Dreamteam is back. It's fun vs Belgium on Superstar. AI plays better but is not superhuman.
How do you manage to play belgium? Is this in match selection somewhere?
This game feels increasingly arcane.
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Dreamteam is back. It's fun vs Belgium on Superstar. AI plays better but is not superhuman.
Had one match with the Dreamteam, didn't notice any difference really. Of course it's still stuck on nighttime for no reason. At least I got one of the wildest "how did that not go in?" I remember while playing a football game
Top PlayerWhat cpu level Is that? Regular, right?
Thanks for your review.....As someone who could play it for about an hour a month previously, and treating it as a demo...
Its not bad. Ball physics less spongy, more zip, more ping. A little more rigid as a result though.
Whole game has more zip, more excitement. Playing milan derby, it's really hectic and alive in a good way.
Feels like how pes 14 ended up, or the pes 16 ps3 demo if anyone played it.
Graphics perfectly fine for ps4 pro. Players feel heavy, but move smoothly. Slidey at times. Physical prowess a little more relevant.
Movement still a bit clunky. If you hated it before, you probably still will.
But theres more detail in how both teams attack. It's more vibrant. It's closer to real football speed (re discussion on fifa 23 thread).
Not bad. In 2 years, this could be worthy of a full release!
You can choose top player?Top Player
So generous of them.In training and in dream team I think.
In Dream Team your points are calculated from the difficulty you choose.You can choose top player?
Just had a couple of games on superstar and I must say i'm pleasantly surprised. There are a lot of the standard downfalls of PES of course, presentation is poor generally, players ignoring the ball (although significantly less), shooting physics repetitive BUT...
Overall i'm actually pretty impressed although it's a huge shame there's nothing to cater for offline. I'd be keen to give ML a go in its current form and i did not think i'd be saying that again.
- Dribbling is a joy. When you're on the ball with a good dribbler you can make quick adjustments an really put defenders on the wrong foot. There's also a real good balance between sprinting and using close control/normal speed
- General awareness of your teammate AI is GREAT. On FIFA i constantly feel like my players are 1-3 steps behind the opposition. On her your players track runs, read passes etc and it makes for a far better balance and less constant chasing
- Defending/tackling is surprisingly good. helped by the above point, it feels like there are much better collisions and good tacklers are actually worth something. Defenders feel stronger in the tackle and again, position themselves well
- THERES A MIDFIELD
- Passing ball physic seem fairly well improved
- The opposition team seem to play like an actual football team. Not played enough to see if there are play styles as such but it feels like a proper game of football
Long and poncy diatribe – I apologise to all who read it.
I think that's fair – it doesn't have to be read as some moral imperative (that's why I added the bit about it being potentially a piece of practical wisdom, I suppose).
But a few remarks either way – often people do slide from asserting a causal responsibility to a moral one (indeed in this thread it's happened quite a bit). Perhaps that's inevitable, but we can put that aside. We can question even the causal responsibility, regardless. E.g., the idea it's in your rational self-interest not to buy the game (/spend money on the game, etc), in the way you've put it, probably presupposes the idea that you are, in buying MTX/games, causally responsible to some degree for their continued success and their structure. (That's what you imply by the "baby step" idea of withholding spending.) But I just don't think even that point is true, really.
Unless you're spending hundreds-to-thousands, you're barely supporting this model and this franchise. Its success really trades on (as I understand it) exploiting the "whales" who do spend in such excess. I believe that's what drives this particular incarnation of the F2P model they've gone with (am I wrong about that?). So either you're not a whale, and so are not an impactful "consumer" for the company, or you are a whale, who does make such an impact. But even then, the archetypical whale lacks a relevant kind of agency to be considered even causally responsible: they act on whims and urges basically external to them, which means the causal chain starts with the manipulative behaviour of the industry. So, whale or not, gamers/consumers aren't really the cause of this model and its success – what is the cause is the array of techniques deployed by big publishers, and the surely many structural factors like governments failing to crack down on this exploitation or media failing to spotlight and critique it.
A larger ideological force probably pervades all these considerations too, and the attitudes of the ordinary gamer (or consumer of services and goods across many industries) are submerged in it: we are conditioned by a particular trend within the political economy to think there is no other way – what Mark Fisher called "capitalist realism". The reason so many gamers submit to the likes of EA, Konami, Activision Blizzard, Ubisoft, and so on – why people fork out for their entertainment products, or increasingly services – is that they just find themselves feeling helpless in the face of these behemoths. Gaming was a recreational or enthusiast hobby which provided some escape from the harshness of productive life, but it slowly got co-opted by a rapacious sort of capital that gradually squeezed the good-natured fun and aesthetic pleasure out of it. These forces are out of our control; we might convince ourselves that we can take baby steps by voting with our wallets, but really these kinds of non-protest serve to confirm our helplessness in the face of what feels like an impossible state of affairs.
We can of course look elsewhere, do other things, even in the space of gaming: turn to indie gaming; collaborate with others to create projects that serve our actual recreational gaming needs, or help to fund such collaborations. But such options don't seem viable in a climate of capitalist realism, even if they are, and this is another overarching factor that effectively disrupts our agency, making us barely even causally responsible for the successful gaming industry paradigms: we are acted upon, and our view of what is possible is restricted.
Bin? Are you one of those who dont take out the trash until it starts to stink?Anyone played FUMA yet? A mate of mine said that while before, every 1/10 short manual pass would result in a target lock error, now it's more like 5/10. Is that so? If true, the game can get even deeper in the bin.
Is there any indication of offline leagues/ML becoming available? I've been out of the loop for a while here, and only pop my head in once every few months on this thread
Non whatsoever. Expectation is low.