Saturday, 3 November 2012

FIFA 13 : REVEIW

Fifa 13 review
The problem with reviewing a game like FIFA 13 is that you end up writing notes like ‘the physicality is less predictable’ which, when you take a step away from the context of an iterative virtual sports title, make a kind of negative sense that could potentially be weaponised and deployed as part of a disruptive first strike invasion scenario.
Understanding the headline changes made to FIFA 13 requires a specialised vocabulary and a knowledge of the promises and weaknesses of last year’s game, and the game before that – and amongst it all the key question of ‘am I playing a game of football that is good?’ can be surprisingly elusive.
So let’s make it easy – the answer is yes you are, although you’re also probably less convinced than ever that the changes made in the 12 months since you last bought a copy qualify FIFA 13 as a standalone game with a standalone pricetag. This is a situation not helped by the game’s own increasingly animated attempts to justify its yearly cycle of self-destruction and rebirth.

Fifa 13 review

White Hart Lane, faithfully recreated right down to the protrusive angle of Gareth Bale’s ears.
Last year EA looked at us all with a straight face and expected us to not only understand but also to care about ‘Precision Dribbling’, ‘Tactical Defending’ and the ‘Player Impact Engine’ – labelled, categorised evidence of progress, giving a name to the things you’re paying for.
The sloganeering continues this year, with inevitable tweaks made and others features added for good measure. ‘First Touch Control’ refers to the introduction of an error-rate when receiving the ball, with bobbles and imperfections effecting even elite players. It’s a contrived spontaneity, but welcome despite occasional moments of what feel like random injustice.
‘Match Day’ is less a feature and more a self-trumpeting noise, an overlay of stats, form guides and real-world fixtures that tie FIFA 13 into the outside ongoings of actual football. And as its name would suggest, ‘Complete Dribbling’ – a way to square up to defenders taken from the recent FIFA Street reboot – goes beyond last year’s Precision Dribbling and into a whole new realm of footwork hyperbole, presumably building to next year’s ability to sashay around individual blades of grass.

Fifa 13 review

Szczesny saves – but Match Day updates would rule him out of the first team with injury.
More instructive are the changes made to the existing feature set. FIFA 12’s change of defending system was divisive, removing the option to home in like a studded missile in favour of a sterner risk-reward timed challenge mechanic. The risk-reward remains, but has been predictably and not entirely successfully watered down. Tackles are now guided directionally by the game, and it’s easier to recover lost ground if you mistime one. The net result is that the game is noticeably faster and less considered than last year, with matches dominated by wave after wave of attack and counter-attack, and very little of the probing and thoughtfulness that characterised FIFA 12.
Elsewhere there are minor victories and defeats. The new skill training exercises that pop up while matches load do a better job than any catchphrase of demonstrating the depth and complexity of FIFA’s shooting, running and passing systems. On the other hand, the already-sluggish menus now teem with the accumulated burden of additional features and options.
All of which leaves us more or less where we were last year – with the finest football game currently available, unmatched in terms of its mechanics, but which is also crying out for some serious redevelopment. In its current form FIFA has reached a plateau, and either the game – or the way we pay for it – are due for a major overhaul.

