![]() Both field players and goalkeepers freeze in some situations, or feel like they stopped 'thinking' or being focused on the ongoing actions, like our goalie here. We witnessed a couple of stuttering/disappearing players during replays in our 2-hour preview session, compared to the many instances of serious dislocations, floating players, and messy clashes you find in just a couple of matches with the public build.Īll of that, other than humorous, seems obviously fixable after some technical work, but the other problem is the pace, the balance, the AI. Perhaps it was the shift to Unreal Engine 4, for most of the more hilarious issues are graphical glitches and bugs related to animations, facial expressions, and collisions. But the timing, and the naming, are crucial in that strategy, and Konami got both wrong: they were not releasing a finished base (no matter how much they insisted in that the "real" content was coming on November), and something ruined the times of their initial schedule. You release a honest in-development product, acknowledge the most obvious issues, and work from there by following a roadmap of milestones. It's the lesson we've learned with so many other Early Access games-as-a-service. What we didn't expect is that the game would release in such a buggy, unbalanced shape. We knew, and underlined, that our preview build had more features that were not going to be present yet at launch, and that it had a bunch of additional fixes and polish. In other words, if this had released as an Early Access product, open to feedback during an ongoing development phase, the approach would've been humbler, and the damage control more effective.īecause there is a better version somewhere, even though it is true that we enjoyed it in human vs human matches, as player vs CPU makes the public release all the more frustrating. But they did it in such a rushed, unready way, that what players got was food for memes, a build incapable of showing them that underneath the layer of problems there are some innovating, ground-breaking football mechanics. They wanted to send the message out that there was a new football game that you could download and start playing for free. So, it was apparently vital for Konami to release the day before FIFA 22, even though they're not competing on the same league, in the same space, anymore. And what was a promising concept, judging by the later build that we tried out at the company's offices, showed up publicly at a so unfinished, semi-broken state, that it'll now have a harder time recovering the trust of the passionate PES community. It's not that the project got accidentally worsened in the lead up to launch, but it is crystal clear that it wasn't ready to debut on September 30 at the current state. Something similar might have happened with eFootball 2022 at Konami. But alas, as real football has taught us many times, they end up badly injured again as they were still so fragile, making the recovery a longer, tougher process. That important they are to your club's image, performance and results. However, they get badly injured in the summer pre-season, and even though they're not fully recovered, you decide to line them up for the season's first match. A promising young player that can potentially explode and become a star. Imagine that you have one of the so-called wonderkids in your team.
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