After
enjoying two fantastic recently released PSP games in Burnout Legends
and Virtua Tennis, I’ve finally managed to get my hands on a copy on my
most anticipated PSP title…….Winning Eleven: Ubiquitous Edition!!
Anyway, after several hours of play I’m ready to share some brief(ish)
hands-on impressions.
WARNING: Winning Eleven:UE,
like Burnout Legends automatically updates your PSP firmware in order
for it to play – those sneaky bastards!! So if you’d still like to keep
homebrew running on your handy handheld (and who wouldn’t) be sure to
run WAB Changer 2.5 or HK’s UMD Loader 0.8 before popping in this UMD.
WE:UE starts off with the same intro as Winning Eleven 9 which is
fitting as the game engine is a fairly close approximation of its PS2
brethren! Since I’m fond of the point-form/bullet format these Hands-On
Impressions I won’t break with tradition and stick with the same.
Graphics

i) Menus – The main menus are pretty much identical to WE9,
however, the menus change quite a bit when you get into the tactical
stuff as KCET decided not to squeeze both line-ups onto the same (small)
screen. As a result you get a condensed tactics menu and have to press
Select to see the opposition’s line-up (check out the screenshot below).
ii) Player Models – On the playable camera angles the player
models in WE:UE are almost identical to those in the PS2 version.
However, when the camera moves in closer you see that the players appear
to be composed of fewer polys and the faces aren’t as detailed as WE9.
Likewise, from afar the kits (those that are licensed) look pretty damn
good with appropriate sponsors, numbers and player names, but when the
camera moves in a bit closer things get a bit blurry. All told though,
the player models are crisper and more life-like than those in Fifa PSP.
iii) Animations – WE:UE’s animations are easily the most
impressive aspect of the game’s animations with a library of mo-capped
movements that is almost identical to that of WE9! Even the special
dribble moves like Ronaldinho’s ‘Elastico’ are captured brilliantly and
watching this game in motion is just as impressive as watching Winning
Eleven 9.
iv) Frame-rate – almost perfect, some slowdown on replays but
not on any playable angles.
v) Stadia – Here’s one of the areas where KCET really dropped
the ball, WE:UE features a grand total of TWO stadiums. Yeah, I
said 2. That is bloody pathetic! By comparison, Fifa for the PSP has 30
(THIRTY!!) different grounds to play in! Likewise, there doesn’t appear
to be any weather effects either!
vi) TV style presentation – This is yet another aspect of the
game that comes up wanting as there's no end of match/half highlights
whatsoever. However, my biggest gripe with WE:UE’s visuals has to be
with the lack of playable camera angles – there is NO wide angle view,
and NO option to rotate the field – you’re basically limited to a super
close view, a medium view and a view that follows a specific player.
Lame.
Sound
i) NO commentary
ii) Few if any chants
This is totally lame. Again, by comparison, Fifa PSP has a wide
variety of licensed music tracks along with some excellent commentary
with John Motson and Ally McCoist! Kabira-san where are you?!??!?!?!
Options
i) Game Modes - Match, Wireless, League, and Training. Can you spot
what’s missing? Yup, no Master League and no Nippon Challenge.
Thankfully, the game does feature all the same club teams and
international teams (minus the rest of the Asian nations present in the
Nippon Challenge) that Winning Eleven 9 does.
ii) Training Mode – doesn’t feature the mini-games that are in its
PS2 brethren.
iii) Edit Mode – I haven’t played around with the editing modes, nor
have I tried to sync the game to WE9 on the PS2.
Gameplay
i) Game Engine - In general WE:UE’s game engine is almost
identical to WE9’s game engine with a few changes that have been
necessitated by the different control schemes.
ii) Control – The controls have been modified for the PSP
because of the lack of L2 and R2 buttons. As a result the game features
3 selectable control schemes:
Type 1: Both the D-pad and analog nub can be used to control movement
Type 2. The D-pad controls movement and the analog nub performs
analog passes (pressing L + the analog nub does a high pass)
Type 3: The D-pad controls movement and the analog is used to perform
tricks
On paper, Type 3 seems to make the most sense (I don’t particularly
like the analog nub), however, it’s more difficult to perform diagonal
movements on the PSP’s D-pad than on the PS2 D-pad. As a result I ended
up having to use Type 1 by default which means I can’t perform some of
the more spectacular dribbling moves. I don’t think this is such a big
loss but I just wanted to point this out for those who only play Winning
Eleven using the D-pad.
The lack of the R2 button mean you can’t perform an intermediate
speed dribble (or do the 45 degree dribbles that the R2 button allows
you to) which is a loss, ditto for not being able to perform the
super-cancel.

Finally, for some reason I can’t seem to be able to allow the ball to
run on without touching it – in WE9 and WE8:LE I’d hold down R1 and then
push the D-pad (or analog) in the opposite direction to an approaching
pass and instead of controlling the player would turn onto the ball but
not touch it – I can’t seem to be able to do this in WE:UE. Fortunately,
the rest of the one-touch moves work exactly like they do in the PS2
version.
Overall (thus far)
Despite the very enthusiastic welcome this game has received in the
Winning Eleven online community I’m actually somewhat disappointed in
KCET’s first PSP effort – half-assed is a word (or two) that comes to
mind. Sure the gameplay is fantastic, but that’s almost a given
with KCET games, but the rest of the game’s features (or lack thereof)
feel like a slap in the face to Winning Eleven fans.
Only TWO stadiums? Give me a f^#!*@) break!
Lavan Chandran
9/18/2005
Crappy blurred photos by me.