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Pro Evolution Soccer
Pro Evolution Soccer
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eFootball Pro Evolution Soccer
WE-PES logo used from PES 2009 until eFootball PES 2021 Season Update
GenresSports simulation (football)
Developers
PublisherKonami
PlatformsPlayStation, PlayStation 2, GameCube, Game Boy Advance, Windows, Xbox, PlayStation Portable, Xbox 360, Nintendo DS, PlayStation 3, Wii, Nokia, iOS, Android, Windows Phone 7, Nintendo 3DS, Xbox One, PlayStation 4, PlayStation 5, Xbox Series X/S
First releaseJ.League Jikkyou Winning Eleven
July 21, 1995
Latest releaseeFootball PES 2021 Season Update
September 15, 2020

eFootball Pro Evolution Soccer (eFootball PES), known as eFootball Winning Eleven (eFootball WE)[a] in Japan, is a series of association football simulation video games developed by Konami Digital Entertainment Co., Ltd. and published by Konami.

The series consists of eighteen main installments and several spin-offs, including the mobile game Pro Evolution Soccer Club Manager. Listed as one of the best-selling video game franchises, the series has sold 111 million copies worldwide, in addition to 400 million mobile downloads, December 2020.[1]

Pro Evolution Soccer was regarded as a rival to the EA Sports' FIFA series;[2] it has been described by The Guardian as the "greatest rivalry" in the history of sports video games.[3]

An esports league, eFootball.Open (previously named PES World Finals or PES League), has been held by Konami annually since 2010.

As the successor to the PES series, Konami released eFootball in 2021.

Gameplay

[edit]

Gameplay simulates a typical game of association football, with the player controlling either an entire team or a selected player; objectives coincide with the rules of association football. Various game modes have been featured in the series, allowing for gameplay variety, including the Kick Off, Online and Offline modes. In addition to these modes, there is an editing one where the player can create teams of their own.

Master League

[edit]

The Master League mode, gives the user control of a team of user's selection. Originally, the players were all generic-fictional players, however this later changed giving the user the option to change the settings and choose to play with default players. These players, such as Brazilian forward Castolo, have become cult figures to many people playing the Master League. The aim is to use these players and gain points by winning matches, cups and leagues. Using acquired points to purchase real players to join the team. Ultimately, one should end up with a team of skilled players.

From PES 3 (Winning Eleven 7), players' growth and decline curves were added, where a player's statistics may improve or decline, depending on training and age. This added a new depth to purchasing players, adding value to an up-and-coming youngster whose abilities rise dramatically and creating a trade-off if the player buys skilled but declining veterans.

Editing

[edit]

Fans of the series often make "option files" and "patches" which modify all player names into those of their real life counterparts, as well as including transfers from the latest transfer window and, occasionally, altered stats of more obscure players whose in-game attributes do not precisely replicate their real life skills.

More experienced gamers often use "patches", editing the actual game code and modifying the graphical content to include accurate kits for unlicensed teams, new stadiums, and footballs from Nike, Inc., Puma, Umbro and Mitre, as well as more Adidas balls. Most patches also contain licensed referee kits from FIFA and the official logos of the various European leagues. These patches are technically a breach of copyright, and are often sold illegally in territories like South America. Konami have become less tolerant of this kind of fan editing in recent years, and now encrypt the data pertaining to kits and player statistics in each new release. However, fan communities invariably find ways to crack this encryption, and patches still appear once this has been achieved.

Since Pro Evolution Soccer 6 onwards, there has been a separate league with 18 generic teams (Team A, Team B, Team C etc.) present, which can be edited fully. This is thought to be due to the fact that Konami failed to get the rights to the German Bundesliga, and is usually made into the Bundesliga or another league of one's preference by patch makers. However, most people use this to put their edited players into playable teams from the start instead of having to play through Master League to purchase them or alternatively edit the existing non-generic teams. This feature does not appear in the Wii version of the game (but, as stated above, the non-generic teams can be edited anyway).[citation needed]

History

[edit]

International Superstar Soccer (1994), the first game in Konami's International Superstar Soccer (ISS) series, released for the SNES. A rivalry subsequently emerged between the FIFA and ISS franchises.[3][4]

International Superstar Soccer Pro (ISS Pro), released for the PlayStation in 1997, was considered a "game-changer" for association football games, which had been largely dominated by rival FIFA on home systems for the last several years. Developed by Konami Tokyo, ISS Pro introduced a new 3D engine capable of better graphics and more sophisticated gameplay than its rival. Whereas FIFA had a simpler "arcade-style" approach to its gameplay, ISS Pro introduced more complex simulation gameplay emphasizing tactics and improvisation, enabled by tactical variety such as nine in-match strategy options. It spawned the Pro Evolution Soccer (PES) series, which became known for having "faster-paced tactical play" and more varied emergent gameplay, while FIFA was known for having more licenses.[3][4]

The PES series had sold more than 10 million units by 2002,[5] while the FIFA series had sold over 16 million units by 2000.[6] In the late 2000s and onwards, EA and Konami began borrowing gameplay elements from one another's respective titles, and eventually (due to poor impressions of PES 2008, and higher-than-expected impressions of FIFA 08), FIFA managed to pull ahead by a significant margin in the early 2010s and emerged as the world's most successful sports video game franchise. The rivalry between FIFA and PES is considered the "greatest rivalry" in the history of sports video games.[3][4]

In 2020 the series was rebranded to eFootball and switched to a new engine. This was met with mixed to negative reviews from both critics and customers alike.[citation needed]

Series overview

[edit]

Goal Storm / ISS Pro series

[edit]

Pro Evolution Soccer series traces its roots to Goal Storm (also known as World Soccer Winning Eleven in Japan). The game was developed by Konami Computer Entertainment Tokyo and was released in 1996. The first Winning Eleven game, without the World Soccer prefix, was J.League Jikkyou Winning Eleven which was released only in Japan for the PlayStation in 1995, and featured only the 14 clubs that played in 1995 J.League. The following three games in the series were also produced by Konami Computer Entertainment Tokyo and they were released under the name of ISS Pro for the European market and Winning Eleven for the rest of the world. Every game in this series was released on the PlayStation.

Europe and North America Japan
Name Release date Name Release date
Goal Storm 22 December 1995 World Soccer Winning Eleven 1996
ISS Pro / Goal Storm 97 1 June 1997 World Soccer Winning Eleven '97 1997
ISS Pro 98 1 May 1998 World Soccer Jikkyou Winning Eleven 3 ~World Cup France 1998~
World Soccer Jikkyou Winning Eleven 3: Final Ver.
28 May 1998
ISS Pro Evolution May 1999 World Soccer Jikkyou Winning Eleven 4 2 September 1999
ISS Pro Evolution 2 (EU) / ESPN MLS Gamenight (NA) 23 March 2001 World Soccer Jikkyou Winning Eleven 2000: U-23 Medal Heno Chousen 24 August 2000

Pro Evolution Soccer series

[edit]

