tackling if that's where the player is. While there's conjecture on whether auto-Press moves are warranted, there's no doubt the Goalie-Press is. Simply, it's far too difficult for the player to bring out the goalie and make saves manually, as what's required on the N64. So the PS version must come in, but as a control option. That way there's auto (auto, no override option), semi-auto-CPU-assist (auto, with PS style override), semi-auto (auto, with N64-style full manual override) and manual (no auto, full time manual).
With heading, the N64's execution of the header is far superior to the Pro games. That's simply an extension of the passing system. However, where the Pro games have the edge is in the fighting for the ball. Often in this situation, neither player wins a clear header, which sees the ball spear off randomly or even hit the ground. On the N64, while it is still reliant on getting in first or being in a better position, the majority of headers are clearly won either way. I'd like to see more spillage when there's that classic "fight for aerial domination".
The N64 enjoys a few nuances too: the jig, skip-ahead, step-over and dummy. The classic "jig" move - introduced in ISS Deluxe - needs to have its potentcy restored, though. With the N64's current controls, it's too easy to just out manoeuvre your opponent rather than jig past. Whilst the response has dropped throughout the series, it still needs to be dropped more, especially with large changes of direction. As it stands, the ball is glued too much to the foot making for unrealistic strolls through the defence. It's OK when the change of direction is under 45 degrees, but not for 90 degrees, and especially not 180. In fact, for a quick 90-180 degree change of direction, using the jig button should be mandatory. On the PS, players were no where near as slippery as their N64 cousins, but they were more sluggish and had inertia problems.
It correcting the dribbling, it's not really about dropping the response (or increasing it on the PS) or removing the glue-balled syndrome, it's about incorporating a realistic change of direction animation that slows the player's manoeuvre down. Doing that means that passes, etc, cannot be made until the completion of the dribble, but that's realism. Could be a problem for those used to manoeuvrability and snap passing, so including an option to adjust such manoeuvrability levels could be a possibility. However, considering that the entire game would be built around the dribbling, I worry that such a setting could unbalance the game.
The skip-ahead is a move introduced in ISS 2000 whereby a small burst of speed is made by kicking the ball just ahead and running onto it. It's a great way of getting past defenders and just adds so much realism to the game. After all, jigging and skipping-ahead is what's used in the real game. So too is the step-over. By double tapping Z (or L), the player will jump over a tackle. This used to be automatic at the CPU's discretion, and while that was fine in ISS Deluxe on the SNES, with the more manouverable players come N64 time, it contributed to the "strolling" disease that especially pervaded ISS 64. But now it is rarely seen unless it is performed manually - and rightly so. Obviously it requires great timing, but boy is it satisfying when it's accomplished. I believe the skip-ahead has made it to the PS2 Pro Evolution Soccer as one of the dribbling modes on offer, so too the step-over.
Dummying is also handy, whereby a player lets a pass go through his legs for a subsequent player to collect. Oh, there's also the dive. Yep, you can dive to milk free kicks and penalties. Unfortunately, the instruction book mentions nothing of it, and the only time I performed one, it was by accident, and I got booked for it. It's more a novelty move, as I think only once or twice has the opposition gotten away with it too, and never for a penalty.
Finally, swerve, or after-touch. For my liking, the N64 swerve has been too great in the past. However, it's not something that I use that often, though, I think it's been toned down in ISS 2000, and I've not noticed any problems in the Pro games. Whatever, it should be set to realistic levels.
Considering that the PS Evo games have starting borrowing N64 features, it suggests the N64 shooting is better. And personally, it is. That's further enhanced in that it does not feature that Fifa-style charge-up shooting that the Pro games do. I really hate it when a quick shot is required, or there's a rebound beckoning, and the damn player charges-up, which allows the opposition defence to tackle or goalie save. It's stupid and illogical. In contrast, the N64's shooting is mostly immediate. The only time it does delay is when you're sprinting. The CPU rightfully waits for the dribble to complete before the shot is let go. But that's a delay, not a charge. PS will charge-up even the dribble is complete or you're stationary.
Both versions are now sensitive on press duration, which sees shots skied if the button is pressed too long. However, I'd still like to see some more versatility built into the shooting system whereby the player can decide between placement and power. At the moment, the CPU decides, and power is basically dependant on the shooting distance, and it's always quite accurate. But why can't I blast from point blank instead of worrying about placement, faking or rounding the goalie? I'd like the normal shot to be slowish, but accurate, whilst pressing a shoulder button simultaneous with Shoot would see a virtually unstoppable inaccurate blast.
