Finally going to be out here. Been waiting for this for months as WE7 is still my most played game right now.
Some choice quotes from the GI preview:
WE vs. FIFA
lol):
Master League mode (I don't know why he calls it "new" as elsewhere he seems to know it's not, but there are some nice changes). Also I don't think he mentioned that it was the first time you can start ML mode with any team (but what's the fun of not getting to play with Ximenez/Ximelez, Castolo/Castello, Huygens/Huylens and the rest of the gang!
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Some bitching about the edit mode allowing too much customizability (!?!?!?!?!?!?!?) This guy has obviously never used WE to recreate real teams/players like so many WE players do, his minor complaint barely makes any sense anyway (omg you can create a super-strong team and use them in exhibition! Guess what, smart guy, you can also turn it to 1 star and destroy everyone in even non-exhibition games! OH NOES how will anyone exercise restraint! Should have limited one of the game's greatest features instead!):
Finally, X-Box v. PS2 versions:
Nothing particularly new to anyone who's been following the game's info, but I am interested to see how the versions stack up and I'm ridiculously anxious for this game to come out.
Personally, I'm ready:
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Some choice quotes from the GI preview:
WE vs. FIFA
If youre a US gamer looking for soccer action, you basically have two choices: EAs FIFA titles and Konamis Winning Eleven franchise. And to be blunt, for true footie fans, Winning Eleven usually leaves FIFA with nothing but a mouthful of pitch.
The Winning Eleven series of soccer games has really made a name for itself not with flashy game modes or bonuses, but because of a tight and realistic approach to the beautiful game. Movement and animation rivals the real thing, ball physics are spot on, and the subtle nuances and features of the game are at center stage. Actually, I challenge you to find a more realistic soccer experience outside of pulling yourself off the couch and personally taking to the field yourself.
The game, compared to FIFA 2005, is superior in pretty much every regard. The stellar visuals, the fine-tuned control, and the ultra-realistic action all help to create a truly immersive soccer experience.
Master League mode (I don't know why he calls it "new" as elsewhere he seems to know it's not, but there are some nice changes). Also I don't think he mentioned that it was the first time you can start ML mode with any team (but what's the fun of not getting to play with Ximenez/Ximelez, Castolo/Castello, Huygens/Huylens and the rest of the gang!
The most notable new addition is the Master League mode, which is essentially a fleshed out Franchise mode. You start off your managerial career by picking one of many club teams from around the world and then taking them through division play against other teams. To make your job easier, you also have a multitude of different tools at your disposal. For the first time in the series, you have access to development sheets that let you keep track of the statistics of every single player on your team, including the ability to see how theyve matured physically and skillfully since the first day that they joined your club. Each player has 23 different statistical categories, ranging from attack skill, balance, stamina, power, header skill, and even team work. Interestingly enough, you can keep tabs on the skills of a player as they begin to age, where youll begin to notice how theyll lose abilities in key areas.
In the event that one of your players ends up becoming the next superstar, or one becomes available on the market, you can go into negotiations with him to set a new salary and contract. This can only be done during certain parts of the season, but its a realistic attempt at trying to give the entire player management role a bit more ground to stand on. For money misers out there, you can also keep track of your teams overall financial health, comparing your expected earnings with your actual monetary funds. Perhaps the coolest new feature is the freedom to actually acquire entire market data reports for other teams. Managing a professional soccer club isnt easy and sometimes youll need to look to your competitors for some inspiration when making those big decisions.
Some bitching about the edit mode allowing too much customizability (!?!?!?!?!?!?!?) This guy has obviously never used WE to recreate real teams/players like so many WE players do, his minor complaint barely makes any sense anyway (omg you can create a super-strong team and use them in exhibition! Guess what, smart guy, you can also turn it to 1 star and destroy everyone in even non-exhibition games! OH NOES how will anyone exercise restraint! Should have limited one of the game's greatest features instead!):
If customization is more your thing, the Edit mode will probably be right up your alley. You can use this mode to alter pretty much every single feature of a player or team. Missing the glory days of Luis Figo? Well, use the Edit mode to bump up his stats to max, making him a force to be reckoned with. You can even alter player numbers, create entirely new players, and change flags, names, and uniforms of Club teams. Needless to say, the Edit mode is a lot of fun, but there remains the potential to create some pretty unrealistic mischief. Using my favorite team, France, as an example, I was able to take every single player on the team and bump their stats to the limit. This kind of nonsense is fun if youre really interested in creating a stable of super players to overpower your competition, but in the grand scheme of things its pretty darn unrealistic. Usually in games that let you edit or create players, theres some sort of cost model that helps to ensure that your creations or edits arent out of the realm of believability, but for Winning Eleven 8 there seems to be no restriction of the sort. Granted, you can only take your god-like players to the pitch in an exhibition game, but nevertheless, being able to do even that is a bit odd.
Finally, X-Box v. PS2 versions:
Compared to the PS2 version of the game (or at least the Japanese version), Winning Eleven 8 on the Xbox doesnt seem to have too many advantages over its console competitor. The visuals are noticeably sharper and character models a tad less fuzzy, but overall, the two versions stack up pretty surprisingly well against each other. The most notable difference would have to be that the Xbox controller has a few less buttons than the PS2 controller, but thankfully the game has accommodated for this by using some pretty ingenious button mapping.
Nothing particularly new to anyone who's been following the game's info, but I am interested to see how the versions stack up and I'm ridiculously anxious for this game to come out.
Personally, I'm ready:
+
+
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