WWE 13 :REVEIW

WWE '13 screenshot


I have to wonder what CM Punk, current reigning WWE champion and the closest thing to a global representative the organisation has right now, is thinking these days. He's also the only superstar who could switch from Face to Heel and back again over a four night period. He represents the pinnacle in versatility and talent in this game of show we call wrestling. Sure, Cena is the Face, but CM Punk doesn't draw the same ire for being bland and besides, Punk's on the cover of the latest WWE video game and Cena isn't - he's also in every menu and nearly every loading screen.
CM Punk is, at least, as far as gamers are concerned, the wrestler entrusted to entice punters with just his picture.
And yet, CM Punk is not the main draw of WWE 13 and, since we're on the topic, neither is anyone else in the current WWE roster. No, the main draw here are those wrestlers who shot the WWE to prominence in the late 90s; the men and women who plied their trade during a time fans remember as the 'Attitude' era. Back then, CM Punk was part of the barnstorming wrestling circuit, and Cena was portrayed as a low-rent precursor to Eminem, complete with a doctorate in Thugonomics. Really.
To anyone who remembers that era (and indeed, any Smark who knows their WWE/WCW history) WWE 13's campaign mode is one of the strongest hooks Yuke's has had in ages. It's here that wrestling fans get to relive the glory days of the WWE's rise from second banana in the Monday night ratings war to the world dominating sports entertainment franchise it is today. If you weren't there, WWE 13's Attitude mode provides a primer as to how the WWE eclipsed its competition.
The key here was the talent, and by that I mean the wrestlers from that late 90s roster. They're all present and correct: Shawn Michaels, Triple H, Kane, The Undertaker, The Rock, Mankind, Brett ‘The Hitman' Hart and - the point where the WWE outdistanced WCW in the ratings war - Stone Cold Steve Austin and his feud with WWE boss Vince MacMahon. The campaign is a trove of wrestling nostalgia, allowing players to take part in many of the iconic matches from that era and offering unlockable content as a reward if they complete in-match bonuses to align their experience closer with historical events.
Of course, there are places the WWE dare not go with this mode. I seem to remember in the original PPV special, for example, Shawn Michaels's face being caked in blood when he pinned The Undertaker at Bad Bloodd's Hell In The Cell Match - and that doesn't happen here. It's also quite weird to hear the word ‘Federation' blanked out of what I can only assume is play-by-play from the archives in the matches that took place before the World Wrestling Federation became the WWE, having lost the WWF moniker in court to a bunch of panda lovers.
WWE '13 screenshot
On the whole, though, it's a compelling mode to play through if you're a longtime wrestling fan, which I gather most of the people who will bother to shell out for this game are in the first place. Beyond that we're in familiar, albeit slightly improved, territory.
The wrestling engine was showing its age in last year's iteration and, to be frank, this hasn't changed much. The presentation still flip-flops between decently representative of the real thing and plastic action figures smacking each other. Grappling is still hit and miss, as a lot of moves are easily reversible and some matches - Stone Cold's winning of the Royal Rumble in early stages of the Attitude Mode, for example - can become wearisome wars of attrition.
'WWE 13 is far more fun than its predecessor, but this is largely down to some slight improvements to the core mechanics and the addition of hero-era nostalgia.'
However, Yuke's has added some new tweaks that almost allow one to forgive its engine's shortcomings. Counters, for example, are easier to execute - that is, they're no longer utterly impossible - and players can also pull off OMG moves, such as smashing an opponent's head through a crash barrier, or collapsing a ring with a superplex involving a pair of uber-weight wrestlers. The limb targeting system actually works a treat, which is useful in scoring the Attitude Era campaign's bonus objectives and also in online bouts. And if you're one of those wonks that enjoys creating wrestlers and wrestling events, then rejoice; the creation tools here are both robust and easy to use. In even better news, the loading times have also been improved greatly.
WWE 13 is far more fun than its predecessor, but this is largely down to some slight improvements to the core mechanics and the addition of hero-era nostalgia. If you're a wrestling video game fan, this is easily the best WWE title in ages. But one can't help but think that WWE as a gaming franchise is, now more than ever, trading on past glories. CM Punk may be on the cover of this game and he may be the face of the WWE. But he's neither the reason you should buy this game, nor is he the reason you'll enjoy it. I wonder what he thinks about that.

ASSASSIN'S CREED III : REVIEW




 Who is Ratonhnhaké:ton? He's the son of a British father, raised by his Mohawk mother and caught in a struggle between his own people and the colonists spreading through the American Northeast. He's an assassin who, like those before him, believes in the people's right to be free and make their own choices. He's also known as Connor, and he stars in Assassin's Creed III, the most thematically rich game in this ambitious and freewheeling series

