Live Football~~~~Football Manager~~~FIFA2006
Three absolutely classic football games to meet your different needs
Live Football》 ——Showing the Live Football
In 1994, CAPCOM cooperated with EPOCH and took the lead in launching "Capcom Football" on SFC, starting a new concept of football games. In the same year, KONAMI, a company that is not willing to be lonely in various game types, also released "Live World Football·Perfect Eleven", which has a huge influence on the future, which is commonly known as Live Football.
The difference between "Pro Evolution Soccer" and previous football games is that this game is truly a pure football-themed game. Because "Pro Evolution Soccer" abandons the story background in previous games and only retains pure football matches. Players can choose more formal competition formats such as the Open, World Cup, and World League, and choose to control their favorite teams around the world.
Since it is called "Live Football", all settings in the game are the same as football in real life. The number of players on each team is the same as the standard eleven, and there are also four substitute players off the field to meet the needs of different tactics. Open the team modulation menu and you can immediately see the four indices representing each player's level: technique, shooting, speed and physical strength. Allow players to deploy players according to their own preferences. In addition to changing the arrangement of players, live football can also change the team's tactics and adjust the focus of power and defense.
Not only is the game system excellent, but the graphics of the game are also excellent. Since everything is a simulation of a real football match, everything from the pitch to the players, even the audience and referees are all in real proportions. The game adopts a 45-degree tilted viewing angle, and the green striped turf contrasts with the twenty-two players wearing brightly colored uniforms. Whether running with the ball, stopping the ball, tackling or shooting, each player's movements are very realistic and standardized. KONAMI has also put a lot of effort into the design of player images. Although it is impossible to draw the facial features of the players, some of the more obvious characteristics are not taken lightly. Therefore, world-famous superstars often have their own special images on the court. For example, Gifani of the Italian team, who is based on Roberto Baggio, also wears pigtails, and Sanchez of the Colombian team, who is based on the golden retriever Valderrama, also wears pigtails. With their long blond hair, these team members look very friendly.
The sound effects of "Pro Evolution Soccer" are also good. Whenever one side launches a threatening attack, the audience will also be excited and cheer loudly. During the game, real-life commentary also appeared for the first time. The detailed and moderate introduction made players feel immersed in the game while playing.
The details of this work also reflect the delicacy and thoughtfulness of Asians. For example, the status of the players in each game, the coin toss before the game, etc. There are also nine special game levels in "Pro Evolution Soccer", generally called story modes. The matches in this mode are all based on some famous matches in the real world, such as Bulgaria's last-minute elimination of France in the 1993 World Cup European Qualifiers, Saudi Arabia's defeat by the Netherlands in the 1994 World Cup, South Korea's draw with Spain, etc. The purpose of some competitions is to recreate history, while others are to transform history. To pass these levels, players must help the team complete a great reversal in a short period of time. Turning things around at the last moment is the most exciting part of football, and this is exactly what the producers of Pro Evolution Soccer hope to bring to players.
Of course, the most important factor in the quality of a football game is the game itself. In "Live Football", using the four main buttons of SFC, players can simply complete short passes, long passes, shots, fast running, tackles, interceptions and many other actions. And the overall sense of operation and rhythm is very strong. The computer team members follow up and run around relatively frequently.
Just like the subtitle of the game "Perfect Eleven", from the perspective of the time, "Pro Evolution Soccer" can be described as almost perfect. It can be said that the launch of "Pro Evolution Soccer" also announced that the era of football games that reflect real football has arrived.
The success of live football made KONAMI determined to inherit this game. After the release of the live American version of "International Super Star Football". In 1995, KONAMI released the sequel to Pro Evolution Soccer - "Pro Evolution World Soccer 2: Battle Eleven" on SFC. The new work has been improved and supplemented on the basis of retaining the excellent settings of the previous work, such as levels. Perhaps due to the centralized release of a large amount of player information in the World Cup, the number of substitute players has been increased from four to nine. The ability parameters have also been changed from four items to a more detailed nine items. In the tactical selection, not only new tactics such as "central breakthrough" are added, but also man-to-man corresponding arrangements can be set. In addition, the addition of changing formations allows players to choose the formation they like.
In terms of system settings, this game is more user-friendly than its predecessor. The menu interface is also very clear and concise. The screen looks more realistic than the previous one.
