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Over my life I've spent many months playing Football (née Championship)
Manager, so it seems quite fitting that I'm finally putting these
years of 'painstaking research' into print. It should be noted that
with the pedigree the series has, Sports Interactive would have
to make some very strange mistakes for Football Manager 2008 to
score any less than an 8/10. The series has, in many people's eyes,
reached perfection for the football management genre, and as such
the improvements made each year can theoretically only be incremental
and have minimal impact on the gameplay itself. But is that true
this year's release?
It's
hard to believe that anyone can be unaware of what Football Manager
involves, given how ingrained in PC gaming culture it has become.
Its title is also a bit of a giveaway: you manage a football team.
The manner in which the long running franchise (the king of spreadsheets
previously went under the name of Championship Manager before the
team behind it ditched Eidos for Sega, losing the rights to the
name as well) differs itself from others is in terms of its presentation.
While rivals like the FIFA management series have tried to make
the game graphically rich and appealing with 3D interpretations
of the matches, Sports Interactive have always stuck with the admirable
principal that a solid simulation needs no graphical (or aural)
bells and whistles to get the acclaim it deserves.
Using
a series of text screens and statistics, players adjust their squads
and training schedules to ensure that their team meets the board's
objectives. By wheeling and dealing in the transfer market, getting
your tactics just right and with a bit of luck, you can progress
from club to club living up to your full potential, or try and reach
the big time of the Premier League with your Blue Square Premier
team. It's entirely up to you. In recent years, FM has followed
the trend set by real football in ensuring that your involvement
in the game isn't just settled on the pitch and transfer market,
but in the media too. This has changed from a tacked-on (but fun)
addition with little impact to being a real part of the gameplay
here. Feel like imitating Sir Alex Ferguson and complaining about
every disallowed game and penalty turned down? Go right ahead. Feel
your team is underperforming? Get one of your squad to call a players'
meeting to sort out some answers. The minutia of management has
increased (though thankfully not to include the price of tickets
and pies) to the extent that you can now even instruct your ground
staff to make a smaller pitch if you want teams with wingmen and
passing strategies to struggle when they come to your fortress.
But
all of this feels optional, and it's very possible to be successful
in the game while ignoring all of these extras - Sports Interactive
are clearly aware that their fans will have very different expectations
in this respect. They've also catered well to newcomers to the series;
while the menus are daunting and confusing to navigate your way
around at first, a tutorial box with helpful hints and explanations
as to where to go to tinker with aspects of your management is switched
on by default to help newbies become acquainted with the system.
Veterans will be relieved to hear that this is very easy to switch
off, because, helpful as it is, it is often a little overzealous
in its desire to inform.
It
feels a bit harsh to have to grade FM2008's graphics, because there's
a natural ceiling over how visually appealing a screen of statistics
can ever look. No one ever complained that MUDS or text-based adventure
games were lacking, and the same suspension of disbelief is required
here. Thankfully, a suspension of disbelief is incredibly easy and
it's (alarmingly) easy to feel truly gutted after you opposition
sneaks a last minute equaliser or you go out of the cup on penalties.
The front end is appealing enough though, and the match engine is
getting better - it's a nice touch that your bird's eye view of
the pitch allows you to see your players swarming around the linesman
if an offside ruling is not given, resulting in a goal for your
opponents.
So
what of the new improvements to the game? Well, as mentioned before
they're nuances rather than complete overhauls, but they all blend
into the engine seamlessly and veterans will soon be clicking around
the menus like the new features have always been there. The best
of these is a greater knowledge of the fan's expectations and views;
while previously the board and fans opinions' were compressed into
a single paragraph of text, you can now find out how both sets of
people feel about everything from your latest signings to your performance
against Rochdale. Another nice feature is the build up to match
day, where you're taken through three or four screens that mention
everything from your team-talk to tactics and potential landmarks
that could be broken this game (your striker may score his 100th
career goal, for example.) While it sounds like these proceedings
only slow the game down yet further, they're actually something
of a godsend to the thousands of other amateur managers like me
who often fail to tailor their tactics more carefully before matches:
The slower pace ensures you will make the more fiddly, yet satisfying,
tactical changes that were too time consuming to bother with every
match in past versions.
If
you're in the transfer market for a few criticisms to stop you blowing
thirty notes on the newest version then there are some mild caveats.
While the changes are genuine improvements, there's not that much
different from FM2007,
although the progression from FM2006
is definitely noticeable. And while it's hard to imagine going back
a year now they're here, skinflints may be better off not trying
the demo and never finding out. There also seem to be a few bugs
- a defender of mine with an average performance level of 6.43 always
made his way into the Championship team of the week when he played,
and to my mind too many of the opposition's free kicks go in; it
gets a bit silly when you know there's less chance of a player missing
a free kick than a penalty. But these are minor points and should
not detract from the overall score.
Football
Manager 2008 has once again managed to exceed expectations. Each
year it seems that the minute gameplay tweaks can have very little
impact on the way the game plays, but every time we find ourselves
finding the improvements have been so well implemented that it's
hard to imagine going back to the way the beautiful game used to
be played. Just like Microsoft Excel spreadsheets can be made immeasurably
better by the skill of the programmer, Football Manager manages
to take a number crunching exercise in stat micromanagement and
take it to a level than prompts true passion. That's a hell of an
achievement for a humble spreadsheet.
Reviewed by Alan Martin for AceGamez (All Rights Reserved).
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