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If you`re a football obsessive, WE6
FE (Winning Eleven 6 - Final Evolution), is the game for you - it
really is as simple as that.
What makes the Winning Eleven series truly stand out from other
football games is the fact that it portrays the beautiful game,
and its nuances better and more realistically than any other game
on the market. Where this series of games really stands out from
other football games is that the series has consistently remained
very freeform in the scope it gives to the player. As each WE game
is released, the game has been refined and touched up to allow for
even greater freedom for the player.
This game is no exception, and feels even less rigid than WE6 (although
the difference is subtle). There is no reason why the player can`t
employ the old Wimbledon `route 1` direct passing methods effectively
through refinement and practice, nor is there any reason why a player
can`t play with Real Madrid `like Real Madrid` after much practice.
Unlike FIFA, (which remains the highest selling football game in
the West), there is a myriad of ways the player can approach the
game, be it through differing tactics, different defensive or offensive
approaches or even footballing philosophies. Similarly, goals can
be knocked in from an incredibly large number of angles and areas
and made in a large variety of ways. Even seasoned WE players will
on ocassion find themselves creating a goal which they have never
thought possible. The game really does reflect the organic nature
of football extremely well.
By and large, the players are also exceptionally well created,
both in an aesthetic sense and in how they play their strengths
and weaknesses. Animation wise, key recognisable animations for
certain players are recreated to replicate the player's movement
in real life, be it Beckham's or Roberto Carlos' freekick animations
or Barthez`s style of goalkeeping. It is crucial for players who
wish to get good at the game to exploit the strengths of various
players, be it using Owen's pace and ability to turn quickly to
fly past oppenents, or Zidane's superior range of passing to unlock
defences.
To clarify, for those who think they may have never heard of the
Winning Eleven games, WE6 FE is the half sequel to WE6 (Winning
Eleven 6), which was the Japanese version of the PAL release, Pro
Evolution Soccer 2 (PES2). To make matters even more confusing,
although PES2 is by and large the same game as Winning Eleven 6,
there are noticeable and significant differences between the two
games, and in spite of PES2 coming out after Winning Eleven 6, Winning
Eleven 6 is generally considered to be the better game by those
who have played both. The PS2 version of WE6 FE succeeded in significantly
improving on WE6, and it is pleasent to report that the Gamecube
version of WE6 FE has again moved the bar up, by bettering the PS2
version, albeit in only one or two areas.
Any football loving Gamecube owners who don`t own a PS2 must have
been joyful at the announcement of the Winning Eleven series being
brought to a non-Sony console for the first time. The series moving
onto a Nintendo console for the first time is a significant move
and hopefully, Konami will follow this conversion to the Gamecube
by announcing a follow-up to PES2 for PAL Gamecube oweners (PES3
is already assured for PS2 owners).
One burning question upon the announcement of a GC verison of Winning
Eleven was how well the analogue stick would work for the game,
as opposed to the PS2's d-pad. Although it will take some getting
used to, especially for those who are used to the PS2 controls,
thankfully the GC stick works well, providing more than adequate
control. It is hard to say that the analogue stick offers as tight
control as the PS2 d-pad for this game, but at the very least, it
isn`t far off.
Another question posed by many was also how the Gamecube controls
would be adapted to cope with the `missing button` (the GC pad has
a button less than the PS2 one). While the PS2 had two buttons for
increasing player speed (jog and run), the Cube version has only
the run button; Konami choosing to sacrifice the jog button. This
proves a wise choice, as the jog button is probably the least useful
of all the available functions in the game. It was also feared before
this release that the unique button mapping of the GC pad would
prove awkward for control. Again, these fears can be allayed, as
it doesn`t take long for those familiar with the series on Playstation
to feel at home with the GC pad. For any that aren`t finding the
button placement intuitive however, the buttons are fully customisable.
Those new to the series should be warned that this is a very a
tough game and those not so patient nor those who don`t like football
much are likely to persevere should they be starting out afresh
in this game. As in real life, opposition players will harass and
harry the your players while in possession of the ball, and learning
how to get into good scoring positions, and create beautifully passing
moves will take a considerably long for those starting out on a
WE game for the first time.
It must be emphasised how particularly crucial the controls in
WE games are. The complexity of the controls is a little bit of
a double-edged sword in that, because the game offers such comprehensive
control and uses all buttons on the pad, the options open to players
are so open (just like in real football). For example, when approaching
goal, one must decide whether it better to chip the ball to the
striker or to play the ball out to the wing, or to `go it alone`
and attempt to dribble the ball past a couple of opposition players.
The controls are also tough to get to grips with, but that only
makes it all the more satisfying for those who do indeed get to
grips with them. WE6 FE can be very unforgiving in that novices
will much more often than not, pick the `wrong option` or simply
because there is so much to contend with in the controls, execute
their chosen option imperfectly.
