Now
wait a second, what’s this? A second J-League game based on the
Winning Eleven 10 engine? On the surface it would seem that KCET are
taking the milking of each iteration of their game to new levels with
J-League Winning Eleven 2007 Club Championship (or ‘Club Championship’
as it’ll be referred to from here on in). However, while J-League
Winning Eleven 10 was basically a slower version of WE10 with J-League
teams, Club Championship features new animations, tweaked gameplay, and
a fantastic new game mode that represents a solid step forward for the
series.
Graphics 75/100
On the surface, Club Championship looks more or less identical to
J-League Winning Eleven 10. Sure, there are new menus and a new
intro-sequence, but everything else looks the same – except, that is,
until you see the game in motion. While the animations still aren’t as
fluid as those in FIFA 07/Champions League 06/07 for the Xbox 360, there
are subtle new animations that help to make the players move more
life-like.
One of my favourite new subtle touches is the way that players now
seem to swing their arms more to maintain balance. This is probably seen
best when you make tight turns and players will seem to shift their
weight more realistically than before. Player interactions are also
improved, though the shirt-pulling mechanic that’s been promised for
Winning Eleven 11/PES 2008 isn’t present here. A few new slide tackling
and dribbling animations round out the package nicely.
Player likenesses and builds are the same as before (very good) and
the massive 60+ stadiums present in J-League Winning Eleven 10 are all
present here and captured nicely (albeit still with shitty 2D fans).
Unfortunately, there still isn’t 480p support and no option for
widescreen. The graphics are already grainy enough compared to the
next-gen consoles so the lack of an option to use 480p (like other PS2
titles such as Resident Evil 4 and God of War 2 use) is a pain. There is
also some slowdown in the 3rd Person/Player Cam view, particularly
during night matches which can slow to a crawl in a crowded penalty box.
Audio 75/100
Different menu music (not licensed, obviously) and lots of
team-specific crowd chants for the J-League teams are the main changes.
Kabira-san is ever present and fantastic as usual.

[Yes, I cut and pasted that from the J-League Winning Eleven 10
review]
Options 85/100
With respect to gameplay modes, the usual suspects are present;
Exhibition Match, Selection Match (using various All-Star teams), Master
League, Cup, League, Community (like the FIFA Lounge), Edit, and
Training. There are two brand-new game modes that I’ll discuss in a
moment.
Club Championship features the following domestic leagues;
All are licensed, except for the EPL which now has no licenses
whatsoever (in the last game Man U were licensed). As you can see
there’s STILL no Bundesliga, no K-League, and only a few random teams
from other nations (e.g. Boca, River, Bayern Munich, the Old Firm, and
so on). There are also NO international teams. Further rubbing salt in
the wound is the fact that rosters and teams are only up to date till
the end of the 06/07 season. Therefore, Henry is still at Arsenal,
Ribery at Marseille and Watford are still included in the EPL. I cannot
speak on the accuracy of the J-League rosters.
The ever-present Master League makes a return with the only change
being the ability to play in a full domestic division from the get-go.
So, for example, if you pick West Ham you can play in a full 20
team EPL from the outset, instead of playing in a haphazard ‘Division 2’
and a 16 team EPL. While this is nice, it’s about 10 years too late and
compared to the Manager Mode in FIFA 07 (Xbox & PS2) the Master League
is a joke.
However,
as I mentioned before, there are two new game modes; World Tour and
Fantasista. The World Tour mode involves you picking a team and then
taking them around the world playing different opposition. What makes
this mode special is that each match requires you to complete a
different ‘challenge’ (or scenario) in order to proceed. For example,
the very first match you play is against J-2 side Cerezo Osaka and you
have to win by 2 goals to nil (or better). The second match has you
playing Avispa Fukuoka at the start of the second half with the score
tied 0-0 and you have to win. The challenges get progressively more
difficult as does the opposition (you initially start playing teams from
Japan but then move to other countries).
While I still prefer the historical scenarios present in the
Challenge Mode in EA Sports’ UEFA Champions League 06/07 (Xbox 360), the
World Tour mode in Club Championship is a nice diversion and it’s good
to see Konami learning from their rivals.
