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Winning Eleven 6 Final Evolution
Gamecube, January 2003

31 July 2003

Also available on PlayStation 2 in Japan, and in the USA on PS2 as Winning Eleven 6 International.

In raptures with Pro Evolution Soccer 2, the ISS Realm totally ignored the existence of this Final Evolution version on the Gamecube. Sure, there were always PlayStation 2 versions - with WE6FE released December 2002 - but there was no incentive to buy them. Off course, the PS2 needs modification to play import games anyway. So while this review comes six months after the game's release, reviewing it is still worthwhile considering that it is the only option for those only owning a Cube wanting a PES/Winning Eleven game.

What the GC release did for the ISS Realm was to realise one thing that the PS2 could never offer out of the box: four-player mode. And with Freeloader software that allows imported games to be played on local Cubes, we were salivating. Sure, we could buy a PS2 multi-tap, but for not much more than that, we could get Final Evo on the GC, which, while reputedly improved over PES2, was also a great source of curiosity. Now, for those unaware, Konami staggers the Japanese and Western releases, with Winning Eleven being the base game, and usually released mid-year. That's tweaked to become PES to be released near late-year. That's tweaked again for the Final Evo version that's released late year or early following year back in Japan. Obviously, the Final Evo games are the best of the series before the new Winning Eleven is released - often with new features and ideas. But how would it play on the Cube with its peculiar controller?

Well, thankfully it transplants perfectly, if not better. The Cube controller has only one button less, though, with the double-action feature of the shoulder buttons, there's effectively one more button. However, the final-click function on the shoulder button is not used. The missing button from the PS2 controller - the L2 - was only used for strategy settings, and they have been assigned directly to the d-pad for one-touch activation. That means that the control stick is used for movement.

This was an area of concern because I've never liked the stick on the N64 and certainly not on the PS2. With ISS3 on the Gamecube, it functioned fine, though, the response was sloppy, suggesting an implementation problem, not a functional one that the PS2's stick seems to have. But with Final Evo, I was stunned with the response - especially compared to ISS3 - and at just how intuitive it felt and the greater level of realism. An even more amazing testament to the GC controller was that the game was picked up without even having to reconfigure the button layout of ISS Deluxe (yep, on the SNES) like I always have done on PS2 and even N64 games. The only disappointment is that if you want to use the d-pad, you can't. ISS3 had the same problem, and why there is not a setting to switch roles between the d-pad and control stick is stupid.

Returning to PES2, its stick has that large neutral zone, which makes many games feel too lose, not just PES. After so many hours on the Cube, I could not adjust to the PS2 stick at all, and returned to the d-pad. In comparison to the Cube, it felt tighter, with quicker changes of direction, and a tad too responsive. But that's expected with digital control, and is no criticism of the controls. It's just stating the difference between the two, though, it has to be said that the Cube's less rigidity does make it feel more right. The opinions of three others were canvassed, and all felt similarly.

Suppose that the key issue is that there is no problem with the control stick. If that's a reason to hold back from the Cube version, don't let it. Same with the shoulder buttons, which function like digital ones - any level of pressure will activate the command. Plus, the Cube's more ergonomic feel means less hand fatigue.

So the game translates well, but has there been any improvement? In the area of main concern - artificial intelligence - yes, but not quite enough. However, the more buggy problems have been addressed. That being players chasing errant passes better, and most significantly, the AI now spreads. This overcomes the nagging problem of annoyingly short passes and scrappy midfield play because team-mates stand just centimetres away. However, still existent is the lack of speedy breaks, or players running off the ball-carrier sufficiently. You have to activate the auto-offence setting as described in the PES2 review update of 31/07/2003 to get an open game.

However, that leads to the only serious problem with WE6FE - the entire game is in Japanese and finding such settings is an exercise in memory and trial and error. It must be said that the menus are identical to those in PES2, so familiarity with PES2 will help you here. We've actually had no real problems, and can now recognise the Japanese characters for "no". The only difference we've spotted is that there's an extra setting in strategy settings (the attack/defence level is still the last option, though), and there's no language in the sound options. In the post game screen, there's five or so options, instead of two from PES2. The first two are stats screens, whilst the others are quick restart and team select options.

