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Pro Evolution Soccer 2008

Pro Evolution Soccer 2008 (known as Winning Eleven 2008 in ) is an developed and published by . It was released in on October 26, 2007, in on November 8, 2007, in on November 22, 2007, and in on March 11, 2008. The game is available on multiple platforms, including Microsoft Windows, , , , , , and . A key innovation in Pro Evolution Soccer 2008 is the introduction of the Teamvision system, which analyzes and adapts to the player's gameplay style to create more intelligent and responsive opponents. This enhances the strategic depth, requiring players to adjust tactics dynamically during matches. The game offers a variety of modes, including matches, League and Cup competitions, the career-oriented Master League, and online multiplayer for competitive play. Pro Evolution Soccer 2008 marks the series' debut on the and the , bringing improved graphics and controls tailored to each platform. It features licensed teams from major , realistic player animations, and extensive customization options for teams and gameplay. The title received generally positive reception for its fluid gameplay and authenticity, though some criticized the limited number of licensed teams and modes compared to rivals.

Development and release

Development

Konami announced Pro Evolution Soccer 2008 on June 18, 2007, marking a notable evolution in the long-running series. The title represented a shift from the previous numerical versioning—such as Pro Evolution Soccer 6—to a year-based format, aligning the branding more closely with the annual release cycle and the competitive landscape dominated by EA Sports' FIFA series, which had long used calendar-year designations. As the first installment in the Pro Evolution Soccer series to support the PlayStation 3, the game expanded the franchise's technical ambitions to leverage the capabilities of next-generation hardware. The Nintendo Wii version, announced later in August 2007, further broadened accessibility by incorporating motion controls tailored to the console's unique input system, making it the series debut on that platform as well. These platform expansions were integral to Konami's strategy to capture a wider audience amid the emerging seventh-generation console market. Development emphasized the ongoing refinement of the PES series' core strengths, with particular attention to advancing artificial intelligence and physics simulation for more realistic gameplay. Konami introduced the proprietary Teamvision AI system, designed to adapt dynamically to player inputs, learn from in-game decisions, and replicate tactical football strategies by countering movements and exploiting errors. Complementing this, improvements to the physics engine enhanced ball handling, player collisions, and dribbling mechanics, contributing to fluid animations and high-definition visuals, including full facial animations for greater immersion. These innovations built upon prior entries, aiming to deliver a more authentic representation of professional soccer while addressing feedback on editing tools and overall depth.

Release

Pro Evolution Soccer 2008 was developed and published by for multiple platforms, including Microsoft Windows, , , , , , and Xbox 360. The game received an ESRB rating of E (Everyone) in , indicating suitability for all ages with no descriptors for content concerns, and a PEGI rating of 3 in , suitable for ages 3 and up. In , the title launched on October 26, 2007, initially for , , and , with handling distribution across the region. followed with a release on March 11, 2008, covering a broader range of platforms including Windows, , , , , and . received the game on November 8, 2007, for select platforms such as , , and , while saw its debut on November 22, 2007, primarily for those same consoles. Releases for additional platforms like and varied by region, often occurring in early 2008, such as March 18 for in and February 1 for DS in .