Although the progress of "Pro Evolution Soccer 2" is still insignificant compared to the epoch-making leap in game development made by "Pro Evolution Soccer", the step-by-step progress will not make anyone doubt it. At the same time, "Pro Evolution Soccer 2" seems to announce to the world that the live series will continue to move forward in this direction. In the same year, KONAMI released the American version of "International Super Star Football·Enhanced Edition", which optimized the game loading time while retaining the live broadcast of the Japanese version. After the launch of the US version of the PES series, PES ended with global success in the SFC era.
Of course, although this series has created a new world for football games, with the popularity of football and the improvement of players' appreciation level, new problems have gradually been exposed. First of all, if we look at the higher requirements, the authenticity of live football is not enough. The control of the players is a bit stiff, with only eight directions of movement. Actions such as tackling and shooting are the same at all times, lacking variation in different situations. The arc of the ball is also unrealistic and does not comply with the law of free fall. Secondly, and also from a more important tactical point of view, the teammates' movements are single and of little effect. The method of scoring goals is still mainly based on personal breakthroughs. Long shots have almost no effect. It's still very difficult to score a goal with a combination of finesse. These have also become the main obstacles that restrict live football from climbing to the perfect peak of football games, and are also the direction for KONAMI to improve in the future.
When the KONAMI live football series became popular around the world, American football games also saw the light of day.
"FIFA Football" - Success and Failure
As early as 1988, the release of Sega MD took the lead in bringing the gaming industry into the 16-bit era. Although the sales situation of MD in Japan is not very good, in the United States, MD has achieved good results. The paralysis of the gaming industry improved after Atari. Some American game companies are also gradually recovering, and the leader among them is Electronic Arts (EA).
At the end of 1993, EA SPORTS, the sports game department of EA, released "FIFA Football" on MD, which was later called "FIFA
94". Due to the holding of the 1994 World Cup in the United States, the entire United States is likely to once again set off a wave of football. EA has obviously seized a good time by launching FIFA 94 at this time. Of course, this alone is not enough. The quality of the game itself is the most important factor in success. In this regard, the production team of "FIFA Football" has indeed shown considerable strength.
Because it is produced on a 16-bit console, the graphics of "FIFA Football" are much better than those of football games on FC. The player's main perspective is also placed at an angle of about 45 degrees. Different from the live series, FIFA Football has a farther perspective, so the area seen is larger. The player carrying the ball is even smaller. Although the player's image becomes blurred as a result, the increased field of view also makes the surrounding situation clear. The transfer and cooperation between the players and the assists from the players behind have also become clear. Shows the simple and lively American style.
In terms of system, FIFA and live broadcast have many similarities. There are also game format choices for the World Cup and World League, as well as player ability parameters and formation choices.
However, due to the weak foundation of American football, the producers of the FIFA series have an extremely limited understanding of football. So looking at "FIFA Football" from the surface, you can find that it still has a relatively obvious shortcoming with live football, that is, the formation of the players is very chaotic when defending. Because unlike players in real life who can rely on their bodies to block opponents, the goalkeeper's previous defensive method in FIFA was only tackles, and when the player running the ball was running fast, the ball stuck to his feet, making it extremely difficult to intercept the ball. Therefore, one-on-one single swords often appear. In order to prevent the game from becoming a goal performance, the producers of EA SPORTS can only exaggerate the goalkeeper's ability. There are also many shooting angle bugs in FIFA football, which are dubbed "desserts" by Chinese people.
No matter what, "FIFA Football" was still a very good game at the time. With the success of the World Cup, "FIFA 94" has also achieved good results. Its sequel "FIFA 95" was also launched at the end of 1994.
In fact, "FIFA95" has not changed much compared with the previous game. Some bugs have been removed, the number of optional national teams has also increased a lot, and the passing game has become smoother. It was not until the emergence of "FIFA96" at the end of 1995 that FIFA finally made a lot of improvements again. The introduction of real names has excited players who like football stars. Similarly, the emergence of real voice commentators and the increase of long passes and other actions have also greatly improved the authenticity of FIFA. But it is a pity that no substantive changes in the system have occurred, such as the defensive issues of the defenders.
If it were not for KONAMI, the FIFA series would definitely achieve better results. However, compared with the live series, FIFA has some gaps in terms of liveness and authenticity. Faced with being suppressed in the home game market, FIFA's success on the PC platform has given EA SPORTS hope. Should we continue the style or seek changes? The makers of EA SPORTS face a big choice.
