Inazuma Eleven General - LEVEL-5's unintentional response to Pokemon

Dammit Mandrake!

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@Vyse Inglebard you talked about the Inazuma Eleven soccer jrpg, right?
Nah that would be me. @Vyse Inglebard is just my alarm clock made out of meat.

never even heard of it
Let's heard you a bit about Inazuma Eleven.


Generally speaking it is a football/soccer JRPG made by Level-5 with an overworld that opens up as you defeat rival teams on your way to a larger championship. There is usually some secret plot underpinning the main premise that involves giant criminal organizations/corporations/aliens and you end up taking them out in the endgame or post-game. Your team is made up of 16 middle school kids and each member of your team has six moves (four pre-determined and two which can be assigned) and several stats which I will go over in a minute. You will be arranging your team of 16 into formations for larger matches against your rivals. During those matches, 11 of your players will be on the field with five in reserve; you (in the original DS games) use the touch screen to draw paths and tell players when and where to shoot. It is all pretty intuitive and works well.

I also want to emphasize early-on that this game is not exactly super realistic. Your players' special moves are like moves out of Dragon Ball Z and crazy stuff like that. You'll be traveling to alternate realities to warp around your opponents, freezing time and imbuing the ball with elemental energy to try to blow your opponent off of the field in a deadly explosion. Don't worry everyone is (usually) (mostly) okay afterwards except sometimes. It ends up being a lot of fun and very goofy.

IE 2.png
Outside of the larger matches against your rivals, there are random encounters much like any other JRPG and for those random encounters you will use the players in slots one through four of your main roster. You can see this pictured above; the first four slots are a slightly different color to signify their special use. So you're always going to moving players in and out of your top four in order to passively train a variety of players throughout the game. Later on in the game you can play larger rival matches at-will and train up the whole team at once.

So yeah, there's your general outline. The game follows a pretty standard progression and the story is usually at least passable. It is the game's mechanics which are the real meat, so let's talk about them for a bit. Here is a typical character screen:

IE 1.png
On the left you have a pretty standard set of stats and I think you can generally figure out what traditional skills they correspond to. For instance "guts" is obviously a stand-in for the "luck" stat. In the top right you have a character's preferred position on the pitch. Axel is a forward and a good one at that. But you don't have to run players in their preferred positions and the game actively encourages you to move players around and try new things. Axel has an element of fire associated with him. The game uses a basic element system of Fire, Wind, Ground and Grass which creates on-field advantages and disadvantages based upon matchups. If you are a much higher level than your opponent, this matters less; however, when you are evenly-matched or even +-10 levels, you want to keep track of your matchups.

You'll see FP and TP listed as well. These are Fitness Points and Technical Points, respectively. Fitness Points are spent when you want your player to dash across the pitch. Based upon their stats, dashing can be extremely useful as it lets you bypass other players without engaging in an encounter on the pitch (more on that later). Technical Points are what you spend to use moves. So if I want to use a special move, I'll have to spend 10, 30, 50 or even 70 points. With that laid out, let's talk about special moves because I sure you've seen that they are a huge part of your character's statistics screen.

IE 3.png
This is Bobby. His preferred role is as a defender and his element is grass. You'll see that his first four moves have a slightly darker backdrop to them. Each player has four moves that have been set by the developers. You usually start with one of them unlocked and as you level up and reach certain thresholds, the remaining moves will unlock. The special moves in slots five and six are always empty and can be assigned by the player at any time so long as they've acquired a move manual to teach it. Moves are broken up into several different types which we will go over now:
  • Shots: every player on the field can choose to "shoot" the ball or try a "chip shot" on goal. But if you have a special move of the Shot type, you can fire off a significantly more powerful attack on the goal. And when I say attack, I mean attack. The ball lights on fire, travels through a wormhole or even has three players kick it at the same time to smash past the keeper's defense.
  • Blocks: during matches, when you encounter an oncoming opponent that has the ball you are able to use a "tackle" or a "sliding tackle" on them to try to get the ball back. BUT! If you have a special move of the Block type, you can drastically improve your odds of getting the ball back from the other player. Things like creating an afterimage or replacing the ball with a melon are all within the realm of possibility. It is worth noting though: some block moves have a higher chance of catching a foul and giving the ball right back to the other team.
  • Dribbles: while each player on the field can try a "feint" or a "charge" when moving toward the opponent's goal with the ball, Dribble type moves will push things in your favor when trying to get the breakthrough that you need. Call upon the power of wind to blow your opponent out of the way or just lower your shoulder and blast on through. Much like blocks, be careful how aggressive you play because some of these moves will net you a foul instead of a goal.
  • Saves: the bread and butter for any keeper is their ability to protect the goal. Any of them can try to use a "catch" or a "punch" to get the ball away from the zone; however a Save type move will stop just about anything that is coming at them. These moves are immensely important and the ebb and flow of a match depend largely on how well you protect your keeper and how many Technical Points they have in reserve. If you can drain down a keeper's TP, you can effectively remove them from the match and start opening up on their goal.
  • Skills: these are special passive abilities that can give individual players stat/ability boosts or even provide your whole team with perks. Whether it is a Skill to improve your shots on goal or a rare skill that makes your entire team better at defending, these powerful moves are not to be overlooked when building your players and your teams as a whole.
So there you go, that's the general outline of the special moves in Inazuma Eleven. And I am sure you are already spinning the wheels in your head as you contemplate how each of these systems mesh together. Obviously when an attacker and defender meet up, there is a good chance that BOTH players will use a special move. One special move to block and one special move to attack; it is during these situations that your overall player stats and element come into play. Your special moves can and will fail if they are pitted against a stronger move or a stronger player... or both. So be mindful of your formations and positioning.

