Gameplay
95/1001) Controls
One of the biggest changes in controls in WE9 is the
addition of an automatic side-step dribble. In the last two games this
sidestep dribble was a complicated and skillful maneuver that required
you to press L2 in tandem with a perpendicular movement when not
sprinting. Now you just need a single d-pad (or analog) press
perpendicular to the direction in which you’re dribbling (when you’re
not sprinting). I discussed the significance of this change in my hands
on impressions and I’ll reiterate that later in this review.
Another major addition to the controls comes in the
form of an ‘Instep’ shot where you hold down R2 while the shooting
powerbar is rising and this causes the player to strike the ball with
his (yes, you guessed it) instep and add curl/swerve to the shot.
Free kicks have also been changed – now you press R1
or L1 to add sideways swerve to the ball and you press X or Triangle
when the player runs up to the ball to add either backspin or topspin
(respectively). Furthermore, to add another player to the set-piece you
have to hold down L2 and in order to make that second player pass the
ball off (to do a direct strike of a moving ball) you have to hold down
L1 + X! Sounds complicated? Yeah, it is. Thankfully, KCET have now added
a powerbar for ground (pressing X) passing though you still can’t rotate
the camera 360 degrees so if you have a free kick in the 90th minute and
are trying to waste time you can’t pass it directly backwards to a
defender.
Throws, both in the form of throw-ins and Goalkeeper
throws have also been changed and now you can finally have your GK
attempt Peter Schmiechel-like long throws to the halfway line to spring
a counter attack! When your keeper has the ball if you push a direction
and tap X the keeper will throw the ball short to the nearest player in
that direction (usually a defender). If you do the same but hold X down
he’ll launch the ball overhand to the furthest player in that direction
(usually a midfielder). This is a much needed and long overdue addition.
Another such addition is that of a powerbar for throw-ins.
Unfortunately, this is all but useless for those players that don’t have
a Long-Throw special ability as you can’t get adequate gradation between
distances with regular players. Furthermore, I don’t think the whole
system of just controlling the thrower and not the receiver works. It’s
really annoying, especially when you’re at the end of a match with time
running out and you have to wait for the CPU to move a player to the
area YOU want to throw the ball to. This definitely needs to be fixed.
Finally, there are even more spectacular dribbling
moves that allow you to bust some showtime on poor unsuspecting
defenders. These range from the player specific like the Elastico
(performed only by Ronaldinho, Ibrahimovic and a select few others by
triple tapping R2) to nutmegs and roulandes! Best of all though, is that
none of these moves is a real game breaker or a ‘super deke’ – in the
end they’re just party tricks that are useful in a few situations but
still pale in comparison to the best special move of all – ‘the pass and
move’ move. : )

2) Player Interactions and Fouls
As I mentioned in my hands-on impressions one of the
biggest additions to the gameplay engine are the new player interactions
and in particularly the changes to tackling and fouls. Now jostling for
the ball is far more intricate. In WE 9 when an opposing player gets the
ball with his back to you and you rush him from behind (steady on now!)
he won’t just stumble forward under the weight of your challenge and
give the ball up. Rather, now he can also shield the ball and hold you
off, or you’ll foul him or he will perform the aforementioned stumble
forward. This is a great addition because it means players that
subscribe to the Headless Chicken School of Defending ™ (such as
MYSELF!) and have the square button constantly pressed when on defense
to bring a second tackler into the picture are in trouble. Now with that
style of defending you give up A LOT of free kicks and/or expose a lot
of space by double teaming the player with the ball. As such you have to
play a more realistic style of defending and close down lanes/angles
rather than rushing the player with the ball. That said, there now
exists more subtlety with respect to jostling for the ball when you’re
side to side with an opponent who has the ball. If the attacking player
is slightly ahead of you, strategic and intermittent presses of the X
can be used to slow him down/tug at his shirt. Of course, the success of
this also dependant upon the specific players involved in the
interaction (little Joe Cole can tug on Viera’s shirt all he wants and
he won’t slow him down), as well as the bloke who’s refereeing the match
– some let minor scuffles go, others blow the whistle all the time.