On the positive side, the Japanese commentators are great. Some pronunciations and phrases are a riot, and there's the odd english words like "free kick". Only surprise is that the overall pace is not as frantic as expected.

If you're without access to PES2, there's plenty of help online. Or email me for help. If there's enough requests, we will put a translation/guide online. Of course, the ultimate solution, especially in this day and age of internet online ordering from foreign countries, is to have an English-text option in the game to begin with. Even in Japan, it could be handy for foreigners living there. We already see such text options - and even commentary options (though, that's not necessary for Japan) - options in European versions. After all, English is the international language. Take note, Konami, for future games.

Team play

Now, this is the main reason for acquiring Winning Eleven 6 Final Evolution on the Gamecube. We've only bothered with two-man teams, but providing each player on the team has manual cursor change, it plays the best ever team game ever, ever, ever! That's largely because of the AI that now spreads away from the ball carrier, meaning there's few situations of both players chasing after the ball or getting in each other's way.

Other differences:

* Passing - even long balls - seems a little more snappier, fluid and accurate. There's certainly far fewer errant or underhit passes, and therefore fewer turnovers, and more flexibility with passing options. This could be attributed to the better AI.

* The subtleties of the analogue control stick versus the lightning response of the PS2 digital-pad seems to have influenced two other areas. The one-touch flicking - or large dribble - of the ball just as it's been received seems more potent, whilst negating that, the quick direction changes when dribbling are not as strong. Often the defender is not fooled sufficiently and can also double-back to harass.

* R2-button on the PS2 equals Z-button on the Cube. So R1+R2 is the equivalent of the PS2's R1+R2 - used only for stopping a player chasing a ball. Why it simply is not the control stick, I don't know.

* If you can imagine the points of the d-pad correspond with the PS2 face buttons, then that's the default strategies. Centre Attack is Up; Opposite Overlap is Left; Zone Press is Right; and, Counter Attack is Down.

* Inertia problems from PES2 do not seem as apparent. Nor as apparent on PES2 any more for that matter. It's a matter of pre-empting your move before gathering the ball (eg: execute pass, shoot, or direction-change)

* Charge-up shooting problems from PES2 not noticed at all. They seem to have been tweaked, but also we might have adjusted to them over time.

* Range of scoring from long shots seems reduced for players and increased for the CPU. Rarely do we score from outside the box, whilst the CPU does now. Before, the CPU hardly ever - maybe never - shot from outside the box. Changes are only marginal, but they do make for a more balanced game.

* Direct free kicks still impossible to score. But I've at least copped one from the CPU! First time ever.

* With the Gamecube technically superior to the PS2, naturally the graphics look even better. They're more detailed and "fluffy", especially noticeable with night games, environmental effects, and more elaborate pitch patterns. They're not as sharp as PES2, but they appear now to be unnaturally too sharp in comparison. Both versions kill the Cube's ISS3. Only hiccup is the odd jerk during the game, but doesn't affect gameplay.

* Player names are on shirts (in English too), compared to none in PES2 and country abbreviation in ISS3.

* Referees. Many media have claimed they're too strict. That's rubbish. They are realistic. Yes, there's many frees, heaps of yellows, and more reds with tackles from behind and late tackles, but is that not the rules? It's just a matter of adjusting to them. And it's only some referees anyway. Some are even inconsistent. But that's realism. Only problem is that there's no setting to adjust them. Stupid.

* Load times are virtually non-existence. No surprise with the Cube, but it staggers that ISS3's are so long.