And by learning, I mean stealing.
But forget the World Tour mode, forget the cups and leagues, forget
the Master League (it’s stale carcass is attracting flies anyway) – the
real star of this game, and a breath of fresh air for this franchise is
the awesome new Fantasista mode.
What the hell does ‘Fantasista’ mean? Is it the female sibling of the
soft-drink Fanta? Is it a mode named after a soccer manga of the same
name? Who knows? The mode entails you creating a 17 year-old soccer
player and then guiding his soccer career all the way from the lowly
second division of the J-League to the Champions League!
What makes the mode so neat is that throughout your career you only
control one player on the field – yourself! To be fair this is not even
close to being a unique idea or the first time that this has been
implemented. Back as far as the 80s, Player Manager for the Atari ST had
you controlling a single player and following/developing his career.
Libero Grande for the Playstation had you taking command of a single
player with the AI controlling your teammates. And in recent years no
game has done a better job of immersing you in the career of a single
player than the brilliant (and tragically under-appreciated) New Star
Soccer 3.
However, what makes the Fantasista game mode so good is that it uses
the best soccer game engine out right now and that makes it, on the
field at least, superior to the aforementioned titles.
As mentioned before, you start out as a 17 year old player. While
your nationality is fixed as Japanese you can edit your appearance any
which way you desire and you also get to select your position.
Unfortunately, you’re stuck being designated as a midfield (either DMF,
CMF, SWB, OMF and so on) though there have been more than a few times
I’ve been put on as a centre forward/striker when the team needs it. It
would have been great to be able to be a goalkeeper or a defender and
hopefully that’ll be present in the next iteration.
Next you play in an exhibition/scouting match after which you receive
offers from teams based upon your performance and what they perceive as
your potential. At this point in your career your stats are dreadfully
low (think worse than a benchwarmer for the default Master League
rejects) so the only offers are from second division J-League teams.

Once you’re on a squad it’s like playing on any other professional
team. You’re not guaranteed a starting spot; sometimes you have to ride
the pine, and sometimes you’re not even in the squad for a match-day!
The better you play in a match (i.e. the higher match rating you get)
the more development points you gain (to improve your attributes). If
you’re not playing then you get to do training where you can gain
development points across all categories or you can select to focus on a
particular area of your game.
What’s particularly good about stat development in Club Championship
is that it’s much slower than you’d see in other games. Across the
course of my first season my attributes increased by an average of 2%
each. When you start off with ratings in the high 60% to low 70% it
means that it’ll be more than a few seasons before you’re even
approaching a world-class player. Furthermore, since this is the Winning
Eleven game engine, even when you do have great stats you’re not going
to be taking on a whole team by yourself.
As you progress in your career you can receive transfer offers from
other teams and of course you’re always pushing for promotion/honors
with your current side. Even though you start in the J-League you can
receive offers from European leagues (the EPL, Serie A, Eridivisie, La
Liga and Ligue 1) and each nation features league, cup and continental
play! So, for example, if you get transferred to Real Madrid you can
play in La Liga, the Kings Cup and the Champions League!
I’ll discuss more of the appeal of Fantasista in the next section and
why it’s more addictive than crack, however, there are still a number of
shortcomings and things I’d like to see in the next version. Firstly,
there’s no way to request a transfer if you’re unhappy with your current
team and this can be a pain if you’re stuck on the bench of a high
profile team that isn’t quick to sell. Secondly, there are no actual
‘contracts’ – you sign for a team but you have no terms of the agreement
(i.e. a 5 year deal) and there is no wage involved (though teams do
spend money as transfer fees). Thirdly, while it makes sense that you
would gain experience/attribute/stat points from playing matches, it
would be neat if training involved more mini-games like those in New
Star Soccer 3.
Gameplay 90/100
In the main gameplay modes Club Championship doesn’t reinvent the
wheel. One of my criticisms of this series that I voiced in my last
review is that improvements in the overall game engine seem to be
progressing at a crawl; little tweaks and fine tuning here and there but
nothing major. The same applies with Club Championship.
