KO2002 has been developed only for the desire to give a worthy heir to the old masterpiece. The masterpieces we known, they born once alone, but the genesis of this Kick Off has been different. Developed following the suggestions and the directives of hundred beta impassioned tester of KO, with the teardrop to every new beta and to a planner (Steve Screech) that he has thought about producing a game to reinvigorate its myth and not to squeeze the impassioned ones (it will go out only in budget version).
To place side by side the same simple way of playing there will be always new competitions and a worthy aesthetical aspect however' remaining in the furrow of the tradition starting from the old sequence of the players that they enter in the field and from the classical view of bird flight. Every player of the over 204 international teams will be able' to count on eight technical parameters and ability. Anticipated also an useful editor that will allow' to practically personalize everything, included the stadium.
Title: Kick Off 2002
General vote: 70
Degree of Simulation:55
Brief comment: Is a title for nostalgic that feels again of the technological evolutions of the last years, to propose a Kick Off 2002 "on the classic way" ransom out big part of the actual market.
and so this is the older preview:
http://www.soccergames.it/articolo.php? ... 1219132324
I made it last year, this is the translation:
Toward the end of the years 80 a small software house from London published a new game of football programmed by a unknown programmer with the funny name of Dino Dini, it became one of the greatest revolutions in the field of the soccer games on the home computer of the time (Amiga and Atari St in this case). It was a “violent masterpiece” from a definition of Francesco Carlà of the epoch and that it is able to well represent the impact that had in the world of the videogames.
Kick Off went out of every classical concept of the football game, the game of Dino Dini proposed a revolutionary choice for the ball control, a scheme of fast game and an iimmediate feeling that it was established in every game and that it made the Commodore Amiga from the beginning of the years 90 and for an abundant 5 years the dream machine for the videogamers.
With Kick-off the problem of the soccer simulation is resolved making a jump to the play-aspect of the football, not its cosmetic aspect as happens for the new generation game.
The distance among the player and the game visualized on the screen was so emphasized in its verticality by to arouse an enormous charm, the little players were minuscule and they made to glimpse only two elements: the head and the feet, and you could only imagine their bodily conformity. The movement of the game was vertical and the spatial surrender, owed by the relationship among the small players and the field of game was perfectly simulated.
When it played all it was reduced to the main point (draught, feet, passage, head, field, brings, goal), an experience of pure action and movement. To notice that the control of ball was very more difficulty of the actual games (characterized it by "attached ball to the foot"): there the ball was free on the ground and our player it pushed until it going to meet it. Every tackle assumed the taste of a bet in which our ability counted very more of that of the small player that we were maneuvering.
No one videogame after Kick-off (except perhaps Sensible Soccer of John Hare) has known how to vitalize the interactive soccer experience in so original and amusing way.
Unlike KO, in the games of today's it is included by now the television artifice, it aims to reproduce the television effect and it doesn't surprise that, joystick to the hand, the videogamer of these products is firstly a televiewer and is taken everything rather for granted that is it.
The play-factor has become a secondary factor, rare exceptions excepted, and the video games are slavishly structured now to the television narrative.
But now as 10 years ago Anco retries to rewrite the history of the soccer video games, setting the distances from the reality actual games and deciding to publish Kick Off 2002. The game is a completely new Kick Off developed for PC, (and MAC) and will reproduce the complete experience of game of the original one but in a new 3D engine. It will maintain therefore the classical vertical view "bird eye" and it will maintain the same supreme way of playing of the classical Kick Off.
KO2002 has been developed only for the desire to give a worthy heir to the old masterpiece. The masterpieces is known, they are born only once, but the genesis of this Kick Off has been different. Developed following the suggestions and the directives of hundred beta impassioned tester of KO, with the teardrop to every new beta and to a planner (Steve Screech) that has thought about producing a game to reinvigorate its myth and not to squeeze the impassioned ones (it will go out only with budget version).
To place side by side the same simple way of playing there will be always new competitions and a worthy aesthetical aspect however' remaining in the furrow of the tradition to start from the old sequence of the players when they enter in the field and from the classical view of bird eye.
Every player of the over 204 international teams will be able to count on eight technical parameters and ability. Anticipated also an useful editor that will allow to practically personalize everything, included the stadium.
Besides Anco promises a lot of care for the details and they won't also miss some sweet as the ambulance that comes into play to assist the players injured. Kick Off 2002 will go out for PC, delays excepted, in January, they will follow therefore the versions for anticipated playstation for February.
KO2002 will be challenged with all the actual trained competitors, even if it won't be able to be considered a certain direct competitor. Belonging to another philosophy is the triumph of the human control from invades to the automatisms of the computer/consoles and from the television narcissisms.
In short, a nonconformist game that everybody, that it has not tried to satisfy the laws of market but it has chosen to cross the road traced 10 years ago and to be faithful of it, and it is a kind of romantic vision that the ideas will never die...
simply 10th best defence in the World
The question is not when they're gonna stop, but who's gonna stop 'em?
kovalski: The last American hero - Primal Scream
<font size=-1>[ This Message was edited by: filippodb on 2002-12-03 04:34 ]</font>
KO2002 and the KOA in the spotlight!
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