Series overview

[edit]
Released versions in the series
European title North American title Asian editions Asian region First release 5th gen 6th Gen 7th Gen 8th Gen 9th gen PC Handheld
Pro Evolution Soccer ESPN MLS ExtraTime 2002 World Soccer: Winning Eleven 5
J-League Winning Eleven 5
World Soccer Winning Eleven 5 Final Evolution
J-League Jikkyou Winning Eleven 2001 (PS)
Japan 25 October 2001[7] PS (EU, Japan) PS2 N/a N/a N/a N/a N/a
Pro Evolution Soccer 2 World Soccer: Winning Eleven 6 International World Soccer: Winning Eleven 6
J-League Winning Eleven 6
World Soccer: Winning Eleven 6 - Final Evolution
World Soccer: Winning Eleven 2002 (PS)
Japan 19 September 2002 PS (EU, Japan) PS2, GameCube N/a N/a N/a N/a N/a
Pro Evolution Soccer 3 World Soccer: Winning Eleven 7 International World Soccer: Winning Eleven 7 World Soccer: Winning Eleven 7 International Japan 7 August 2003 N/a PS2 N/a N/a N/a Windows N/a
Pro Evolution Soccer 4 World Soccer: Winning Eleven 8 International World Soccer: Winning Eleven 8
J-League Winning Eleven 8 Asia Championship
World Soccer: Winning Eleven 8 - Liveware Evolution
Japan 5 August 2004 N/a PS2, Xbox N/a N/a N/a Windows N/a
Pro Evolution Soccer 5 World Soccer: Winning Eleven 9 World Soccer: Winning Eleven 9
World Soccer: Winning Eleven 9 - Ubiquitous Edition
J-League Winning Eleven 9: Asia Championship
World Soccer: Winning Eleven 9 - Liveware Evolution
Japan and South Korea 4 August 2005 N/a PS2, Xbox N/a N/a N/a Windows PSP
Pro Evolution Soccer 6 Winning Eleven: Pro Evolution Soccer 2007 World Soccer: Winning Eleven 10
World Soccer: Winning Eleven 10 - Ubiquitous Edition
J-League Winning Eleven 10: Europa League 06-07
World Soccer: Winning Eleven 10 - Liveware Evolution
World Soccer: Winning Eleven X
Japan and South Korea 27 October 2006 N/a PS2 Xbox 360 N/a N/a Windows PSP, DS
Pro Evolution Soccer 2008 World Soccer: Winning Eleven 2008
Winning Eleven Play Maker 2008 (Wii)
World Soccer: Winning Eleven Ubiquitous Evolution 2008 (PSP)
Japan 13 September 2007 N/a PS2 Xbox 360, PS3, Wii N/a N/a Windows PSP, DS
Pro Evolution Soccer 2009 World Soccer: Winning Eleven 2009
Winning Eleven Play Maker 2009 (Wii)
Japan 17 October 2008 N/a PS2 Xbox 360, PS3, Wii N/a N/a Windows PSP, Mobile phones
Pro Evolution Soccer 2010 World Soccer: Winning Eleven 2010
Winning Eleven Play Maker 2010 (Wii)
World Soccer: Winning Eleven 2010 - Aoki Samurai no Chousen
Japan 23 October 2009 N/a PS2 Xbox 360, PS3, Wii N/a N/a Windows PSP, iOS, Nokia
Pro Evolution Soccer 2011 World Soccer: Winning Eleven 2011
Winning Eleven Play Maker 2011 (Wii)
Japan 20 October 2010 N/a PS2 Xbox 360, PS3, Wii N/a N/a Windows PSP, 3DS, iOS, Android, Windows Phone 7
Pro Evolution Soccer 2012 World Soccer: Winning Eleven 2012
Winning Eleven Play Maker 2012 (Wii)
Japan and Middle East 27 September 2011 N/a PS2 Xbox 360, PS3, Wii N/a N/a Windows PSP, 3DS, iOS, Android, Windows Phone 7
Pro Evolution Soccer 2013 World Soccer: Winning Eleven 2013
Winning Eleven Play Maker 2013 (Wii)
Japan and Middle East 20 September 2012 N/a PS2 Xbox 360, PS3, Wii N/a N/a Windows PSP, 3DS
Pro Evolution Soccer 2014 World Soccer: Winning Eleven 2014
World Soccer: Winning Eleven 2014 - Aoki Samurai no Chousen
Japan and Middle East 20 September 2013 N/a PS2 Xbox 360, PS3 N/a N/a Windows PSP, 3DS (JP)
Pro Evolution Soccer 2015 World Soccer: Winning Eleven 2015
World Soccer: Winning Eleven 2015 - Konami the Best
Japan and Middle East 11 November 2014 N/a N/a Xbox 360, PS3 Xbox One, PS4 N/a Windows N/a
Pro Evolution Soccer 2016 Winning Eleven 2016 (Japan)
Pro Evolution Soccer 2016 (other countries)
Various (including Japan) 15 September 2015 N/a N/a Xbox 360, PS3 Xbox One, PS4 N/a Windows N/a
Pro Evolution Soccer 2017 Winning Eleven 2017 (Japan)
Pro Evolution Soccer 2017 (other countries)
Various (including Japan) 13 September 2016 N/a N/a Xbox 360, PS3 Xbox One, PS4 N/a Windows N/a
Pro Evolution Soccer 2018 Winning Eleven 2018 (Japan)
Pro Evolution Soccer 2018 (other countries)
Various (including Japan) 12 September 2017 N/a N/a Xbox 360, PS3 Xbox One, PS4 N/a Windows Android, Apple iOS
Pro Evolution Soccer 2019 Winning Eleven 2019 (Japan)
Pro Evolution Soccer 2019 (other countries)
Various (including Japan) 28 August 2018 N/a N/a N/a Xbox One, PS4 N/a Windows Android, Apple iOS
eFootball PES 2020 eFootball Winning Eleven 2020 (Japan)
eFootball PES 2020 (other countries)
Various (including Japan) 10 September 2019 N/a N/a N/a Xbox One, PS4 N/a Windows Android, Apple iOS
eFootball PES 2021 Season Update eFootball Winning Eleven 2021 Season Update (Japan)
eFootball PES 2021 Season Update (other countries)
Various (including Japan) 15 September 2020 N/a N/a N/a Xbox One, PS4 N/a Windows Android, Apple iOS

Pro Evolution Soccer

[edit]

Tagline: "We are the Football Tribe"

The first installment in the series of Pro Evolution Soccer games was released in October 2001 for both PlayStation and PlayStation 2. It was released under the name World Soccer: Winning Eleven 5 in Japan. Commentary on the game was provided by Jon Briggs and Terry Butcher.

Pro Evolution Soccer 2

[edit]

Tagline: "They Will Rock You"

Pro Evolution Soccer 2 (World Soccer: Winning Eleven 6 in Japan and World Soccer: Winning Eleven 6 - International in the United States, PS2 and GameCube only) and World Soccer Winning Eleven 2002 exclusively in PS1 is the second installment and was released in October 2002 and some felt that it was a slight backwards step from the original Pro Evolution Soccer. Others argued that it had improved. The pace of gameplay was much faster than in the game's older sibling, with sharper turns and quicker reactions to tackles. It also included a training session mode. Extra clubs were added, with an extra Master League division. There were two new commentators, Peter Brackley and Trevor Brooking, but this aspect of the game was criticised for the commentators' inaccuracies and tendency to speak over each other.

The licensing was much the same, but infamously all Dutch players were called "Oranges" (e.g. goalkeeper Edwin van der Sar was renamed "Oranges025", Johan Cruyff was "Oranges082", etc.), because Konami did not hold the rights from the Royal Dutch Football Association, for use from Dutch players; in fact, plenty of other football games of the period with FIFPro licences also saw this happen to them (including FIFA 2002), following Netherlands' unsuccessful campaign at the 2002 World Cup qualifiers. Also, unlike in the original game, the "unofficial" club names stopped using obvious city names (e.g. Manchester United was Manchester, Real Madrid was Madrid, etc.), and instead used very ambiguous names (e.g. Manchester United were now Aragon, Liverpool became Europort, and West Ham became Lake District). The edit mode included a club editor which offset this problem to some extent, with editable kits and logos as well as club and player names.

The game notably included licensed tracks by Queen: "We Will Rock You" as opening theme and "We are the Champions" as ending for champions final. A PlayStation version (known as World Soccer: Winning Eleven 2002 in Japan) was also released in last April 2002 with matchball world cup 2002 by adidas Fevernova, which was the last Pro Evolution Soccer release for the original PlayStation with matchball by Umbro.

Pro Evolution Soccer 3

[edit]

Taglines: "The Season Starts Here" (Winning Eleven 7/Pro Evolution Soccer 3/Winning Eleven 7: International (US)); "Football is Life" (Winning Eleven 7: International (JP))

Cover athlete: Pierluigi Collina (World)[b]

Pro Evolution Soccer 3 (World Soccer: Winning Eleven 7 in Japan and World Soccer: Winning Eleven 7 - International in the United States) is the third installment in the series and was released in 2003. The most significant update was the overhaul in the graphics engine, with more life like players and much improved likeness. The gameplay was changed to accompany this, with more fast-paced action than that of PES 2, a much better physics engine, additions such as the advantage rule improved passing and long-ball functions, while as per usual, more licences (with the infamous Dutch "Oranges" removed, replaced with pseudonyms such as "Froibaad" in the place of Patrick Kluivert), more club teams and the Master League is now split into regional divisions, with competitions equivalent to the Champions League with matchball Adidas Finale 03 without UCL watermark, the UEFA Cup and as Umbro was no longer revived, the company has been replaced by Adidas and Adidas Fevernova as Official Match in Winning Eleven 7 Japan version.

Pro Evolution Soccer 3 is the first in the series (3rd overall) to be released for Microsoft Windows and was well received by the PC games magazines but criticised by fans for its lack of online mode and bloated system requirements at its time, particularly not supporting the common Geforce MX series. Its rival, FIFA Football 2004, had online functions and had more modest system requirements in comparison. The game was essentially a direct conversion of the PlayStation 2 code, albeit with sharper graphics and is easier to download fan made mods for the game. First time, 7 Team fully licensed was added with 3 renamed stadium from generic to real stadium name with 6 club. A.C Milan, SS Lazio, AS Roma, Juventus, Parma from Serie A and Feyenoord Rotterdam from Eredivisie. National team was added South Korea from Asia.

Pro Evolution Soccer 4

[edit]

Tagline: "The long road to the Final"

Cover athlete: Pierluigi Collina, Thierry Henry & Francesco Totti (World).

Pro Evolution Soccer 4 (World Soccer: Winning Eleven 8, World Soccer Winning Eleven 8: Liveware Evolution Online aka WE 8 Final Evolution in Japan and World Soccer: Winning Eleven 8 - International in the United States) was the fourth installment in the series and was released in 2004. This is the first Pro Evolution Soccer game to feature full leagues, namely the English, French, German, Spanish La Liga, Italian Lega Calcio Serie A, and Dutch top divisions Eredivisie, though with full league licences only for the latter three. As a result, clubs in, for example, the English League, an unlicensed league, have ambiguous names like "West London Blue" and "Man Red" for Chelsea and Manchester United respectively, and their home grounds Stamford Bridge and Old Trafford are respectively named "Blue Bridge" and "Trad Brick Stadium".

The gameplay has improved from Pro Evolution Soccer 3 (though not as much of a significant leap as its predecessor) with improved AI, tweaked play-on advantages and better throughballs. Dribbling is tighter with the players (though at one-star difficulty, a player receiving the ball on either wing can dribble the ball down the length of the pitch relatively uncontested), plus free-kicks have been changed to allow lay-offs. The gameplay was criticised for its relatively easy scoring opportunities, as players can pass their way through opposing defenses, or hold on to the ball at the edge of the penalty area and simply wait for the opposing defenders to move away and thus give him space to shoot. A new 6-star difficulty was added as an unlockable in the shop, as well as the previous items, while the Master League included enhancements such as player development, so many players over 30 would see certain attributes decline as the game progresses. Conversely, players could improve upon their attributes up to the age of 24–25, though the improvement is most rapid and obvious in players aged 22 and under.

