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Interview with the maker of Pro Evo -

culo

Youth Team
I found this very recent interview with the guy behind Pro Evo:

The man behind Pro Evolution Soccer reveals all:

20 Nov 01 - Shingo "Seabass" Takatsuka is a legend among sporting game lovers the world over; don't miss this exclusive interview.

With Pro Evolution Soccer on the verge of release in Europe, how do you think soccer fans will respond to the title?


Seabass: This was our [KCET's] very first PlayStation 2 title in Europe and we have renamed the game "Pro Evolution Soccer" [From Winning Eleven 5 in Japan – Ed] We were sort of concerned a bit about bringing this title to PS2 at the beginning, but now, we're satisfied with the outcome of the game. To be honest, we even feel much more confident than when we released Winning Eleven 5, as we spent another 6 months to brush up the game. We proudly announce that "ISS Pro Evolution Series" came back on PS2 as "Pro Evolution Soccer" and it's almost out there in stores. I'm sure a lot of soccer game fans will love it, for sure!!!

Last time you were in London you said you wanted to incorporate something of the more aggressive crowds and fiercer nature of the play into future titles when European teams are playing. Have you managed that this time round or are we going to see this sort of depth in future titles?


Seabass: The performance area is much focused this time compared with Winning Eleven 5, but we still think it's far from what we'd felt in Europe early this year. There's still way to go to make it dynamic in the same way as actual soccer games. Give us a bit of time to concentrate on our aims. Visiting Europe and seeing actual games was indeed a good lesson for us!

How have you structured the gameplay to differ from the likes of EA's FIFA franchise and other soccer games currently doing the rounds?

Seabass: We do see other soccer games for reference, but we do not aim to structure the gameplay to make difference. Why? We firmly believe that in Pro Evolution Soccer we should simulate actual soccer matches, not competitors! From this perspective, we firmly believe that Pro Evolution Soccer is doing great job compared with other developers. Of course, Pro Evolution Soccer is not simulating 100 percent, but we would like to continue working harder to make our dreams come true.

Do you think your game is the most rewarding when compared to the competition? Can you take us through the gameplay points that have made Pro Evolution Soccer such a famous football brand?

Seabass: It's true that our game is the most rewarding soccer game at the moment. But, frankly speaking, we still think that PES is a bit weak brand name in Europe. In order to make a bigger brand name, we have got FIFPRO License, which enabled us to use actual player names and likeliness. But this is only a beginning; we are hoping that our effort will be rewarded in the near future.

How has the increased computing power of PlayStation 2 helped create a more realistic game? Has it aided in creating better AI for the computer opponents?

Seabass: For a couple of years, we had been suffering having to minimise the memory size in order to create new AI, which took about 30 percent of our workload. Then came new hardware: PlayStation 2. Thanks to the PS2 memory size, our workload on minimizing the memory has resolved (although it's not solved 100 percent). Since there's no obstacle we had been facing with PlayStation hardware, our soccer games will evolve more and more.

How much importance do you place on the fact that all the players resemble their real life counterparts? Are you glad that you finally managed to get all the real names of the players into the game?

Seabass: We believe that making each player realistic is one of the essential elements in a sports game. If your favourite player, with realistic looks, plays in the game, I assume most of the people [will] purchase [the game]. It is true that the gameplay is very important when we think of playing games, but it's also true that real graphics will motivate and stimulate people to purchase one [game]. Actual name use is necessary here. We're hoping that FIFPRO could cover more national teams and players soon!

How do you plan to improve the way players react to situations surrounding them for the next game you release? How should players be affected by other players, the way the ball lands near them, etc?

Seabass: This is our eternal assignment! It's very unnatural for a player to control everything. We should ask AI to control and support to a certain point, but too much will lead to a bad result. One good example is the one-two pass in ISS PRO and ISS Pro Evolution 1 and 2. We set defence to respond in a certain time or else AI will activate, but gamers will be very upset and frustrated and think, "Why doesn't the player move?" It's important to think about when you want the players to perform fantastic play. We've got to think more and find the answer.

It's fairly obvious you'll be looking to include some kind of online play in the next version of the title - can you explain what you have in store for players in this respect?

Seabass: Yes, we have some plans for future, but to bring out that plan in reality is very difficult. It has not yet been confirmed if we could carry out the online play. However, we all know that online-gaming is what everyone wants.... we acknowledge that this should be carried out sooner.

Can you explain to the readers the way Konami's soccer franchise will be presented on Xbox? Is Major A or the KCET team handling the title?

Seabass: We'd like to leave this blank this time!

Why do you think you've created the best console soccer sim on the market? What pleases you most about the game?

Seabass: Why were we able to deliver this game? We never thought about it. It's the passion. We all wanted people to feel as if you're playing an actual football match in this game. To simulate real football and bring the essence into the game.... It's because we all wanted to make the excellent game without compromising. These factors always work positively in our creativity.

Something we're satisfied about with our game? We're very happy that most of our fans play over and over again, for a long period of time. We're very confident about bringing more fun elements in our future games. Please do look forward to more from us!
 
F

Fewla

Guest
Great interview! Missed one question: "Will there be leagues in the next version, such as english/italian/spanish etc..?" :(
 

the_man

Manager
Culo,

Hey, nice interview excerpt, you care to post a link? Anyway, that 'player not moving' has really burned you a couple times, you seem to take it personal...however you haven't responded directly to me when I tell you that if it happens it is your own fault. Have you seen my gameplay vids in WE5? Especially the ones against Brazil. Show me when I tried to move the player and he didn't move...you'll be hard pressed to find one, why? Cos when I want the player to come to the ball, I bring him to the ball, when I want him to wait for the ball, I don't bring him to the ball.
 

JonnyDp

Youth Team
Funny that, almost exactly the same as the interview on C&VG, but with strange new Q's and A's......................
 

beavis

Club Supporter
Anyway, that 'player not moving' has really burned you a couple times, you seem to take it personal...however you haven't responded directly to me when I tell you that if it happens it is your own fault. Have you seen my gameplay vids in WE5? Especially the ones against Brazil. Show me when I tried to move the player and he didn't move...you'll be hard pressed to find one, why? Cos when I want the player to come to the ball, I bring him to the ball, when I want him to wait for the ball, I don't bring him to the ball.

There are actually times in WE5, JLWE5, and all of the other incarnations by KCET where players freeze when a pass is coming towards them, and you can do nothing about it. You can move them to some degree, but they are sometimes held back by a sort of force field. (This is true whether you use manual or automatic player switching) Also, in certain through ball situations or with long cross-field passes close to the touch line the player will often seem like he is running on a rail, and you can't cut him back in to stop the ball from going out of bounds. This sort of relates to the inability to move your striker towards the opposing goalkeeper to pressure him after he picks the ball up. There is a force pushing you away from him. It's as if you feel like you have to fight the computer sometimes, because there is a hint of automatic movement of your players in certain situations. This is a small flaw, but it is something I have noticed since ISS Pro 98.
 

capitanpato

Club Supporter
Excellent post beavis.

That is exactly what me and culo have been trying to say. It has nothing to do with tactics or anything. Sometimes you make a pass, especially a Through ball or a pass with the R3 stick and the player receiving the ball literally "walks" to the ball.

I respect The Man but I think he is not understanding exactly what we are talking about, maybe he hasn't seen the bug before, maybe we are not explaining it correctly.

Try this, make quick passes, 2 or 3 in a row, then press the through button before the player receives the ball, so he will attempt the through pass, you will see what happens with the receiving player.

I believe it helps if your player is not facing the receiving player when you press the "triangle"

Wow, even I confuse myself sometimes ....
 


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