Gameplay

Core mechanics

Pro Evolution Soccer 2008 employs controls on consoles and PC for fluid player movement, enabling precise directional changes and positioning across the to simulate realistic soccer dynamics. is managed through the left for close control, with sprinting activated by holding the R1 button to accelerate while maintaining ball possession, and additional maneuvers like feints or step-overs performed via the right for evading defenders. This system emphasizes physicality and tactical decision-making over raw speed, resulting in a more deliberate pace compared to faster arcade-style alternatives. Passing mechanics offer improved responsiveness, with short passes executed via the X button for quick ground distribution, through balls using the square button to exploit spaces behind defenses, and lofted crosses via the triangle button, all modulated by a power gauge and directional input for accuracy. Shooting is controlled with the circle button, incorporating a power meter for distance and the right for aiming and , allowing for controlled volleys or while addressing exploits from prior titles that enabled overly simple long-range goals. Tackling features standing challenges with the X button and sliding intercepts with the square button, enhanced for greater physical impact and less predictability, where successful clearances depend on timing and player positioning to regain without . Goalkeeper controls activate automatically when the ball enters the or via manual switch, using the for lateral movement and dives, the triangle button to rush out and intercept, and the X button for quick throws or distribution to teammates, though the AI-driven keepers exhibit vulnerabilities in positioning against precise shots. Set-piece execution includes free kicks, where players gauge power with a meter and apply via analog input for bending trajectories around walls, and penalties managed through a targeting with the circle button for placement, countered by the goalkeeper's dive directions via analog. These prioritize and anticipation, with wall adjustments and quick restarts adding layers to dead-ball situations. On-pitch tactical options allow players to select from various formations such as 4-4-2 or 4-3-3 pre-match via the , adjusting roles and positions for balanced or defense, while in-game commands include pressing with the R1 button to close down opponents aggressively and the for shifting team mentality between all-out , counter, or defensive setups. These elements enable dynamic strategy shifts, with the supporting intelligent off-ball runs to complement user inputs and maintain fluid team cohesion during matches.

New features

Pro Evolution Soccer 2008 introduced the system, a proprietary adaptive intelligence framework designed to enhance overall realism by responding dynamically to individual player styles. This system enables teammates to make more intelligent off-ball runs, such as timing movements to exploit spaces behind defenses, while improving defensive positioning through better anticipation of opponent attacks and coordinated marking. The learns from previous actions, adapting attack patterns to counter specific movements and correcting errors like poor passing decisions, which encourages players to vary tactics rather than relying on repetitive strategies. Collision detection saw notable refinements, resulting in more realistic physical interactions between players and the ball during challenges and scrambles. These updates contribute to smoother gameplay flow, reducing unnatural bounces and improving the accuracy of tackles and body contacts. Accompanying this are enhanced player animations that emphasize individuality, with full facial expressions and high-definition modeling that reflect unique player physiques and movement styles, such as distinct gaits for star athletes. For real-time tactical depth, the game incorporated an expanded Game Plan system, allowing players to assign up to four manual strategies to specific buttons for quick adjustments during matches, such as shifting to counter-attacking formations or tightening defensive lines on the fly. This overlay facilitates strategic overlays without pausing, promoting fluid decision-making akin to professional coaching cues. The system was also refined with smarter logic for card issuance, leading to more balanced calls on fouls, cards for persistent infractions, and cards for severe challenges, while becoming stricter on actions near the area to simulate real-match intensity.

Game modes

Single-player modes

Pro Evolution Soccer 2008 offers a variety of single-player modes that emphasize offline solo , allowing players to engage in matches, tournaments, and simulations without multiplayer elements. These modes provide progression through team management, skill development, and competitive challenges, building on the series' focus on realistic . The Exhibition mode serves as the core single-player entry point, enabling users to play individual matches against opponents or set up short tournaments with customizable teams and rules. Players can adjust match duration, weather conditions, and difficulty levels to practice core mechanics, such as passing and shooting, in a low-stakes environment. This mode is ideal for quick sessions or testing team strategies before committing to longer campaigns. League mode simulates full domestic league seasons, where players select a club and compete across a series of fixtures to claim the championship. Without extensive management features, it focuses on match performance and tactical decisions, with the handling opponent lineups and results for unplayed games. Success in this mode unlocks achievements and provides a structured path to experience seasonal narratives. Cup mode expands on tournament play by offering knockout competitions, including simulated international events like the or World Cup-style draws, adapted to the game's licensing constraints. Players progress through elimination rounds, balancing squad rotation and form to avoid upsets, with the mode supporting both club and national team selections for varied challenges. Master League stands as the flagship career mode, where players assume the role of a manager building a team over multiple seasons through transfers, finances, and tactical oversight. Starting with limited funds and a default or custom squad, users scout and sign players using earned "P points," manage salaries, and aim for promotions or titles while tracking individual player growth via development graphs. Enhanced with cutscenes like post-match interviews and fan interactions, it fosters long-term engagement and strategic depth. World Tour (PS2 and versions only) introduces a mission-based progression system using national teams, where players undertake global challenges such as winning by multiple goals, scoring hat-tricks, or late comebacks across various stadiums and conditions. Each mission builds reputation and unlocks further content, emphasizing skill mastery in diverse scenarios without team management.