Before I go on, you should probably check out a match to see it all in action. You know the basics and anything further would be advanced stuff. But for Pokemon players, that advanced stuff is going to be really important. And I am sure you've already seen the +1 and +2 and L5 junk next to a bunch of the moves in these player sheets. We'll get to that! But for now here is the heart of the game:


(note: this match is later in the first game when you can challenge teams at-will)

Just a couple more things before you rate me autistic. Let's look at the movesets for Axel and Bobby once more:

IE 1.png IE 3.png
You will notice that some moves have a B or a L listed after the name. These are pretty useful additional abilities that the move is capable of.

Axel's Fire Tornado is a Shot type move; however, if an opponent takes a shot on-goal and the ball passes through Axel's region of influence, you can choose to have Axel use his Fire Tornado shot to kick the ball back from whence it came. You will see that Bobby's block attack Volcano Cut can also be used in this fashion. What this means is that players that were not a part of the initial encounter can help out if the ball is anywhere near them and they have enough TP to step in. It is really useful stuff and can royally fuck with your opponent... and your own plans if you aren't careful.

Looking over at Bobby once more, his Triple Boost shot has the L modifier which means that this shot is a long shot. You can fire this thing off from the other side of the pitch and it will not suffer the same exponential drop-off in power that normal shot type special moves suffer from. Long shot moves are pretty hard to come by so be on the look out for them. Bobby is one of those unassuming players you get at the start of the game that many people will never train up because cooler players come along. But when you look at his standard four moves, Bobby is actually really good and worth the time put into him. And then augmenting him with good stuff in the five and six slot can make him a mainstay. You've also got a basic equipment system with your footwear being the most important thing. Plus two extra accessory slots which can alter your stats more than you may expect. And keepers are able to also equip a pear of gloves.

The second to last thing I want to talk about are move levels. You've seen them by now: Killer Slide +2, Triple Dash +2 and Fireball Storm L5. Not only are you leveling up your characters and training their stats in Inazuma Eleven, their individual moves can and should also be trained up. The more you use a move, the better the move becomes. After using a move about 30 times in matches, it will level up to become that move's +1 form. A +1 move is much stronger than the base move and a +2 move is orders of magnitude stronger than the base move. Leveling up your moves is a huge part of the game and allows you to use early-game moves all the way up to the final battles. When I compare these games to Pokemon, it is this specific aspect of Inazuma Eleven that runs circles around Pokemon. If Pokemon would add this one thing to their game, it would greatly enhance the variety of moves and overall gameplay options in the series. And then you get to extremely special moves like Fireball Storm which operate on a leveling scale of one through five. Fireball Storm L5 is absurdly powerful but it also takes a significant amount of time to train that move up. And even L3 and L4 moves are nothing to laugh at. But the best part is that each time a move levels up it gets a newer, cooler animation to go with it. So you can show off more than just a higher number by having a flashier move to use against your opponents.

And speaking of opponents... from Inazuma Eleven 2 and on, there are multiple versions of each game. Just like how Pokemon had Red and Blue, Inazuma Eleven 2 has Firestorm and Blizzard. Each game has specific players to recruit and if you want a full roster you're going to have to trade with other players. You can also play matches against other human opponents and there are co-op matches where you can work together to defeat opponents. It is a fully-featured series of games.