The edit mode has been enhanced rapidly, with the options to add text and logos to shirts (essentially sponsors) and pixel logo editing as well as the traditional preset shapes, thus making it easier to replicate a team. The game also includes an "International Cup" and four regional Cups:

  • The "European Cup" is remarkably inclusive, including almost every major European country, as well as smaller countries like Slovenia, Hungary, and Slovakia. However, countries like Israel and Iceland are not included. The Czech Republic is simply called "Czech".
  • The "American Championship" is a merger of the CONCACAF Gold Cup and the Copa América. It includes most North, Central and South American countries.
  • The "Asia-Oceania Cup" includes only five Asian countries: Japan, Saudi Arabia, Iran, China, and South Korea, plus Australia. In real life, Australia would later join the Asian Football Confederation, winning the 2015 AFC Asian Cup. South Korea is simply called "Korea". Adidas templates are used in Edit Kit in Edit mode

Pro Evolution Soccer 5

[edit]

Tagline: "Bring it On"

Cover athlete: John Terry & Thierry Henry (World)

Pro Evolution Soccer 5 (known as World Soccer: Winning Eleven 9 in North America and Japan) the fifth installment in the series, was released in October 2005. The improvements are mainly tweaks to the gameplay engine, while online play finally made it to the PlayStation 2 version. The game was perceived as much harder by fans, with a very punishing defence AI making it harder to score. Some players have pointed out inconsistencies in the star difficulty rating, such as 3 star mode being harder to beat than 6 star due to its more defensive nature, but in general scoring is harder. Referees are very fussy over decisions, awarding free kicks for very negligible challenges.

There are various new club licences present, including Arsenal, Chelsea, Celtic, Rangers and a few other European clubs, as well as the full Dutch, Spanish and Italian Leagues.

Since crowd animations on the PS2 version slowed down the framerate to an unplayable level in the testing phase, crowds were rendered as flat animated 2D bitmaps which, on certain angles, become unseen, making the stands appear empty; however, fully 3D-rendered crowds are present during cut-scenes. There are however fan-made patches which address this in the PC version, although no official patch was released. Official PlayStation 2 Magazine UK gave it a perfect 10/10 score.

Pro Evolution Soccer 5, was released for Xbox, Windows and PS2, all online enabled. A PSP version was released, but with stripped down features, such as no Master League, no commentary, only one stadium and limitations in the editor, due to the limitations to the UMD. The PSP version featured Wi-fi play, and the gameplay was faster and more "pin-ball like" in comparison to its console siblings, but it did not receive the same acclaim as the mainstream console/PC versions.

Pro Evolution Soccer 6

[edit]

Tagline: "Express Yourself!"

Cover athlete: Adriano (World), John Terry (Europe); Zico and Shunsuke Nakamura (Japan)[c]

Pro Evolution Soccer 6 (World Soccer: Winning Eleven 10 in Japan and Winning Eleven: Pro Evolution Soccer 2007 in the United States) is the sixth installment in the series and was officially released in the UK on 27 October 2006 and 28 April 2006 exclusively PlayStation 2 released in Japan, upgraded from stuck kits without licensed league in Season 2005-2006 but used kits licensed from previously World Soccer Winning Eleven 8 Japanese version to new kits 3 licensed league from season 2004–2005 to season 2005-2006 included real font and numberic football players, for the PlayStation 2, PlayStation Portable, Xbox 360 and PC platforms and on 9 February 2007 for the Nintendo DS. The PC version does not utilise the Xbox 360 engine but is a conversion of the PS2 edition. The PSP version is similar in many ways to its PS2 brother, while the DS version has graphics and gameplay reminiscent of the older PES series on the original PlayStation.

A criticism of the previous version was that the game was too unforgiving and so suppressed fluid attacking football. Pro Evolution Soccer 6 was issued with more tricks and an overall more attacking mentality, but whether it does make it easier to take on defenders and get forward is debatable.

More new real face young players likely Lionel Messi, new licensed national team and 3 new licensed club were added since World Soccer Winning Eleven 10 announced trailer in March 2006 in Japan, including fully licensed kits World Cup 2006 by the National football team England, Spain, Italy, Argentina and Australia and 3 new licensed club between FC Bayern Munich only licensed from Bundesliga, Boca Juniors with include real name stadium call La Bombonera from Argentina League Division 1 and São Paulo FC from Brazil Serie A, to name a few (as well as the ever-present by Japan and JFA MAX). The French Ligue 1 is now included as fully licensed league first time from Pro Evolution Soccer 6, as well as the Spain LaLiga, Italian Lega Calcio Serie A and Dutch Eredivisie, plus several other individual clubs. However, the Chelsea F.C. licence from PES5 was removed and, due to a lawsuit, Konami were forced to drop the Bundesliga licence. The game had not updated Arsenal's venue to the Emirates stadium; the defunct Highbury is still present. The same applies for Bayern Munich, who, despite having moved to the Allianz Arena, are still represented in the game as playing at Munich's Olympic Stadium. Also, the recent extensions to Old Trafford are not included, but included only J-League Winning Eleven 10 + Europe League 06'-07' with real name Manchester United stadium Old Trafford, while Serbia and Montenegro are still present despite the dissolution of the country in May 2006, this being due to the disestablished state competing at the 2006 World Cup. All teams which competed at the World Cup featured their 23-man squads from the tournament, including those who retired from international football (e.g. Phillip Cocu of the Netherlands) and from the game altogether (e.g. Zinedine Zidane of France), although club teams were fairly up to date.

The Xbox 360 version features next-generation, high-definition graphics and more animations, but gameplay similar to the other console versions, according to a recent interview with Seabass. The Xbox 360 version also finally introduces the Pro Evolution series to widescreen gaming, a feature that was sorely missing from the PS2 and Xbox versions of the game. Much of the gameplay and editing options were severely stripped down for the 360 release.

Pro Evolution Soccer 2008

[edit]

Tagline: "If football is your life, PES 2008 is your game."

Cover athlete: Cristiano Ronaldo (World), Michael Owen (UK), Didier Drogba (France), Jan Schlaudraff (Germany), Gianluigi Buffon (Italy), Lucas Neill (Australia)

Pro Evolution Soccer 2008 (Known as World Soccer: Winning Eleven 2008) is the seventh installment in the series. The game was released for PC, PlayStation 3, Xbox 360, PlayStation 2 on 26 October 2007 in Europe, 2 November 2007 in Australia, and 31 December 2007 in Japan. The PlayStation Portable and Nintendo DS version were released in November, and the rather different Wii version. Pro Evo Wii was released in March 2008.[10] It was the first game in the series to drop the Winning Eleven name from its title in the United States. . A new adaptive AI system entitled 'Teamvision' was implemented into the game, Teamvision is a sophisticated AI programming that learns and adapts according to an individual's style of play. As such, it will learn new ways to build attacks and to counter specific movements and previous attacking or defensive errors, ensuring games are more in line with the tactical but flowing nature of the real thing.[10] The English commentary was provided by Jon Champion and Mark Lawrenson for the first time. 20 teams are also in the D1 and D2 Leagues, four more than in past editions.

The game's 'in-game editor' however was a large downgrade from previous versions, with players unable to add text to unlicensed team shirts or base copy specific players; however, the PC version allows for face pictures to be uploaded or directly photographed through a webcam. On the PS3, the game was a huge disappointment with many frame rate issues and strange glitches.

Pro Evolution Soccer 2009

[edit]

Cover athlete: Lionel Messi (World), Andrés Guardado (some versions).

Pro Evolution Soccer 2009 (known as World Soccer: Winning Eleven 2009) is the eighth installment in the series, was released on 17 October in Europe.

While in some respects keeping the same structure of its predecessor, PES 2009 makes a large number of improvements, starting from the graphics, now better suited for HD image technologies. Also, the overall pace of the gameplay was slowed down, with a better AI for computer-controlled teammates as well: they will look for better passing spaces and goal routes.

A new addition of this game is the Become a Legend mode, which follows the entire career of a single player (as opposed to a whole team, like in the Master League) as he moves to better teams, achieves national team caps and wins MVP awards, like the similar mode called Fantasista in J-League Winning Eleven 2007 Club Championship, a special edition only for Japan. This also inspired the Be a Pro mode introduced in FIFA 08.

This game has sponsored Lazio once in real life (during a match against Inter Milan), but the team's in-game kit does not feature the PES 2009 sponsorship. This was also the first version to include the UEFA Champions League licence.

Pro Evolution Soccer 2010

[edit]

Tagline: "Where Champions Live!"

Cover athlete: Lionel Messi & Fernando Torres (World)

Pro Evolution Soccer 2010 (known as World Soccer: Winning Eleven 2010) is the ninth installment in the series, was released on 23 October 2009 in Europe.

The game has gone through a complete overhaul as it tries to compete with the FIFA series. PES 2010 has improved animations and 360-degree control was introduced, available on the PC, PS3, and Xbox 360 versions of the game via the analog sticks on the respective controllers. PS3 owners benefited from this when using the DualShock's D-Pad, but the Wii D-Pad is limited to eight-directional control and the Xbox 360 D-Pad to sixteen-directional control due to their hardware. The A.I. was improved thanks to Teamvision 2.0. The referees were reworked to make better calls during matches. It also features more licensed teams and players than ever before. In addition to the UEFA Champions League licence first time for PlayStation 2 and PlayStation Portable since Pro Evolution 2010, the UEFA Europa League licence was also added first time in 7th Console Generation, both playable included the Master League.

Pro Evolution Soccer 2011

[edit]

Tagline: "Engineered for Freedom."

