Pro Evolution Soccer
Pro Evolution Soccer (PES), known as Winning Eleven in Japan, is a series of association football simulation video games developed and published by the Japanese company Konami, with annual installments released since 2001.[1] The franchise originated from Konami's earlier Goal Storm title in 1994 and evolved into a direct competitor to EA Sports' FIFA series, emphasizing realistic player animations, ball physics, and tactical depth over extensive official licensing.[2] PES titles in the mid-2000s, such as PES 5 and PES 6, received widespread praise for gameplay innovations like responsive dribbling and the career mode Master League, often outperforming FIFA in critical reviews for simulation fidelity.[3] 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.[4] Notable setbacks included the 2018 loss of exclusive UEFA Champions League rights to EA and legal disputes, such as Diego Maradona's 2017 claim that Konami used his likeness without permission in PES 2017.[5][6] In 2021, Konami rebranded the series as the free-to-play eFootball, shifting to a live-service model with cross-platform play, though it has drawn mixed reception for microtransactions and reduced single-player content compared to prior PES eras.[7] As of 2025, eFootball continues updates, integrating esports events like the FIFAe World Cup while prioritizing online multiplayer over traditional offline modes.[7]
Origins and Early Iterations
ISS Pro and Goal Storm Foundations
Goal Storm, released by Konami for the PlayStation in North America in 1996 as the localized version of the Japanese World Soccer Winning Eleven (launched December 1995), represented the initial foray into 3D polygonal soccer simulation on home consoles.[8] 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 collision detection compared to later entries.[9] This title laid early groundwork for the franchise's focus on accessible yet dynamic gameplay, shifting Konami's soccer development from 2D arcade predecessors toward console-based realism.[10] The 1997 sequel, Goal Storm '97 in North America (released April 1997) and International Superstar Soccer Pro (ISS Pro) in Europe (summer 1997), marked a pivotal advancement as the second installment in the Winning Eleven lineage.[11] Developed by Konami Computer Entertainment Tokyo, 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.[12] These enhancements prioritized player individuality—such as varying stamina and skill attributes—over scripted events, fostering emergent gameplay that rewarded precise timing and positioning, core principles carried into Pro Evolution Soccer.[10] ISS Pro and its immediate successors, including ISS Pro 98 (1998), 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.[13] 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 simulation starting in 2001.[10]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.[14] 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.[15] 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.[14] [16] 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 trapping, shielding, or first-touch control that reflect individual player attributes like agility and strength.[17] Defensive mechanics further enhance authenticity via contextual tackling, where timing and angle determine successful interceptions without excessive fouls, promoting positional awareness over button-mashing.[18] Artificial intelligence in PES simulates tactical decision-making by adapting to user patterns, such as exploiting predictable passing lanes or adjusting formations mid-match, which fosters emergent strategies akin to professional coaching.[19] Goalkeeper behaviors incorporate reaction-based dives and positioning influenced by shooter power and angle, drawing from motion-captured professional movements to reduce arcade-like saves.[20] Environmental factors, including pitch conditions and weather, alter ball physics—such as increased slipperiness in rain—affecting pass accuracy and player traction, thereby demanding adaptive playstyles.[21] These elements collectively prioritize causal fidelity to football's physics and human elements over accessibility, distinguishing PES as a skill-testing simulator.[22]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 financial stability.[23] 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.[2] 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.[24] Key features include customizable playing styles such as goal poacher or box-to-box midfielder, performance-based attribute growth, and interactions like agent negotiations for transfers, fostering a narrative of rising from obscurity to stardom.[25] 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.[26] 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 gameplay.[27] Players can alter individual attributes like speed, shooting accuracy, and dribbling; edit facial 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.[28] 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.[23] This depth contrasted with competitors by prioritizing user-driven realism over official licenses, often resulting in vibrant modding communities that extended the game's longevity.