In some respects, Connor is a vessel for ideas more than a force of nature in his own right, though few heroes could hope to outshine the charming and worldly star of Assassin's Creed II, Ezio Auditore. Noah Watts' unsure voice acting keeps Connor at arm's length, emotionally--though in some respects, the distance is appropriate, given Connor's uncertain path through a complex political landscape. It's the time of the American Revolution, and Connor finds himself a key figure on and off the battlefield. He fires cannons, commands troops, and jams his tomahawk into loyalist flesh. He rides with the delightful Paul Revere and conspires with Samuel Adams, thus allowing you to participate in some of the time period's most renowned events: the Boston Tea Party, the Battle of Bunker Hill, and so forth. Assassin's Creed games are well known for their incredible attention to historical detail, and Assassin's Creed III is no exception. Major and minor figures are depicted; the cities of Boston and New York are exquisitely re-created; and even minutiae like the lines of The Beggar's Opera are presented with fine accuracy.
Yet Assassin's Creed III is less about history and more about the broader themes of the franchise. The Assassin vs. Templar conflict deepens here. You've heard the Templar point of view before, often via the soliloquies of dying men who pleaded the good intentions of a philosophy that nonetheless paved an apparent road to hell. Now, the truth, such as it is, isn't so cut-and-dried. You hear the sincere and convincing words of the men you've assumed represent the wrong side of morality, and must wonder: are the ideas of good and bad so absolute after all? Are the men you cradle in your arms as they gasp their dying breaths necessary casualties, or do they whisper ideas worth hearing and understanding? As one character insists, "There is no one path through life that's right or fair."

Of course, Connor's dilemma is one of the past; in the present day, series constant Desmond Miles plays his own role, making his legend by carving his way through the here and now. Connor fights for the rights of his people; Desmond holds the fate of the world in his hands. Assassin's Creed III draws important parallels between the two men, both of whom navigate a thorny relationship with an estranged father. Surprisingly, given the series' past, Desmond's story tugs at the heart, not because of his newfound relationship with his aloof father, but because he learns more of the First Civilization, and their futile attempts to ward off the disaster that annihilated them.
The Desmond portions are even more fleshed out than before, allowing the former bartender to at last exercise his own stealth, parkour, and assassination skills, hinting at the possibility of full-fledged modern-day adventuring--though never quite arriving there. There does come an important revelation, however: the typically surprising finale that leaves you scratching your head, and in this case, forces you to consider an unpleasant truth about the nature of humanity. The finale lacks punch and falls short of Assassin's Creed II's jaw-dropping conclusion. But the inconclusive ending is designed to have you guessing, and you will ponder the implications over and over, trying to weave a tapestry of truth out of the conspiracies that have always buoyed the series' self-serious stories.
It takes time to reach that conclusion, or indeed, to experience the parkour flights of fancy that represent Assassin's Creed III at its best. In fact, it takes time for you to even meet its hero, though it's better to discover just how the game handles that introduction on your own. Suffice it to say: the opening hours are unexpectedly protracted as you discover that this is, indeed, a different kind of Assassin's Creed. It's no less joyous, once the stops are ultimately pulled out, but the game takes its time, trusting you to be patient with a slow-paced prologue that is concerned more with establishing tone and backstory than with allowing you free rein of its bustling cities.

As you play that opening, it's hard not to wonder: when does the fun stuff come? In retrospect, however, the slow pace makes sense. This is the biggest game in the series by a notable margin, and once the beginning is put in context, you'll be glad for the character development, and glad that you had time to discover some of what makes Assassin's Creed III different from its predecessors. You'll also be glad of the narrative twist that reshapes your expectation as you transition into the larger part of the game, reminding you that the series has rarely shied from playing with your mind. 

A resonant story, compelling exploration, and tense oceanic battles make Assassin's Creed III a rousing success.

 Just what are the most notable gameplay differences in Assassin's Creed III? Well, the parkour has changed, for starters. The control scheme is simpler, but this change is ultimately sensible considering it streamlines Connor's singular ability to bound from tree to tree just as brilliantly as he can scale walls and leap across roofs.

It takes some time to get accustomed to the rhythms of tree-jumping, which can be finicky and unpredictable. Though you can more or less speed across Boston and New York as if the buildings were your own personal jungle gyms, when seeking to fly through the frontier, you must keep your eyes peeled for the telltale signs of a climbing opportunity. You use a fallen tree much as a plane uses an airport runway, gaining momentum and then soaring. There are those moments that slow you down; you might not be positioned quite right and thus swing impotently rather than flow smoothly toward the next branch. You might even make an inadvertent leap of faith into a leaf pile below that you didn't notice until the game decided you were trying to fall into it. But then there are those moments in which it all comes together, and you fly with abandon across the unique architecture of the forest canopy.
While the trees that dot the main cities are sometimes there for climbing, most of the elms and birches you crisscross are within the frontier, as well as in the broad patch of land that functions as your homestead. The homestead is to Connor what Monteriggioni was to Ezio, but on a much broader scale. Your manor isn't fully your own--it belongs to Achilles Davenport, a former assassin who one day finds a persistent Ratonhnhaké:ton knocking at his door. Achilles is one of Assassin's Creed III's best characters, and it's a pity he doesn't get more screen time; his tough love balances Connor's naivete, but the bulk of Connor's training time is left only to your imagination.