If you are interested in Inazuma Eleven, I would suggest starting with Inazuma Eleven 1 if you can find it. It is a great game and sets you up with everything you need. If you like it, jump on up to IE2: Firestorm or Blizzard and enjoy the new features added. If you just want to play the best one right away, start with Inazuma Eleven 2. I always recommend these games to people looking for something other than Pokemon that scratches the same itch. Inazuma Eleven comes with the caveat of being a football/soccer game; but I am not the biggest fan of the sport and I ended up loving this series. And it lays out some nice ideas that our favorite monster catching franchise should probably consider.

There is a new game in development right now for Switch and PS4 called Inazuma Eleven: Victory Road. Here's a trailer for it:

I think it is looking pretty good. It was stuck in development hell for several years but they restarted production and it looks good. They keep showing early-game footage though which makes the game seem slower than it should. I hope it is faster as you get to higher levels.

Oh you may be wondering about any complaints I have about Inazuma Eleven. I have been pretty positive about it. The biggest issue I have is that most of the games start off pretty slow. I had put the first game down for a few months because I got bored. But thankfully I decided to give it another chance. The first couple hours are gonna be kind of mundane because you don't have a ton of cool moves yet; but push past that and you will be greatly rewarded. I really enjoy this series and think it should be much more popular than it is. Generally speaking the only fans of this game I ever find are from South America; my boys down there fucking love this series. Also there's an anime that this game series is based on but I never watched any of that. Maybe you'll like that too. I dunno.

I guess I'll make this its own thread, rather than an oppressively long post in the Nintendo Switch thread. If you have any questions please bug me!
 
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very informative, thank you for the post :0
If you end up trying the game, post about it. I was reading some of your other posts about trying out games similar to Pokemon and want to know if my own opinions pan out. A JRPG about soccer is pretty out there on the list of "games like Pokemon" but I think it ends up being pretty darn close in the grand scheme of things.
 
Hey I can post again! Thanks for the video. They put up another little gameplay snippet a couple weeks back, too:

Obviously I am a fanboy of this series, but the game is looking great. I really like what they have shown recently. My biggest gripe with games like FIFA is that moving around the field and your movement/speed/agility types of stats always seem a bit arbitrary and don't account for technique?

This system is also somewhat arbitrary, but it looks like it is fun to play and acts as an analogue for real world technique and play in a way that numbers in a stat column do not. That isn't to say that I dislike other soccer games, far from it. But this looks pretty fun and all the different modes plus an anime main quest as a bonus is pretty compelling. I hope it is as good as it looks.
 
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I started playing through 1 a little while ago on a whim and its been fun. I like that its over the top immediately and you get all this sort of conspiracy set up for a children's soccer team. The game's got a lot of soul that I was surprised by and its refreshingly optimistic even if can be boiled down to "DBZ but Soccer". In the beginning I really liked how aware the game was of itself with Someoka thinking he's useless after Gouenji joins the team since he's a better forward because that's exactly what I was thinking. And chasing that one kid around the school harassing him to join the club had some funny dialogue too. I think I'm only at the third tournament match but its a real good game so far.
 
Discovered this on the DS when it popped up on a rom site I used to get my DS games from. I'm a fan of JRPGs (moreso retro ones) and am a big football fan so the idea of a combination of both was something I didn't know I always wanted until I found it.

Been waiting for the new game but was starting to give up hope until reading an article on Vooks.com saying Level-5 will be dropping a release date soon. Thought I'd have to settle for Captain Tsubasa for my wacky anime football fix.
 
Yes! The footage from Tokyo Game Show is what I was hoping to see eventually. That looks way better than even a few months ago. Everything is much faster and polished. Depending on how far off the game's release date is, it can hopefully get even better. But for now I am just hopeful that we get a US/EU/non-Japan release date. The block/guard thing is pretty neat and I like the castle defense setup.

I guess the release date announcement is in two weeks. This is going to be an interesting game.
 
Here's the summary of the above video:
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So, what did we get? We got confirmation on a lot of power moves; pretty much every special move you saw in the video was a signature move being performed by several important secondary characters. The dude with pink hair and the surf board (Hurley Kane) showed us a Long Shot type special move, which is good. And the angel dude with the long hair (Aphrodite) is one of the antagonists from the first game... his moves are retard-tier in strength. Definitely want him on the team. Good luck recruiting him they never make it easy...

I'm seeing massive improvements to the game's UI and attacker/defender stats are very easy to read in real-time. Character models on the overworld map are bland and static, which is about what can be expected. We're just hoping the actual gameplay part of the game is competent, at least for now. And it does look good. I can already tell that I'm probably going to play with the touch screen controls; unless the button mapping is really good, I can't see myself performing actions faster with buttons.

The moves themselves look very good. I like the new field indicators and the pseudo action command system is very appealing to me. Having to make selections and line up the details in slow motion is a nice way to keep the player engaged and refining their technique.