Multiplayer modes

Pro Evolution Soccer 2008 provides a range of local multiplayer options designed for head-to-head competition on the same console. Players can engage in split-screen versus matches on next-generation platforms like and , supporting two players simultaneously, while earlier consoles such as allow for up to eight players using multiple controllers in exhibition and cup formats. Cooperative play is available through co-op exhibition modes, where multiple players can control a single team against artificial intelligence opponents or another human-controlled team, fostering teamwork in casual sessions. Tournament and cup modes extend this to group play, enabling up to eight participants locally to compete in bracket-style eliminations, emphasizing social interaction without online connectivity. For online multiplayer, the game connects players via Konami's network infrastructure on supported platforms including , , , and Windows, offering ranked matches for competitive ladder progression and unranked friend matches for casual encounters. Additional online features include participation in virtual leagues and cup competitions, allowing players to join structured seasons or tournaments against global opponents to build rankings and compete for virtual titles.

Teams and licensing

Licensed content

Pro Evolution Soccer 2008 featured several fully licensed leagues, allowing players to experience authentic team names, kits, and rosters from these competitions. The fully licensed leagues included Spain's with all 20 teams such as , Real Madrid, , and Sevilla; Italy's featuring clubs like , Internazionale, Juventus, and ; France's encompassing teams including , , Paris Saint-Germain, and ; and the Netherlands' with squads from , , , and . In addition to club leagues, the game included a wide array of officially licensed national teams, representing over 50 countries with real player names, kits, and national anthems where applicable. Licensed national teams encompassed European powerhouses such as , , , , , , and ; South American sides including , , and ; African nations like Côte d'Ivoire, , and ; and others from Asia (, ), North America (, ), and (). New additions for this installment included , , , and several African teams, expanding the international roster to enhance global authenticity. The game's licensed content extended to high-profile players, whose likenesses, faces, and attributes were accurately replicated based on official agreements. Stars such as of Manchester United and , serving as the pan-European promotional face, and of and , were featured with detailed facial scans and playing styles reflective of their 2007-2008 performances. Over 3,000 players across licensed teams had real names and appearances, ensuring immersive authenticity in matches. Stadium licensing further enriched the presentation, with several iconic venues recreated with official permissions for their layouts, capacities, and atmospheres. Licensed stadiums included Spain's (, capacity 98,772) and Santiago Bernabéu (Real Madrid, capacity 80,400); Italy's ( and Internazionale, capacity 82,955) and ( and , capacity 72,698); the Netherlands' Amsterdam ArenA (); Portugal's (Benfica, capacity 65,647), (), and (Sporting CP, capacity 50,466); Argentina's El Monumental (, capacity 65,645); Monaco's (AS Monaco, capacity 18,500); and Morocco's Stade Mohamed V ( national team, capacity 55,000). These venues provided varied pitch conditions and crowd simulations tied to the licensed teams.