As is characteristic with all J-League Winning Eleven titles, the
pace of the game is slower and slightly more methodical than the
non-J-League games. Personally, I prefer the slower pace of the game but
your mileage may differ. With respect to the AI, opposing teams seem to
have a greater tendency towards possession football and general AI
positioning when defending seems better.
Ball physics are as excellent as they’ve always been and now passing
seems a little quicker and more crisp than the last version. Shooting as
also been given a bit of zip and using players that have high shot power
ratings you can really let fly. When the ball does reach the goal I find
that keepers (while still prone to the odd clanger) are better at
rebound control than previous versions and (this could be my
imagination) seem to display better judgment when it comes to rushing
out of net to close down the angle.
Finally, while dribbling is largely the same, Konami have decided to
bring back the auto-sidestep! I was one of the few fans that didn’t mind
the auto-sidestep at all and though it’s returned AI defenders are much
better at nicking the ball away when you do it.
All in all, Club Championship plays an excellent game of football but
there probably aren’t enough changes in the gameplay engine to justify a
purchase, except until you get to the Fantasista mode.
Now,
as a I said before, the Fantasista concept is nothing new. Other games
have had you controlling a single player, and in fact, for several years
now you could control a single player in Winning Eleven games. However,
now that a mode is available that actually gives you ownership
over that player (so you feel a connection and a reason to play) you’ll
finally be arsed to try it out for more than five minutes.
The default camera angle is the player cam which closely follows your
player from behind. Unfortunately, I found that a combination of
slow-down and a swinging camera made this view almost unplayable.
Instead, I chose my preferred regular camera angle and had the camera
follow the ball (instead of me) and followed my off-screen movement
using the radar. The controls are identical to the other gameplay modes
except, of course, that you can’t switch players. Furthermore, if you
tap the R2 button your player will ‘call’ for a pass.
Unfortunately, due to a combination of the language barrier and poor
in-game explanations, Fantasista can be quite frustrating at first. As
mentioned previously, you start out as a very raw (i.e. shit) 17 year
old with crappy skills on a second division team. And, like most 17 year
olds you’re not going to be in the starting eleven straight away and
sometimes you won’t even be on the bench! However, just like in
real-life you have to use those few minutes of substitute time, or the
odd start, to prove that you’re good enough to stay in the team. Your
ability to stay in the team seems directly related to your rating at the
end of the match (with one caveat that I’ll get to) – get a 7.0 or above
and you’re likely to impress. Getting high ratings, however, doesn’t
strictly mean you have to get on the score sheet with a goal or an
assist (which can be hard when you start off as a crap player). Instead,
just making tackles and completing lots of passes can get you a good
rating.
So where does the potential frustration lie? Well, in my first
season, once I got used to the controls, matches would take the
following pattern; I start a match, play well (even getting Man of the
Match honors occasionally) and then the next game…..I’M NOT EVEN IN THE
SQUAD! This would be particularly frustrating when my team would lose
the matches I wasn’t playing in (and would fall further down the table).
It sometimes seemed completely random, sometimes I’d play two in a row,
then I’d be out of the squad, then I’d start, but the next game on the
bench!
It was all very frustrating until I realized another factor (besides
your match rating) that determines your place in the team – you’re
cumulative fatigue! The CPU managers are very aggressive about not
including tired players. So, if you run your ass off in one match (which
isn’t hard at the start of your career when your stamina is in the 60s)
you’re less likely to be fit for the next match. This even applies to
your AI controlled teammates and I’ve seen players who’ve scored in the
previous game not even make the bench because of fatigue. A general rule
of thumb is that if your stamina is under a quarter at the end of a
match you probably won’t start the next one.
While this sounds slightly annoying, I like it because it encourages
you to play in a realistic fashion! Your stamina only depletes greatly
if you hold down the sprint button and while you do see some players
running around more than others in real life, no one spends the entire
match running around at full pelt like a headless chicken. This also
forces you to not be a one-man show and realize that you have 10
teammates to spread the ball around in a realistic manner.
