Our growing club counts over 650 players & 50 teams. We have teams and skills programs for players from U6 to U19. If your son or daughter is looking to take the next step as a soccer player, please come give us a try and see if our unique approach to develop young players is what you are looking for!
Coach George joined us in November, 2023. He's come from Somerset, UK, where he has been a football player and coach of both school and youth club programs since 2012. He holds his UEFA C licence and certifications in multiple other sports, and currently sitting for his Level 3 strength and conditioning personal trainer certification. Welcome to EVO!
Coach Rizzo has been coaching for the last 10 years, most recently coaching U21, U13s and assisting with Senior Team at Melita FC in Malta. He is currently undergoing his UEFA A Elite license, and he has worked as a medical doctor and GP Trainee back home. Welcome!
EVO welcomes new coach Ashley Roberts, who has just come over from Swansea, Wales to Texas. Ashley has coached youth soccer at various levels since 2013 in Wales and been a Challenger camp coach here in the US. He holds UEFA B Youth & Goalkeeper Licenses and is an A License candidate for GK as well. Find out more about Coach Ashley on the Evo Coaches page at
EVO adds another new coach this week as Lewis McGregor from Cumnock, Scotland joins the club. Lewis has over 5 years of youth coaching experience at the local and Junior Academy levels, has earned his degree in Coaching & Development and has a UEFA C coaching license. He's finally arrived in Texas after getting stuck in Chicago overnight due to the icy weather here last week. Please welcome him to the club! Find out more about Lewis at
We are pleased to welcome Kevin Moon here at EVO! Kevin is a former professional player in the Scottish Premier Leagues, and has been in coaching since 2016 working at soccer academies in Scotland and clubs here in the US. We are thrilled to have him joining us! Learn more about Kevin at
We're pleased to welcome our newest international coach, Ben O'Neill from Liverpool, England! He arrived in January and will be taking on teams from departing Coach Ken Luong (who relocated in December down to the Austin area) as well as some of our new and existing Academy teams. Find out more about Coach Ben on the Evo Coaches page.
EVO welcomes new coach Rhys Surringer, who arrived in Texas in August, 2021. Rhys brings over a dozen years of youth soccer coaching experience both in the US and UK, and played professionally in Wales was well as on their youth level national and regional teams. He's already started working with several of our Academy and Select teams and the staff. You can find out more about Rhys on the Evo Coaches page at
Today I'm talking with Enomoto-san, creator of the "Pro Evolution Soccer" series1 and the man responsible for pulling everything together at Konami2 as executive producer. In light of the upcoming release of the latest title in the "PES" series for the Nintendo 3DS system, "Pro Evolution Soccer 2011"3, I thought I'd like to sit down and talk with you about the game, including things from your perspective as creator. Thank you for taking the time to come by today.
I heard you were born in 1958, Enomoto-san. I was born in 1959, so we're practically the same age, and I think we probably have many experiences in common.We are the generation that saw the dawn of video games, and for the past 25 years, we've watched them transform.
Back then, there was no established way to make video games, so our generation had no masters from which we could learn game production.We had to learn by thinking everything out for ourselves as we worked, all the time. That was the starting point of our craft, and I'm sure we share common experiences there as well.
You're right. It seems to me that, when the video game making know-how was not established yet, how many times we repeated the process of making and destroying prototypes, or how we persistently kept going until things were as we'd wanted them to be were decided upon whether or not we were able to accomplish what we really wanted to make. It wasn't like now, where all the tools are there waiting and your ideas can immediately be displayed on the screen for your review.
It's quite the contrary in game creation today. We make games by perfecting the tools we use that can instantly reflect the data we've created on to the developing software. We focus on figuring out how to program the data while cutting down on other's help, so we can focus on how many trials and errors we can make. I think this is a result of our generation's history: we couldn't change the smallest bit of data without help from someone else, so we kept thinking of ways to automate. By the way, Enomoto-san, I heard you were originally in charge of sound?