From the start of the thread to now I have to say that the game is looking better than I had expected. And based on the five or six years of development and its various iterations, I think we're looking at a successful mid-development reboot here. Remember, this game was halted, scrapped and restarted a few years back... and the extra time was well-worth it. For reference, when Breath of the Wild was coming out, I was hyped for this game's development; and when Tears of the Kingdom came out, I was hyped for this game's rebooted development. (send help)

There was a second video posted as well. Just some flavor stuff. I like the little extra bits for the opponent intros and thankfully the character models are animated better and overall just nicer looking in these scenes than in general play. Which is good and fine and I won't complain too much about that.

I never realized that I neglected to mention the general story structure of these games. You have to fight through each rival team in the championship bracket. Pretty standard stuff. But each rival has special powers and unique conditions during their story-matches that will make things harder/more interesting. These story matches will have more scripted events and play out a tad differently than your generic 1v1 battles outside of story mode. So expect conditions and challenges for rival matches that include your powers being turned off, your energy being drained, players being injured, people straight-up switching teams/quitting/being depressed and all kinds of shit like that. Outside of story mode matches, this NEVER HAPPENS so don't worry about not being able to play competitive matches.

This game is the only series that has this exact gameplay and I just want that to be solid. I want this specific gameplay with some nicer graphics and a few touches here and there. And it looks like we're poised to get that.

So are any of the four or five of you that follow this thread actually going to get the game?
 
Hey there, boys and girls. Uncle Dammit is here to do the job that @Vyse Inglebard has been kind enough to do for my lazy ass.

They put out this video that is simply the match splash screen where you see the players and whatnot. Good stuff! The lineups they're showing are (as far as the games go) original and second-gen characters that you can have on your team. There are a bunch of great players across the three teams shown, so take notes. The forward group for the third team in particular is really good. But they'd probably have some trouble with the midfield of the second team (which is crazy) and the defense of the first team (which is mostly an end-game setup with an end-game keeper in reserve)... they also have Aphrodite (Captain of team Zeus) in their midfield and that dude can midfield all by himself on most days.

I'd love to see an actual matchup of teams one and two because those are both excellent setups.
 
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At the rate they are going, this game will end up on Switch 2. I am waiting for it to appear in a Direct sooner or later.

Switch 2 launch title?
It won't make Switch 2, the game will be out before then. At least it had better be.

If Inazuma Eleven doesn't get showcased in a big way in one of the upcoming Directs, I will personally be very annoyed with Nintendo and/or Level 5. I guess I should complain about this in the Nintendo Switch thread for good measure.
 
The beta test came out about a half hour go and I'm half-way through my first match, but I've got to head out to work soon.

So far I am enjoying it. The presentation is very clean and I liked that they asked me if I wanted to use the A button or the B button as my "confirm" button. More games should do this, especially multiplatform games. I'll have proper feedback on the game maybe tonight but definitely over the weekend.

In-game tutorial videos are well-placed and not too intrusive. They are also actually informative. I was surprised to see my coach had a player card, a level and apparently stats... which is intriguing. And the team aspect of the game has been fleshed out more, with a lot more passive options and abilities in the mix.

The biggest crime against humanity so far? WHERE THE FUCK IS BOBBY? You know Bobby. He's the guy from my opening post that I told you was really, really good but is a starter character with unassuming stats. I guess I know who my team captain will be once I can create my own.

Go grab the beta on the Switch or PS4/5 or Steam or whatever and give it a shot!
 
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Alright. I've played several CPU matches and several online ranked matches and have some thoughts on the game.

First off, the controls are probably going to be the biggest hurdle for most people. They are a little tricky. But it doesn't take terribly long to figure the system out enough and move beyond randomly pressing stuff. I'd say three matches or so. When things start to click, the gameplay is extremely fun and high-energy. There are a lot more timing puzzle situations than expected but they work well, even with the online.

Speaking of the online: matchmaking either sucks or I am in a very small pool of people and everyone else lives off the state and didn't have to work. On the plus side, after getting blown the fuck out and sticking with it, my level two team jumped to level seven and got way better. So keep at it.

I am pretty happy so far. Looking through all the menus and options, there's a ton of stuff here.

Good play and successful passing nets your team energy which you can use to fire off special moves; this time there are no individual TP bars, you have to manage a global pool. But gaining more energy is easy enough. I like it and it works well with all of the other stuff going on.

ALSO! Thankfully I can report that the game moves at a good pace.

Check the demo out this weekend. It is on most systems now.

Hey check this out:
Pretty informative. I watched it in-game and it helped.
 
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