![]() ![]() The new 'motion matching' system will apply on all version of the game, including mobile. Moving to Unreal Engine also allowed Konami to update the players' movement animations in the game, which the company says allows for four times as many animations as previous PES games. "Unreal Engine's development speed is one of the fastest among game engines, and its scalability includes both high-end and low-end – perfect for mobile and next-gen platforms." "That's why we chose Unreal Engine," said series producer Seitaro Kimura in a recent interview with IGN. It's a similar situation as Fortnite, which also uses Unreal Engine and the various versions of the game across PC, console and mobile are largely the same. One of the key reasons for the change is the scalability that Unreal Engine provides, which is key to creating a unified platform across PC, console and mobile. Konami is moving away from it's in-house Fox engine to a custom engine built with Unreal Engine 4. You can read more about the game and see the roadmap on Konami's website.One of the biggest changes coming to the game will in the form of a new engine. The trailer ends by reiterating that this will be live service, so there will be room for constant changes and tweaks! General improvements include motion matching for animation fluidity, ball movement alterations, and seamless restarts from stopped play. Zooming in and out constantly could be a real hindrance to players. The duel camera that zooms in on 1v1 battles sounds cool in theory, but the dev team need to manage its implementation. Tactics have always been a huge distinction between PES and FIFA, so it is great to see further improvements to off the ball AI, extra control methods, and a little extra customisability. An exciting part of the trailer was the increased variation in playstyles and new controls. ![]() A major part of this is a revision of the foul system, though we are yet to see exactly how it has been changed. There is a focus on 1v1 duels, with the dev team having tracked bodies and consulted professionals on these moments in games. Interestingly, this shot, pass, and the cross modifier will be added after launch, making us curious about the implementation of wholesale gameplay changes in the future, but also the potential for a drab few opening weeks. ![]() This means they can be easily controlled, but also easily contested as the ball slows in the air. Sharp Kicks put a backspin on a lofted ball, allowing it to drop vertically out of the air. On the defensive end, you can now more easily block and intercept passes, and physical battles will use the weight and heft to brush attackers off the ball. This is supposed to be a part of an intuitive control scheme, so we will have to wait and see how new the ball touch and tricking work in conjunction when playing. "Tricking the Defender" will allow the attacker to trap the ball with more fluency, with additional body feint and dribbling styles added into the game. This supposedly gives you control over whether the player kicks the ball hard, soft, or in between and exactly how fast your player is running, thus allowing you to beat players without skill. ![]() A rogue jazz score plays to the opening message that tells you to "forget everything you knew about digital football, for we reworked the gameplay." The first of these changes is "Controlling Ball Touch," which you will need to remember. ![]()
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