That's correct. I was responsible for the sound for "PES". Since I was familiar with soccer, soon after I joined KONAMI, I went on to become head of production for the whole game around 1994, and here I am today. You could say I've come all this way completely immersed in "PES".
One of the topics I'd like to ask you about today is why "PES" became "PES". Just now, you said quite casually that you were 'familiar with soccer'. To me, it seems as though "PES" has grown into a brand that holds a large place among the soccer games that are released, and that through its process of growth, soccer games themselves have changed drastically. I'm interested to know what happened there, what sort of things you overcame, and what led to the establishment of the "PES" series brand that we have today.
According to the producer of "PES", Shingo Takatsuka4, "The offense and defense in soccer games are like those in fighting games." He says, "In short, the difference is that you steal the ball from each other instead of trading punches."4. Shingo Takatsuka = The general producer of the "Pro Evolution Soccer" series.
It's true that offense and defense are integrated in both soccer and combat. Things that can cause great damage to your opponent also tend to create holes in your defense. For that reason, how you read each other and what tactics you use becomes key.
Right. Another point is that, in previous soccer games, structurally, the ball and the athlete stuck together. In other words, when the ball came near the athlete, it would naturally be drawn to the athlete's feet. Our objective, then, was how to separate the athlete and the ball.
First of all, the production staff watches all sorts of soccer matches, particularly European matches, over and over. Unless we understand what sort of plays soccer itself is composed of, we can't render them in the game.Our ultimate destination is to experience through a video game all the things that you'd find in real soccer, and our ultimate goal is to express in the game everything that happens in the stadium.
But there are all sorts of things in sports where you don't know how much came from conscious practice on the athlete's part beforehand, and how things miraculously came together from a split-second judgment call.With soccer in particular, there are dramatic transformations in the game that are triggered by chance. For example, you see lots of cases where one pass changes the whole atmosphere of the match.
Yes. But if that happened every time, it would destroy the balance of the game. I think the balance between offense and defense involves thinking about the point at which such things should occur, and what the probability of them doing so should be.If things happen a lot, the score gets too high, and it becomes a hole in the AI5.5. AI = An abbreviation for "Artificial Intelligence". In games, it refers to technology that uses a computer program to implement decisions, thoughts and actions that simulate those of a human player.
Unless you're careful to strike that balance, it won't feel like real soccer. In practice, from a creator's point of view, how many of the things you want to do have been completed in the current "PES"?
Last April I reviewed Pro Evolution Soccer 2011 3D, a launch title for the new Nintendo 3DS. I came to the conclusion that, despite its flaws, it was a good game of soccer, and one of the better titles in a relatively weak launch lineup. Now, nearly a year later, Konami has released a new entry in the series for 2012. Did they improve upon the solid base they had?
One major improvement in the 2012 version is in the various gameplay modes. The Master League mode, similar to Franchise or Dynasty mode in other sports games, returns from last year, but with a vastly improved interface. What was confusing and clunky in 2011 is now much cleaner, easier to read and understand. Managing a team over the course of many years offers a lot of depth and provides a great challenge.
Before anyone points it out, yes, I said this game is a better version of last year's, and despite that I gave this a 6 when 2011 got a 7.5. That is pretty much entirely because of FIFA 12. That game raised the bar for what a sports game can and should be on the system, and apart from the online play it does everything this game does better. If you are buying a soccer game for 3DS, FIFA 12 is absolutely the game to get.
I used to play Interneational SuperStar Soccer on the N64. We had a lot of fun creating teams made up of all user created players and then playing 2 vs 2 multiplayer. Can this be done in Pro Evolution Soccer for 3DS or Wii? Thank you.
Quote from: HyawattaI used to play Interneational SuperStar Soccer on the N64. We had a lot of fun creating teams made up of all user created players and then playing 2 vs 2 multiplayer. Can this be done in Pro Evolution Soccer for 3DS or Wii? Thank you.
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