Just
over a month ago it seemed like things in the soccer gaming world were
slowing down for Christmas, apart from FIFA Road to the World Cup 06 for
the Xbox 360 there weren’t many major soccer game releases on the
horizon, particularly since Pro Evo 5 was released in Europe. However,
the past few weeks have seen the release of J-League Winning Eleven 9:
Asia Championship (what a mouthful!) and also Championship Manager for
the PSP. While I’ll be posting my review of the latter before the end of
the week, here are my thoughts on KCET’s newest game.
Graphics 90/100
I think its really nice that the aliens in Close
Encounters (of the Fifth Kind) not only returned all those people they
abducted through the course of that movie, but also returned the crowds
to Winning Eleven. Yes, thankfully after a hiatus in WE9, the crowds are
back in all the gameplay views and with no slow-down!
Another addition to the graphics are the SIXTY or
so stadiums in the game! This list includes most of the stadiums in WE9
and a ton of J-League stadiums. I’m a big fan of these J-League grounds
because not only are they beautifully designed (and quite varied), but
many of them have very pretty scenic vistas in the distant background.
It’s kind of neat to see a replay of a goal in a pretty stadium, with a
stunning range of mountains in the background!
Speaking of stunning, it was quite a shock to
actually see inclement weather over the course of a Master League
season! Yes, Konami finally realized their snafu and over the course of
a season you see rain and snow affect matches.
The licensed kits (for J-League Division 1 & 2,
K-League, and assorted European Club teams are all very impressive
though it’s a shame KCET still don’t have licenses for all the European
teams and many of the other Asian teams.
With the exception of the previously mentioned
stuff, a wicked anime-style intro, and new menu colors, the rest of the
graphics and animations are pretty much identical to Winning Eleven 9.
Sound 80/100
I love Jon Kabira.

I don’t understand a word of what he says (except
for maybe ‘Shooto!’), nor do I have the faintest clue as to
what the colour commentator is saying, but man they bring an enthusiasm
to matches that’s just infectious.
The rest of the game’s audio isn’t bad either, the
generic techno for the menu screens has been replaced by this weird
dance-jazz-pop mélange that can only be described as ‘unique’. I do
really enjoy the crowd sounds and there are more than a few chants for
the J-League teams that I haven’t heard before.
I would still like to see (er…hear) more awareness
from the crowds with respect to game situations and events but as it
stands JLWE9 continues the tradition of the Japanese KCET games having
(slightly) better audio than their North American and European
counterparts.
Options 85/100
As
I listed in my hands-on impressions, JLWE9 features teams from the
following divisions/groups;
Basically every Asian team you’ve heard of, and
many, many more you probably haven’t are included in the game. For
international play you can set up custom tournaments and you can also
play in the Nippon Challenge Cup which is basically KCETs very own Road
to the World Cup mode, but you can only play as Japan but this mode does
feature all the CAF nations. The Master League features the J-League
teams and places you in J-League Division 2 with a full complement of
teams.
However, this crap is all superfluous because the
most important addition to the options comes in the form of………wait for
it………ONLY FIVE SUBS PER MATCH IN THE MASTER LEAGUE!!!
[Reader: WTF?!?]
Now before you think I’ve completely lost it and
surf off to your favourite Adrianna Lima site, let me explain. Having a
limit to the number of subs you can have in the Master League (in
previous games you had access to 11 subs – basically an entire second
team!) helps the game because it adds a whole new degree of strategy to
the game, PARTICUARLY when you factor in the increased player fatigue
(will talk more about that later in the review). Now you really have to
choose carefully what five players you want to take with you, not just
in terms of their abilities, but the abilities and stats of your
starting 11. If you have two speedy wingers in your starting line-up but
one of them starts to loose steam around the 60 minute mark, do you
choose a match-day squad with an inferior attacking midfielder on the
bench ready to replace him? Or do you include another centre midfielder
with an eye on changing formations when the aforementioned winger gets
tired?
