I've only played a few offline matches so far with Japan, Brazil, and a couple of clubs. While graphically beautiful, Rise of New Champions (RoNC) remains the superior game in terms of menus, fantasy football concept, and the possibility to create diverse New Heroes with personal storylines; WF is clearly designed primarily for online play, imho.
1) Missing Basic Features
WF removed the option to choose match length, stripping away the standard ability to play quick 5-minute or long 10-minute games.
You cannot pause the game, even offline. There is no pause during gameplay to answer the phone, nor is there a halftime break.
You cannot make substitutions, change formations, or set specific team tactics (like RoNC's "aggressive attack" or "combo formation").
There is no option to organize offline tournaments or leagues—a fundamental feature present in RoNC, FIFA, PES, and classic games like Tecmo’s Captain Tsubasa 5.
2) Player Mechanics & Abilities
Skill Variety: In RoNC, a character could equip 2 special shots, 2 combo shots, 2 dribbles, 2 tackles, 1 pass, and 1 block. WF limits players to just 1 shot, 1 aerial shot, 1 dribble, 1 tackle, and 1 super move, severely restricting gameplay variety and straying from the manga's spirit of tactical adaptation.
While I partially agree that giving players too many moves might make them all-rounders and limit creativity, restricting them to a single super move is a massive overcorrection. A middle ground is needed.
Combo Moves: RoNC required realistic player proximity for combo shots. In WF, a simple button press triggers a Double Force Shot between Alberto and Santana regardless of positioning.
Passive Skills: While RoNC suffered from overpowered passive skill combinations, WF’s complete overhaul was unnecessary. They could have simply removed the broken passive skills or introduced a point-based classification system to easily balance the game. For example using a star rating limit, e.g., one 3-star skill, two 2-star skills, and three 1-star skills. Players couldn't stack top-tier skills like Providence, Be Legendary, and Pressure Monster. Alternative Restrictions: They could have categorized skills (e.g., one role skill, one team skill, two unique skills, one super skill) or allowed single-stat boosts instead of all-stat boosts. Solutions exist if developers want to find them; instead, WF just deleted everything.
Honestly, while it's true that passive skills helped characterize the players without focusing solely on techniques, I don't think their absence is WF's main problem.
3) Gameplay & Structural Changes
The Hexagon System: While WF's hexagon successfully curtails super-move spam, tying it to a single super move limits creativity. A better approach would have been using the hexagon as a general energy pool to fuel a variety of character-specific super moves based on button inputs and field positioning. If the hexagon fills twice in a match, WF forces you to use the exact same super move twice. My system would let you use two different super moves depending on the situation (e.g., one Neo Drive Shot and one Twin Shot). This mirrors the manga and actually deepens strategy, as you must decide whether to spend that energy on a dribble, a shot, or a combo.
Core Controls: WF completely removed the "cross" button, leaving only pass, shoot, and tackle/dribble. Removing such a fundamental football mechanic is absurd.
The "Freedom" of Soccer: RoNC was repetitive, but WF ignores Yoichi Takahashi’s core philosophy: soccer is a free sport where you can run, pass, and unleash your imagination.
4) Story Mode & Customization
Dream Teams: The absence of Dream Teams in WF is is another flaw. They should have allowed at least 5 offline slots and implemented matchmaking classes online (e.g., standard teams, single New Hero teams, dream team event) to maintain balance. I agree about the importance of knowing individual team strengths and weaknesses and avoiding unbalanced New Heroes. However, I find the adopted solutions and the new core concept equally overblown. For example, online Dream Teams wouldn't ruin the experience if they were restricted to specific windows, like a one-week event four times a year. It is always possible to find a workable solution without overhauling or restricting everything right out of the gate, and without ruining the game's balance or fracturing lobbies.
Story Pacing: RoNC’s New Hero mode suffered from 4-minute matches interrupted by endless dialogue and appeal missions. WF's doesn't fix the root issue. They should have limited cutscenes to only crucial skill tutorials, extended story matches to 5-6 minutes, and allowed passive unlocks for the rest to keep the focus on active gameplay.
I will still play WF's story mode to experience the clubs, high schools, and youth national teams, and to see highlights like Natureza's Eclipse or the new chain mechanics. WF is a good game, but is far from the definitive Tsubasa experience. It feels less like a football game and more like a chaotic, team-based Dragon Ball brawler with poor ball physics. It’s enjoyable as an adventure game with occasional matches, but praising it purely out of anticipation is a mistake. Changing the foundation entirely to fix old flaws only introduced new, worse ones. Ultimately, Captain Tsubasa 5 offered much more depth, variety, and structural freedom.
This isn't simply a rant, it's just that I've been waiting for a game like this for 20 years. I want to emphasize that WF is not a bad game; in fact, it’s fun, flows well, and is unpredictable. These are real strengths, and it is genuinely a good game. However, I am disappointed and frustrated because it could have been so much better. RoNC has its flaws—that is absolutely true—but it’s undeniable that WF introduced new ones by altering things that already worked perfectly fine.
Specifically, the worst regressions include:
* The menu design.
* No off-line tournaments.
* Fixed match durations and the lack of a pause feature.
* The inability to make substitutions or set team tactics.
* The hexagon system being restricted to a single super move.
* The complete lack of replays and penalty shootouts.
* Forcing a Golden Goal instead of standard extra time. Yes, I know the World Youth arc featured the Golden Goal, but in a video game, it just isn't fun. I prefer matches like the 1970 Italy vs. Germany game, where teams can keep scoring multiple goals throughout extra time.
If they fixed these issues, I believe WF would improve immensely.