PES VS FIFA
Pro evolution and FIFA are considered the kings when it comes to football gaming. With both games always being highly anticipated people always show a great sense of urgency to find out what improvements each game will have.
Licensing
It seems the main problem that Konami (makers of PES) have had in recent years is to gain fully licensing for some main european leagues, the highlight of this is the Premier League, this results many fans in England and around the world to choose FIFA over PES. FIFA on the other hand have rights to a majority of leagues, also including second divisions for some countries.
This upcoming gaming year, PES 2011 will once again not have the rights to the English Premier League, despite this, aswell as gaining official rights to the UEFA Champions League and UEFA Europa League in 2010, they will also feature the UEFA Super Cup and the CONMEBOL Copa Libertadores sparking off a chain of fans in South America.
Gameplay improvements
FIFA who in the past have been met by criticism for minimal improvements on the previous games seem to have added a few additions for the upcoming FIFA 11.
Personality+: This is supposed to reflect each players individual attributes more resulting in a clear differentiation between players.
Pro Passing: This will mean that the gamer's accuracy in passing will reflect the actual accuracy of each pass in-game, also the accuracy will depend on the player being used in the game.
Fifa Theatre: For the first time ever in the Fifa Series, Players will be able to create their own soundtracks that can be improted into the game. Players can also create customised chants that can be imported and set to play when the players are coming on the field, at haltime, when goals are scored and at the end of a match.
Creation Centre: Players can now edit kits, names, home stadia and players on the internet and download to their console and share it with friends.
Pro Evolution Soccer who in the past generations of football games were considered the king ahead of FIFA, have struggled to match FIFA on the Next Gen Scene. This year looks very promising for PES fans as Konami have promised a much improved game with lots of new features.
Total Control: Konami are said to have improved the 360 Degree passing ratio, meaning the player will have a much higher level of control over passes, shots, throw ins, through balls, and lofted through balls. Players must weight their passes precisely and anticipate the runs that their team mates will make.
Shot and Stamina Gauge: The all new stamina gauge will detail the exact level of the players fitness. Constantly sprinting will hurt the players fitness level, this will affect the players movements and passing ability.
Speed of Play: The additional levels of control in PES 2011 allow the speed of play to change dependent on the situation of the match. For instance the game will quickly liven up when a counter attack starts. Passing will be the key aspect in PES 2011 with long runs not being as effective as in the previous games.
New Defender AI: The new defensive AI means that the defenders now stay in position and no longer chase any ball that enters their area, instead they try to close down the attacker forcing them to make a mistake.
Stadium Editor: With the stadium editor you will be able to recreate any stadium in the game, You will be able to choose the capacity, the turf style, the nets, the roofing and the tunnel placement, whether the stadium has a running track or just grass around the pitch and the distance the stands are from the pitch. There will be space to create 25 additional stadiums on top of the 25 that will be in the game by default.
Licensing
It seems the main problem that Konami (makers of PES) have had in recent years is to gain fully licensing for some main european leagues, the highlight of this is the Premier League, this results many fans in England and around the world to choose FIFA over PES. FIFA on the other hand have rights to a majority of leagues, also including second divisions for some countries.
This upcoming gaming year, PES 2011 will once again not have the rights to the English Premier League, despite this, aswell as gaining official rights to the UEFA Champions League and UEFA Europa League in 2010, they will also feature the UEFA Super Cup and the CONMEBOL Copa Libertadores sparking off a chain of fans in South America.
Gameplay improvements
FIFA who in the past have been met by criticism for minimal improvements on the previous games seem to have added a few additions for the upcoming FIFA 11.
Personality+: This is supposed to reflect each players individual attributes more resulting in a clear differentiation between players.
Pro Passing: This will mean that the gamer's accuracy in passing will reflect the actual accuracy of each pass in-game, also the accuracy will depend on the player being used in the game.
