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In the vast swathes of shovelware for which the DS has been a magnet
for over the last year or so, I remember reading that Deal
or No Deal has a mode where you play as the banker. This is
unsurprisingly about as exciting as it sounds, a mode where you
make cash offers to the contestant who is having the real "fun",
for want of a better word. When presented with a game entitled Football
Director, it's natural to wonder if this is going to be the latest
foray into side-avenues of games like Programme Vendor 3 and Super
Stadium Groundstaff. Thankfully, Football Director is a straightforward
management game that has nothing to do with boardroom bartering
or taking minutes; the choice of name is presumably so that it doesn't
get confused with Football Manager while still managing to cash
in that game's acclaim (like calling a third person, alien shooter
Cogs of Combat). Not that we care, because DS gamers have been crying
out for a football management sim while the PSP unfairly gets annual
updates of the best one in the series. Can Football Director take
advantage of the management simulation vacuum? Let's find out.
If
Football Director doesn't have you shuffling papers, allocating
budgets and enjoying generous corporate catering then what does
the game involve? Anyone who has ever played a football management
sim should know what to expect, as the aims and methods have always
been the same. You pick a club to manage (England only in this title,
alas), select the tactics, buy and sell the players and set the
training routine to ensure that, come the end of the season, you
meet or exceed the board of directors' expectations. Succeed and
a bigger team will probably come a-knockin', wanting you to work
your magic on them; fail and you'll probably find yourself fired
and having to set your sights significantly lower for your next
job. It's a simple formula that has kept us going for years but
that has not been tapped into on the DS platform as of yet - and
with stylus tapping ideal for working your way through menus, a
DS football management sim would seem like the perfect thing for
football fans to while away their commutes with.
Predictably,
it's this control scheme that gives the best possible early impressions.
Anyone who has played a football management game in the last decade
will be right at home as soon as they figure out what the icons
mean and the tutorial is amongst the best I've seen on the DS, pointing
out very clearly the different options and what each button means.
Should you forget, the question mark icon is ever present in the
bottom left hand corner to give you a reminder of each function.
You navigate menus using the stylus and you can always click on
teams or people to find out more about them. It's intuitive, simple
and quick - traits that are all welcome in this particular genre.
These
positive early impressions continue into the player database itself,
too. Although only English leagues are represented, there are no
invented clubs or players here and a quick glance shows that each
squad is at least an approximation of its current roster. Digging
a little deeper reveals some out of date players though; my beloved
Derby County's current top scorer Rob Hulse sits languishing on
the Sheffield United bench when he could be flourishing in the glory
of a mid-table Championship side's misfiring attack, for example.
Although some transfers have been made after the database was written,
there are other oddities like players on loan from last season still
appearing for their temporary teams. I can only assume that a few
players slipped through the net (figuratively speaking), something
that I imagine is all the more prevalent in the less glamorous lower
leagues. You can edit the game yourself but this option is distinctly
limited and only allows you to rename players, leaving you wondering
why the option was included at all. The game also carries out the
traditional small-database management game trick of recycling player
names for randomly generated people, a feat that is fine until you
spot a certain S. Ebanks-Blake listed as an out of work forty-five-year-old
coach. Despite these little issues, it's worth noting that early
impressions of the game are extremely promising; the interface is
slick and smooth, the controls are spot on and the licensing seems
relatively accurate and up to date.
Unfortunately,
this promising start does not continue into the match engine. Now,
I wasn't expecting a fully animated pitch or anything (given that
the significantly more powerful PSP can't manage this in Football
Manager) and I have no problem with the old-school running commentary,
but the sad truth is that the match description isn't detailed enough.
In older Championship Manager versions you got a full description
of a build up to an action point but this is not the case here;
the first you'll know about a promising move is when you get a one
line description of a goal scored - you have no idea how it came
to your striker in the first place or even who got the assist. This
in itself would be tolerable if it didn't make the rest of the commentary
utterly redundant; I mean, what point is there in telling you that
you've won a corner when you know you won't score from it (you get
some text saying "Goal from a corner scored by...")? To this end,
the match bounces all over the pitch; you can concede a goal immediately
following on from a free kick at the opposite end with no knowledge
as to what went wrong and thus with no idea how to retrain your
bunch of misfiring mercenaries. There are other little problems
too, but I'm just getting picky when I point out that scoring an
own goal brings up your team's shirt when it goes in, making you
think at a glance that it's you who has scored.
Disappointingly,
this lack of detail is followed through all the way to the player
details themselves. Like the early management games of the 1990s,
players are measured simply on their overall skill and a few core
areas: handling, tackling, passing and shooting. I accept that there's
no need to match the sheer number of criteria that Football Manager
uses when assessing players, but tactically speaking it's quite
important to know whether a player is good at heading or crossing
when picking your tactics. These limited statistics mean that you
simply pick the player with the highest overall skill, throwing
tactics out of the window and making team selection and transfer
policy a simple case of comparing a single figure. This lack of
detail makes the long saving screens positively baffling and it
usually takes around a minute to save your game each time; not ideal
for a handheld, but my experience showed there was no problem with
closing the lid of the DS should you be in a particular hurry or
get caught playing the game when you shouldn't.
The
lack of detail becomes increasingly problematic and frustrating
as you progress; you can edit training schedules, but to what end?
With so few statistics to change and players seemingly fluctuating
at random (I signed Giles Barnes for Bolton with a rating of sixty-four
and after eight matches he was down to thirty-two, which is worse
than a league two reserve player), the whole idea of editing training
schedules seems laughably deep in a game that's actually shallower
than a dinner plate. It's probably this lack of depth and realism
that leads to a lot of unusual behaviour from players too. The simplified
interface means that budding managers have only the size of their
budget, rather than their current situation, to deal with when it
comes to attracting players. Premiership strikers just outside the
first team are quite happy to drop down three leagues to play on
loan, making my Bradford side significantly more lethal up front
than the opposition, and Tottenham was also happy to accept a bid
of just five million for Berbatov, a player who recently joined
Manchester United for six times that amount.
With
this review approaching full time and the result all but determined,
the presentation isn't much of an issue but I mention it anyway.
The game doesn't go all out attack on this front either, seeming
content to emulate its rivals' text-based screens. There is a slight
nod towards a soundtrack and some basic but effective crowd noise
but it's generally quite sparse, although this is no bad thing for
this type of game.
With
no other football management games for the DS and its lovely touch
screen controls, I had (perhaps unfairly) high expectations for
this game. Unfortunately, Football Director has more in common with
the fairly dull management sims of the 90s like Ultimate Soccer
Manager and Premier Manager than it does with SEGA's all conquering
Football Manager series. While it's tempting to give the game a
high mark to boost sales and perhaps push SEGA into making a port
of their far better game, the unavoidable truth is that Football
Director isn't deep enough to keep your attention for more than
a season or two. Simplicity can be a great thing but this particular
game needed a lot more depth to keep serious football management
enthusiasts hooked. Like so many average football teams, we're left
with the bitter mantra that is echoed by fans around the country
come May: "maybe next season".
Reviewed by Alan Martin for AceGamez (All Rights Reserved).
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