Cover athlete: Lionel Messi (World)

Pro Evolution Soccer 2011 (known as World Soccer: Winning Eleven 2011) is the tenth installment in the series. PES 2011 is a football video game developed and published by Konami. The UEFA Champions League and UEFA Europa League feature in the game; and for the first time CONMEBOL's Copa Libertadores and UEFA Super Cup are fully licensed.

Pro Evolution Soccer 2012

[edit]

Tagline: "Can You Play?"

Cover athlete: Cristiano Ronaldo (World), Neymar (US and Latin America); Shinji Kagawa (Japan)

Pro Evolution Soccer 2012 (known as World Soccer: Winning Eleven 2012) is the 11th installment of the series, was released on 27 September 2011 in North America. Both Jon Champion and Jim Beglin remain as commentators.

Pro Evolution Soccer 2013

[edit]

Cover athlete: Cristiano Ronaldo (World), Neymar (US and Brazil); Shinji Kagawa (Japan)

Pro Evolution Soccer 2013 (known as World Soccer: Winning Eleven 2013) is the 12th installment of the series. The gameplay improves the AI as well as giving the player the ability to accurately aim passes and shots. For the first time of the series, all 20 teams from the Brazilian National League, Campeonato Brasileiro Serie A, are included in the game series. The UEFA Champions League and the Copa Santander Libertadores is once again appeared in the game.

Pro Evolution Soccer 2014

[edit]

Cover athlete: Japan national football team (Japan); Ronaldinho, Luis Fabiano, Fred, Emerson Sheik, Clarence Seedorf, Elias, Juninho Pernambucano, Zé Roberto, Andrés D'Alessandro, Walter Montillo, Dedé, Titi, Damián Escudero, Cicinho, Bruno Henrique, Kieza, Walter, Alex, Paulo Baier & Lins (Brazil)

Pro Evolution Soccer 2014, officially abbreviated to PES 2014, also known in Asia as World Soccer: Winning Eleven 2014 is the 13th installment in the series, developed and published by Konami. The game features a modified version of the new Fox Engine. It was released on 19 September 2013, in Europe, 20 September in United Kingdom, 24 September in North America and on 14 November in Japan. This game also become the last game with PlayStation 2, PlayStation Portable, and Nintendo 3DS.

Pro Evolution Soccer 2015

[edit]

Tagline: "The Pitch is Ours"

Cover athlete: Mario Götze (World); Keisuke Honda (Japan)

Pro Evolution Soccer 2015, officially abbreviated as PES 2015 and also known in Asia as World Soccer: Winning Eleven 2015, is the 14th installment in the series. For the first time in the series' history (excluding the regional versions which included the J & K-Leagues 1 and 2), the game featured unlicensed secondary leagues.

Pro Evolution Soccer 2016

[edit]

Tagline: "Love the Past, Play the Future"

Cover athlete: Neymar (World)[11]

Pro Evolution Soccer 2016, officially abbreviated as PES 2016 and also known in Asia as World Soccer: Winning Eleven 2016, is the 15th installment in the series. It is also the game to be released during the series' 20th anniversary.[12] It was released on 15 September 2015, in North America, 17 September in Europe, 18 September in United Kingdom, and on 1 October in Japan. Also in April 2016, the special edition of PES 2016 called UEFA Euro 2016 which features Real Madrid and Wales player Gareth Bale on the cover, updated start from Data Pack 3.00 released in March 2016 with official background UEFA EURO 2016 France with official HUD in during live game, in title game and Cup mode or Exhibition mode when you selected this real competition name. English commentary by Peter Drury is provided for the first time with Jim Beglin.

Pro Evolution Soccer 2017

[edit]

Tagline: "Control Reality"

Cover athlete: FC Barcelona[d] (World)

Pro Evolution Soccer 2017 (officially abbreviated as PES 2017, also known in Japan as Winning Eleven 2017) is the 16th installment in the series. On 25 May, Pro Evolution Soccer 2017 was announced and scheduled to be released on PC, Xbox 360, Xbox One, PlayStation 3 and PlayStation 4. On 26 July 2016, Konami Digital Entertainment officially announced a premium partnership with Barcelona allowing "extensive" access to the Camp Nou, which will be exclusive to the game for three years.[13] Features includes, among others, improved passing, Real Touch ball control, and improved goalkeeping technique.[14][15] Konami has released Pro Evolution Soccer 2017 for mobile phones.[16]

Pro Evolution Soccer 2018

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Tagline: "Where Legends are Made"

Cover athlete: FC Barcelona[e] (World); Philippe Coutinho[e] (Brazil)

Pro Evolution Soccer 2018 (officially abbreviated as PES 2018, also known in Japan as Winning Eleven 2018) is the 17th installment in the game series. It was released worldwide in September 2017. This was the last game to feature the UEFA Champions League, UEFA Europa League and UEFA Super Cup until FIFA 19, after Konami lost the license to these franchises to EA Sports.

Pro Evolution Soccer 2019

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Tagline: "The Power of Football"

Cover athlete: Philippe Coutinho (Standard Edition), David Beckham (Legacy Editon)

Pro Evolution Soccer 2019 (officially abbreviated as PES 2019, also known in Japan as Winning Eleven 2019) is the 18th installment in the game series. PES 2019 is the first PES in 10 years not to feature the UEFA Champions League, UEFA Europa League and UEFA Super Cup license after Konami lost the rights to EA Sports.

eFootball PES series

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Series overview

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European title North American title Asian editions Asian region First release 8th Gen PC Handheld
eFootball PES 2020 eFootball PES 2020 eFootball Winning Eleven 2020 Japan 10 September 2019 Xbox One, PS4 Windows N/A

eFootball PES 2020

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Tagline: "Playing is Believing"

Cover athlete: Lionel Messi (World)

eFootball PES 2020 (officially abbreviated as eFootball PES 2020, also known in Japan as eFootball Winning Eleven 2020) is the 19th installment in the game series. eFootball PES 2020 introduces a change in the name and a focus from Konami in the online gaming space. The game will also mark its installment of the UEFA Euro 2020, which was originally scheduled in the same year before being postponed to next year following to the COVID-19 pandemic. In place of a new edition for the 2020–21 season, eFootball PES 2020 will receive a content update, known as eFootball PES 2021 Season Update, while the development team works on the following game, eFootball and its first season entitled eFootball 2022, which will see the Fox Engine replaced by Unreal Engine 4 on its eighth and ninth-generation versions, as well as PC.[17]

In December 2019, Arsenal midfielder Mesut Özil was completely removed from the Mandarin version of eFootball PES 2020 in China following a tweet from Özil, himself a Muslim of Turkish descent, that characterized the Xinjiang internment camps as a "crackdown" on Uyghurs. According to NetEase Games, they stated his comments "hurt the feelings of Chinese fans and violated the sport's spirit of love and peace. We do not understand, accept or forgive this."[18] Özil was later added during the 2022 April update.[citation needed]

eFootball PES 2021 Season Update

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Cover athlete: Lionel Messi (Standard Edition). Cristiano Ronaldo, Alphonso Davies and Marcus Rashford will become three ambassadors.

On 15 July 2020, it was announced that eFootball PES 2021 Season Update would be released in celebration of the series' 25th anniversary. Due to PES Productions focusing development efforts on eFootball 2022 for the ninth generation consoles, the game was based on the eFootball PES 2020 engine.

Konami announced an exclusive multi-year partnership with A.S. Roma and S.S. Lazio, while A.C. Milan and Inter Milan are not featured after they signed exclusive partnership deals with EA Sports, and instead are known as Milano RN and Lombardia NA respectively.

The Season Update was released for PlayStation 4, Xbox One and Windows on 15 September.

eFootball

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eFootball is the first football game from Konami without the title PES for nearly 20 years. The game was released on PlayStation 4, PlayStation 5, Microsoft Windows, Xbox One, Xbox Series X, Android, and iOS, on 30 September 2021. The cover of eFootball features Inter Miami's Lionel Messi. eFootball was met with overwhelmingly negative reception from critics and players alike because of the game's poor technical and graphical quality, and its lack of teams and features.[19][20]

Other titles

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Arcade

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  • World Soccer: Winning Eleven Arcade Game Style
  • World Soccer: Winning Eleven Arcade Game Style 2003
  • World Soccer: Winning Eleven 2006 Arcade Championship
  • World Soccer: Winning Eleven Arcade Championship 2008
  • World Soccer: Winning Eleven Arcade Championship 2010
  • World Soccer: Winning Eleven Arcade Championship 2012
  • World Soccer: Winning Eleven Arcade Championship 2014

Game Boy Advance

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GameCube

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PlayStation

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PlayStation 2

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Nokia

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Nintendo 3DS

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Xbox

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Windows MMO

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  • Winning Eleven Online
  • Winning Eleven Online 2014

J-League Winning Eleven series

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The J-League Winning Eleven series is exclusive to Japan and has been released since 1995 with the release of J-League Jikkyou Winning Eleven exclusively for PlayStation.