The homestead is more than just a place for Connor and Achilles to banter and argue--it's the central element of Assassin's Creed III's economy. Like much of Assassin's Creed III, the homestead-focused facets are purely optional, yet they are worth exploring. The homestead is about building: building a village, building a future, and building relationships. By performing related missions, you befriend craftspeople, gatherers, hunters, and more, all of whom might find a place on the homestead. In turn, they can craft items that you sell via caravan for profit. (You discover recipes in treasure boxes throughout the world, some of which must be opened by performing a lock-picking minigame.) The homestead missions are varied, having you protect a miner as he scavenges for ore, search Boston for a drunken doctor, or break up a fisticuffs. In turn, your income grows, you meet new and interesting characters, and the homestead becomes, well, a home.
Meanwhile, out on the frontier, you can supplement your storehouse by trapping or attacking wild animals and then skinning them, leaving their carcasses behind. There's rarely a pressing reason to go hunting, just as there has never been a pressing reason to use smoke bombs to facilitate an easy escape when you can just dispatch your foes with a sword or an axe. But there's something enjoyably bizarre about perching on a tree branch and then assassinating a bunny rabbit from above. You can examine various clues--the signs of a foraging deer, for instance--to identify the location of a nearby animal. Hunting isn't a necessary aspect of Assassin's Creed III, though, but more of a toy for tinkering with, unless you grow deeply invested in the homestead's economy.

You stumble upon guarded redcoat convoys to attack and loot out on the frontier, but cities are home to most of the action. Even outside of story missions, there's plenty to do in Boston and New York. Ben Franklin's missing almanack pages float in the sky, giving you a reason to take to the rooftops and prance about. (You're rewarded with excerpts from the famous Poor Richard's Almanack, which are full of clever wordplay.) Liberation missions have you rescuing townsfolk from British soldiers, burning diseased blankets, and protecting farmers from rampaging redcoats. In almost every location, frontiersmen tell tall tales of flying saucers and the sasquatch, and the truths you discover if you follow these leads make for an interesting thematic twist.
Your exploits have you making direct contact with guards and soldiers, though combat has been tweaked so that it resembles that of Batman: Arkham Asylum more than ever. You counter by pressing the proper button when an indicator appears over an enemy's head, and you no longer have to manage a lock-on mechanic. Battles are fluid and bloody, as Connor chops, slashes, and somersaults about, though as always, you couldn't accuse combat of being especially difficult. Musketeers take aim, but if there's a nearby enemy, you can grab him and use him as a human shield, which protects you and dispatches a guard in a single move. Notably, Assassin's Creed III abandons health items and embraces regenerating health, though considering the previous few games' abundance of health items, there's no appreciable loss--or gain--of challenge.


A resonant story, compelling exploration, and tense oceanic battles make Assassin's Creed III a rousing success.

The Good

  • Enthralling, thematically rich storytelling  
  • Tense and atmospheric sea battles  
  • It's a joy to watch your homestead develop  
  • Amazing attention to historical and visual details  
  • Lots of rewarding missions to undertake.

The Bad

  • Too many bugs and glitches  
  • Hunting mechanics go largely undeveloped   
  • Parkour and stealth inconsistencies. 
There are chances to go stealthy too; Connor crouches automatically in tall grass, and can even press against corners and peek around. Hiding in grass is handy a number of times, though peeking around corners is an inconsistent proposition, since not every object has a "peekable" edge. In fact, inconsistencies occur within the parkour elements too, particularly out on the frontier, where you can scale rocky cliffs. Some cliffsides you can climb, and some you can't, even when it seems you should be able to grab hold and begin your ascent. And several chase sequences seem designed to annoy, such as one near the end of the game in which keeping up with your quarry is only frustrating and never fun.