Your choice of subs also affects the potential
formations you can play – no defenders on the bench? You may have to
switch up formation if your left-back gets crocked! I also like this
change because it adds more difficulty to the Master League and should
stop some of the whiners on the message boards – you know them, the guys
who complain that the ML is ‘too easy’, and then you find out they have
a starting strike force of Adriano, Ronaldinho and Shevchenko, with Pele,
Maradonna, Romario, Batistitua and Van Basten sitting on the
bench…….yeah…..’too easy’ my ass……
Gameplay 90/100
Okay, so after a few seasons of ML play as well as
some custom tourneys using the European & South American club teams I
think I’m able to come to an opinion on KCET’s newest addition to the
Winning Eleven family. To put it short, this is indeed the MOST
REALISTIC title in the series thus far, BUT it’s still not without its
problems.
As mentioned in my hands-on impressions, the main
changes in JLWE9 come in three main areas; decreased game speed,
globally decreased player abilities, and an aggressive player fatigue
model.
The first change to the game engine that you
notice upon playing JLWE9 is definitely the decreased pace of the game.
The game is noticeably slower than Winning Eleven 9, and subsequently,
is drastically slower than Pro Evolution Soccer 5. My initial thought
This decreased game-speed definitely nails the speed of a real-life
match perfectly however it took some time for me to get used to. My
first impression of the game-speed was that it represented a slower
paced game like that of a typical Serie A match. After playing the game
for several weeks now I think that JLWE9 nails the pace of a real-life
soccer match almost perfectly. Going back to WE9 the matches are much
like the opening few minutes of a heated EPL derby match – except the
match maintains this pace all game long. While I still find this pace
particularly enjoyable for a videogame (particularly in multiplayer)
it’s not as realistic as the refined pace in JLWE9.

The result of this decreased game-speed isn’t just
that the game aesthetically resembles football more closely, but also
that players are given the time to make passing and dribbling movements
more measured and less hectic. As a result, JLWE9 becomes more cerebral
than other titles in the series and while thumb dexterity on the
D-pad/Analogue is still as important as in a fighting game, knowledge of
football tactics and formations takes you even further before.
Going hand-in-hand with the decreased game-speed
are the globally decreased player abilities. Now while the actual
numerical player ratings are still the same (i.e. Christiano Ronaldo
still has dribbling stats in the 90s), all the player abilities FEEL
slightly decreased from previous games. While this isn’t particularly
noticeable when you’re playing with the cream of the crop, it is when
you’re using mediocre players. To compare (and I know this is
unscientific and completely subjective) I played a few matches with
Liverpool versus ManYoo in WE9 and then played another two matches with
the same teams but in JLWE9. While I was still able to make those
trade-mark bursting runs through the midfield with Gerrard in both
titles, I found that squad players like Zenden and Sinama-Pongolle
seemed a little less effective and responsive in JLWE9.
Is this effective change in the ratings/abilities
a good thing? Well that’s arguable. I definitely like the change when it
comes to the single-player game as you have a greater gradation of
talent/skill at the top of talent spectrum. However, I think this makes
an individual’s choice of team in multiplayer far more important than
it’s been in previous titles which may lead to less variety as everyone
gravitates towards teams like Brazil and Argentina.
The third major change to the game engine is the
highly aggressive fatigue model. Of the three notable changes to the
game engine in JLWE9, I find this to be the most influential as it
really changes the WAY you play the game. Winning Eleven 9 started to
change the way you play defense by penalizing continual use of a
pressing defense through niggling fouls. JLWE9 takes this a step further
by making fatigue even more of a factor and if you’re foolish to play a
constant pressing game you’ll find your players pooped by HALF-TIME! The
increased fatigue plays a role on both sides of the ball and if you’re
playing a style where your wingers are constantly zipping up and down
the field you’ll find them winded much earlier as well.
The end result of this fatigue model is that you
really begin to ration the R1 sprint and pick and choose not only when
you want to go all out and sprint, but also WHOM you’re sprinting with!