Editions
Title Release date Region Platform
J-League Jikkyou Winning Eleven July 1995 Japan PlayStation
J-League Jikkyou Winning Eleven 97 November 1996 Japan PlayStation
J-League Jikkyou Winning Eleven 3 1997 Japan PlayStation
J-League Jikkyou Winning Eleven 98-99 December 1998 Japan PlayStation
J-League Jikkyou Winning Eleven 2000 June 2000 Japan PlayStation
J-League Jikkyou Winning Eleven 2000 2nd November 2000 Japan PlayStation
J-League Jikkyou Winning Eleven 2001 June 2001 Japan PlayStation
J-League Winning Eleven 5 25 October 2001[7] Japan PlayStation 2
J-League Winning Eleven 6 19 September 2002 Japan PlayStation 2
J-League Winning Eleven 8: Asia Championship 18 November 2004[21] Japan PlayStation 2
J-League Winning Eleven 9: Asia Championship 17 November 2005[22] Japan PlayStation 2
J-League Winning Eleven 10 + Europe League 06-07 22 November 2006[23] Japan PlayStation 2
J-League Winning Eleven 2007 Club Championship 2 August 2007[24] Japan PlayStation 2
J-League Winning Eleven 2008 Club Championship 2 August 2008[24] Japan PlayStation 2
J-League Winning Eleven 2009 Club Championship 6 August 2009[24] Japan PlayStation 2
J-League Winning Eleven 2010 Club Championship 5 August 2010[25] Japan PlayStation 2

Management games

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Editions
Title Release date Region Platform
Winning Eleven Tactics: J.League 12 December 2003 Japan PlayStation 2
Winning Eleven Tactics: European Club Soccer 9 December 2004[26] Japan PlayStation 2
Pro Evolution Soccer Management 24 March 2006[27] Europe PlayStation 2

Card collection (trading card) games

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Editions
Title Release date Region Platform
World Soccer Collection S[28] 27 June 2013 Japan Android/iOS
Pro Evolution Soccer Manager / Pro Evolution Soccer Collection[29] 20 May 2014 Worldwide Android/iOS
Pro Evolution Soccer Club Manager / Winning Eleven Club Manager 5 June 2015[30] Worldwide Android/iOS
eFootball Champion Squads / eFootball WiColle Champion Squads 31 October 2017[31] Worldwide Android/iOS/Microsoft Windows (via Google Play Games)

See also

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Notes

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References

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[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia

Pro Evolution Soccer (PES), known as Winning Eleven in , is a series of simulation video games developed and published by the Japanese company , with annual installments released since 2001. The franchise originated from Konami's earlier title in 1994 and evolved into a direct competitor to ' series, emphasizing realistic player animations, ball physics, and tactical depth over extensive official licensing. PES titles in the mid-2000s, such as PES 5 and PES 6, received widespread praise for gameplay innovations like responsive and the career mode Master League, often outperforming in critical reviews for simulation fidelity. Despite commercial success—selling millions of copies globally—the series faced ongoing challenges with securing licenses for major leagues, teams, and players, leading to generic placeholders and fan dissatisfaction. Notable setbacks included the 2018 loss of exclusive rights to EA and legal disputes, such as Maradona's 2017 claim that used his likeness without permission in PES 2017. In 2021, rebranded the series as the free-to-play , shifting to a live-service model with , though it has drawn mixed reception for microtransactions and reduced single-player content compared to prior PES eras. As of 2025, continues updates, integrating esports events like the while prioritizing online multiplayer over traditional offline modes.

Origins and Early Iterations

ISS Pro and Goal Storm Foundations

, released by for the PlayStation in in 1996 as the localized version of the Japanese World Soccer Winning Eleven (launched 1995), represented the initial foray into 3D polygonal soccer simulation on home consoles. Featuring 54 national teams and exhibition or league modes, it emphasized high-speed action with multiple camera angles and basic player controls, though criticized for simplistic AI and compared to later entries. This title laid early groundwork for the franchise's focus on accessible yet dynamic gameplay, shifting 's soccer development from 2D arcade predecessors toward console-based realism. The 1997 sequel, Goal Storm '97 in North America (released April 1997) and (ISS Pro) in (summer 1997), marked a pivotal advancement as the second installment in the Winning Eleven lineage. Developed by Konami Computer Entertainment , it upgraded the 3D engine for smoother animations, refined passing mechanics including through balls, and improved defensive positioning, enabling more tactical depth with 32 international teams across four stadiums. These enhancements prioritized player individuality—such as varying stamina and skill attributes—over scripted events, fostering that rewarded precise timing and positioning, core principles carried into Pro Evolution Soccer. ISS Pro and its immediate successors, including ISS Pro 98 (), solidified the simulation-oriented foundation by introducing elements like customizable formations, weather effects, and rudimentary career progression, distinguishing the series from arcade rivals through causal emphasis on momentum shifts driven by in-game decisions rather than random variance. This evolution from Goal Storm's baseline established undiluted realism in ball control, collision realism, and AI responsiveness, directly influencing the Pro Evolution Soccer mainline's reputation for authentic football starting in 2001.

Core Gameplay Elements

Fundamental Mechanics and Realism

Pro Evolution Soccer's gameplay prioritizes simulation of real-world football dynamics through responsive player controls that emphasize manual input over automated assistance, allowing skilled users to execute precise passes, shots, and dribbles based on timing and positioning rather than simplified mechanics. The series' analog stick-based dribbling system enables fluid directional changes and feints, with player momentum and fatigue influencing acceleration and turning radius to mimic physical exertion on the pitch. Central to its realism is the TrueBall technology, introduced in PES 2014, which employs barycentric physics to model ball weight distribution and trajectory, permitting control in any direction and realistic bounces off surfaces or bodies. This extends to player interactions, where the Real Touch system differentiates ball reception based on body part and incoming speed, resulting in varied animations for , shielding, or first-touch control that reflect individual player attributes like and strength. Defensive mechanics further enhance authenticity via contextual tackling, where timing and angle determine successful interceptions without excessive fouls, promoting positional awareness over button-mashing. Artificial intelligence in PES simulates tactical by adapting to user patterns, such as exploiting predictable passing lanes or adjusting formations mid-match, which fosters emergent strategies akin to professional coaching. behaviors incorporate reaction-based dives and positioning influenced by shooter power and angle, drawing from motion-captured professional movements to reduce arcade-like saves. Environmental factors, including pitch conditions and weather, alter ball physics—such as increased slipperiness in —affecting pass accuracy and player traction, thereby demanding adaptive playstyles. These elements collectively prioritize causal fidelity to football's physics and human elements over accessibility, distinguishing PES as a skill-testing simulator.

Signature Modes and Customization

Master League serves as a cornerstone career mode in the Pro Evolution Soccer series, enabling players to manage a club through transfers, training regimens, tactical setups, and competitive matches across multiple seasons, with objectives centered on achieving promotions, titles, and . This mode emphasizes strategic decision-making, including scouting youth talents and negotiating contracts, distinguishing it from basic exhibition play by simulating long-term club progression. Become a Legend, introduced in Pro Evolution Soccer 2009, shifts focus to individual player development, where users create and control a single footballer starting from lower divisions, aiming to elevate their career through consistent performances, skill improvements, and international call-ups. Key features include customizable playing styles such as goal poacher or box-to-box , performance-based attribute growth, and interactions like agent negotiations for transfers, fostering a narrative of rising from obscurity to stardom. The mode tracks metrics like match ratings and team contributions, with progression tied to real-time decisions during games, such as positioning and pass requests. Customization in Pro Evolution Soccer is facilitated through an extensive Edit Mode, present across the series, which permits detailed modifications to players, teams, and assets to address licensing limitations and personalize . Players can alter individual attributes like speed, shooting accuracy, and ; edit features and hairstyles; and import community-created option files for accurate team kits, badges, and stadiums on platforms supporting such features, such as PlayStation and PC. Advanced options introduced in later entries, like PES 2008's face scanning on next-gen consoles, allowed for realistic player recreations, while team creation tools enabled building entirely new squads with custom formations and rivalries. This depth contrasted with competitors by prioritizing user-driven realism over official licenses, often resulting in vibrant communities that extended the game's longevity.

Evolution of the Main Series

Initial Pro Evolution Soccer Entries (2001-2004)

The Pro Evolution Soccer series debuted internationally with its inaugural title in 2001, marking 's effort to refine the football simulation genre through enhanced player control and ball physics derived from prior Winning Eleven iterations. Developed by Computer Entertainment Tokyo (KCET), the game launched on in as World Soccer Winning Eleven 5 Final Evolution on March 15, 2001, followed by European release on November 23, 2001, and a PlayStation port in February 2002. It featured over 50 national teams and 16 club sides, prioritizing fluid dribbling mechanics and responsive passing over graphical spectacle, which set it apart from contemporaries like EA's series by emphasizing tactical depth. Pro Evolution Soccer 2, released for PlayStation 2 on April 25, 2002, in Japan and October 25, 2002, in Europe, accelerated gameplay pace compared to its predecessor, introducing quicker transitions and improved AI decision-making to simulate high-intensity matches. The title expanded multiplayer options and refined collision detection, allowing for more authentic physical interactions, while maintaining unlicensed but visually accurate team representations. In Europe, it achieved strong initial sales, surpassing FIFA Football 2003 in units moved during its launch window, reflecting growing recognition of Konami's simulation-focused approach. Pro Evolution Soccer 3, arriving in 2003 for , incorporated a proprietary engine developed in-house by , yielding marked advancements in visual fidelity, such as detailed stadium rendering and smoother animations, alongside a physics overhaul for more realistic ball trajectory and player momentum. enhancements included the advantage rule implementation and eight-player multiplayer via multi-tap, fostering deeper strategic play; reviewers noted superior "feel" in ball control and passing sequences over prior entries. This installment solidified the series' reputation for outpacing rivals in core mechanics, earning perfect scores from outlets like for its balance of speed and precision. Pro Evolution Soccer 4, launched October 15, 2004, extended to alongside and PC, introducing fully licensed top divisions like Italy's and expanding Master League mode to 72 teams with career progression elements. Key additions encompassed refined techniques, an on-pitch presence for fouls, and over 200 total teams, enhancing immersion through improved AI adaptability and match commentary. The version benefited from superior frame rates and graphical polish, contributing to the game's commercial momentum as Konami's early PES entries collectively prioritized empirical gameplay realism—rooted in motion-captured movements and data-driven animations—over extensive licensing, a strategy that propelled the franchise's initial traction against licensed-heavy competitors.

