Pro Evolution Soccer 2014 is looking good based on the new details we have on the game.
The game engine is based on Kojima’s Fox Engine which was unveiled in 2012 and it’s Konami’s next gen engine. This can ensure that the game will get a tremendous boost to graphics and in a way stand up to FIFA in that department.
These details are via the latest EDGE magazine. A user from the Winning Eleven Blog has complied all these details and you can read them below.
There’s a new technology called Barycentre physics. This allows for weight based tackles and because different body parts have been assigned different weights. This means if you do a sliding tackle on a player, he may go down easily.
The graphics are said to be photo-realistic and there are detailed skin pores and individual eyebrows visible. The Shirts aren’t a part of the player model and have their own characteristics. They have their own characteristics and hang from the players and they can also get pulled when jostling in-game.
There are some new tweaks to the game as well with the ball control radius being 3x bigger. This allows for more dynamic off-ball tussles. There are also zones that can be assigned to players which means a defender won’t be running to the middle of the pitch if you set a proper zone for him.
There are also pillars of the new PES engine:
Barycentre Physics and Ball control
The new engine allows for a larger separation between player and ball – three time the radius of PES 2013, where tight ‘confrontation’ zones are used to make tackling easier. A striker will be able to throw his body weight in one direction and use his opposing foot to push the ball in the other way, leaving defenders off balance and buying space for a pass or shot. Players have specific centres of balance, calculated by locating their centre of gravity, or barycentre. You’ll be able to control your player’s weight shifts at all times and use practice touches to push the ball away from your feet. We see a wireframe demo with more natural animations and fluid transitions than FIFA 13. You control the player and the physics drives the animation, not vice versa. It’s hard to tell how this will transform the ‘feel’ of play, rather than just being admirable behind the scenes calculations, but there appears to be scope for a radical new control scheme – think of how Skate’s right-stick motions mimicked real-life movements by exploiting dynamic physics, and how they compared to the digital button taps of Tony Hawks Pro Skater. This could be a revelation in football game control.
Contact and Physicality
Konami has pinpointed this as a weakness in previous games, but now players can jostle for space – even without the ball present – for headers at corners, or to dominate a smaller opponent. You’ll be able to tug shirts (cloth is now separate from the player’s body and stretches) as well as elbow for room on the touchline. It works in tandem with the physics and precision control. Agile players can unbalance defenders with dropped shoulders or ball skills, and push the ball further ahead to exploit their acceleration. “Previously, body feints were more aesthetic,” admits Masuda. “Now they’re a key tactic.”
Formations remain essential for success, but now you can set ‘zones of play’ so your key players focus on certain tactics in mission-critical areas. For example, you can set your front line to focus on possession and probing for gaps in from of a deep-lying defence. In theory, you’ll be able to recognise your favourite teams pattern of play within a few minutes. The emphasis on defending and shape should allow weaker teams to create effective strategies, such as when Celtic beat Barcelona in the Champions League by defending deep, buoyed up by the home crowd.