Its this aspect of the fatigue that really makes the game more realistic
than other titles. For example, if you’re playing as Liverpool you’re
able to use a gung-ho all-action style when Steven Gerrard’s around the
ball as he has great stamina. However, if Stevie gets injured or you
have Xabi Alonso in that position and still try to play the same way,
he’ll be totally knackered. It also bears mentioning that increased
fatigue doesn’t just mean that a player can’t sprint as much, but it
also affects passing, dribbling, shooting and response time.
This
fatigue also affect the way your entire team plays and you have to be
smart about whether not your formation and tactics are appropriate for
the abilities of your personnel. For example, if your defense is still
slightly fatigued from the previous match, it may be more prudent to
turn OFF the automatic tactical options such as playing the offside
trap. Likewise, if your midfield is getting tired you may find yourself
playing the long-ball a bit more to bypass your midfield and get the
ball up to your strikers to deal with. I think this is really neat and
it shows how much the game engine has changed over the past few years;
in WE8:FE I played the entire match with the R1 sprint pressed down, in
WE9 I was more judicious when on defense, but had the button depressed
much of the time when attacking. In JLWE9 I’m pressing that sprint
button even less.
When you combine these three main changes, the end
result is a game engine that is easily the most realistic in the series.
The ebb and flow of matches is remarkably life-like and the change to
such a simple thing like the fatigue model affects the way you use
individual players.
So that’s the good, but what’s wrong with the game
and what do KCET need to fix? Well I think the biggy is that although
the altered fatigue model has benefited the game, it’s a far too
aggressive from match to match in the Master League and players carry
far too much of a hang-over from match to match. I can totally buy that
a player may have close to ZERO stamina left at the end of a hectic
match, but I can’t buy that he’d still be tired a week later! To give an
example, at this point in my ML career with Montedio Yamagata I have a
half-decent squad but I often have to make around 8 or 9 changes to the
starting line-up PER MATCH otherwise I’d be starting with players who
have less than 2/3rds of a stamina bar! That’s just ridiculous and its
not just because these J-League players are crap – they all have
respectable stamina and condition ratings. Even real-life teams that
incorporate a rotation strategy don’t rotate this many players and they
definitely don’t rotate that many, per match, because of fatigue! As it
stands I often sub off my best players at around the 60 minute mark if
I’m winning, and even then they may still be fatigued for the following
match!
Many of the other things that need to be fixed are
problems that have been long-standing for a few iterations of the series
now. Throw-ins are still a piece of crap because you still can’t control
the pass receiver, as a result long-throws are useless as you’re
basically GUESSING where the CPU will direct your players. I also don’t
like the fact that forwards often come in to take throws. While I know
you can change the thrower manually, I think it’s a pain in the ass and
it should be obvious that if your attacking bias is set to high/red,
you’re chasing a match, and you have a throw level with the opposition
penalty area, Peter Crouch should NOT be running to take the throw – he
should be in the bloody box waiting!
In fact, many of the remaining problems to the
game engine are related to set-pieces; why can’t you rotate the camera
360°? Why can’t you take a quick free kick? Why doesn’t the CPU convert
more free kick scoring chances? When will the CPU become aware enough to
let a ball run out of play for a throw-in/goal kick?
Hopefully, these are things Seabass and co will
address for Winning Eleven 9: Final Evolution or Winning Eleven 10.
Longevity 90/100
I would argue that multiplayer in JLWE9 isn’t as
accessible as in WE9 as it leans more towards those that have a greater
tactical knowledge of football. It also isn’t as action-packed as WE9,
and of the two I’d rather play the previous game with my mates. That
said, the changes to ML and the fatigue model add even more longevity to
the Master League.

Overall 90/100
J-League Winning Eleven 9 is yet another forward
step in the evolution of the series and is undoubtedly the MOST
REALISTIC Winning Eleven game yet. It could be argued that the changes
implemented in the game since WE9 lead to a slightly less accessible (to
the non-hardcore) and less action-packed multiplayer game, however,
there’s no doubt the single-player is far superior to anything that’s
come before it.
Lavan Chandran
02/01/2006
[Screenshots from http://www.gamekult.com/tout/jeux/images/ME0000609020]