[2]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 Konami's effort to refine the football simulation genre through enhanced player control and ball physics derived from prior Winning Eleven iterations. Developed by Konami Computer Entertainment Tokyo (KCET), the game launched on PlayStation 2 in Japan 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 FIFA series by emphasizing tactical depth.[29][30] 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.[31][32] Pro Evolution Soccer 3, arriving in 2003 for PlayStation 2, incorporated a proprietary engine developed in-house by KCET, 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. Gameplay 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 Eurogamer for its balance of speed and precision.[33][34] Pro Evolution Soccer 4, launched October 15, 2004, extended to Xbox alongside PlayStation 2 and PC, introducing fully licensed top divisions like Italy's Serie A and expanding Master League mode to 72 teams with career progression elements. Key additions encompassed refined dribbling techniques, an on-pitch referee presence for fouls, and over 200 total teams, enhancing immersion through improved AI adaptability and match commentary. The Xbox 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.[35][36]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.[37][27] Building on this foundation, Pro Evolution Soccer 6, launched on October 26, 2006, for PS2, PC, Xbox, and Xbox 360, is retrospectively regarded by many enthusiasts as the series' technical and experiential peak, owing to its exceptional balance of responsiveness, artificial intelligence, and fidelity to on-pitch fundamentals such as tackling, positioning, and shooting mechanics. The title refined player individuality through improved motion capture and attribute modeling, enabling more authentic team dynamics and emergent gameplay 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.[38][39][40] Pro Evolution Soccer 2008, released on October 31, 2007, extended these innovations with incremental gameplay polishes, including refined collision detection 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 lighting and crowd 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.[41][42]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.[43] 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.[44] 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 motion capture for more natural player movements and passing mechanics.[45] 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, Konami integrated the Fox Engine 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 FIFA 15's substantially higher figures exceeding 10 million.[46][47] PES 2016 and PES 2017 marked a gameplay 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.[48][49] 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 Barcelona and specific leagues available officially, forcing reliance on community patches for authenticity and limiting mainstream appeal against FIFA's comprehensive rosters and marketing dominance.[50] Throughout 2009-2017, the series grappled with declining market share, as FIFA'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 UK sales of under 50,000 units versus FIFA 17's multiples thereof.[46][51] 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.[52][47]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.[53][54] 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.[55] It supported 4K resolution and HDR across platforms, emphasizing realistic animations derived from motion capture.[53] eFootball PES 2020 followed on September 10, 2019, in the Americas and Europe, and September 12 in Japan, featuring Lionel Messi on the cover and exclusive licenses for teams like Juventus, Manchester United, and Bayern Munich.[56][57] 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.[58] The mobile version launched later on October 31, 2019, as a free-to-play title with similar core mechanics adapted for touch controls.[59] In a departure from annual full releases, eFootball 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, Xbox One, and PC.[60][61] It provided updated player rosters, kits, and a UEFA EURO 2020 mode, but retained the underlying engine and modes without major graphical or mechanical overhauls.[62] Konami cited resource allocation toward next-generation consoles and a forthcoming online-focused football title as rationale for the scaled-back approach.[60] 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.[63] 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.[64] PES 2021 marked the effective end of the traditional annual release cycle, with subsequent efforts redirecting toward eFootball's launch in September 2021.[65]Rebranding to eFootball
eFootball PES 2020 and 2021
