System: Nintendo DS
Year: 2006
Developer: Konami
The Skinny:
•A half-assed version of ISSPE for the Nintendo DS…minus a lot of options
The Good:
•Very basic, old-school Winning Eleven gameplay
The Bad:
•Very basic, old-school Winning Eleven gameplay!!!
•No Master League (or league mode at all!)
•Miniscule selection of club sides
•Crap graphics & sound
Okay,
time for me to come clean – the announcement of this game was a major
driving force for me picking up a Nintendo DS. Yes, I absolutely love
Brain Age and other titles but I think I could have held off till a
price drop…..until I saw Play-Asia finally listing Winning Eleven DS for
sale – at that exact moment all resolve was lost!
Of course, I wasn’t expecting a port of the more recent Winning
Eleven games (I recognize the DS just isn’t that powerful) but I was
absolutely pumped at the idea of a portable ISS Pro Evolution or ISS Pro
Evolution 2 equivalent for the DS. I was also intrigued to see what
Seabass and co. had planned for the stylus and touch screen!
Unfortunately, all I got was disappointment.
Graphics 55/100
While WE DS’ in game menus and bottom screen (used for radar or
tactics) are crisp and clear the in-game graphics are definitely
underwhelming. The biggest problem is the default (and ONLY available)
camera angle. Instead of sticking to a zoomed out medium/intermediate
camera angle like in the PSOne and N64 WE/ISS games, the camera is
closer to the pitch and higher up. While it is important to note that
this doesn’t really affect gameplay in a major way, it does affect the
visuals because the angle is such that you cannot fully appreciate player
models or animations.

Player models sport less detail than even the PSOne version of ISS PE
– only the few licensed teams have different kit textures, you can’t see
club badges, and the players all look pretty much the same. The only
difference between players are skin colour, hair colour and height – and
the camera angle is such that you can’t appreciate height during
gameplay. As a result, the only real visual difference between
Ronaldinho and Eto'o is the name on the indicator at the bottom of the
screen. That was fine for Kick Off 2 in 1992 but 14 years later I’m
expecting just a little bit more.
Animations are slightly better but again you only really appreciate
them during instant replays, yet even then they’re a little choppy and
definitely not up to the same standard we’re used to with Winning Eleven
games (yes, even the old ones). The catalog of animations is fairly
varied but nothing special. Unfortunately, the game also falls prey to
some slow-down during corners and when there are lots of players on
screen.
WE DS also disappoints when it comes to the overall resolution of the
gameplay visuals. Now I wasn’t expecting PSP-caliber crispness but I was
expecting more sharpness than what’s on offer. The resolution is
particularly disappointing when you compare it to other DS games like
Mario 64 or New Super Mario Bros.
On the plus side, the TV-style presentation is decent with a variety
of instant replays but no end-of-half highlites. Infuriatingly, the
instant replays are shown from a variety of different camera angles
which would suggest that the game engine can handle different angles but
Konami chose not to include them. Nice.
There is only ONE stadium and all matches take place during the day.
Sound 10/100
No commentary (just “Goal!” unexcitedly yelled out when you score)
and no crowd chants – it’s absolutely pathetic. The game gets a 10/100
for the half-decent menu music but you’re better off just turning the
volume all the way down and saving battery life.
Options
50/100
Along with the Japanese version of WE:UE for the PSP that I imported
last year, WE:DS is one of those rare Winning Eleven games that I wasn’t
able to patch into English. That said, menu layout and navigation is
simple and intuitive for anyone who’s played a Winning Eleven game
before.
The main modes of play are; Exhibition (match or shootout), Konami
Cup (a 4, 8 or 12 team tournament), Multiplayer (local and Wi-Fi), and
World Tour. As you can see there’s NO Master League, NO World Cup-style
tournaments and NO league modes (custom or otherwise). Winning
Eleven/Pro Evo fans have been used to having sparse game modes in Konami
titles but this is an absolute insult.
The only saving grace is the World Tour mode. This mode is very
similar to that in Winning Eleven 10 where you lead your side against
teams from around the world. However, unlike WE10, your team appears to
be the default ML bunch of rejects rather than a club of your choosing.
For each victory in World Tour mode you earn silver or gold ‘coins’.
Between matches there’s a screen where you can put these coins into a
machine of sorts, crank the handle (by rotating the DS stylus......yawn)
and out pops a player from the team you just defeated whom you can add
to your roster. Strange, but true.
Thanks to the game’s decent player editor you can change your player
names to English and also edit the kit and badge of your team. Editing
the badge is neat as you can use the stylus to ‘draw’ a logo –
unfortunately you’ll never actually SEE the badges on players but it’s a
nice touch nonetheless. Speaking of editing, you can also use the editor
to change the names of players to English. You can do the same for the
team names but only for the unlicensed ones.
With respect to the teams available, the Winning Eleven DS features
the following number of International teams;
32 European Nations (plus 4 unlockable teams)
8 African Nations
12 North & South American Nations (plus 2 unlockable teams)
5 Asian Nations (plus Australia)
The game also features a paltry ten club teams. The licensed teams
are;
Arsenal
Man U
Inter
Parma
Milan
Roma
Bayern Munich
Celtic
Yes, Celtic are licensed! The unlicensed sides are;
Barcelona
Real Madrid
Gameplay options are sparse and you can only select from 3 difficulty
levels. Interestingly, there are 4 different ball colors to chose
from – good to see Konami focusing on the important things…

Tactical options, however, are done reasonably well and you can
create custom formations (using the stylus to easily assign player
positions), set marking options and attacking arrows (though there are
no diagonal arrows, only forward and back).