Fifa Theatre: For the first time ever in the Fifa Series, Players will be able to create their own soundtracks that can be improted into the game. Players can also create customised chants that can be imported and set to play when the players are coming on the field, at haltime, when goals are scored and at the end of a match.
Creation Centre: Players can now edit kits, names, home stadia and players on the internet and download to their console and share it with friends.
Pro Evolution Soccer who in the past generations of football games were considered the king ahead of FIFA, have struggled to match FIFA on the Next Gen Scene. This year looks very promising for PES fans as Konami have promised a much improved game with lots of new features.
Total Control: Konami are said to have improved the 360 Degree passing ratio, meaning the player will have a much higher level of control over passes, shots, throw ins, through balls, and lofted through balls. Players must weight their passes precisely and anticipate the runs that their team mates will make.
Shot and Stamina Gauge: The all new stamina gauge will detail the exact level of the players fitness. Constantly sprinting will hurt the players fitness level, this will affect the players movements and passing ability.
Speed of Play: The additional levels of control in PES 2011 allow the speed of play to change dependent on the situation of the match. For instance the game will quickly liven up when a counter attack starts. Passing will be the key aspect in PES 2011 with long runs not being as effective as in the previous games.
New Defender AI: The new defensive AI means that the defenders now stay in position and no longer chase any ball that enters their area, instead they try to close down the attacker forcing them to make a mistake.
Stadium Editor: With the stadium editor you will be able to recreate any stadium in the game, You will be able to choose the capacity, the turf style, the nets, the roofing and the tunnel placement, whether the stadium has a running track or just grass around the pitch and the distance the stands are from the pitch. There will be space to create 25 additional stadiums on top of the 25 that will be in the game by default.
PES 2011 Logo
Pro Evolution Soccer 2011
The Italian league, French league and Dutch league are expected to be fully licensed as always, however, it is yet to be confirmed.
The Spanish league is expected to be partially licensed, at least 12 teams.
Only 2 teams from the english league will be fully licensed, Man Utd, and it is thought to be Chelsea but it is yet to be fully confirmed.
Here is an official list of confirmed teams..
Inter, Roma, Man Utd, Chelsea, Benfica, Porto, Atletico Madrid, Real Madrid, Barcelona, Boca Juniors, River Plate, C.A Colon, Estadiantes De La Plata, Deportivo Tachira, Deportivo Italia, Caracas FC, C.A Cerro, C.A Lanus, Newell's Old Boys, C.A Velez Sarsfield, Club Blooming, Club Bolivar, Real Potosi, Once Caldes, Deportivo Quito, C.S Elemec, San Luis F.C, C.D Guardalajara, Sao Paolo F.C, Juan Aurich, Alianza Lima, Club Nacional, Club Libertad, C.F Monterrey, Estudiantes Tecos, Junior, Independiente Medellin, C.F Universidad De Chile, C.R Flamengo, SC Internacional, S.C Corinthiants, Cruzeiro E.C
FIFA 11
FIFA have not unveiled any information on any teams yet, but it is expected that many leagues will be fully licensed.
Some of those leagues include:
Australian League, Austrian League, Belgian League, Italian League, French League, American League, Turkish League, Swiss League, Swedish League, Spanish League, Scottish League, Russian League, Polish League, Portugese League, Norwegian League, Dutch League, Mexican League, Korean League, Irish League, German League, English League.
Also it is expected that the English, Italian, Spanish, German and French Leagues will also contain lower divisions


Central to the Army of Two experience is the Agro system that underpins the co-op structure. Essentially Move, Hold and Follow commands have two operators, covering the actions in a stealth and not-so stealth manner. The idea being that if one person is laying down covering fire, it takes the heat from the other person to move undetected up the flanks. Like its predecessor, the Agro system is a remarkably simple yet efficient system to promote the game's co-operative structure and strengths. Generally the co-op AI looks after itself and handles commands effectively, even if occasionally confused by the more taxing task of pressing buttons together. Such issues won't be a problem if you're playing with a friend, but strangely it's a system that's best employed on your own. The tactical benefits of the Agro system are underplayed as you'll often come under the same issues of who's in command. Unless you've a military discipline or just playing with somebody that enjoys barking out orders, Army of Two looses a little in the tactical stakes, but gains a little more entertainment when played with somebody else.