eFootball PES 2020, released on September 10, 2019, for PlayStation 4, Xbox One, and PC via Steam, marked the introduction of the "eFootball" branding to the series while retaining core Pro Evolution Soccer mechanics.[66] [56] A mobile version followed in October 2019, overhauling the prior PES 2019 mobile edition with updated gameplay and free-to-play elements.[58] The game emphasized improved player animations, tactical depth in matches, and partnerships for authentic team licenses including Juventus, Manchester United, and FC Bayern Munich, though it continued to rely on generic names for unlicensed clubs like Manchester City.[56] A demo launched on July 30, 2019, allowing access to select teams and online modes.[57] Reception highlighted the title's strong on-pitch simulation, with critics praising fluid passing, responsive controls, and realistic AI behaviors as refinements over PES 2019.[67] GameSpot awarded it a 9/10, noting superior gameplay fidelity compared to rivals, though it critiqued persistent issues like outdated presentation and limited Master League depth.[67] Sales remained modest, aligning with the series' trend of under 1 million units globally, far below competitor FIFA titles' tens of millions, attributed to licensing gaps and weaker marketing.[47] User complaints focused on matchmaking inconsistencies and microtransaction-heavy myClub mode, despite core football simulation strengths.[68] 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.[60] 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.[69] [70] No significant engine overhauls or new modes were implemented, requiring separate installation from PES 2020.[71] Critics viewed PES 2021 as incremental, with IGN scoring it 7/10 and advising owners of the prior edition to skip the upgrade due to minimal innovations.[72] The approach drew backlash for perceived value shortfalls, though minor tweaks like refined collision physics were noted positively.[73] This release bridged to the 2022 rebranding, signaling Konami's pivot from annual iterations amid declining series sales and FIFA dominance.[74]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.[75] [76] 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.[77] 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.[78] The launch encountered significant technical difficulties, including graphical glitches, distorted player models—such as unrecognizable depictions of stars like Lionel Messi and Cristiano Ronaldo—and unresponsive controls, resulting in overwhelmingly negative Steam reviews and widespread player backlash.[79] [80] Konami issued an apology on October 8, 2021, acknowledging input lag, animation errors, and limited content, promising fixes via patches rather than a full overhaul.[81] These issues stemmed from an aggressive development pivot to Unreal Engine 4 and a focus on mobile-first optimization, which compromised console and PC performance at release.[82] 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.[83] The pivotal v1.0.0 update, released April 14, 2022, signified the platform's "official" Season 1 launch, introducing features like stunning shots tied to player skills, new leagues (e.g., Italian Serie B), additional licenses, and enhanced shooting mechanics with better animation variety.[84] [85] Subsequent patches, including v1.1.0 in May-June 2022 for Season 2, refined cursor changes, goalkeeper AI, and input responsiveness, while v1.1.4 in July 2022 focused on bug fixes and global stability.[83] [86] These iterations gradually improved flow and defending realism but retained criticisms for incomplete modes and monetization reliance on coin packs for player acquisition.[87] [88] The 2022 season concluded with a transition to eFootball 2023 on August 25, 2022, carrying over progress but resetting some seasonal elements.[89]Recent Developments (2023-2025)
In 2023, Konami 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.[90] Subsequent v2.4.0 improved dribbling 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.[91] These changes built on the live service model, incorporating live updates for real-world player transfers and achievements.[92] The eFootball 2024 season followed with v3.0.0 launching a new content cycle, including refined mechanics and event rewards.[93] Update v3.2.0 added daily mini-games for earning rewards, promoting consistent player engagement.[94] By v3.5.0, further additions addressed gameplay balance and mode variety.[95] Konami 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.[96] The v4.4.0 patch heightened the role of passing skills in matches.[97] 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.[98][99] Integration with the FIFAe World Cup 2025 expanded tournament features.[7] A renewed partnership with FIFPRO on July 21 committed to player welfare and innovation in digital representations.[100] Ongoing maintenance addressed known issues, such as online PvP stability, reflecting Konami's emphasis on reliability amid continuous live updates.[101]Reception and Comparative Analysis
Critical Acclaim for Gameplay