Unlicensed and generic teams

Due to licensing restrictions, several major European leagues in Pro Evolution Soccer 2008 were represented with generic or altered names, allowing Konami to include real players without official club partnerships. For instance, the Bundesliga appeared as the "German League D1," featuring teams with fabricated identifiers to simulate the structures of these competitions. Similarly, the English Premier League included mostly unlicensed clubs with placeholder names such as "London FC" for Chelsea, "Man Red" for Manchester United, "Arzegum" for Arsenal, and "Merseyside Red" for Liverpool, though Tottenham Hotspur and Newcastle United retained their official branding. These workarounds preserved gameplay authenticity by incorporating licensed player likenesses and abilities while circumventing trademark issues for team identities and kits. The game provided extensive customization tools to address these limitations, particularly through a dedicated editing suite available on , , , and PC versions. Players could modify unlicensed teams by altering kits, badges, player names, and overall rosters to recreate real-world appearances, with support for uploading custom content via console hard drives or external tools. Additionally, a separate league housed 18 fully editable generic teams (labeled Team A through Team R), designed as blank slates for users to build custom squads from scratch, including player creation, formation tweaks, and tactical setups—features absent in the edition due to its simplified motion controls and reduced editing depth. Beyond contemporary placeholders, Pro Evolution Soccer 2008 incorporated unlockable classic teams and players drawn from the series' history and legends, enhancing replayability for mode like Master League. These included iconic figures such as and , integrated as optional additions to squads, allowing users to blend historical elements with edited modern teams for varied career simulations. This combination of unlicensed adaptations and robust editing options empowered players to personalize the experience, mitigating the impact of absent official licenses while maintaining the game's focus on fluid, realistic soccer simulation.

Presentation

Cover artwork

The cover artwork for Pro Evolution Soccer 2008 varied by region, primarily featuring Manchester United and forward in a dynamic pose with a soccer ball at his feet, set against a blurred green-and-black background to evoke motion and intensity. This global design emphasized the game's enhanced player control and realism, with bold white text for the title and subtle team color accents like red highlights representing Ronaldo's club affiliation. In the , the artwork incorporated Newcastle United and striker alongside , both captured in action poses— dribbling and preparing to —to target local audiences and capitalize on Owen's recent transfer and international profile. announced this variant in July 2007, positioning Owen as a promotional face for packaging and marketing materials, with the design maintaining the core green-black palette but adding blue elements nodding to 's national kit. The release paired with and striker , depicting the duo in powerful, forward-charging stances amid a in blue and red tones inspired by the French tricolor, highlighting the game's emphasis on physicality and stars. Other regional variants included Jan Schlaudraff for , for , and for , each paired with to appeal to local markets. In , where the game was released as World Soccer Winning Eleven 2008, the cover artwork mirrored the global version with as the sole featured player in his signature pose, but included localized text and subtle J.League-inspired field graphics for regional appeal.

Commentary

Pro Evolution Soccer 2008 features English-language commentary provided by as the play-by-play announcer and as the color commentator, marking their debut in the series and replacing the previous duo of and . In the version, known as Winning Eleven 2008, commentary is delivered by Jon Kabira and former Japanese footballer Tsuyoshi Kitazawa, continuing their roles from prior installments in the series. The commentary system covers key in-game events, including goal scorings with enthusiastic calls, fouls with descriptions of infractions, and tactical observations such as formation shifts or player positioning during matches. Audio enhancements consist of ambient crowd noise and chants that intensify with match progression, contributing to the atmosphere without a dedicated musical .

Platform variants

Wii version

The Wii version of Pro Evolution Soccer 2008 adapts the to the console's motion controls, emphasizing a cursor-based system via the for directing players and executing passes. Players use the Nunchuk's to control the selected player's basic movement, while pointing the at the screen enables a "free run" mechanic, allowing users to drag any teammate to a desired position on the regardless of ball possession, which promotes tactical positioning over direct, individual player manipulation. This approach shifts focus to strategic decision-making, such as initiating runs or setting up plays, with actions like passing and tackling triggered by pointing and button presses on the Remote, while involves swinging the Nunchuk to simulate a kick, influenced by timing and angle. Game modes on the omit the traditional Master League career mode found on other platforms, replacing it with Champions Road, a single-player progression system where users build and upgrade a team through quick leagues, tournaments, and challenges, earning experience points to improve skills like positioning and accuracy. Online play is supported via , limited to one-on-one matches, with additional features for trading s and sharing Champions Road teams stored on the . Visually, the game employs a distinctive style with on-screen arrows indicating player movements and destinations, evoking a coach's tactical for enhanced readability during matches. Menu navigation is optimized for the Remote's pointer, featuring streamlined interfaces for modes like , , and a simplified Edit mode that supports importing characters as players, alongside a comprehensive to acclimate users to the controls.