Speaking of teammates, the AI is another area that can be frustrating
initially. Since you start in the J-League second division, depending
upon the team you sign for, you can have some teammates that have very
low Offense ratings. The first team I signed for was Mito Hollyhock and
many of their players, to put it bluntly, are absolute nimrods! The ball
would be out on the wing with a teammate, I’d be charging hard into the
penalty area tapping R2, screaming for the ball, and the brain dead
winger would be dipsy-doodling with the ball before losing it. Pretty
much every match had at least one moment where I was screaming bloody
murder at my idiotic teammates and I’m sure this will be a common
occurrence with most players on shit teams.
However, you begin to appreciate the beauty of the AI once you move
on to better sides. From Mito Hollyhock I transferred to Ventforet Kofu
who had MUCH better (and smarter) players and I played on the right side
of a midfield in a 4-3-3 with Sergei Rebrov (yes, that Sergei Rebrov)
playing as a right winger. The two of us had a fantastic understanding,
he’d move into space appropriately, and if I was making a run into space
or was open for a pass I often didn’t even need to ‘call’ for it– he’d
automatically pass it to me! Likewise, Ventforet’s Ken Fujita was
another intelligent player who wouldn’t dally on the ball like my
previous teammates.

Once you start to play the game more, you also learn that you have to
take into account the technical abilities/stats of your AI teammates.
For example, if Titus Bramble has the ball and you ‘call’ for a
crossfield pass, he’s likely to over-hit it or play it short and give up
possession. Conversely, if Deco has the ball at his feat and you hammer
R2 while running down the channel he’s likely to thread a beautiful
through pass to you.
When you combine the different player AI and abilities the game
really shines as your teammates take on ‘personalities’ and even if
you’re not familiar with the real-life equivalents of your teammates
you’ll soon come to have favourite players to play along-side and you’ll
tailor your play appropriately. For example, with Ventforet Kofu I knew
that if Josimar was playing upfront I should play the ball more into
feet because he’s not that great in the air. If Kimura was playing as a
central striker I could mix it up more because he’s good at knock-downs
and I knew we had a much better chance of winning when he was in the
starting eleven.
Add in the fact that the game rewards realistic player movement (not
sprinting all the time, not always running to the ball, but moving into
space to draw defenders or create space for yourself) and you have one
hell of an immersive experience. The feeling of satisfaction you get
from an assist or being part of a well-worked passing move is fantastic
and I haven’t had this much fun with a sports game in a long, long time.
Replay Value 90/100
It’s all about the Fantasista mode here and I haven’t been this
addicted to a game (any game) in years. The sense of immersion is
incredible, you not only want to further your career in-game but also
win honors with your team. In my current ‘career’, I’ve left Ventforet
Kofu after 3 relatively successful years (promotion and then finishing
second in the first division) for Lens and am having a ton of fun in
Ligue 1.
Since each match you play improves your ratings (albeit very slowly)
this title has a “just one more game” feeling that’ll have you playing
till the wee hours even on a week-night.
Overall
85/100
I feel like a bit of a sellout waxing lyrical about the Fantasista
mode. Like I’ve said before the concept is nothing new and no game does
a better job of simulating the personal drama and intricacies of
a footballer’s career than New Star Soccer 3. However, it’s the Winning
Eleven game engine that makes Fantasista shine as you really feel like
an individual footballer on a team playing real football. I can’t
remember the last time I was this addicted to a game.
The Fantasista mode has reinvigorated the series for me and provides
the shot in the arm that Winning Eleven so badly needs after years of
the same old game modes. It is a crushing disappointment then, that it
doesn’t appear that this mode will be present in the next-gen versions
of Winning Eleven 2008/PES 2008. What a bungle by KCET!
Here’s hoping that Fantasista makes an appearance on next-gen
consoles soon, and that FIFA’s ‘Be A Pro’ mode comes close to the sense
of on-the-pitch immersion as you find here. For me, this is a must buy
and PES 2008 will have to be damn good to stop be from playing this on
my PS2.