The actual ACT of tackling has also been refined and
requires more skill. In prior games there was a certain degree of timing
and skill required to pull off a blocking tackle without fouling your
opponent, now you have to be even more precise. Congruent to this new
approach is the fact that slide tackles have been almost COMPLETELY
changed! Now they are far more realistic both in terms of distance
covered (the distance you travel on the ground has been almost halved
from previous games! You’ll be surprised the first time you try to lunge
at a striker on a breakaway – you’ll likely miss him completely!) and
also the motion/trajectory of the slide tackle which is far less linear
and more of a hooking movement.
Speaking of tackling and fouls (and I’m not sure this
goes in this section but whatever) one thing I did notice is that after
fouls that don’t involve stoppages (i.e. no cards) you do have the
option to take the kick QUICKLY (i.e. soon after the infraction takes
place). You can tell you’re doing it quickly as defenders are still
retreating into position and your teammates are moving into space. I
think this is kinda neat and adds more randomness to the action –
hopefully KCET can come up with a system by which you can take quick
throw-ins as well.
Anyway,
back to player interactions…..shielding of the ball is also done
fantastically well, not just in terms of how it’s represented
graphically (it looks great) but in terms of function as the ‘big men’
get more of a say in build up play and attacking movements whereas in
previous Winning Eleven games they were best used for their aerial
prowess. Playing as Chelsea you can hoof the ball upfield and use
Diddier Drogba to shield the ball with his back to goal and hold off a
defender or two for a second until support arrives.
3) Dribbling & Ball Physics
As mentioned before one of the biggest fundamental
changes to the dribbling is the automatic sidestep when you press the
d-pad perpendicular to the direction you’re dribbling. I think one of
the good things about this change is the fact that you can no longer do
those tight controlled ‘stop-on-a-dime’ 90 degree turns that you could
do in previous games. This makes for a much more realistic looking
dribbling model. At this point you’re probably asking yourself – “but
what about regular 90 degree turns with the ball”? And my response is
how often do you ever see anyone dribble with the ball and then make a
COMPLETE 90 degree turn with NO forward movement? Rarely ever, rather
the player dribbling will first make a diagonal turn then complete the
turn to move in the perpendicular direction – this is what you now get
with the change in dribbling in WE9! Furthermore, the fact remains that
you can only do this side-step dribble when you’re not sprinting so you
don’t see ridiculous things like someone sprinting with the ball at full
pelt and then instantly moving into a sidestep with the ball.
The one-touch controls that were implemented in WE8:LE
have been further refined and it’s now very easy to knock a pass forward
on the dribble which helps to open up more space and make the game flow
more smoothly. This also adds new possibilities to scoring chances as
you can knock the ball forward a few steps (ideal for a long distance
shot run-up) and control the ball in the same movement. The player
movement without touching the ball (by holding down R1/Sprint and
pushing a direction when the ball is approaching) also helps to keep the
game moving realistically.
As with any Winning Eleven game the ball physics have
been improved but not so much with respect to the ball bouncing
realistically, but rather how the physics affect passing and dribbling.
The turning arcs of players when dribbling has been reduced and is more
proportional to the dribbling skill of the player with the ball. As a
result the jinking and juking is even more realistic and the higher
skilled players are more pronounced with their dribbling skills.
Secondly, because of the reduced turning arc with the ball at your feet
it means that those blind, acute angled passes are the realm of only the
most skilled players (and I mean the very top galacticos). This means
that you have to position your players more realistically to have an
accurate pass – in other words, for a highly accurate pass with an
average player you have to have your body/torso in a straight line to
direction you’re passing. Combine this with the player shielding and you
have orgasm-inducing (well, maybe only for me) situations when you play
a ball into your big burly forward with his back to goal, he controls it
while holding off the defender behind him, turns slightly and then
dishes off a perfect pass into the path of on incoming attacking player.
