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After the split between mega publisher Eidos and the developers
of the Championship Manager series for over a decade, fans of the
series had a difficult choice to make. Either they could stick with
the continuation of the same game engine that had enthralled fans
and ruined relationships for a large portion of their lifetimes,
or they could stick with the brand name that Eidos lumped on the
shoulders of the aptly named Beautiful Game Studios.
Most
took the sensible option of waiting to see what both development
teams could conjure up and then make their choice accordingly. And
it was Sports Interactive who proved the winners, taking a mess
of an engine they'd created for Championship Manager 4 and polishing
it up a treat for Football Manager 2005. Championship Manager 5,
the first in the series created by BGS turned out to be a complete
mess of a game and was rightly panned by the majority of critics.
Still, a new year means a new iteration of our favourite management
simulators and with Football Manager 2006 now available on Xbox
360 and PSP,
in addition to the long released PC
version, Championship Manager 2006 has a lot of catching up
to do.
The
big selling point of the BSG developed Championship Manager games
has been the sheer speed at which you can fly through a season.
A huge criticism levelled at these footie management sims has been
the huge amount of time spent staring at a screen displaying something
along the lines of 'now loading'. There's not much chance of that
happening here; rapidly progressing through time happens almost
instantaneously - pressing the continue button pushes you straight
on to the next piece of interesting news or match, whichever comes
first. The level of obsession placed upon this one feature is quite
alarmingly high of course, especially odd considering the numerous
hours required to get the kind of worth out of such a title is fantastically
high in the first place. But of course it certainly helps keep frustration
at bay and there's little opportunity to scream blue murder at your
PC when it proceeds to crawl along at the speed of an asthmatic
slug that's been weighed down by a lifetime supply of grapefruits.
The
Beautiful found in the name of the development studio has absolutely
no correlation with the game, as you'd expect. Like every other
management sim out there, it's a brutally ugly beast even at the
best of times. While the menu based nature of these games isn't
one to be fawned over, the delightful design and implementation
of most areas in Championship Manager 2006 has to be praised. It
all takes some getting used to, but you'll be flying to the info
you need in a matter of a mouse click or two within an hour of play.
It's
out on the pitch where the real beauty could stand out. Opting for
a variety of different camera angles to allow you to witness the
action played out on screen - though the main side-on 'TV' style
is probably the best choice for most - your players are represented
by what resemble Subbuteo players. It's certainly an aesthetic plus
for BGS over Sports Interactive, but it's akin to comparing a ZX
Spectrum to a Commodore 64 title; both are ugly buggers.
The
match action itself is a huge improvement over last year's effort
but still a long, long way from at least giving the impression of
realism. Goalkeepers concede from shots that fly past a few inches
from their static figures, and miscontrol, leading to possession
being lost is the instigating feature for the vast majority of goals.
In fact, if you happen to merely watch the highlights of each game,
realising that one of your players intends to turn 180 degrees with
the ball is the time you realise that you're just about to concede.
It seems that no matter what level, all players are incredibly eager
to give the ball away in this ridiculous manner. It just doesn't
feel at all like football, nor is it even remotely enjoyable to
witness the vast majority of the time.
One
nice touch is the information you're given as matches progress.
You'll bear witness to which players are trying their damndest to
help the team and which are having an off day. Same for the opposition,
perhaps hinting at which player you need to mark. Considering the
lack of feedback you'll receive from the disjointed action onscreen,
it's nice to have this kind of information right at your fingertips.
Where
the 3D match engine fails to really push the envelope, scouting
proves to be an area that's obviously been lavished with attention.
Upon scouting a particular player, your scout gives you a report,
including both the plus and minus points of each player. The level
of detail makes signing the correct players to slot straight into
your starting line up a much easier task.
There's
a lot hidden away in Championship Manager 2006 that makes it seem
like the very pinnacle of the genre. The scouting, interaction with
your players and a transfer system that prevents you making ridiculous
signings are all up there with the very best. It's a damn shame
then that the match engine itself is both a severe letdown and a
crippling miss by the development team. However, considering the
huge progression made from last year's iteration, CM 2007 could
be an absolute stormer and a real challenge for Sports Interactive
to compete with.
Reviewed by AceGamez (All Rights Reserved).
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