With arrows for direction and height control, the N64 is way out in front compared to Pro's static and seemingly guesswork pieces. Players can also be shuffled about if the player is not happy with the positions they take up. It basically feels like there's more control in the situation. In saying that, with this control, nothing short of an outstandingly accurate free kick or corner should result in a goal. Corners, especially, have either been too easy or too hard to score in the various N64 games. And with ISS 2000, it's back to be a tad too friendly for my liking. Overall, the corner-to-goal ratio should be about 10%.
The PS is your standard shoot and guess the direction, whilst the N64 introduced the matching cursor system. Neither are adequate. PS lacks skill whilst the N64 is unrealistic. (Note: the cursors can be switched off on the N64 if a guess-type system is desired.) However, the best ever penalty scenario was that on the original SNES ISS and ISS Deluxe. There, you had two shoot buttons (or when defending, two save buttons). One was a high shot, and the other a ground shot. The other decision to make was whether to place it left, right or centre. So to save a shot, it was basically a test of reflexes in making two decisions: to save high or low and in which direction to dive. Because it's near impossible for the human brain to make two decisions simultaneously, in practice, you'd try and guess the height but react to the direction. Once you were accomplished at reacting to the direction, in essence, saving a penalty was a 50/50 scenario. But that's only if you could react quick enough to the direction of the shot. Often, you'd get a straight one and dive out of the way! The system involved skill, bluff, guesswork, reflex and a touch of luck - perfect!
There's one glaring flaw in just about all soccer games, and that's the team mode. In fact, it's probably a flaw in all team-based sports games, like ice hockey. With ISS, team games degenerate into chaos because of the constant cursor changing. Basically, no one knows who they are controlling until the ball hits the player. Even when all players are on manual cursor change, there's still no indication as to which player will be controlling the recipient of a pass or cross. Often, everyone goes for the ball, meaning several players are diving at thin air, or everybody's chasing it when it's along the ground, especially errant passes. And there's many errant passes because even if there's a desire to hold position, any movement after a pass is made towards you will see the pass go astray, which requires you to try and gather it. Often you don't, and the move breaks down. Nett result is the game loses all fluidity and descends into dumb luck.
The only solution, and I repeat THE ONLY solution, is to include the ability for players to pre-set before the game which players on the pitch they are able to control, and ONLY able to control. In a 2-player team game that could be one player controlling just the defenders with the other player everybody else, or maybe each player takes one side of the field each, or maybe even one player controlling just one player with the other player controlling the other 10. Whatever the combination, players need to know what the hell is going on so a proper team game can be played. Naturally, to help determine who's controlling whom once the game starts, these pre-set players would have different coloured dots on the radar for each respective player. It's such a simple feature and it's stunning that none of the major game developers have had the thought to include it. I mean, any form of play testing would realise how bad the current system is.
Simply, the N64 has been light-years ahead of the PS in terms of options. With Evo and Evo 2, the PS is catching up, but is still behind in many departments. Essentially, all the game customisation options contained in the N64 goes into the hybrid. I am not going to describe them all these options, because they've been previously detailed in SNES and N64 ISS reviews. And please, please, please, please, PS Pro developers, make the damn button configuration option as a pre-game option, not as an option on the damn main menu. When playing a tournament, the thing has to be saved so individual players can exit to the main menu to set their desired configuration. It's frustrating, and absolutely ridiculous. Why not use the default configuration, I here you ask? Well, simply because there is no common button configuration in the Pro and N64 ISS games. If we don't change the configuration, we spend most of the game cursing ourselves for hitting the wrong button!
As for the actual controller, the four main face buttons should be defaulted like so (assuming they are arranged as compass points like the SNES and PS controllers): Pass/Standing Tackle, south; Shoot/Press2, west; Dash, north; and Lob/Slide Tackle, east. Cursor-change must be the top right shoulder button. Through-ball and One-Two can be assigned to other shoulder, trigger or face buttons available. With the extra two face buttons, plus a much superior d-pad (or control stick if that's your liking), the N64 controller is obviously the controller of choice. Having said that, the PS controller is still excellent with it's four shoulder buttons. Shame about the stiff d-pad.
