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Sir Alex Ferguson is in trouble again. Not content with official
Martin Atkinson bending the laws of space and injury time to allow
Michael Owen to curve the ball past Shay Given in the Manchester
derby; he's now deflected attention away from his team's continuing
inability to defend by suggesting that Alan Wiley, the man in charge
of his side's draw with Sunderland, is basically the Rik Waller
of refereeing. This is grossly unfair. At no point in the game did
Mr Wiley become beached in the centre circle and have to be righted
by the combined efforts of grounds staff and The St John's Ambulance,
or inadvertently produce a KitKat Chunky Caramel instead of a yellow
card. The FA's new respect campaign means that no one, not even
the most dour and Scottish amongst us, can question a Ref's eyesight,
impartiality and parentage as happily and freely as we use to, and
it's a similar situation with Championship Manager. In the years
after old developers Sports Interactive left to create Football
Manager, many frequently commented that CM was un-fit to even be
on the same pitch as their new rivals; but thanks to the advances
Eidos' series has made in its' latest edition, to do so now would
be a serious health risk.
Last
season's self-enforced sabbatical for the franchise has allowed
developers Beautiful Game Studios to really get to grips with the
enormity of producing a management game of serious quality. The
leaps and bounds the series has come on could surely not have been
achieved within the normally hectic time frame between yearly updates.
Championship Manager 2010 is not only a more well-rounded experience,
it's also pushing the boundaries of the genre in a number of important
directions; becoming a real contender to Football Manager by defining
and refining its own personality into something other than being
FM's understudy.
While
consideration has obviously been given to catering for the casual
player - the game can be set up to take almost any responsibility
you dislike off your hands, and even the manual has been split up
into separate basic and advanced sections - CM 2010 has depth in
abundance beginning with its training options.
One
of CM's biggest successes is the way it manages to clearly display
a lot of pertinent information on a single screen. The main training
page, for example, gives you a breakdown of the different components
that make up a particular training schedule, the changes of player
improvement under this regime, and a bar graph, which looks like
it comes from a sports science A-Level course, that plots intensity
against benefits in different areas - Sam Allardyce would be in
heaven. From this screen you can switch between the information
on each of the training programmes, assign different schedules to
different players, design you own ones, or watch players run various
types of drills and take part in practice matches. In these days
of severely tight economics, these last two options are particularly
useful. With the need for every member of your squad to step up
and contribute, being able to run the rule over individuals current
on your books, and any you offer a trial to, means you now have
more chance than ever to get the balance right, and avoid carrying
any dead wood that may sink you in a competitive game.
One
area of pre-match preparation that CM 2010 allows you to invest
in even further is that traditional training ground favourite, the
set-piece. Using an overhead view of the pitch, and player markers
that you can drag around, the game's set-piece creator breaks down
the process into individual steps, during each of which you can
give instructions to the player with the ball and the other members
of your team. Once you get use to the way the system works, it's
easy to use and manages to capture the key conundrum at the heart
of any dead ball situation - do you go for something complex that
could just as easily end in masterpiece or mayhem, or opt for simplicity
and risk predictability?
If,
even after making use of all these new aids, you feel your current
ranks still aren't up to job, then it might be time to dip into
the murky waters of the transfer market. In the past this would
usually mean a visit to the player lists, where you would spend
hours finding, and then forgetting, the names of players you're
interested in, and cursing those who you set your heart on, only
to find out they have no interest in joining you. In CM 2010, however,
it's now much easier than ever before to dip your toe before taking
the plunge. The game's Scouting Network options provide you with
an easy-to-use map of the world, from which you can decide how much
of you pot of cash you wish to allocate to unearthing talent in
individual countries. Unlike similar features in previous years,
given a little time, this one actually works, providing you with
players you'd actually consider signing, rather than those who are
either too old or whose stats are way too low.
Something
that makes scouting even more important in CM 2010 is the new Player
Knowledge system. An on-screen gauge shows you how accurate your
current knowledge of a player's stats are, and as you gather more
information on them, and the gauge rises, the figures continue to
change, becoming more precise and revealing the true picture. The
idea may be no more than a development of the 'Fog of War' mechanic
in Football Manager, but it's a much more subtle and accurate recreation
of how teams develop portfolios on players before deciding to pull
the trigger on a transfer, and it's vital to use it if you're going
to avoid the embarrassment of a 'Graeme Souness and George Weah's
cousin' scenario.
Both
the Scouting Network and Player Knowledge features are part of an
overall transfer system that's now more dynamic than ever before.
Predictable and unpredictable in equal measures, you really feel
involved in the agony of making and awaiting decisions, and the
joy or despair that comes as a consequence. All this, and you've
probably yet to see your side kick a ball in anger - which is now
a more enjoyable and important way to spend your time thanks to
Championship Manager's new 3D match engine.
Over
recent years the transition from two to three dimensional representations
of matches has been the most obvious area of focus for developers,
but until now even the mighty FM has only been able to muster a
pretty ropey attempt. CM 2010 changes all that however, with an
engine that fills games with colour and personality. For anyone
who remembers the matches in Codemasters' LMA Manager titles on
the PS2, Champ Man now resembles something very similar. The flow
of games up and down the pitch and the moves teams put together
are believable, and while there's the odd visual glitch, most notably
the way when players kick the ball the top and bottom haves of their
bodies don't seem to be connected, the animations are amazingly
detailed and varied for the genre, with outfield players performing
tricks and sliding in for chances while goalkeepers spread themselves
Schmeichel-style to deny opponents what look like certain goals.
As
its' key post-match selling point, for its' last few iterations
Championship Manager has proudly sported the inclusion of Prozone
- the data collection system that allows you to analyse in minute
detail various aspects of a game after it's been played. Despite
its' huge potential though, in the past it's a feature that's been
seriously hamstrung by the inability to do much in the rest of the
game to address any issues you've identified with it. Thanks to
CM 2010's new framework of transfers, training and tactical possibilities,
team-talks and other interactions with players, as well as the helpful
observations provided by your Assistant Manager, the Prozone tools
now come much closer to the achieving the value they're regarded
with in real football; although they still paint a picture in incredibly
fine detail while the rest of the title works in slightly broader
strokes.
While
the Prozone issues of the past have now been addressed to some degree,
there are other areas of CM 2010 that Beautiful Game could go back
to the tactics board on, with the most obvious being some completely
unbelievable opportunities in the transfer market. While it's a
nice touch that agents will offer you the chance to sign their players
who are currently at other clubs, whilst managing Liverpool the
first two individuals I was informed were interested in joining
my club were Gary Neville and Ryan Giggs, and, after politely turning
these enquiries away, I was then able to sign Arsenal wonder kids
Aaron Ramsey and Jack Wilshere for £3m and £2.5m respectively. The
navigation and in-game help could also be improved in places, with
a longing for the breadcrumbs feature in Football Manager and the
need to refer to the manual cropping up on a number of occasions.
Finally, there are the media options, and its here that CM is still
definitely playing second fiddle to Football Manager, with lots
of tabloid chatter but no real chances to interact with the press.
Football
management games have now come so far that we no longer really speak
of the stacks of leagues, hundreds of teams and thousands of players
they include. These are all taken as a given. CM 2010 even comes
with the option to sign up for CM Season Live, another new feature
in which you'll receive monthly, real-world updates throughout the
course of the year. It's yet another feather in the cap of a series
that's now performing at international level; providing a wide range
of options that compliment each other well, resulting in a more
cohesive whole that's now a true alterative to Football Manager.
The respect campaign for Championship Manager 2010 starts right
here.
Reviewed by James Hamblin for AceGamez (All Rights Reserved).
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