Peak Era and Innovations (2005-2008)

Pro Evolution Soccer 5, released on October 20, 2005, for platforms including PlayStation 2, Xbox, and the newly supported PSP, introduced several key advancements that solidified the series' reputation for gameplay depth. Among the innovations was the addition of online multiplayer functionality to the PS2 edition, allowing players to engage in competitive matches beyond local setups, a feature absent in prior installments on that console. The game emphasized intricate control schemes that rewarded precise inputs for actions like passing and dribbling, coupled with enhanced animations for more fluid player movements and ball physics, contributing to its perception as a benchmark for football simulation realism. These elements, refined through iterative tweaks to the core engine, were praised for delivering challenging AI opponents that demanded strategic play rather than exploitable patterns. Building on this foundation, , launched on October 26, 2006, for PS2, PC, , and , is retrospectively regarded by many enthusiasts as the series' technical and experiential peak, owing to its exceptional balance of responsiveness, , and fidelity to on-pitch fundamentals such as tackling, positioning, and shooting mechanics. The title refined player individuality through improved and attribute modeling, enabling more authentic team dynamics and moments, such as improvised one-twos and defensive recoveries, without relying on scripted events. Its Master League mode saw enhancements in financial management and scouting systems, fostering long-term career progression that mirrored real managerial challenges, while maintaining low-scoring, tactical matches akin to professional leagues—often ending 1-0 or 0-0 against top AI sides. This era's acclaim stemmed from the games' avoidance of over-simplification, prioritizing skill-based execution over arcade-style accessibility, which resonated with dedicated football fans during the mid-2000s console generation. Pro Evolution Soccer 2008, released on October 31, 2007, extended these innovations with incremental gameplay polishes, including refined and passing accuracy to heighten physical confrontations and build-up play authenticity. The edition incorporated expanded licensed content, such as additional national teams and club kits, alongside visual upgrades like improved and animations on next-gen platforms, though core PS2 versions preserved the era's hallmark fluidity. These developments maintained the series' edge in simulating causal interactions—where player momentum and space creation directly influenced outcomes—over competitors emphasizing graphical spectacle, cementing 2005-2008 as a period of uncompromised focus on empirical football realism derived from observed professional matches.

Later Installments and Challenges (2009-2017)

Pro Evolution Soccer 2010, released on October 22, 2009, for platforms including PlayStation 3, Xbox 360, and PC, introduced enhancements to player animations and AI responsiveness, with Konami shipping 3 million copies at launch amid expectations of strong performance building on prior series sales exceeding 55.5 million units globally. The title maintained focus on realistic ball physics and tactical depth but faced criticism for persistent licensing limitations, requiring generic names for unlicensed teams and stadiums, which contrasted with competitor FIFA's broader official partnerships. Subsequent entries from PES 2011 to PES 2013 emphasized iterative improvements in gameplay fluidity, including over 1,000 new animations in PES 2011 derived from for more natural player movements and passing mechanics. PES 2013 added advanced feint controls and refined goalkeeping AI, aiming to simulate professional-level decision-making, though development resources remained constrained compared to rival titles investing heavily in microtransaction-driven modes like Ultimate Team. By PES 2014 and 2015, integrated the for enhanced visuals and physics, enabling more dynamic weather effects and player collisions, yet these technical upgrades did not reverse widening commercial gaps, with PES 2015 sales estimated at 1.7 million units against 15's substantially higher figures exceeding 10 million. PES 2016 and PES 2017 marked a resurgence, with PES 2017 introducing "Real Touch" for varied ball reception options based on player skill, smarter defensive AI that adapted to formations, and improved referee judgments on fouls to reduce arcade-like inconsistencies. These features earned praise for elevating on-pitch realism, as noted in reviews highlighting fluid passing and tactical variety over scripted events. However, Konami's licensing deficits persisted as a core challenge, with only select partnerships like and specific leagues available officially, forcing reliance on community patches for authenticity and limiting mainstream appeal against FIFA's comprehensive rosters and marketing dominance. Throughout 2009-2017, the series grappled with declining , as 's annual sales climbed from 8 million in 2010 to over 12 million by 2018, driven by exclusive licenses and online ecosystem investments, while PES shipments lagged, exemplified by PES 2017's first-week sales of under 50,000 units versus FIFA 17's multiples thereof. Konami's development prioritized core simulation over expansive monetization, leading to critical acclaim for mechanics—such as PES 2017's 9.5/10 rating for AI and online play—but insufficient resources for licensing wars and mode diversification contributed to PES's erosion from near-parity in the late 2000s to a niche position by 2017.

Final PES Releases and Transition (2018-2021)

Pro Evolution Soccer 2019 was released worldwide on August 30, 2018, for PlayStation 4, Xbox One, and PC, with a North American launch two days earlier on August 28. The title introduced nine new fully licensed leagues, including partnerships with clubs such as Liverpool and Barcelona, alongside gameplay enhancements like improved dribbling mechanics and 11 new skill traits for player uniqueness. It supported 4K resolution and HDR across platforms, emphasizing realistic animations derived from motion capture. eFootball PES 2020 followed on September 10, 2019, in the Americas and Europe, and September 12 in , featuring on the cover and exclusive licenses for teams like Juventus, Manchester United, and Bayern Munich. Key features included Finesse Dribble for dynamic ball control, enhanced Matchday modes with live updates, and improved AI for tactical depth, building on prior entries' realism-focused engine. The mobile version launched later on October 31, 2019, as a title with similar core mechanics adapted for touch controls. In a departure from annual full releases, PES 2021 launched on September 15, 2020, as a season update to PES 2020 rather than a standalone game, priced at $29.99 for PS4, , and PC. It provided updated player rosters, kits, and a mode, but retained the underlying engine and modes without major graphical or mechanical overhauls. cited resource allocation toward next-generation consoles and a forthcoming online-focused football title as rationale for the scaled-back approach. This shift presaged the series' transition, as Konami announced in mid-2021 the discontinuation of numbered PES titles in favor of eFootball, a free-to-play model emphasizing cross-platform online play and built on Unreal Engine 4. The move aimed to sustain long-term development amid declining physical sales and competition from EA's FIFA, prioritizing digital distribution and seasonal content updates over yearly overhauls. PES 2021 marked the effective end of the traditional annual release cycle, with subsequent efforts redirecting toward eFootball's launch in September 2021.

Rebranding to eFootball

eFootball PES 2020 and 2021

eFootball PES 2020, released on September 10, 2019, for , , and PC via , marked the introduction of the "eFootball" branding to the series while retaining core Pro Evolution Soccer mechanics. A mobile version followed in October 2019, overhauling the prior PES 2019 mobile edition with updated gameplay and elements. The game emphasized improved player animations, tactical depth in matches, and partnerships for authentic team licenses including , , and , though it continued to rely on generic names for unlicensed clubs like . A demo launched on July 30, 2019, allowing access to select teams and online modes. Reception highlighted the title's strong on-pitch , with critics praising fluid passing, responsive controls, and realistic AI behaviors as refinements over PES 2019. awarded it a 9/10, noting superior fidelity compared to rivals, though it critiqued persistent issues like outdated presentation and limited Master League depth. Sales remained modest, aligning with the series' trend of under 1 million units globally, far below competitor titles' tens of millions, attributed to licensing gaps and weaker marketing. User complaints focused on matchmaking inconsistencies and microtransaction-heavy myClub mode, despite core football strengths. eFootball PES 2021, launched September 15, 2020, for the same platforms at a reduced price of $29.99, functioned primarily as a season update to PES 2020 rather than a full sequel. Konami cited resource allocation toward next-generation consoles and a forthcoming unified eFootball platform as rationale, delivering updated player statistics, kits, and rosters alongside an exclusive UEFA EURO 2020 mode anticipating the tournament's rescheduling. No significant engine overhauls or new modes were implemented, requiring separate installation from PES 2020. Critics viewed PES 2021 as incremental, with scoring it 7/10 and advising owners of the prior edition to skip the upgrade due to minimal innovations. The approach drew backlash for perceived value shortfalls, though minor tweaks like refined collision physics were noted positively. This release bridged to the 2022 , signaling Konami's pivot from annual iterations amid declining series sales and dominance.

eFootball 2022 Launch and Seasonal Updates

eFootball 2022, the inaugural free-to-play installment in Konami's rebranded football simulation platform, launched on September 30, 2021, across PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, Windows PC, iOS, and Android devices. This release marked a departure from the annual Pro Evolution Soccer model, adopting a seasonal update structure to deliver ongoing content and improvements rather than discrete yearly titles. Konami positioned it as a cross-platform experience emphasizing online multiplayer, with core modes like Authentic Team and Player Authenticity available from launch, though offline exhibition matches and master league were absent initially. The launch encountered significant technical difficulties, including graphical glitches, distorted player models—such as unrecognizable depictions of stars like and —and unresponsive controls, resulting in overwhelmingly negative reviews and widespread player backlash. issued an apology on October 8, 2021, acknowledging input lag, animation errors, and limited content, promising fixes via patches rather than a full overhaul. These issues stemmed from an aggressive development pivot to 4 and a focus on mobile-first optimization, which compromised console and PC performance at release. Seasonal updates began with incremental patches addressing core gameplay, such as version 0.9.1 in October 2021, which improved player animations and dribbling responsiveness but failed to resolve broader stability problems. The pivotal v1.0.0 update, released April 14, 2022, signified the platform's "official" 1 launch, introducing features like stunning shots tied to player skills, new leagues (e.g., Italian ), additional licenses, and enhanced shooting mechanics with better animation variety. Subsequent patches, including v1.1.0 in May-June 2022 for 2, refined cursor changes, goalkeeper AI, and input responsiveness, while v1.1.4 in July 2022 focused on bug fixes and global stability. These iterations gradually improved flow and defending realism but retained criticisms for incomplete modes and monetization reliance on coin packs for player acquisition. The 2022 season concluded with a transition to 2023 on August 25, 2022, carrying over progress but resetting some seasonal elements.

