PES 2018, Analysis in progress
September begins and with him, the football season on a virtual level. It is already usual that Konami is the first to give the starting signal with his proposal, which has been in clear ascending line for some years and that last season became, simply, one of the great modern football g
ames. Not only the best since the 128-bit era. PES 2018 is an evolution of the delivery that we saw last year, with several relevant changes at a playable level, some new features and the essence that has restored excellence in the saga. Our first sessions on the pitch confirm what
we already saw in E3and in the summer beta. PES has already established itself as a contender to take into account as much as its main rival on the pitch.
Anyone who has read our ratings of football games in recent times knows, beyond the numerical note that is recorded in each review, that we have long advocated talking about a video game that approaches, or exceeds, the other, in quality or proposal is something absurd. Basically because both FIFA as PES they have articulated very powerful but at the same time
different titles. In the same way that you can play football with radically different and valid styles, we also have on the paper virtual proposals that diff
er in the base, in the recreation of the king sport. And that leads us to point out that both proposals are perfectly valid and fit according to each type of player. In any case, the comparative time will come, this is what presents a PES 2018 that seeks to refine the formula of success achieved last season.
PES 2018: realism as a goal
PES 2018 refocuses on the licenses of some of its ‘partner’ teams as a way to counteract a lost combat such as licensing. Again sets like Barça, Liverpool or Borussia Dortmund copan the introduction of the title, which with a style and an interface very similar to last year, invites the player to enjoy virtual football from the first game. Because it is in th
e field of play, in what happens between minute 1 and 90, where the saga of Konami wants to dominate. And in fact it’s where, like last year, more credentials and options have to do it. Although the base is the one we met twelve months ago, the game has changed several elements and mechanics. Some to better, others to worse. We see it.
This delivery maintains the controls already known. With the ball in our possession we have the options of pass, long pass, pass hole, shot, run, pass / manual shot, precision control, dribbling combining the analog and classic wall movements or pass /
Vaseline high . To all this we can also indicate to the players controlled by the AI that they start unchecks or even control them ourselves -som
ething that, yes, is still a little confused by the system-. In defense, no relevant news : with a button we press the opponent; pressing it twice we make a normal entry, with another button we call the pressure of a partner (if we press it more than once the pressure will be multiple) and another action to make entries at ground level.
With the clear control panel, soccer begins. In offensive matters we see as the First Touchlast year is still the best ally for the touch game. PES is a title that bets on a slow and realistic rhythm, where the circulation of the ball is the quickest way to attack the opposing goal. The players have won a host of new animations that are seen in controls when they receive the ball in all t
ypes of conditions and heights, allowing more chances to continue playing touch. This, which is appreciated, is balanced with a system of passes that is not, and can not be, precise to the maximum. Depending on the position of the player some passes will not reac
h a good port, while crossing a low ball too many meters is called to failure. Learning to control the direction and power is basic, and again the manual system (with the left trigger) is a more than interesting solution for certain moments.
We can not say the same about the pass to the hole. Last year we already warned that it felt too precise and effective, and this year during the hours (many in a short time) that we have been with the game, it is something that is accentuated. Whether low or high
, the famous ‘ triangulazo ”It works excessively well. We have successfully made long passes with parabolas that seem to stop at the right point for the receiver to arrive, with small balloons that trace the perfect curve for a first sho
t or a control inside the area. And the same happens with the ball at ground level: fast balls that slide perfectly tracing an unattainable trajectory for the defense but for the end of turn. It is true that with the pass to the hole there are times when it does not reac
h a good port because the pass is inside and the unmarked goes outside, or vice versa, but when the attacker is unmarked, this assistance has a high percentage of success. You can make passes by high and low simply spectacular, very satisfying to see, but they lose strength by the frequency with which they can be achieved.