The improved animations make situations and interactions like these look
phenomenally realistic.
Overall, the improvement in dribbling and ball
control/physics from Winning Eleven 8 is remarkable. I mean in Winning
Eleven 9 you can have your player do step-overs, side steps, flick the
ball up, chest the ball and flick it backward, nutmeg a player, drag the
ball backwards, fake a shot, double fake a shot, perform the elastico
and all on command! That’s pretty damn impressive considering Fifa’s the
game that’s known for spectacular dribbling – the difference being that
in Winning Eleven these moves require SKILL and in Fifa they require a
flick of the ‘Trick Stick’.

4) Shooting
I love the ‘instep’ shot! As mentioned before, you
perform this shot by pressing R2 when the powerbar is rising and it adds
curl/swerve to the ball. However, it’s not that simple as a single
button press rather, you have to have to be controlling a player that
has a decent Curling attribute rating, have to have the ball on his
preferred foot and have to get your angles right. When you do get all of
this lined up the results are just gorgeous as the instep shot adds
curve in the direction opposite to the kicking foot (in other words the
ball moves outward and then curves BACK IN towards goal)! There is
nothing like the feeling of jinking your way around the edge of the
opposition’s penalty box with someone like Del Piero, gaining a yard of
space and then sending a curler into the far top corner!
The long-distance shooting is another area that has
been improved with the addition of the ‘Middle Shot’ special ability –
players who possess this skill can unleash shots from 25-30 yards out
that are noticeably more powerful and accurate. Of course, this is
balanced by the fact that you still have to gain that yard or two of
space in the midfield to make that shot – so goals from distance aren’t
any more common, they’re just more common with players that shoot from
distance in real-life.
Another change to the shooting is that shots,
in-general, are a bit less accurate than previous versions especially
when in close. Now when you have a 1vs1 with the keeper it’s less of a
certain goal as the players are less deadly with their accuracy and
shooting with preferred foot is a must.
5) AI
The AI in WE9 has also been improved and the game is
even more tactical than before. Now the CPU will sit on a lead and
change formations and personnel even more frequently. This makes the
game more cerebral and while in previous versions I wouldn’t often need
to change my formation to break down a difficult opponent (instead
relying on raw skill) now I’m forced into making much more frequent
tactical changes even when playing an inferior opponent!
Build-up
play by the CPU is now even more varied and you’ll see teams play
everything from a balanced attack, to a counter attacking game (helped
immensely by the long goalkeeper throws!), funneling their attacks down
the wings, attacking predominantly down the middle, and anywhere in
between. Of course, the variation in play between INDIVIDUAL
CPU-controlled players is spot on and the moment someone like Cristano
Ronaldo gets the ball on the wing you’ll be shitting your pants in fear
of the moves he’ll busting out on your defenders. Conversely, when Salif
Diao gets the ball you can go to sleep as it’ll be only a few seconds
before he gives it away……
As aware as the AI is, however, I’d like to see even
more awareness – sure the CPU will do all the necessary things to sit on
a lead or to get an equalizer (such as appropriately change formation,
tactics and personnel) but it would nice to see things like ACTIVE time
wasting by CPU players (like taking the ball to the corner flag) or the
CPU actively going after your best player with rough play.
6) Problems
Winning Eleven 9’s gameplay is by no means perfect and
no better is this illustrated than in the ASININE new free kick
controls! Hey, you want to lay the ball off for Roberto Carlos to hit?
Easy, just press L1 + X, followed instantly by pressing Up on the d-pad
+ Square then, instantly pressing Triangle, and then either L1 or R1 to
add curl. Got all that? Speaking of free kicks, KCET really need to
increase the CPU’s scoring success rate – when I concede a free kick in
shooting distance I’m more worried because of the CPU’s territorial
advantage than I am of them scoring directly – this needs to change. The
throw-ins also need to be changed as they’re currently all but useless,
as is the penalty kick system which is still random and still requires
no skill!
Next Page: Replay Value
& Closing Thoughts