Recent Developments (2023-2025)

In 2023, released multiple updates for eFootball 2023, emphasizing gameplay realism and content expansion. The v2.0.0 patch introduced enhancements to user matches and AI behavior for greater competitiveness. Subsequent v2.4.0 improved animations and ball touch speed to enhance maneuverability. The v2.5.0 update allowed player overall ratings to exceed 100 and expanded squad slots to 900, while v2.6.0 added more authentic teams to trial and friend matches. These changes built on the live service model, incorporating live updates for real-world player transfers and achievements. The 2024 season followed with v3.0.0 launching a new content cycle, including refined mechanics and event rewards. Update v3.2.0 added daily mini-games for earning rewards, promoting consistent player engagement. By v3.5.0, further additions addressed balance and mode variety. maintained focus on cross-platform compatibility and incremental improvements, avoiding major overhauls in favor of iterative patches. In 2025, v4.0.0 introduced significant gameplay revisions prioritizing player individuality in movement and decision-making. The v4.4.0 patch heightened the role of passing skills in matches. Konami announced the eFootball Championship 2025, featuring club and national team divisions for eSports competition, with Smart Assist disabled in official tournaments to ensure fairness. Integration with the FIFAe World Cup 2025 expanded tournament features. A renewed partnership with FIFPRO on July 21 committed to player welfare and innovation in digital representations. Ongoing maintenance addressed known issues, such as online PvP stability, reflecting Konami's emphasis on reliability amid continuous live updates.

Reception and Comparative Analysis

Critical Acclaim for Gameplay

Pro Evolution Soccer's has garnered significant critical praise for its commitment to realistic , featuring fluid player animations, precise ball physics, and responsive controls that prioritize skill and tactical depth over arcade-style mechanics. Reviewers frequently highlighted the series' ability to replicate authentic football dynamics, such as variable first-touch responses and momentum-based , which demanded player input for nuanced decision-making. This approach contrasted with competitors by emphasizing simulation fidelity, earning accolades for titles like (2005), which scored 9/10, calling it a "genuine triumph" for its harder, more technical execution that refined the series' core strengths without succumbing to hype. similarly commended its "ultra realistic" gameplay and intricate controls, ideal for dedicated football enthusiasts. Pro Evolution Soccer 6 (2006) further solidified this reputation, with IGN awarding it 8.4/10 and declaring it the best football game on Xbox 360 for its superior AI and simulation quality, where player movements and ball interactions felt organically unpredictable yet fair. Critics noted the game's physicality, refereeing accuracy, and lack of exploitable scripting, contributing to emergent, replayable matches driven by realistic AI behaviors rather than predetermined outcomes. These elements—rooted in advanced physics engines and limited player aids like 360-degree control—fostered praise for authenticity, as evidenced by ongoing retrospective acclaim positioning PES 6 as a benchmark for football gaming even two decades later. The mid-2010s marked a revival, with achieving an 87/100 aggregate, lauded for enhanced physical collisions, animation variety, and tactical AI that rewarded proactive positioning over button-mashing. Subsequent entries built on this: PES 2017 was described by reviewers as delivering "incredibly fluid and " on-pitch action, balancing with realism in passes, tackles, and goals, per ISN Soccer's analysis. Complex Media credited its seamless style and injected fluidity as critical improvements, while praised PES 2018's ball physics for enabling natural caroms and deflections that heightened immersion. Innovations like the Real Touch system, which varied reception based on player attributes, and Precise Pass mechanics further drew acclaim for deepening control and replicating professional-level variance. Even in later iterations, such as eFootball PES 2021, critics like the South China Morning Post affirmed it as "still the best football game around" for retaining core gameplay excellence amid graphical updates, underscoring the series' enduring emphasis on AI-driven realism and player agency over superficial modes. Metacritic aggregates for PES 2019 (79/100) echoed this, with outlets hailing its near-perfect physics as yielding one of the finest sports simulators, where mechanics fostered emergent plays through sophisticated teammate awareness and decision-making. Overall, the acclaim centered on gameplay's causal fidelity—where outcomes stemmed from input physics and AI logic rather than artificial boosts—elevating PES as a purist's choice in football gaming.

Commercial Performance and Market Share

The Pro Evolution Soccer (PES) series achieved cumulative sales of approximately 113 million units worldwide as of February 2022, encompassing releases under both PES and its Japanese counterpart, Winning Eleven. Peak commercial success occurred in the mid-2000s, with titles like selling 8.5 million copies globally, reflecting strong driven by gameplay acclaim and competitive pricing relative to rivals. However, annual sales began declining post-2008, dropping to 1.7 million units for PES 2015 and further to under 1 million for PES 2018, amid challenges in licensing, development resources, and consumer preferences shifting toward multimedia integration. In comparison to the FIFA series, PES maintained parity or superiority in sales during the early 2000s, but by the early 2010s, FIFA had established dominance, with annual shipments exceeding 14-16 million units while PES lagged significantly. For instance, FIFA 09 outsold PES 2009 by 8.7 million to 6.9 million copies, a gap that widened to FIFA 18's 16.3 million against PES 2018's 0.9 million. By 2023, FIFA's franchise total surpassed 325 million units, underscoring PES's eroded market share, estimated at less than 10% of the combined duopoly in recent years, attributable to FIFA's superior licensing deals for official leagues, teams, and players, which enhanced perceived authenticity and marketing leverage. The 2021 rebranding to as a model shifted focus from upfront sales to microtransactions and downloads, generating over $1 billion in gross by aggregating series data through 2020, though specific eFootball figures emphasize 800 million installs by early 2025 rather than traditional unit sales. This transition mitigated some sales declines but failed to recapture market share against EA's (later ), which continued leveraging subscription-like Ultimate Team modes for sustained exceeding PES/eFootball equivalents. Konami's segment, including eFootball, contributed to overall company profits rising 41.8% year-over-year in fiscal quarters through 2025, yet the soccer title's performance remained secondary to mobile and revenues in driving growth.
YearPES Sales (millions)FIFA Sales (millions)Source
20088.5~14-16 (annual avg.)
20096.98.7
20151.7>10 (implied)
20180.916.3

Direct Comparison with FIFA Series

The rivalry between Konami's Pro Evolution Soccer (PES) and Electronic Arts' FIFA series defined football video gaming from the early 2000s, with PES initially gaining acclaim for its superior on-pitch simulation while FIFA leveraged comprehensive licensing for broader appeal. During the mid-2000s peak, PES editions like PES 5 earned higher user scores on Metacritic (8.3 average) compared to contemporaneous FIFA titles such as FIFA 06 (7.8), reflecting PES's edge in fluid player physics, responsive controls, and tactical depth that mimicked real matches more convincingly. FIFA, by contrast, prioritized arcade-style pacing and visual polish, which critics noted as less immersive but more accessible for casual players. Licensing disparities became a decisive factor, as FIFA secured exclusive rights to major leagues including the (from 2009), , and , enabling authentic team names, kits, and stadiums that enhanced immersion and marketing tie-ins. PES, reliant on fewer partnerships like those with Juventus (2019-2022) and later and , resorted to generic placeholders (e.g., "Man Red" for Manchester United), diminishing its presentation and alienating fans seeking official rosters. This gap fueled FIFA's dominance in modes like Ultimate Team, which integrated real-world player cards and microtransactions, generating sustained revenue absent in PES's more limited Master League. Commercially, FIFA outsold PES cumulatively by over 325 million units to 111 million through 2023, with annual figures diverging sharply after 2008—PES 2008 moved 8.5 million copies versus FIFA's consistent 14-16 million per installment. By 2015, PES sales plummeted to 1.7 million against FIFA 15's multiples higher, attributable to Konami's underinvestment in licensing bids and development resources amid corporate shifts, while EA's aggressive exclusivity deals and esports integration solidified market monopoly. Despite PES's enduring praise among purists for gameplay fidelity—evident in higher early Metacritic aggregates like PES 2's top ranking—the series' failure to match FIFA's ecosystem led to its rebranding and diminished relevance by 2021.
AspectPES StrengthsFIFA StrengthsKey Data
GameplayRealistic physics, tactical controlArcade accessibility, online modesPES 5 Metacritic user: 8.3; : 7.8
LicensingSelect club deals (e.g., Juventus)Broad league exclusivity: Premier League from 2009
Sales (Peak Era)8.5M (PES 2008)9.5M+ annuallyTotal: 325M+ vs PES 111M (2023)