But the inconsistencies run deeper than these little inconveniences. Assassin's Creed III is the buggiest game in the series, with glitches running the gamut from minor messiness to bigger foibles. Animals running into rocks and then continuing to run in place is silly but inconsequential. Ditto for minor technical snafus: the occasionally problematic combat camera angles, distracting animation hitches, citizens that suddenly pop into view, and so forth. But then there's that bear that could clip into a cave wall and render a side mission incompletable, or that scripting error that allows you to open a door by standing on the roof above, bypassing a battle and thus causing improper overlapping dialogue when you leave the building. There's an air of sloppiness here that was kept to a minimum in previous installments.
Assassin's Creed III's pure breadth offsets these issues to a great degree, however. The expanses are vast, and the atmosphere is palpable. In place of the golden aura of previous games is a more muted look, in keeping with the muddy trails of the wilderness and the rustic homes that sometimes line them. In New York, you see the remnants of the great fire of 1776, the ravages of which contrast greatly with the sunny opulence of Assassin's Creed II's Venice, and the Constantinople of Assassin's Creed: Revelations. It's hard not to admire the fantastic animations as Connor scales walls and trees, his hands authentically grabbing crevasses and his feet resting on outcroppings.

The presentation shines when Connor goes to sea, as well. Connor is not just an assassin but a captain too, and a series of (usually) short side missions have you getting behind the helm and facing the tumult of the open ocean. The visual details are marvelous, capturing the controlled chaos of an eager crew hard at work, and impressing upon you the madness of the roiling waves, which you can never hope to tame. Sailing is evenly paced but often super tense as you maneuver into just the right spot to unleash cannons on the ships that endanger you, while avoiding the cannonballs that whoosh your way. You occasionally finalize sea battles by ramming enemy ships and boarding them, finishing off the crew in a bloody melee showdown. You can purchase ship upgrades, some of which are very expensive and might have you heading back to the homestead to finagle ways of enhancing your income.
The multiplayer first introduced in Assassin's Creed: Brotherhood makes a return, and with it, the rising tension and brutal release of assassinating other players while simultaneously avoiding the watchful eyes of your opponents. There are a number of modes in which to exercise your skill, but in most cases, the goal is to blend into the crowds, preferably with groups including carbon copies of your own character model. And as before, you level up and earn skills to perform in battle, like throwing poison darts, as well as various passive perks. Unlike before, however, you can spend real money on various upgrades as well as in-game currency. There are loads of customization options in front of you, and it's tempting to drop the cash, whether it be to change various characters' looks or to feel like a greater asset to your team. It's one of the most extensive attempts to monetize a retail game ever seen, and comes across as particularly shameless, even in light of similar schemes in other games, such as Mass Effect 3.





Monday, 14 May 2012

FIFA 2012 Review

EA Sports: It's in the game… except when it's DLC.

 

Over the last few decades football has strayed far from its working-class roots. Bleak rain-soaked terraces, pints of cloudy ale and half-time pies have slowly been replaced by generic stadia, overpriced continental lager and the dreaded prawn sandwich. It's become unreasonably expensive to attend top-flight matches. And supporting your nation at this year's Euro 2012 finals in Ukraine and Poland is beyond the means of most individuals. But even if you want to stay at home, and experience the competition from your sofa, controller in hand, you'll too have to pay a premium. UEFA Euro 2012 is DLC for best-selling FIFA 12, and costs 1800 MS points on Xbox LIVE and £15.99/$25.99 on the PlayStation Store. Its high price-tag isn't necessarily a criticism, but inevitably it invites greater scrutiny of what content is on offer.

When it comes to gameplay, there's very little to say. It's FIFA 12, unaltered. If you're at all familiar with that game, there's nothing new to learn or get your head around. FIFA 12 is a great game, and avoided series stagnation by incorporating several new features this year and reinventing aspects of its gameplay, such as the way in which you defend. And it's all present and correct here, ensuring the gameplay experience is of the same high quality. So what are you actually getting when you download UEFA Euro 2012?  