There is no more gorgeous killer shot, and no more funny content. The football games of this era, whether they are successful live broadcasts or FIFA with gains and losses, have given up luxury and glamor to reflect the football world in a simple and real way, as practical but inconspicuous as black iron. But just under the dark oxide layer that hides the original appearance of the iron, beams of bright silver light are about to come out, eager to show the world her beauty and unparalleled dazzling light! At the same time, the football games in the hands of the two giants KONAMI and EA SPORTS are also moving in completely different directions.
Silver Age
At the end of 1994, Sega and Sony successively launched the next-generation consoles-SS and PS, announcing the arrival of the 3D era of games. Football games have ushered in new opportunities and also faced new challenges.
"WE" and "FIFA" - Intertwined Glory
In July 1995, KONAMI released a football game on PS called "J League-Victory Ten" one person". But what is surprising is that the producer of this game is not KONAMI Osaka Branch (KCEO), which has always been famous for producing live football series, but the unknown Tokyo Branch (KCET). Therefore, this first work in the Victory Eleven (WE) series, which is set in the Japanese J-League, ended in a dismal situation that almost no one knew about.
About half a year later, in March 1996, "J League - Victory Eleven" was used as the system, and "World Football - Victory Eleven" with world football as the background, that is, WE1 appears.
Since it was launched on next-generation consoles, everything in the game is made of polygons. If 2D and 3D still have their own merits in expressing artistic beauty, reflecting real football matches is the absolute advantage of 3D. The polygonal players and the spectators in and around the arena are all rendered lifelike and lifelike. Moreover, the multi-directional nature of 3D enables players to move in different directions than the eight fixed directions in live football.
The game has also improved its viewing angle. The main viewing angle has been changed from the previously fixed 45-degree angle to an angle similar to that used in real football match broadcasts: it spreads from the middle to both sides, avoiding the previous problem of different shapes of the left and right fields in live football. . Since 3D scaling is very simple, the distance between the line of sight and the football can also be selected, and players can adjust the distance as they like. The route of the ball also tends to be more realistic, and it will no longer be a strange parabola like live football. To describe the appearance and characteristics of the players, WE also absorbed and carried forward the advantages of live football. If you look carefully, you will find that almost no player looks exactly the same. Even at a casual glance, players such as Ronaldo, who has a bald head, and Davis, who has swimming eyes and big braids, can be recognized immediately.
As a football game, if you just enhance the graphics, it will be a bit showy. After all, games are for playing, not watching. But KECT did not fall into the clichés and performed very well on the screen. At the same time, WE not only adopted elements such as status parameters from live football in the system, but also made ground-breaking changes. This change emphasized the tactical nature.
Tactics definitely did not exist in the original football dictionary. Because football was just a game at first. But since the great development of world football and the improvement of professional football, football is not just entertainment, but has become a competition and a profession. As a result, the pursuit of victory and defeat led people to repeatedly practice methods to defeat the enemy, which formed the tactics we see today.
"Football is not a one-person sport." This wise saying in football is known to almost all fans, but it is not fully understood by all fans. Indeed, miracles on the court are often created by individual players, while overall tactical coordination is not easily taken seriously. "Pull out of the gap, run into the gap, pass into the gap", this is the most basic offensive tactic in football. But it is a pity that previous football games were unable to do anything with such simple tactics. To express the tactical charm of football is a challenge for KECT. Also a challenge as with all football games.
The "pass to neutral" button was historically introduced in WE1, and the computer's movement is also quite effective. "The forward leads the defender with the ball and creates a gap", "The forward inserts from behind and runs into the gap", "The forward passes the ball behind and passes into the gap". The tactics that originally troubled the producers were accomplished so simply. On the basis of this model, exquisite coordination such as "direct pass and diagonal pass" and "oblique pass and direct pass" have appeared one after another.
In contrast to offensive tactics, WE also created a new concept of defense. In the past, football games generally only focused on offensive cooperation. When defending, all the players could do was to target the opponent and tackle the ball. If you can't tackle it, your opponent will easily get past you. This defensive model half a century ago completely changed after the emergence of WE. After studying real games, the producers of KCET borrowed the idea that you can use your body to block the ball in live football, and expanded it into a new defensive model that uses your own body to block the position and the help of your teammates to protect it.
Some people may be dismissive of the improvement of WE1's tactics. After all, this does not immediately make people feel that there are any big changes between WE and previous football games, but it turns out that the era of tactical football games has quietly arrived.
