Real Football 2010 Touch Screen
For the last decade the world of football simulation has been defined by one battle: Fifa vs PES. These two console titans have battled it out over successive hardware generations, the balance of power shifting one way then the other. But this struggle is not the only show in town. EA's Fifa is also warring on another front, against a veteran mobile series, Real Football.
Somehow French publisher Gameloft has been making these games for six years. That might not seem like a long time, but when the first Real Football title arrived in 2004, there was no such thing as the iPhone, or the Android, and the smartphone market was still the preserve of businessmen and uber geeks.
This was the era of Java handsets, with tiny screens, limited colours, and weedy processors that asthmatically huffed and puffed their way through even the most modest gaming applications. In those days, phones often wouldn't allow multiple simultaneous button presses - so, for football sims, you could forget about building your shot power while running.
But despite all this Real Football somehow conspired to be playable. It has also been hugely successful, despite the arrival of EA's all-conquering Fifa franchise in the mobile space. Real Football 2010, the first in the series to land on iPad, has shifted 15 million downloads since its release last autumn.
Mar 6, 2010 - Real Football 2010. System: DSiWare; Publisher: Gameloft. The touch screen controls work just as well as they did in the previous.
Now, Gameloft is showing off the latest edition in the series, and as a statement of intent the company has signed up flavour-of-the-month Spain and Barcelona striker, David Villa as the game's 'ambassador'. The company brought him along to its demo event last week, and it turns out that, like many professional footballers, he's a keen gamer. He told us that he plays footie games with his Barcelona team mates, much as premiership players do: 'We have a lot of spare time, and one way to spend it is playing video games especially on our travels.' When I ask him who's the best gamer at Barca, he shrugs, 'It depends on the game. But I will be the best at Real Football 2011.'
Real Football 2011 bears little resemblance to its hobbling ancestors. This is the first in the series to use motion-captured animation, which on the glossy iPad and iPhone 4.0 screens, looks impressively smooth and lifelike. It's an effect accentuated by the more detailed player models, which have apparently been constructed using twice the number of polygons than in RF 2010.
'Each player has specific dribble and moving speeds,' says Nicolas Rodeghiero from Gaemloft's production team. 'When you take control of Lionel Messi for instance, you will quickly see the difference with other players.
'The players all have unique behaviors with the ball, including passes, control and trapping. And they have dedicated mocap animation with different inertia constraints.'
The pitch textures too have been re-worked to make the most of Apple's Retina displays, providing a surface that looks organic, rather than resembling a flat, feature-less gym floor, as we've often seen in mobile footie titles.
The controls will be familiar to fans of the series. A virtual d-pad in the left corner controls movement, while in the right, there are shoot, pass and sprint buttons. As ever, the set-up takes a while to get used to, especially the direction controls, which suffer massively due to the lack of tactile feedback. Rolling your thumb over a flat screen is never going to feel as precise and intuitive as using an analogue stick, and your directional commands seem restricted to eight-way movement. Yet it does the job, and after a few matches, you're flicking the ball around with ease.
More interesting perhaps, are the gestures to familiar iPhone touch controls. Players can perform step-overs by simply tapping an empty area of the screen, while double tapping accesses a range of more showy tricks, like a Ronaldinho-style flip-flap. Rotating your finger on the display pulls off a Zidane-inspired Marseilles turn. Better than these however, is the throw-in mechanic, which uses the in-built accelerometer, so you flick the handset forward to lob the ball.
The game also has a few basic interconnectivity features. There's an RSS feed that runs the latest football scores from all over the world across the base of the options screens. Gamers can also save and edit replays of their favourite game moments (using touch screen pinch controls to zoom in on the action) and then post these straight to YouTube. There's also Wi-Fi and local multiplayer. I was hoping for something a little more in-depth, perhaps a live score ticker showing the matches your friends are playing, maybe with an option to drop in to their game, as well as the opportunity to set-up multiplayer leagues and tournaments. Perhaps next year.
It plays a nice, slick game, though, the fast ball movement and uncomplicated passing dynamics resembling the PS2-era Pro Evolution Soccer titles. I found it difficult to get space for decent crosses, and of course, there's no through ball function to cut through a back four, but you only need so much complexity in a mobile title. With 350 teams to choose from and 14 domestic leagues, there are plenty of options for fans who want to play as their favourite clubs. Gameloft has also introduced a Fifa-style Story mode which lets you take over historic football matches at key moments: the likes of Liverpool's Champions League comeback against AC Milan, and the Italy vs France World Cup final are available (I asked the game's producer if there's a head butt move. He wasn't amused.)
At the end of the demo, I get a few brief moments to talk to Villa again. He's very reserved, very contained, but when I ask what element of football has never really been simulated in a video game, he brightens up. 'Improvisation,' is his immediately reply. 'In football there are rules and guidelines but there is always improvisation. It's difficult to replicate that in a video game.'
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Real Football Games
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