The real differences are superficial. What you're paying for, ultimately, boils down to a new lick of paint and a handful of game modes. Once downloaded, Euro 2012 appears as a new tab on FIFA 12's main navigation bar. Select it, and you'll tumble down the rabbit hole and emerge into a psychedelic world saturated by the tournament's official branding. Brace yourself, though – it's dominated by a startling shade of magenta, which stains everything, like Ukrainian borscht, from the home screen to the constant scorecard. It's strikingly different, and more than a little garish when compared to FIFA's normally reserved and slick façade.

Some of the graphical tweaks have been trumpeted as "spectacular presentation", but they really amount to little more than the addition of the tournament's 8 official stadia and the match atmosphere being ratcheted up a notch or two. But confetti canons and fireworks for the victors, and a few more unfurled flags, can't really communicate the carnival of a major international tournament. And most of these additions, though well-intentioned, fade once a match begins, and you soon find yourself playing a game of FIFA 12. Yes, the commentary may occasionally allude to your striker being in contention for the Golden Boot, and yes, the branding boards might have authentic sponsors now on them, but it's all veneer. The grain hasn't been touched. 

There are some more significant changes, it should be noted. The roster of international teams has been expanded. Every single UEFA nation is now present, including the likes of Wales and Israel who were absent from FIFA 12. (Although Wales's team is bizarrely populated by mispelled imposters, including G. Belth for Gareth Bale.)

Clearly, the addition of every nation has been done to make Euro 2012 appeal to even those whose national team didn't make the championship. This mainly comes into play in the DLC's main gameplay mode – the Euro 2012 tournament itself. You can choose to play as any team in the competition, but if your team didn't qualify, they can easily be substituted for any nation that did. Out comes Spain; in goes Scotland. The mode is as straightforward as the competition itself: 3 group games and 3 knock-out games are all that stands between you and the coveted trophy. Injuries and cards are obviously more of a concern in a tournament situation. It's exactly what you'd expect it to be, and once you've lifted the cup, which is mildly satisfying, it's unlikely that you'll keep reliving the campaign.

Something a little bit different for the FIFA series is Expedition, in which you're confronted by what looks like a map of Europe, torn from the pages of a fantasy novel. But instead of dragons, here be repetitive games of football. You start out with a team composed of one player of your choice and a ragtag bunch of middling reserves drawn from low-ranking European nations. From within groups, you're able to 'attack' nations by playing a typical game of football. 

The spoils of war are incremental: defeat a nation once, and you'll be offered one of their reserve team player; beat them again, and you can take one of their subs; win a third time, and you get the opportunity to snatch one of their starting eleven. But the rewards don't just improve the quality of your team; you also get the opportunity to build new roads across Europe, connecting you with previously-inaccessible nations. But if you lose games, the roads are sometimes destroyed, isolating your team and impeding your quest for European domination.

The aim, of course, is to end up with a map of Europe threaded with a dense network of roads and the ultimate European dream-team. But perhaps the most baffling of prizes awarded for a victory is a 'mosaic' piece. Every team has 3 mosaic pieces to earn, each one a photo of that nation's team in action. To collect them all you have to play and win 159 games. It's a ludicrously-weak incentive to keep slogging away at Expedition mode, and it's almost unthinkable that anyone will persevere to the point of completion. It's really difficult to regard the mosaic gimmick as anything but cynical padding, and the same goes for Expedition mode itself. Although it may represent itself as a game of strategy and tactics, it's really not much more than a seemingly-interminable fixture schedule.
 

PES 2012 review

Pro Evolution Soccer 2012 sees the return Konami's football series with a slew of nips and tucks, it's still a fun, frantic game of football but not all change is good

 