As the pioneering work of WE World Football, although some new ideas have been used, showing the full potential of the producer, the shortcomings of inexperience are also very obvious - on the whole it is very The emphasis is on coordination, but the operability is surprisingly poor. This fundamental contradiction has become the main reason restricting WE's success. Just like the previous game, when EA
SPORTS' FIFA series was not yet popular, and the PES series also decided not to be released on PS, the immature WE was still under strong pressure from "Pro Evolution Soccer 2" on SFC. Can't hold my head up. Sure enough, even as the only early football game option for PS, WE1 still didn't receive much popularity. This can't be said to be a complete failure.
Ironically, this game, which today is regarded as a game made for Japanese players, has experienced a turnaround in the United States after experiencing failure in Japan. In February 1997, the first generation of the WE series was launched in the United States.
Since they are both KONAMI companies, the name of the American version of WE is the same as the American version of "Pro Evolution Soccer 2" on SFC, called "International Super Star Soccer·Enhanced Edition". Perhaps the name borrows light from the Pro Evolution Soccer series, or perhaps it’s the huge difference in PS’s functionality with SFC that leads to a substantial improvement in the graphics. Reviews of this work on professional websites in Europe and the United States are generally good. This gave KCET the courage to continue the WE series.
In November 1996, KCET launched "J League-Victory Eleven 97", showing a new atmosphere. In June 1997, "World Football-Victory Eleven 97", also known as WE2, was launched.
Faced with the operability and feel issues of WE1. The fast running key in WE2 is set on the R1 key which does not affect the operation feel. At the same time, the status of the more important "pass neutral" key is further consolidated. WE learned from the setting that the key press time affects the power of the ball that appeared in previous football games, and simply made this public. That is, when a player completes a long pass or a shot, a power gauge based on the time of pressing the button will appear below, allowing the player to pass or shoot the ball with appropriate power based on their own reaction and feel. The operating feel has also become very strong.
In addition, in terms of system, while WE2 adheres to the high tactical nature of the previous game, the balance has been strengthened, and the threats of breakthroughs, long shots, and headers are all set to be close to reality. The makers also increased the fit from ground to all directions. In terms of playing style, the British style of high-flying, the Brazilian style of delicate skills, and the German style that emphasizes the overall game can all establish their own status in the game.
Although through the efforts of the production staff, WE2 has improved to a certain extent in all aspects compared to before, as the hardcore live football fans still only look forward to football on the N64. After all, sports games were not mainstream under the impact of RPG represented by the popular "Final Fantasy 7" on PS at that time. What's more, in the 1994 World Cup, the Brazilian team defeated the Italian team to win the Hercules Cup for the fourth time. A tactical theory that favored Brazilian technical football also emerged in Japan. Personal skills and smooth ground coordination became the main goals of the J-League teams at that time, and each team also introduced Brazilian coaches and Brazilian foreign players. Fans also mainly appreciate football from the perspective of personal skills. The high tactical nature that WE2 can embody has not been widely accepted.
Silver will always shine. Although WE2 failed again in Japan, the American version of WE2 "International Super Star Football·Professional Edition" released together with the Japanese version has once again received high marks from European and American game sites. Therefore, taking advantage of the unsatisfactory performance of "FIFA 97", the American version of WE2 finally achieved large-scale success, laying the foundation for the WE series' dominance.
WE2 America’s success once again gave KECT hope and confidence. After experiencing "J League - Victory Eleven 3" released in December 1997, KECT launched "World Football Eleven 3-98 France World Cup" on PS in May 1998. Based on WE2, WE3 reduces the slightly exaggerated header power. The bug of being left unguarded in the inverted triangle area after the two-costal breakthrough has been removed, and the World Cup standard format has been incorporated into the game. What is even more admirable is that some players with special skills in real life can be seen in WE3. For example, the free kick power of Brazilian defender Roberto Carlos is particularly amazing. When he takes a free kick, he will appear in a completely different picture from other players. Instead, he will run a long distance just like in reality. Although this setting is not an act of creation, its simplicity reveals the game makers' deep understanding of the ever-changing football world. These subtle changes in the two previous games have been very noticeable in the football event. Fans have come to know the charm of the WE series from WE3, and they have also come to know the charm and participation of consciousness and tactical football reflected in football games. So with the help of the strong influence of the World Cup, this game finally achieved good results of selling 750,000 copies in Japan and achieved great success.
In August 1998, the US version of WE3 "International Super Star Football·Professional Edition 98", which set off a miracle of football games in Japan, was launched in the United States. KECT is waiting for its second big victory in the US market. . However, they miscalculated.
