Location: Virtual Press Conference Server (E-Room Access Code: KONAMI-2016) Date: June 2016 (Pre-E3 Cycle) Host: Adam Bhatti (European PES Product Manager) & Klaus Garner (Lead Gameplay Engineer) 1. The Atmosphere: Low Lights, High Frame Rates The E-Room loads with a minimalist, dark UI. Background visuals show a loop of fluid 60fps gameplay—Barcelona’s Camp Nou at night, rain slicking the turf. Journalists’ avatars sit in a digital amphitheater. The vibe is confident but lean. No live orchestra. No real-world stadium tour. Just code, promises, and a grudge match against EA’s FIFA.
“Online lag?” A (Garner): “Dedicated server test results: 97% of matches under 35ms. We’ll publish the raw data after this conference.” (Audible digital surprise.) PES 2017 NEXT-GEN PRESS CONFERENCE E-ROOM
“Official partners: FC Barcelona, Borussia Dortmund, Liverpool FC, Arsenal. More leagues than ever before. But here’s the next-gen part – full 4K stadium editor and community file sharing. Day one, you’ll download真实 kits, badges, and Premier League branding in under 3 minutes. We’re not hiding from licenses. We’re empowering the community to fix what others pay to lock down.” Journalists’ avatars sit in a digital amphitheater
“We don’t have the biggest budget. We don’t have all the names. But we have the better game. Watch the FIFA conference next week. Then come back and play this demo. You’ll know.” No real-world stadium tour
The next-gen promise wasn’t about 4K textures. It was about admitting that football games had become automated and then methodically un-automating them. The E-Room was small, focused, and slightly defiant – much like PES 2017 itself.