Konami took something of a gamble last year with PES 2011 and, in many respects, it paid off. With FIFA the undisputed king of the sims, PES went a bit old-school arcade, leaning away from simulation and towards a fast, chaotic, thumping game of footie. It wasn't always pretty, but it was PES, and I loved it for that.
So I'm a little confused about PES 2012. Not that Konami has abandoned that arcade feel, far from it, it's that having hit upon a viable alternative or companion piece to FIFA, they haven't really been sure where to go with it. PES 2012 is different, sure, but it's not always better.
It clings steadfastly to a dreamer's version of attacking football, and for that, at least, we should be thankful. It's zippier than last year, but it's also more lightweight, less substantial. Time was you could rely on PES to have a whacking, hefty physics model where the ball would be loaded with lead and tackles were accompanied by a gorgeous 'wumph'. Bizarrely, distressingly, that sense of weight has gone. The ball floats listlessly through the air, and the physics are strangely inconsistent. The ball just behaves weirdly at times, wobbling off at an unlikely trajectory or magically picking up speed and whooshing across the turf like a greased pinball.
There's the usual gripes as well, dribbling is robotic if precise, animation blending remains dated and unnatural, there are still only a handful of licensed clubs, the music is dreadful and menu presentation is tatty.

And yet... at its heart it's still unquestionably frantic, enjoyable and rewarding PES. A more cynical friend of mine said to me that PES has "a lot of love in the bank", and is trading off that year after year. It's hard to argue, but that love is there for a reason, it's deep within PES's DNA and always has been. The disappointing thing is that since the PlayStation 2, Konami haven't used that foundation to move the series on.
But still here I am, gleefully slaloming through defences with the ball magically stuck to my feet, taking speculative thirty yard shots with my left back and seeing it soar into the top corner, watching as my goalie parries an easy shot with such unlikely ferocity that it ricochets off a centre-half's backside and bobbles into the net, smirking like a child as the other team celebrate by piling on top of each other and vibrating in a most disconcerting manner. I know it's the wrong thing to do, I'm committed to FIFA, I am; it's prettier, more sophisticated and wears all the right clothes, but it's the little quirks that PES has that keep a guy interested for a cheeky fling.
There's genuine improvement here and there too. AI in particular has had a much needed boost, players will now react intelligently to ball positioning, moving into space to receive a through ball, or flying down the wing on the overlap. And, joy of all joys, Konami have finally added the option to set a teammate off on a run. In fact, as if to make up for lost time, they’ve gone all out with the idea. You can now hold down the right stick to manually manoeuvre a teammate, while the left stick remains in control of the ball-carrier. It’s a little fiddly, particularly at first, and requires a little rewiring in the brain but once mastered can be a very handy tool. Although the irony, of course, is that the AI improvements mean that the manual player run isn’t as essential as it would have been in previous games, but it’s good to finally have it at your disposal.
Master League, the main singleplayer draw for PES, hasn’t changed a great deal in structure but Konami have added a slightly peculiar RPG-type shell. You can choose the appearance of your manager, and in between matches you will have briefings with your coach who gives you advice on how to deal with your next opponents, and will pass on objectives from the chairman such as completing a match without picking up a yellow card. You will also have to deal with player worries, and they’ll come into your office to demand more pitch time, or thank you for showing faith in them. These are all played out in ropily animated cutscenes, but do add a charming flavour to your career. However, on occasion, some of these little quirks are just plain broken. My Japanese starlet Shimizu, for instance, came into my office requesting the number 10 shirt as it was special to him. As he was my best player at the time, I couldn’t see why not, so changed his number straight away. Which then put young Shimizu in a huff, unhappy with his squad number. Mind you, he was a teenager, so maybe it was just hormones or something.
There’s a similar structure in the Be A Legend mode where you take control of a single player. But in general that just means swapping your nice suit for a pair of shorts and the manager’s office for the player’s tunnel.
Online multiplayer, however, is where PES 2012 is at its best. Konami have really gone to town on the modes available for network play. It’s not as well structured or all-encompassing as FIFA, but there are online competitions to enter that start at certain times in the day and an Online Master League where you can build a custom team from scratch, earning money by winning matches. There’s even Facebook integration with the MyPES app, which you can use to arrange matches and track your stats. PES has always been a game that has bred a voracious community, so it’s nice to see it being embraced. Matchmaking is easy, matches are generally smooth and I tell you what, PES players don’t quit in a strop half as much as FIFA players do.
So PES 2012 is a bit of a mixed bag then. The improvements in AI and excellent online modes are a solid basis to continue re-building PES to its former glory, but the weird physics and newfound lack of weight are a concern. It still feels like PES just isn’t 100% sure where it should be going. There’s a lot of good here, and the right focus could see it being great once again.