Other platforms

The and versions of Pro Evolution Soccer 2008 utilized next-generation hardware to deliver high-definition graphics, including enhanced player models, stadium details, and lighting effects, with support for resolutions up to for a sharper on-field experience. These iterations introduced subtle improvements in animation fluidity and crowd rendering compared to prior releases, though some reviews noted occasional framerate dips during intense matches. The PC port retained the core single-player and multiplayer modes, such as Exhibition, League, and Master League, along with the same licensed and unlicensed teams as console counterparts, but operated on a PlayStation 2-derived engine rather than the next-gen framework, resulting in minor graphical variances like adjustable resolutions beyond standard console limits. Minimum system requirements included Windows XP, an Intel Pentium 4 1.4 GHz processor or equivalent, 512 MB RAM, and a DirectX 9.0c-compatible graphics card with 64 MB VRAM, enabling playable performance on mid-range hardware of the era. The community leveraged modding tools like Kitserver to address licensing limitations, incorporating official team kits, logos, and names for a more authentic experience. On handheld platforms, the PSP adaptation served as a close port of the PS2 version, preserving key modes like World Tour and Cup competitions while optimizing controls for the device's analog nub and button array to accommodate complex maneuvers such as precise passing and within constrained inputs. The Nintendo DS edition featured simplified control schemes tailored to the dual-screen setup and touch capabilities, emphasizing accessible for on-the-go sessions with modes including Konami Cup and multiplayer via , though visuals were scaled down for portability. Across these non-Wii platforms, mechanics and team compositions remained largely consistent, ensuring parity in competitive balance despite hardware-specific optimizations in visuals and input handling.

Reception

Critical reception

Pro Evolution Soccer 2008 received generally favorable reviews from critics, who praised its refined as a significant step forward from the previous installment. The title's core mechanics, enhanced by the new Teamvision system, were highlighted for delivering fluid and realistic soccer simulation that emphasized strategic depth and player control. Aggregate scores on varied across platforms, with the version earning 83/100 based on 19 critic reviews, the version scoring 80/100 from 17 reviews, the and versions both at 74/100 from 19 reviews each, and the and versions at 76/100 from 29 reviews. The edition drew particular acclaim for its innovative motion controls, which allowed intuitive pointing and gesturing to direct players and passes, making it feel like a fresh take on the series tailored to the platform. described it as "extremely rewarding" and one of the top sports titles available for , noting how the controls elevated strategic play despite an initial adjustment period. In contrast, the DS version faced harsher scrutiny for clunky touch controls and limited team selection, with scoring it 4.7/10 and criticizing its lack of depth compared to handheld rivals. Persistent licensing shortcomings remained a key weakness, as the game featured fewer official teams, stadiums, and leagues than competitor FIFA 08, forcing players to use generic placeholders like "Man Red" for Manchester United or navigate incomplete rosters. Critics also pointed to a steep learning curve for newcomers due to the expanded control schemes and AI behaviors, though veterans appreciated the added realism once mastered.

Commercial performance

Pro Evolution Soccer 2008 achieved substantial commercial success, selling over eight million units worldwide in the ending March 31, , according to Konami's financial results. This figure represented a record for the series at the time, driven by its simultaneous launch across multiple platforms including the , , , , PC, and , which broadened its accessibility and market reach. The title performed especially strongly in Europe, where soccer's immense popularity fueled high demand; it topped the UK all-format sales charts for two consecutive weeks upon release and outsold rival FIFA 08 by a factor of two in its second week there. In Japan, under the name World Soccer Winning Eleven 2008, it recorded over 430,000 units sold in its debut week, with the PlayStation 2 version accounting for the majority at 293,926 copies. PES 2008's robust sales contributed significantly to the franchise's enduring legacy, helping propel the overall series past 100 million units sold globally by the 2010s and establishing it as Konami's top-performing property.

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