From the PS, only the tournaments would come in. But there are a couple of other PS options also missing from the N64: game speed and attack level. However, they are stupid and superfluous respectively. I still don't understand the game-speed option, because simply, the game should be set realistically to the real sport. As for the attack level (the three bars above the player name box), well, unless it's adjusted entirely towards attack, the Pro players just don't go forward quick enough, or in enough numbers. And with the N64 strategies - of which 6 can be set - there's no need for the attack-level anyway. Even with no strategies, the attacking AI on the N64 goes forward sufficiently. Speaking of N64 strategies, they are activated by pressing "L" plus "R" plus a relevant face button for a strategy. It used to be just the "L" (or "Z") button, and it also used to be that just the "L" button would switch to no tactic. As it stands, if you want no tactics, you need to sacrifice a face button to be a no-tactic strategy. Dumb.
Refereeing has never been strict enough for me, and that's despite the N64 containing an option for referee strictness. The strictest one is probably equal to a standard referee on a kind day! He only gives reds for fouls in one-on-one situations. They may as well just have one referee - him. As for the others, they only give reds on second yellow cards (which are rare anyway) or on tackling the goalie as he's prepared for a kick out. Now, if there's going to be a strict referee I want him to give reds all the time, or at least on ANY tackle from behind or late tackle. I want yellows on just about any other non-ball-connecting tackle that trips a player. In fact, that's not even strict, that's the current laws of the game! But since real referees don't heed these laws, I suppose the ISS ones are only being realistic!
Tournaments - clearly, the PS is way out in front. Again, read the PS reviews for full details, but even then, I'd like to add a variation to any tournament. I rarely play tournaments in ISS simply because it's boring playing with the same team the same way in match after match after match. Now I'd like to see an option for a random team selection whereby the player is randomly assigned to a different team for each round of a tournament. As long as you keep winning, as with any knockout tournament, you stay alive. It could even be done in multi-player tournaments too. Who knows when, or how, you'll be meeting your fellow players! It would even work in a league or round robin, but instead of countries being ranked, it would be the players themselves. Of course, a set of fictional players would have to be used to make up the numbers, especially in the single player mode leagues. You'd be competing against names, not countries. Instead of the ladder reading Holland, France (your team), Spain, it would read Tom, Player 1, Bob!
Given the capabilities of the latest games systems, graphics and sound should not be an issue. However, in the features department, the N64 has seen more stadia, weather conditions and animations. Stretcher bearers, goalies swinging on the cross bar, subs warming up, etc, the N64 has lead the stakes in player antics. And naturally given the superior technical abilities of the N64 over the PS, the game has always looked more solid, smoother and detailed. But strangely, even the sound is better. The samples are far more varied and of outstanding quality. Even the limited commentary is better than the docile Pro's versions, especially the latter Evo games, which are just pathetic.
Well, that's all peripheral stuff to the main feature - the gameplay - but what has been dearly missed over the years is real player names. Whilst the international teams featured have been modelled on the real teams - far more accurately than the Fifa games - it's sad that Konami have not been able to secure player names to put the icing on the cake. The good news is that the recent PS2 and Gameboy Advance ISS games are featuring real player names, but sadly not for all teams as there seems to be a restriction on the license Konami have obtained.
Passing: N64 style; add option to switch of search-passing; add a target-lock pass; tone-down one-touch passing.
Defending: PS Pro style; option to switch off the Press2 and Press-hold move; include N64's slide tackles; include clearing tackles.
Goal Keepers: N64's.
Controls: N64's; add PS's low cross system; add PS goalie-control system as an option; option to adjust manoeuvrability. A combination of N64's execution and PS's scrimmaging for headers. Realistic after-touch - probably PS-styled.
Shooting: N64's; add a feature for the player to decide between accuracy and placement or inaccuracy and power.
Set Pieces: N64's, but a tone-down of corners scored would be appreciated.
Penalty Taking: ISS Deluxe penalty kicks to be brought back.
Team Mode: Add the option to pre-set which players can be controlled by a particular human player in a team game.
Options: All the N64's; add PS Pro tournaments plus random team select tournaments; make the strict referees really strict.
Presentation: Irrelevant on current PS2/Gamecube/XBox systems, but N64's animations and style should be transported.
So there it is, the perfect ISS game. Will it happen? Doubt it. PS owners will no doubt feel aggrieved that the end result is basically the N64 ISS with PS Pro-based modifications to the defensive system. Little else from the PS games makes it across, though, with the many options included in the hybrid, it would be almost possible to set-up a Pro style of game anyway. So be it. After eight or so years of countless hours of play with all versions of ISS across the SNES, PS and N64, the Nintendo-based ISS games are simply more fun. Sure they've compromised on simulation, but not at the expense of realism. To me, a game of ISS should be a 10 minute highlights package of an actual 90 minute game, not a 10 minute segment from a 90 minute game. With SNES/N64 ISS, that's exactly what you get.