Gameplay 60/100
Controls are the customary WE/ISS fare with the D-pad to control
players, the face buttons used like the PSX/PS2 versions (pass, shoot,
through-pass and lob) as are the L & R buttons (switch players/modifier
and sprint). The lower touch screen is used to either depict the radar
or, if you prefer your radar in the main gameplay screen, it shows your
selected formation. One function of the touch screen during
gameplay is to change your attacking/defensive bias which can easily be
done using your thumbs (no need to break out the stylus in the midst of
gameplay!). The other function is during penalty shots where the lower
screen shows the goal divided into 6 squares and you just touch the
stylus in the area of the goal you want. Kinda useless if you ask me.
The overall controls are responsive and players move in that en-bloc
90°/45° turning arc present in Goal Storm ’97 and the original ISS PE.
Also old-school are the 1-2s in which the first player you pass to
automatically passes the ball on once he gets it.
While anticipating this title I expected WE DS to play like the
classic 32/64-bit Winning Eleven/International Superstar Soccer games
and at first glance that definitely seemed to be the case. However,
after my first hour of play it was clear to me that something just
wasn’t right – I wasn’t needing to pass the ball around as much as the
older ISS/WE games, I was scoring too many easy goals and I wasn’t
having as much fun. Was nostalgia was blinding me to the faults of an
older game and this was really the same as the old 3D ISS/WE titles? Or
was this newest effort by Konami a bit of a stinker?
The advantage of hanging onto your old soccer games is that you can
break them out to compare them to what’s on offer today. To see whether
or not I was indeed blinded by nostalgia I stuck ISS PE in my
Playstation and after only half a match it was clear that it was a far
more deep, tactical and enjoyable game than Winning Eleven DS. The three
main differences between the older ISS/WE games and WE DS, which
incidentally happen to be the latter title’s three weaknesses, come from
the dribbling/tackling, the size of the pitch, and the AI.
Dribbling in Winning Eleven DS is just far too easy. With anyone but
the worst players you can easily take on two or three defenders, or at
the very least break out into the wide areas and knock in a cross. This
is made worse by the fact that the CPU isn’t very good at tackling, yet
you can rob them of the ball fairly easily. As a result there isn’t much
of a sense of satisfaction when you do beat an opposing player to create
space or stop a goal scoring opportunity.
Another
factor that hampers the enjoyment of the game is the fact that the pitch
seems to be a bit too small for the pace of the game. You can get from
one end of the field to the other within a few seconds and the cramped
space not only gives the play a claustrophobic feeling, it also means
that you have lots of situations where the ball pings around
pinball-style. Consequently, you’re less likely to make longer passes
because there’s not enough room and you’re more likely to have the ball
intercepted. Furthermore, what’s the point of a long cross-field ball
when you can easily dribble past a few defenders instead?
However, the biggest problem with the game is the AI - and that’s
something I never thought I’d say about a Konami soccer game. On both
sides of the ball, be it the CPU opposition or your CPU-controlled
teammates, the AI is stupid. Each team plays the same route-one style of
football and there’s no craft or ingenuity to the CPU’s attacking play.
Defensively, the CPU plays a high line…yet is crap at the offside trap.
The result? Far too many breakaways! When you have the ball your AI
teammates are loathe to take up supporting positions or make overlapping
movements (which just further makes you want to hog the ball and do it
all with one or two players). As a result of the insipid AI, the ease of
dribbling and the small, pass-unfriendly field your play often devolves
into the following routine – win the ball in your own end, make two
quick passes up to the forwards, and take a shot on goal. Sounds like
the crappy FIFA games of the early 2000s doesn’t it?
Well it’s not THAT bad, but it’s not very good either. The ball
physics are largely unscripted and there are a decent variety of goals
that can be scored but after a honeymoon period of a few games you’ll
start to see the faults and imperfections in the game engine. There just
isn’t enough depth here to keep you playing in the long term and matches
soon start to become boring.
Longevity 50/100
A paucity of game modes and shallow gameplay make for an unfulfilling
combination. The World Tour mode does provide some longer-term enjoyment
and I may yet try to lead my rejects to victory but I can’t say that
this game will take up any significant portion of my DS gaming time.
It is important to note that the game has multiplayer via both local
and Wi-Fi but there are a number of other DS games I’d rather play than
this.
Overall 58/100
This is the worst Winning Eleven game in recent memory.
There, I said it. Is it horrible, unplayable? No, but it’s not very
good either. Konami definitely mailed this one in and are selling the
game on the back of the franchise’s name. Not only does this game not
stack up to Konami games that came out almost a decade ago, there is
zero innovation or effort here. That the main use of the DS’ stylus is
to TURN A MACHINE WHEEL to ‘buy’ players is an absolute joke, why
not just tell us to use the stylus to pick our noses? The DS’ microphone
is also completely ignored. Konami must be laughing
all the way to the bank!
Color me very, very disappointed.
With this game and the (apparently) lame port of Pro Evo 6 to the
Xbox 360, Konami are starting a dangerous trend of mediocrity. All this
while EA Sports are doing a brilliant job with the FIFA series.
Seabass and co. better be working on a mind-blowing PS3 version of
Winning Eleven or Konami soccer may be in trouble……
Lavan Chandran
12/28/2006
Screenshots from www.konami.jp and
www.play-asia.com |