It's a shame that EA Montreal hasn't had the will or desire to take the idea of co-operative play further considering the game is so inexplicably woven around the concept. Beyond the Agro system, levels are designed to compliment the setup but the overall experience slips into typical facets of co-op gameplay. Surely some development studio can come up with more than the same old tired ideas such as hoisting the other character up to an elevated ledge, or shock horror, sequences that split the pair up. Strangely the sequel removes staple elements from the predecessor such as combined parachute jumps and vehicle sections. Such sections probably wouldn't have helped the overall flow and certainly aren't the key to developing the co-op experience, but would have provided some much needed relief and variety from the monotonous shooting nevertheless. Back-to-back sequences, which find the pair tagged together and defending against 360 degrees, are kept to a brisk minimum, although largely well staged when they do prop up.
The introduction of Moral choices is also a surprising quality of the game. They work largely because of the minimal way in which EA Montreal has included them, and as such you won't find Rios or Salem's appearance changing to a more virtuous appearance adorned with Halos whenever they take the high ground and save hostages. Instead cut-scenes play out depicting certain choices surrounding an expanded set of characters that pop up throughout the game. It's not a huge deal, but EA Montreal has managed to make the outcomes particularly surprising and less morally clear then they initially seem. Such an effect helps to embellish what initially appears to be a paper thin plot and provides some reasoning behind the motives of the megalomaniac. Mirroring the themes of the plot with through gameplay is an impressive skill of certain developers this generation, which helps to subconsciously reinforce the overall proposition of Army of Two: The 40th Day in a surprisingly accomplished yet subtle manner.
With radiant sunsets, snow peaked mountains and crystal clear oceans Panau provides the idyllic holiday destination... provided you can overlook the corrupt dictatorship and violent gangs vying for power and control. It's a setting best observed not from the comfort of first class, or even slumming it up in economy, but strapped to the nose of a jumbo jet momentarily taking in the view before plunging towards the ground and pulling out the parachute at the last opportunity.
Just before the anguished screams of, 'not another sandbox game' ring out, it's worth noting that Avalanche demonstrates an understanding of the genre despite the studio's relative infancy. Sandbox games are a tough undertaking to get right and require a considerable amount of time, effort, and money, so it's no surprise that Just Cause 2 has slipped from its intended 2008 release quite considerably. But it's been worth the wait and there can be little doubt that Avalanche is showing an increasing capacity to handle the genre and leave its mark. After all, a sandbox is only as fun as the toys inside it and this one is stuffed full of carnage, insane possibilities, and plenty of things to blow up.
Beyond the significant improvement to the game's structure, Avalanche has also taken the key gameplay components back to the drawing board. Fans of the original will know that just as much time is spent in the air as it is on the ground. To this extent, Rico's parachuting and grappling hook antics make a comeback in a big way.
speeds; shaking the camera up in accidents before disorienting the driver with a blurry, greyscale filter; lurching the camera angle forward under heavy breaking, and veering it to the right/left in the corners. The result is a thoroughly convincing depiction of G-forces and high impact crashes that the racing game genre has rarely seen before. It is by far and away the most impressive element of the game, without which the other standout features would fail to shine.
and everything from drivetrain to cockpit upgrades can be made to increase performance. The all important nitrous injections haven't been forgotten either, although admittedly their effects are a lot more subtle than in previous NFS games.
are on PC. Damage modelling is another area where the PC comes off better than consoles with more detailed panel crumpling and damage effects. Additionally, the modelling on consoles uses muddier textures and appears to be less dependent on the scale of a collision. However, SMS has previously indicated that Shift's development has been led on the PC platform, so we're inclined to take the PC version's graphics into account when considering scores.