Nug (the Bulgarian cyber mentor) here. I was fascinated by your article on the perfect
ISS game - your reasons for writing the article are commendable. I, too, have felt
increasingly distanced from the ISS series of late and, whilst I'm intent on buying a
Gamecube I probably won't buy ISS 2. Something needs to happen and I do believe a
'perfect game' as outlined by yourself would be a marvellous thing. Something to unify the
previous great versions of the best game series ever is desperately needed. We're
being swamped by more and more versions of the game and it's actually become difficult to
keep track of which ISS titles are going to be worth a purchase; I personally haven't
bought an ISS game since Pro Evolution 2 on the PS (a bit of a disappointment compared to
the marvellous ISS Pro '98). The problem, as I'm sure you know, with your 'perfect
game' is that it's going to be nigh on impossible to keep all of the fans happy. I
just wanted to take you up on a couple of points.
Regarding passing; I do agree to a certain extent. The Evolution games passing
engine is basically utter wank. It's impossible to string together a fluid and cohesive
attack. Yeah, you can knock it about in midfield without losing the ball if you're a
half-decent player but we want some action - I want to see a winger bombing up the line, I
want to knock the ball instantly through to him, see him cut inside, lay the ball off and
have Slitikov smack it into the top right. Backpassing and holding onto the ball is
fine but it isn't possible to play a beautiful, intricate, FAST, one-or-two-touch game
going forward. All in all, I think a blend of the Pro 98 and N64 passing system is needed.
N64 is, as you say, too easy yet Pro 98 was a little too stiff. Half-and-half would
be absolutely spot-on. Forget Evolution.
Goalkeepers: You've got this one wrong. Keepers in every PS version (barring Deluxe)
have been perfectly balanced. I found the N64 keepers just weren't even slightly realistic
and actually totally ruined the games for me. The only alteration needed from the
Pro '98 'keepers is a possibility of being sent off. Numerous times I've been
brought down in the box only to see the goalkeeper get up with ball in hands and no foul
given. Fouls were brought in for Evolution 2 but they don't happen anywhere near
often enough, and the keepers cannot be sent off.
Penalty taking: I actually loved the 'cursor-on-cursor' penalties. For me, they were
the best thing about the N64 versions.
Referees: Refs in Pro 98 are almost perfect. They just need to be made that little bit
stricter. The black referee is a hard bastard - always sending Mubs (Croatian
mentor) off. He usually deserves it.
Other than that, I agree with what you've said. A pass in the PS versions too often
results in a player 'on rails' retrieving the ball. The game needs to be more fluid
(like the N64 versions) - we need more freedom to run where we want to run. I hate not
being in control of a player for those few seconds the computer controls them - what if I
don't want to follow the ball?
Thanks and keep up the good work,
Nug, future King of Bulgaria.
That's right, you'll never keep everyone happy. But if there's flexibility with the features, you'll keep most happy.
Passing is what ISS is all about - tampering with it is dangerous. But fact is whenever a PS player goes to N64, or vice versa, they either hate N64's apparent simplicity, or PS's lack of fluidity, respectively. Halfway between Pro 98 and ISS 2000 sounds good.
I think Evo's problems are more to do with AI - it just does not support the passing features well enough. The Fifa games basically have the same problem too, but of course, much worse. I don't care too much what Konami come up with, I want it changed.
As for goalies, balance was not the issue. I only really stated which are better, or more accomplished, and quantified that by saying that they needed to be on the N64, else there'd be huge scorelines. But since the N64 goalies have a competency adjustment option, which reduces them to PS balance, that's the main reason why I'd take them. The actual act of saving shots is fine with both. I've updated the original section to clarify this.
The cursor-on-cursor penalties were a revelation at the time, but over the years, I've grown to dislike them for the lack of realism. But that's just me.
Never have referees been strict enough for my liking, especially the so-called "strict" ones. It's one area that can be fixed so easily, yet it's staggering that it hasn't. The only time I ever see a red card is when it's a last defender scenario. And that's with a strict referee! The others mostly give yellow. We have a strictness setting, but make it accurate, and presto, problem solved.
Yes, that rails-on stuff can be frustrating, especially when the player rarely gets the ball anyway. Yes, having full control is the other trademark of ISS. The "help" received in the Pro games, while I don't mind it in defence, I certainly don't like it in attack. That's when freedom to innovate is required.
Thanks for the feedback.
W