And therein lies the crux of the problem for less than patient
gamers. The players efforts in this game, take a fair while to bear
fruit, but once they do, the feeling of executing a wonderfully
worked move or scoring a beautiful goal is exhilirating. Although
the learning curve is steep, those who have a little patience will
reap great rewards through their perserverance. With some dedicated
practice, novices to the game will gradually get better and better
until they can eventually create elegant and intelligent passing
moves as well as being able to score spectacular goals.
Defending in this game, and not only attacking could also be desribed
as an artform in itself, and again another area where the game mimics
the conundrums of real life football so well. For example, is it
better to `stand your ground` or `go to ground` (slide tacle) against
the opposition player who is bearing in on goal, at the risk of
mistiming the tackle, and therefore either fouling the player or
letting him in for a clear sight of goal? Getting in that well-timed
`last ditch` tackle can be as satisfying as scoring a goal in itself
at times.
Also, players wishing to get good at defending effectively would
need to master the use of `B button defending`. Holding down this
button will send the nearest player (that you aren`t in control
of) to harrass and harry the opposition player in possession of
the ball. The beauty in this is that it allows you to move the player
you are controlling to either `cover` the potential run of another
opposition player or to support the other player harrassing the
man on the ball so that there are now 2 of your players trying to
win the ball. Using `B button defending effectively, can be immensely
satisfying, especially as it can require as much thought and consideration
as making a well worked attacking move (consider that, just like
in real life, sometimes when `covering` runs, it is crucial to position
your player well enough to cover a couple of diferrent potential
runs or potential passes).
In the 1 player game, to ease players into the learning process,
there is a choice of 5 difficulty settings ranging from 1 star (very
easy) to 5 stars (very hard) . There is a range of cup and league
competitions available to select and upon winning each cup, various
special teams can be unlocked including a Euro and World All-Stars
team, and classic teams such as classic England and Argentina teams.
While winning all the available cups shouldn`t take too long, Konami
have input longevity to the 1 player game via the `Master League`
competition, which sees the player start in the lowest league of
3 leagues, and with a team of mediocre players. From this position,
it is up to the player to build their own team by buying players
who can be bought by points earned through playing the matches,
and then hopefully, achieve promotions and eventually win the top
league. In extreme level especially, this is no mean feat, even
for fairly advanced players.
It is must noted that because all option menus are written in Japanese,
this game isn`t the most import friendly game ever made, however
this shouldn`t put off the vast majority of players as only a little
patience is required to begin to navigate the menus adequately.
Player and team names are also in Japanese, but these can be edited
into Roman letters.
In fact, these are not the only things that can be edited with
the game allowing player data and aesthetics to be edited too. Aesthetics
wise, player faces, hair, and kits can be all be edited.
Those who own the PS2 version will notice upon playing this that
there are indeed some new animation cells for the players, although
there are nowhere near the purported 30 new animation cells. It
is however, a welcome improvement for those who already own the
PS2 version and choose to buy this version as well.
Where this version of the game really shines above its PS2 counterpart
is in the newly improved AI. The computer is a little smarter and
is considerably more lethal at shooting than in the PS2 version.
A common gripe with the PS2 version as well as the previous iterations
was that the computer striking from any kind of distance was about
as lethal as John Jensen (remember him?). Once mastering the controls,
and learning the game, defending in the PS2 version is almost simply
a case of keeping the computer from distance, as the computer rarely
(if ever) can score from outside the penalty box. Ironically, the
fact that Winning Eleven does so well to portray football in a computer
game makes this flaw in the PS2 version stand out all the more.
It served to break the illusion that the player is playing against
a tactically astute team with world class strikers .
This problem, however, has been largely `fixed` now as the computer
not only attempts shots from distance more, but it undoubtedly scores
a higher ratio of long distance goals than that of the PS2 version.
On the surface, this change may appear small, but it has an extremely
positive effect on gameplay. Now, the player must always be wary
of the computer's runs whether inside or outside the penalty box,
and so the tackles and challenges consequently often have to fly
in earlier (or more desperately) in order to defend effectively.
Players will develop a new found fear whenever an opposition player
is making a run towards goal. Naturally, this improvement helps
move the Winning Eleven series closer to the realism of the beautiful
game.
The computer also fights for the ball more while playing at home,
and coupled with it being more lethal and adventurous at shooting,
these changes add even more to an already brilliant game.
Although, the AI improvements add considerably to the 1-player
game, it must be noted that this is the only significant change
between this version of WE6 FE and the PS2 version. Therefore, those
who already own the PS2 version of this game would be well advised
to think again about purchasing this as well, if their main focus
is on multiplayer. Multiplayer is where the game truly shines for
many WE players and it adds considerably more to have a legion of
WE loving friends to play with.
GC or PS2 version, this is simply the best football game around.
Football fans, ignore at your peril.....
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