Pro Evolution Soccer's gameplay has garnered significant critical praise for its commitment to realistic simulation, 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 dribbling, which demanded player input for nuanced decision-making. This approach contrasted with competitors by emphasizing simulation fidelity, earning accolades for titles like Pro Evolution Soccer 5 (2005), which Eurogamer scored 9/10, calling it a "genuine triumph" for its harder, more technical execution that refined the series' core strengths without succumbing to hype.[102] CNET similarly commended its "ultra realistic" gameplay and intricate controls, ideal for dedicated football enthusiasts.[37] 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.[103] 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.[40] 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.[104] The mid-2010s marked a revival, with Pro Evolution Soccer 2016 achieving an 87/100 Metacritic aggregate, lauded for enhanced physical collisions, animation variety, and tactical AI that rewarded proactive positioning over button-mashing.[105] Subsequent entries built on this: PES 2017 was described by reviewers as delivering "incredibly fluid and lifelike" on-pitch action, balancing fun with realism in passes, tackles, and goals, per ISN Soccer's analysis.[106] Complex Media credited its seamless style and injected fluidity as critical improvements, while Forbes praised PES 2018's ball physics for enabling natural caroms and deflections that heightened immersion.[107][108] 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.[109] 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.[110] 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.[111] 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.[112]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.[113] Peak commercial success occurred in the mid-2000s, with titles like Pro Evolution Soccer 2008 selling 8.5 million copies globally, reflecting strong market penetration driven by gameplay acclaim and competitive pricing relative to rivals.[114] 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.[47] [115] 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.[114] 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.[47] [115] 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.[116] The 2021 rebranding to eFootball as a free-to-play model shifted focus from upfront sales to microtransactions and downloads, generating over $1 billion in gross revenue by aggregating series data through 2020, though specific eFootball figures emphasize 800 million installs by early 2025 rather than traditional unit sales.[113] [117] This transition mitigated some sales declines but failed to recapture market share against EA's FIFA (later EA Sports FC), which continued leveraging subscription-like Ultimate Team modes for sustained revenue exceeding PES/eFootball equivalents.[118] Konami's digital entertainment 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 pachinko revenues in driving growth.[117]| Year | PES Sales (millions) | FIFA Sales (millions) | Source |
|---|---|---|---|
| 2008 | 8.5 | ~14-16 (annual avg.) | [114] |
| 2009 | 6.9 | 8.7 | [47] |
| 2015 | 1.7 | >10 (implied) | [47] |
| 2018 | 0.9 | 16.3 | [115] |
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.[118] 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.[118] FIFA, by contrast, prioritized arcade-style pacing and visual polish, which critics noted as less immersive but more accessible for casual players.[47] Licensing disparities became a decisive factor, as FIFA secured exclusive rights to major leagues including the Premier League (from 2009), Bundesliga, and Ligue 1, enabling authentic team names, kits, and stadiums that enhanced immersion and marketing tie-ins.[47] PES, reliant on fewer partnerships like those with Juventus (2019-2022) and later AC Milan and Inter Milan, resorted to generic placeholders (e.g., "Man Red" for Manchester United), diminishing its presentation and alienating fans seeking official rosters.[118] 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.[119] 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.[116] [114] 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.[47] 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.[120][121]| Aspect | PES Strengths | FIFA Strengths | Key Data |
|---|---|---|---|
| Gameplay | Realistic physics, tactical control | Arcade accessibility, online modes | PES 5 Metacritic user: 8.3; FIFA 06: 7.8[118] |
| Licensing | Select club deals (e.g., Juventus) | Broad league exclusivity | FIFA: Premier League from 2009[47] |
| Sales (Peak Era) | 8.5M (PES 2008) | 9.5M+ annually | Total: FIFA 325M+ vs PES 111M (2023)[116] |
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.[122][123] 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.[50] Key licensing setbacks exacerbated the issue; for instance, Konami lost the UEFA Champions League partnership after the 2018 final, ending a decade-long exclusivity that had debuted in PES 2009 and allowed official branding, anthem, and trophy representations.[124][5] Further losses included exclusive rights to A.C. Milan and Inter Milan ahead of PES 2021, announced on July 7, 2020, forcing these clubs into unlicensed status despite prior Serie A partnerships.[125][126] Such reversals highlighted the competitive bidding wars for football IP, where Konami's strategy emphasized select club deals (e.g., partnerships with Liverpool and Borussia Dortmund in 2016) over comprehensive league coverage, but often fell short against EA's broader acquisitions.[50] 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.[122]| Fake Name (PES 2019) | Real Club |
|---|---|
| Man Red | Manchester United |
| Man Blue | Manchester City |
| London FC | Chelsea |
| Lancashire Claret | Burnley |
| Merseyside Red | Liverpool (variant in prior entries) |