Konami Digital has announced that Pro Evolution Soccer 2014 will be available in retail stores nationwide in North, Central and South America on September 24, 2013 for PS3 and X360. Unfortunately, the Japanese company did not comment on the PC version. This does not mean that it got canceled, but rather that it has been delayed. The reasons behind this delay are unknown for the time being.
Pro Evolution Soccer 2014 promises to bring a complete overhaul to the PES franchise by introducing a new engine powered by Kojima Production’s renowned FOX Engine. Utilizing the FOX Engine at its core gives PES 2014 a more fluid soccer experience by enhancing many of the in-game mechanics, such as collision detection, player models, rendered grass on the field and the thousands in attendance in the stands.
Pro Evolution Soccer 2014 focuses on six key gameplay improvements, which elevates the gameplay for players by giving them control over everything on and off the ball. These seix key gameplay improvements are:
TrueBall Tech: PES 2014 centers everything thing on the ball: how it moves and how players use it. TrueBall Tech gives players total body control, allowing the player to trap or knock on a pass using the analogue stick with detailed barycentric physics determining the weight shift of the player and the height and speed of the pass, as to how the player’s body will automatically shape to receive it.
Motion Animation Stability System (M.A.S.S.): The physical combat between players is a vital part of a match, and the new M.A.S.S. component simulate the bodily contact between multiple players within tailored animations that segue seamlessly into each other. Rather than a series of preset animations that occur under specific circumstances, M.A.S.S. reacts instantly to any situation, with the reaction of a fouled player entirely dependent on the direction and force with which they are tackled.
Heart: Pro Evolution Soccer 2014’s ‘Heart’ aims to recreate the effects of team support, both on an individual player basis and across the entire team. Each player in the game now employs mental attributes in addition to playing styles and skills, and can be adversely affected when having a poor game. However, if an individual is not playing well, his team mates can rally round and will work to support him. The cauldron effect of a vibrant stadium will showcase the mood of the fans, with all-new sound effects combining with stunning AI systems to create a palpable match day atmosphere.
PES ID: Pro Evolution Soccer 2013 set a new bar for realism, with its inclusion of the Player ID system. For the first time, players could instantly recognize a player by their faithfully recreated running and play styles. The way a player ran, moved and spread the ball about would be identical to that of their real-life counterpart, and Pro Evolution Soccer 2013 featured 50 players that utilized the system. Pro Evolution Soccer 2014 has expanded the PES ID feature with twice as many stars featuring customized animations and AI, while the system has also been rolled out to cover entire teams and to replicate the basic playing ethos and technical styles of the world’s greatest teams.
Team Play: Via the new game’s innovative Combination Play users can set up a variety of different tactics in key areas of the pitch using three or more players. These players will make very different off-the-ball runs to exploit holes in the defense or midfield, using the flanks, curved runs, or overlapping play to make themselves available. These moves can be preset to key areas of the field, allowing users to exploit defensive weaknesses beforehand.
The Core: The PES Productions team has undergone several years of consultation with both Pro Evolution Soccer and football fans related to key elements of the series are able to implement a wide range of additional improvements. Visually, the game benefits from an incredible level of acuity, from the weave of the kits, through to facial movement, and a new animation process that offers slick segues from one move to the next, with no pauses or restrictions on control. Stadiums will be faithful to real-life, complete with the entrances to the pitches recreated.
John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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