Long before them, the successful release of EA
SPORTS' "FIFA 98 Road to the World Cup" has occupied almost the entire market. The battle for the top football game that originally seemed to have been decided has fallen into a fog. middle.
In fact, in "FIFA 97", EA SPORTS is trying a breakthrough. With the help of it being launched on PS, SS and Windows95 platforms, the game quality has been greatly improved. The introduction of 3D technology enables nine viewing angles to be selected. Player transfers between clubs are also possible. Moreover, "FIFA 97" also added the indoor football game that was emerging at the time, making the game richer in content. However, "FIFA
97" was a failure. It has been proven that not everyone can take the path of seeking the truth. If you cannot control it well, you will inevitably fall and be bruised. Canceling the smooth passing in the previous game and adding power storage and other elements did not bring enough realism and smoothness like the WE series. Therefore, as an excessive character, "FIFA 97" can only end hastily.
In May 1998, EA SPORTS took the lead in launching "FIFA 98 to the World Cup" after KECT's "International Super Star Football Professional Edition 98" was released too late and even delayed the opportunity. This game made drastic changes to the failed previous game. Judging from the graphics and sound effects, FIFA has put a lot of thought into it. As soon as I hear the exciting music, I feel the urge to go in and play. The vivid narration of more than 3,000 sentences and the thunderous applause of the audience made the atmosphere very real. More coherent and realistic technical movements, details such as referee warnings and card-drawing movements, as well as more than ten types of tripping movements by players, all reflect EA's superb 3D technology and determination to make this game a good one. The image of each player has also been greatly improved compared to the previous game, allowing people to recognize the stars at a glance. In terms of content, "FIFA 98 Road to the World Cup" is more colorful than before. The world's most famous football leagues such as Serie A, Premier League, and Bundesliga, as well as the newly established Major League Soccer in 1996, have all entered the game. Each player has a real name and has very detailed ability parameters. The passing game in this game completely overturns the biased real-life system of the previous game where the power and direction are controlled by oneself, and instead all actions are standardized. Even in the game, accurate passes and standard shots with good angles can be easily completed, making the offensive and defensive rhythm very tight. Moreover, the various styles of fake moves added to this work have also become very easy to use each button. The addition of these new elements makes "FIFA 98 Road to the World Cup" visually reach an unprecedented height for a football game.
In fact, it is completely incorrect to say that with the launch of "FIFA 98 Road to the World Cup", EA SPORTS's FIFA series has surpassed KCET's WE series. Although from the perspective of purely appreciating and showing the beauty of football, FIFA is excellent. However, the excitement of football is based on hard work. Maradona's goal past six people in the 1986 World Cup was wonderful, but if everyone could do it easily, it would not excite the audience at all. In FIFA, players can deceive a series of defensive players with just one button, but the meaning of scoring a goal in this way is completely lost except for its beauty. The value of such a "world wave" is not even as good as a single goal caused by an ordinary direct pass in WE3. The excessive accuracy of passing, the simplicity of passing, and the neglect of tactics have made FIFA take a completely different path from WE, which is to attract players by relying on excellent graphics, delicate player movements, and a refreshing feeling of scoring a goal.
The facts show that EA SPORTS’s choice is correct. For a nation as free-spirited as the United States, a zero-to-zero score after ninety minutes is unacceptable. Therefore, in the eyes of Americans, basketball and ice hockey are the most interesting games, with smooth passing and frequent scoring. "FIFA 98" creates an American football game from basketball and ice hockey, interpreting a football game with national characteristics.
Faced with the rise and impact of the American FIFA series, KECT's WE continues its own true style while learning from its opponents. In November 1998, "Victory Eleven-98 World Cup Final Edition" was launched. This work not only revised the World Cup lineup, but also revised the previous work in details. In view of the shortcoming that it is easier to pass people in WE3, the control of dribbling in this game is more difficult. When competing for headers, you also need to grab points yourself, and the difficulty of controlling the shot is also slightly increased. After achieving sales of 360,000 copies. In December, "J League Victory Eleven 98-99", which often plays the role of a trial version of WE world football, was released, heralding the arrival of WE's next game. Sure enough, in September 1999, KECT launched "World Football Victory Eleven 4", once again bringing a new look into the football game.