Controversies and Criticisms

Licensing Disputes and Fake Names

Throughout its history, the Pro Evolution Soccer (PES) series faced significant licensing limitations compared to rival FIFA, particularly for major European leagues such as the English Premier League and Bundesliga, compelling Konami to employ generic or pseudonymized team names, kits, and stadiums to approximate unlicensed clubs without infringing trademarks. This approach stemmed from Konami's inability to secure broad league-wide agreements, often due to exclusive deals held by Electronic Arts, resulting in a patchwork of licensed content that critics argued diminished authenticity and player immersion. Key licensing setbacks exacerbated the issue; for instance, lost the partnership after the 2018 final, ending a decade-long exclusivity that had debuted in PES 2009 and allowed official branding, anthem, and trophy representations. Further losses included exclusive rights to A.C. and ahead of PES 2021, announced on July 7, 2020, forcing these clubs into unlicensed status despite prior partnerships. Such reversals highlighted the competitive bidding wars for football IP, where 's strategy emphasized select club deals (e.g., partnerships with and in 2016) over comprehensive league coverage, but often fell short against EA's broader acquisitions. Fake names became a hallmark workaround, blending obvious allusions with evasion tactics to avoid legal challenges; examples from PES 2019 included "Man Red" for Manchester United, "Man Blue" for Manchester City, "London FC" for Chelsea, and "Lancashire Claret" for Burnley, preserving visual similarities in kits and badges while altering identifiers.
Fake Name (PES 2019)Real Club
Man RedManchester United
Man BlueManchester City
London FCChelsea
Lancashire ClaretBurnley
Merseyside RedLiverpool (variant in prior entries)
Player names faced similar alterations when club licenses lapsed, such as "" for or "Roberto Larcos" for in earlier iterations, fostering a "naff charm" among fans but drawing ire for breaking realism. Community-driven option files and patches often restored official likenesses post-release, underscoring player dissatisfaction with Konami's licensing gaps as a persistent series weakness.

Development Shortcomings and eFootball Backlash

Konami's development of the Pro Evolution Soccer (PES) series encountered significant challenges during console generation transitions, particularly the shift to seventh-generation hardware in 2006, where the series lagged behind competitors in graphical fidelity and feature implementation, allowing ' to capture greater . The adoption of the proprietary for PES 2014, intended to modernize visuals and physics, instead resulted in performance issues such as low frame rates critical for real-time sports simulation, contributing to perceptions of technical underdelivery. Subsequent iterations, including PES 2020, exhibited persistent problems like outdated animations and insufficient innovation in core mechanics despite praised gameplay feel, exacerbating fan frustration amid reduced investment in offline modes. The 2021 rebranding to eFootball, announced as a free-to-play model using Unreal Engine to replace the Fox Engine, aimed to address these shortcomings through live-service updates but launched eFootball 2022 on September 30, 2021, amid widespread technical failures. The release suffered from severe bugs, including graphical glitches, unresponsive controls, and AI inconsistencies, leading to an "overwhelmingly negative" Steam rating with only 8% positive reviews from over 10,400 users, marking it as one of the platform's worst-reviewed titles by metrics like review velocity. Lack of substantial content at launch—such as absent Master League mode and limited team options—compounded issues, with simplified mechanics alienating series veterans expecting PES's nuanced simulation depth. Konami acknowledged the deficiencies, issuing apologies and committing to major patches, including a v1.0 overhaul in 2022 to restore features like improved animations and cross-play, yet initial backlash highlighted broader development mismanagement, including an extra development year post-PES 2020 that failed to yield polish. Critics and players attributed the failures to rushed optimization for the free-to-play pivot, prioritizing monetization over core gameplay refinement, resulting in eroded trust and diminished player engagement compared to prior PES peaks. Subsequent updates mitigated some bugs but could not fully reverse the reputational damage from the launch, underscoring Konami's challenges in aligning ambitious rebrands with rigorous quality assurance.

Monetization and Industry Shifts

Konami transitioned the Pro Evolution Soccer series to a free-to-play model with the rebranding to eFootball announced on July 21, 2021, eliminating annual paid releases in favor of digital-only distribution and ongoing seasonal updates. This shift replaced the traditional premium purchase structure, where consumers paid a one-time fee of approximately $60 for full access to core content, with a platform reliant on in-app purchases for progression in competitive modes. Monetization centers on virtual currencies like eFootball Coins, acquired via real-money transactions to purchase player packs, contracts, and enhancements in modes such as Dream Team (formerly MyClub). These , introduced in earlier PES titles like PES 2015, allow players to bypass grinding for high-rated or legendary athletes, though has defended them as optional aids for casual users rather than necessities for competitive play. Revenue from eFootball Mobile, emphasizing these transactions, reportedly reached $18 million within 30 days in early 2025, underscoring 's pivot toward mobile-first profitability. The model has drawn criticism for pay-to-win dynamics, where spending accelerates access to superior squads, disadvantaging users in online matchmaking launched with 2022 on September 30, 2021. Regulatory responses include Konami's 2019 suspension of MyClub Coin sales in due to loot box concerns under gambling laws, affecting all platforms. This reflects industry-wide moves toward live-service economies, prioritizing recurring income over upfront sales amid rising development costs for annual sports titles, though it has correlated with reduced investment in single-player depth and console-exclusive features.

Legacy and Cultural Impact

Innovations Influencing Genre Standards

Pro Evolution Soccer (PES) established early benchmarks in football simulation by prioritizing tactical depth and realistic player interactions over arcade-style action, influencing the genre's shift toward authentic match experiences. In its precursor, Evolution (1999), the series introduced Master League, a career mode allowing players to manage teams with financial constraints and develop fictional players, which predated and inspired similar depth in competitors' offerings like FIFA's career modes. This mode emphasized long-term strategy, including player aging and retirements added in PES 4 (2004), setting a standard for narrative-driven management that enhanced replayability and simulation fidelity. PES further advanced AI and on-pitch decision-making, with nine in-match options—such as zone press and overlap—debuting in early iterations around 1997-2001, enabling dynamic tactical shifts that simulated professional coaching. By (2015), the AI achieved genre-leading responsiveness, creating organic team behaviors and off-ball movements that brought matches to life, prompting rivals to refine their systems for comparable intelligence. Innovations like lofted through-balls in PES 3 (2003) and enhanced shooting mechanics in PES 5 (2005) improved ball trajectory realism, establishing physics standards that influenced broader adoption of probability-based passing and across the industry. These elements collectively pressured the genre toward simulation realism, as PES's responsive controls and flowing gameplay—refined from PES 2 (2002)—forced competitors like to incorporate advanced player animations and tactical AI to match its benchmark feel, evident in 's post-2007 updates to physics and modes. Despite licensing limitations, PES's editing tools fostered community-driven authenticity via option files, reinforcing player agency and customization as enduring genre norms.

Spin-offs and Extended Media

Konami developed several spin-off titles branching from the core Pro Evolution Soccer gameplay, emphasizing management simulations and mobile accessibility rather than direct on-field action. Pro Evolution Soccer Management, released on March 23, 2006, for , introduced tactical depth through club oversight, player recruitment, and match strategy formulation, diverging from the series' simulation roots into strategic oversight. This title, known as European Club Soccer Winning Eleven Tactics in , featured real-world leagues and customization options, achieving modest sales amid competition from mainline entries. Mobile spin-offs extended the franchise's reach to portable devices, targeting casual and management-focused audiences. PES Club Manager, launched on June 3, 2015, for and Android, offered free-to-play club building with licensed teams, player scouting, and real-time matches viewed from a managerial perspective. The game amassed over 11 million downloads within its first year, incorporating in-app purchases for progression while integrating elements like the Master League mode from console versions. Similarly, PES Collection (formerly PES Manager and World Soccer Collection S in ), a free-to-play mobile card-based collector game, allowed users to assemble virtual squads from PES-licensed players, blending gacha mechanics with light management simulation. Extended media beyond games remained sparse, with no official , , or major merchandise lines produced by . Fan-created content, such as custom artwork and apparel, emerged on platforms like , but lacked endorsement or widespread distribution. These spin-offs sustained engagement during the series' console-focused annual cycles, particularly appealing to strategy enthusiasts, though they generated less critical acclaim than core titles.

Enduring Fanbase and Esports Role

Despite the Pro Evolution Soccer series' eventual pivot to the model in 2021, a dedicated fanbase has preserved its legacy through efforts, particularly via communities that extend the viability of older titles. Enthusiasts have invested significant time in creating custom patches to incorporate updated player rosters, authentic , stadiums, and restored licensing elements absent from official releases, effectively revitalizing games like PES 2021 for play into the mid-2020s. This community-driven sustenance underscores a rooted in the series' emphasis on tactical over graphical spectacle, with modders in regions like forming organized groups to produce comprehensive option files and graphical overhauls as early as the mid-2000s. Pro Evolution Soccer carved out a notable niche in esports through Konami's official PES League, launched as a structured competitive circuit around 2010 and featuring annual global events that predated the broader mainstreaming of football gaming tournaments. The PES LEAGUE 2019 edition, initiated on September 25, 2018, exemplified this commitment with myClub mode qualifiers across PlayStation 4, Xbox One, and PC platforms in Europe, South America, and Asia, advancing top performers through national and regional finals to a June 2019 world championship boasting a $300,000 prize pool and live broadcasts. These tournaments not only highlighted the series' multiplayer depth but also integrated club-affiliated esports teams, fostering professional pathways and sustaining competitive interest amid licensing constraints. The esports infrastructure established under PES transitioned seamlessly into the eFootball Championship, the largest competition in the franchise's history, which retains core elements like open qualifiers and club events while evolving from PES-era formats to include world finals as recently as 2026. This continuity has helped maintain an active player base in competitive circles, where PES's responsive controls and AI continue to influence preferences among pros seeking alternatives to more arcade-oriented rivals, even as official support shifted.

References

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