Problems still:

* Passes are often too weak, or too slow, and don't reach the target. Compound that with the AI that still won't charge towards underhit passes, and you have some scrambled turnovers and annoying gameplay. Also, when there's more than one teammate about, the CPU often picks the closer one, who's usually marked. Therefore the pass is underhit, or you're dispossessed. There's also still the annoying habit of passes - usually through-passes - going out of play instead of to the player making a run down the wing. Speaking of players on the wing, come on guys, make some damn runs. Really, the attacking AI with off-the-ball movement is still light years behind the ISS series. That's not such an indictment of the AI in this game - because it's still good - but huge endorsement for the other series. Whatever you do, ensure you have opposite-overlap strategy on in these WE/PES games to get some decent wing play. Even pays to have centre-attack, counter-attack and maybe even select auto-offense in the attack/defence setting in the strategy options, to get some real open, attacking play going.

* Scoring rate too low. Attribute that to the lacking attacking AI and rails-on through-balls that seem to always go forward, even when angling sideways. Need to make more, intelligent runs into space, and not just straight towards goal where through-balls are often picked off. And more control over direction of through-passes! It's ridiculous how enamoured the CPU is to send your passes straight ahead. Even aiming to a wide player, the pass will go straight ahead, with the wide player having no hope of gathering before it's intercepted. Really, the through-balls are often a waste of time. Best to stick with normal passes.

* No cursor position showing on radar. However, does not seem the problem as it once did in PES2.

* No option for a real time game clock, eg: 5mins, instead of the default 45mins.

* Some teams still without real names - namely Holland, whom are OrangesXXX. Not much can be done about that if it's a restriction of the license.

* While team play works fine, we'd still like the ability to pre-assign players on the pitch to particular human players so they know which players they can control and only control. That would solve the cursor flicking around so much with auto-cursor and give some semblance of fluidity in team games with more than two players. News is that Winning Eleven 7, and therefore PES3, will have this feature. Bring it on. It's been 10 years too late.

Endemic problems now realised:

* Ball control - simply, it takes a fraction too long. Especially with long balls. It gives the opposition time to harass and often dispossess you. While it is a matter of quickly passing on or flicking the stick (or d-pad in PES2) for a skip-ahead to circumvent, for novices it's a frustrating problem.

* Advantage rule. For those unaware, it's the situation where you're fouled, but still able to recover and play on. Great in situations where a professional fouled has been committed to deny a goal scoring chance. However, the referee whistles for the free kick, forcing play to stop. That's obviously a disadvantage, especially if your player was not tripped and the opponent is on the ground from his slide tackle. You should be able to play-on. The lack of such an advantage rule feature has really become apparent in recent games that are seeing more fouls, especially with the stricter refereeing of this game. Of course, players simply need to learn to restrain themselves, but there are occasions when you want to professionally foul and are then rewarded with the stoppage in play that you desire. However, it would be near impossible for a CPU referee to have an accurate level of subjectivity to determine when play should continue. Only solution is to have the player decide this himself via a command (Z+R for example). And if you fail to make use of the advantage, well, suffer. It's up to player discretion. If you prefer a free kick, don't play on.

Where to buy

We bought ours from liksang.com, which is a Hong Kong online games store that specialises in Asian gaming products. They have a bundle of the game plus the Freeloader software disc required to play it on foreign Gamecubes for US$80. On it's own, the game is US$65. Shipping's about US$5. Strangely it takes them a while to ship, but on the several occasions we've ordered from them, packages have arrived within three weeks.

Overall

While there's room for improvement with the sloppy passing and AI (gee, how many versions and years has the ISS Realm now been complaining about this?) that needs to be tidied up, especially for the series overall, unanimously it's our preferred game. And I suspect even our long-term Fifa-lover and anti-ISS philistine has now seen the light. The improved AI and associated four-player capability, and even the variation that comes with the Gamecube controller and control stick that we find makes the game even more realistic, sees it ahead of PES2.

The ISS Realm has longed for a Japanese ISS/WE game, and with word that this is the one and only PES/WE game that will ever make it to the Cube, owning it for that novelty value alone is worthwhile. It's clearly a must-have if all you own is a Cube. And did we mention that those Japanese Gamecube game boxes are so damn cute?


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