At first glance, it seems that the graphics of WE4 are not improved compared to the previous game, and the operation is also much more difficult. But once you use it for a long time, you will immediately realize its extraordinary features. This work strengthens the ability parameters of the team members, from the original six numerical abilities to fourteen, and the hidden abilities of height and body shape are also retained. It becomes possible to create your own players. The game content is rich in content. There are many more teams to choose from than in the previous game. It is worth mentioning that the Chinese team has appeared. On the basis of the original World Cup and various continental cups, in addition to the addition of the Olympic football events, which were already in a state of war and had reached their peak of attention, the concept of the European Football Super League, which was very popular in Europe at that time, was even introduced in the form of "master league". The clever introduction greatly improves the playability of the game. The WE series is also becoming more perfect.
Striving for authenticity under tactical conditions is the biggest feature of WE4. In terms of game tactics, this game has made a lot of improvements. The combined button method introduced in the operation makes it possible to make fake moves and low ball passes. Especially through the combination of keys, collective and consistent coordination such as two-on-one can appear unprecedentedly. The fast running of the team leader was also designed by the producers to be the same as running the ball in reality, and the accuracy of short passes was also greatly reduced. These greatly enhance the authenticity of the game.
After the 1998 World Cup, the overall football tactical concept represented by world champion French football became the mainstream in football. After the Frenchman Troussier coached the Japanese national team, tactical football was advocated in Japan. WE4's strong tactical and integrated features were accepted by fans at this time, and it has achieved sales of more than 600,000 in Japan. In the same year, Japan's under-20 youth team relied on good awareness and skilled tactical coordination to win the runner-up at the World Youth Championship. After the youth team players love to play the WE series and it was proudly announced by KCET, the football game has gradually been regarded as playing a positive role in the development of Japanese football and the improvement of young people's football tactical literacy. The Japanese Football Association also specially praised WE4 for this.
Due to the hosting of the 2000 Sydney Olympics and some bugs in WE4, KCET released "J League Victory Eleven 2000" in June 2000 and then released the last game on PS in August. WE series of world football - "World Football Winning Eleven 2000-Olympic Gold Medal". This work improves the problem of unsmooth passing caused by the ultra-realistic nature of WE4 and slightly enhances the passing accuracy. The huge power of speed players is also greatly restricted. It also fixed some bugs in the previous game and strengthened the cup and super league competition systems. The focus of this work on the Olympic Games and the National Olympic Team has been greatly enhanced. The results show that WE2000 not only achieved a sales of 460,000 in Japan and the title of the best game in Italy and other European countries in 1999 on the declining PS, it also achieved more than 4 million sales and many honors for the entire series of WE on the PS. The glorious record came to a perfect end. In the same year, Japanese football won the Asian Cup and the Asian Youth Championship runner-up. The addition of a large number of outstanding young players made Japan the team with the most overall tactical awareness in Asia. There is no doubt that WE is responsible for this.
Back in the United States, the success of "FIFA 98" did not make the producers of EA SPORTS complacent. At the end of 1998, "FIFA 99" was launched.
This game still follows the direction of "FIFA 98", attracting players with its refreshing graphics and operations. More leagues and more countries have been added to the content. The pass is smoother and the shot is more accurate during operation. From the backcourt to the frontcourt to scoring a goal, the real time is only a few seconds, even faster than a basketball game. This is all suitable for American players' taste of "watching the fun". Although many players have pointed out that the game is not realistic enough, but with the leading picture quality and extremely refreshing operation feel at the time, FIFA football's status in the computer game industry has been It is quite stable, and the absolute number of supporters is comparable to that of WE.
"FIFA 2000", launched at the end of 1999, made major adjustments to the system. The extremely accurate passing of the previous game was appropriately weakened, but the operation of special passing skills was much simpler and no longer needed. With the key combination, you only need to master the two keys "ctrl" and "atl" to make a pleasing extraordinary move easily, and the success rate is even more astonishing. In terms of graphics, in order to show detailed and detailed movements, even at the expense of exquisiteness, but from the actual effect, it can only be regarded as unsatisfactory. After all, it is always difficult to accept the regression of the sequel's graphics. What is quite intriguing is that although the system features of 99 and 2000 are quite different, the central idea of ??game production is exactly the same, which is to use the form of "football game" to allow players to get the greatest degree of sensory stimulation. As for authenticity , then it is simply irrelevant. At this point, the FIFA series has basically completed the transformation from "real" represented by works before 1997 to "refreshing" represented by 98WC-2000.
There is no overlord in football, all stars compete for glory. Under the light of the WE and FIFA series, various football games have emerged one after another, decorating this Silver Age. Some of them are challenging the highest peak, while others are taking a different path and walking their own path.