The Edge Magazine issue about the new PES 2014 engine is available to public now, detailing the key features of the new PES 2014 Engine. The engine is 'based on Fox Engine, especially the visuals', according to Kei Masuda. Edge were shown test images of Old Trafford, a ball and a boot and write those were almost undistinctable from their real life counterparts. Hopefully we will have the chance to get a look at those pics soon.
Another feature of the new engine is a tool that allows to dinamically render accurate sunray reflections and shadows based on various factors such as light position, angle and power, which looks simply incredible according to Edge.
Kits will be seperated from players' models in PES 2014 which means they hang from the players and flow. PES 2014 kits will also use linear texturing instead of the current system allowing a much more realistic color recreation.
PES 2014 faces are using 2,000 polygons which is not a lot but achieve amazing visuals thanks to shadows and texture quality. There is a close up of Kei Masuda's face in the article showing very detailed skin texture and 3d model.
The new physics engine uses a system called 'Barycentre physics' to achieve realistic player collisions calculated in real time in an attempt to increase realism in collisions. In current PES games a player collisions would result in either the attacker or the defender losing his balance, calculated on their individual stats. In PES 2014 the result of a collission will be much more realistic, taking into account factors like the direction both players were running to and which body part was hit.
The ball control radius is 3 times bigger than in current gen to allow more dynamic off-ball tussles. This also allows other new features such as earlier control about first time shots and ball control attempts.
There's a new formation feature were you can set player's 'zones', defining instructions for players to follow in certain areas of the pitch. The field is divided into 11 squares in which you can ask players to act in different ways. This allows for example to ask your full back to overlap only in a certain area or your defenders to double team against a strong opossition in player once he enters your half.
Another new feature of PES 2014 engine is the use of a new players Motivation stat. In attempt to recreate 'giant killings' amongst other things, Konami are giving more impact to the psychological side of the game in PES 2014. A chanting home crowd can uplift their players' morale while upsetting their rivals. The impact of this on the players' performance will be based on a new specific stat, with captains being able to inspire those around them.
In PES 2013, around 40 players got an individual Player ID which means they have trademark animations added specifically for them. For PES 2014, the number of players getting an indidual Player ID is said to be greatly enhanced while also adding more aspects such as mental strength.
PES 2014 Fox Engine Key Features: (thanks to HSH28 of grcade.co.uk)
- Barycentre Physics and Ball control
The new engine allows for a larger separation between player and ball - three time the radius of PES 2013, where tight 'confrontation' zones are used to make tackling easier. A striker will be able to throw his body weight in one direction and use his opposing foot to push the ball in the other way, leaving defenders off balance and buying space for a pass or shot.
You'll be able to control your player's weight shifts at all times and use practice touches to push the ball away from your feet. We see a wireframe demo with more natural animations and fluid transitions than FIFA 13. You control the player and the physics drives the animation, not vice versa. It's hard to tell how this will transform the 'feel' of play, rather than just being admirable behind the scenes calculations, but there appears to be scope for a radical new control scheme - think of how Skate's right-stick motions mimicked real-life movements by exploiting dynamic physics, and how they compared to the digital button taps of Tony Hawks Pro Skater. This could be a revelation in football game control.
- Contact and Physicality
Konami has pinpointed this as a weakness in previous games, but now players can jostle for space - even without the ball present - for headers at corners, or to dominate a smaller opponent.
You'll be able to tug shirts (cloth is now separate from the player's body and stretches) as well as elbow for room on the touchline. It works in tandem with the physics and precision control. Agile players can unbalance defenders with dropped shoulders or ball skills, and push the ball further ahead to exploit their acceleration. "Previously, body feints were more aesthetic," admits Masuda. "Now they're a key tactic."
- Squad Emulator
Formations remain essential for success, but now you can set 'zones of play' so your key players focus on certain tactics in mission-critical areas. For example, you can set your front line to focus on possession and probing for gaps in from of a deep-lying defence. In theory, you'll be able to recognise your favourite teams pattern of play within a few minutes. The emphasis on defending and shape should allow weaker teams to create effective strategies, such as when Celtic beat Barcelona in the Champions League by defending deep, buoyed up by the home crowd.
The above pics are showing aspects of the PES 2014 New Engine.
You can catch up with all the other PES 2014 News & Rumors in our PES 2014 Features Overview.