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Football is a game all about decisions - and with every decision
comes a risk. Arsene Wenger's half a million pound gamble on seventeen-year-old
striker Nicolas Anelka - good decision. The choice by some complete
clot to try and break into Duncan Ferguson's house while he was
at home - bad decision (the Scottish psycho battered him like a
Mars Bar in a Glasgow chip shop). After the success of Football
Manager 2008, developers Sports Interactive had a very important
decision to make. Once again their game had sold in vast numbers
but they were starting to become the victims of their own success;
their impeccable talent for creating an all-encompassing management
sim meant that every season it was becoming harder and harder to
find ways to improve their creation. Rather than resorting to throwing
in a free set of steak knives with every purchase, SI decided to
take a risk that - within the genre - was bigger than popping on
your polka-dot PJs and sneaking into 'Big Dunc's' place for a surprise
pyjama party; after years of watching the mixed results produced
by the likes of FIFA
Manager and LMA Manager, they finally decided to include a 3D
match engine - and while FM09 ensures that the series remains the
best football management incarnation around, it achieves this despite
the new addition rather than because of it.
The
first time that you see the 3D engine in action, you may wonder
if you've been hit by the team bus and woken up in a 1980s footballing
version of Ashes to Ashes, with Big Ron Atkinson as DCI Gene Hunt.
The different stadiums are nothing more than blocky, black and grey
backdrops, reminiscent of those from the likes of Match Day and
Emlyn Hughes International Soccer on the C64 but without the hordes
of pixellated people who used to pack the stands in those games.
Someone appears to have issued an edict that in FM09, all matches
are to be played behind closed doors, with generic crowd roars piped
in through the tannoy system for atmospheric effect. The players
are small and blurry, and beyond their basic skin colours they have
no individual characteristics whatsoever - so you've got no hope
of seeing the Portuguese Michael Flatley work his patented magic
for Man Utd.
All
of this wouldn't matter half as much if the matches played out believably
- but for the most part, they don't; the benefits of SI's links
with SEGA's Virtua Striker team are difficult to spot, as players
seem to hover just above the ground without any real weight to them
and tackles resemble games of ring-around-the-roses. The engine
also seems to struggle to recreate believable match action; goals
that come after the ball has rebounded back off the keeper or from
long-range shots that the game forces in by exaggerating the laws
of physics occur far too often. The most telling moments, however,
are those when a player receives the ball with no one around him
and everyone on the pitch stands still; you can almost hear the
game desperately crunching the chaos theory numbers as it attempts
to replicate what would happen in a real game before finally giving
up and having the player just knock the ball off to his nearest
teammate rather than driving into the acres of space in front of
him. Besides all of this - and some clunky transitions between stops
in play - there is also a range of glitches, such as players walking
through advertising hoardings when taking corners, moving to stand
off the pitch, or the short periods when the action is reduced to
a speed slower than Sami Hyppia can manage if he has to run more
than five yards at any one time.
It
isn't all bad though, as the 3D matches come with some nice options,
like a choice of camera angles, a TV mode that clears the screen
of everything apart from the action and the bits of information
you want surrounding it, and a time bar that enables you to rewind
the play to any previous point; it's just a shame that when the
game occasionally manages to put everything together on the pitch,
resulting in a team creating a flowing, intuitive move that shows
a real cohesion between players, the action looks choreographed
rather than like it is occurring naturally. Furthermore, when the
engine's rudimentary construction is placed right next to the vast
swathes of detail in the rest of the game, it's a bit like your
club appointing Joe Barton as their community liaison officer: the
two things just don't go together at all. At least the 2D engine
remains available - and let's not forget that this certainly wasn't
perfect on its debut either - so if you dislike SI's first attempt
at a 3D rendition then you can revert to this mode until the new
match engine is refined in future editions.
In
contrast to its attempt at 3D trickery, when FM09 returns to its
home ground of stats and spreadsheets, its amazing levels of authenticity
follow suit, to such an extent that you can almost catch a pungent
hint of Deep Heat wafting out of your PC. This year, both the amount
of detail and the support structure around you are better than ever
before, so you can choose your level of micro-management within
areas such as training and searching for players. Throughout a season
you are inundated with pertinent reports of injuries from your physiotherapist,
youth- and reserve-team performances from your coaches, and potential
signings and loaned players from your scouts. After you, the most
central figure in this network is your Assistant Manager, who has
now become a real right-hand man. Upon beginning your new job, one
of the first emails you receive is from your assistant, who breaks
down the squad you've inherited, and before each game he provides
you with a summary of matters such as your opponents' likely set
up, any potential danger-men and even the style of play to which
the pitch is best suited.
Probably
the most valuable role that your assistant manager provides, however,
is the compiling of his match reports; updated minute by minute
as each game progresses, these analyse different aspects of the
composition of your side, such as performance and tactics, providing
information that aids your decisions. The brilliance of these reports
- and the reason that they're better than something like a ProZone
type feature - is not only that they help to focus your attention
upon a handful of important details out of all those that might
be relevant but also that they're tailored to your abilities, never
giving you advice that you cannot act upon. If you're losing and
your assistant's report tells you that one of your players is being
wasteful with the ball then you can substitute him or instruct him
to keep it simple; if you're winning but your assistant suggests
that you're getting overrun at the back then you can drop your midfielders
deeper or employ time-wasting tactics.
The
transfer system is more complete than ever with its vast array of
different sale, purchase and contractual options acting as a stark
reminder that, at its bottom line, football is just as much a business
as a billionaire's boat party. Only a tiny majority of all agreements
involve one team giving another a pile of cash up front for a player,
as facilities like cash plus player swaps, deferred payments and
loans with options to purchase bring flexibility to negotiations.
For FM09, Sports Interactive has also reworked the transfer model
to make all the glorified human trafficking more authentic; sides
from lower leagues look to sign young prospects and reliable veterans
or make loan moves from squad player in the divisions above, while
the big hitters are falling over themselves to throw money at top-rated
talent faster than Didier Drogba does at Burnley fans. A prime example
of this is the way that you'll see Manchester City burning money
on red hot players like Andrei Arshavin in the 2008 summer transfer
window, thanks to their injection of petrol dollars. The rumours
surrounding all this activity, attributed to real life sources such
as BBC Sport and Football365.com, are collated on their own separate
page, where the media attempts to fan the flames with a range of
tactics that include trying to get managers to make comments that
they can spin into column inches.
To
help with this, FM09 gives you and your peers greater chances than
ever to put your foot in it by making your dealings with the press
more engaging and exciting than before; these are real extensions
of football, played for high stakes and high rewards. You can attempt
to use the media to your advantage by indulging in some mind games
with a star player or manager that you're soon going up against
or unsettling a player who you want to sign. Depending upon the
side that you're managing, these efforts can backfire just as often
as they succeed, resulting in you losing the match or the chance
of the transfer and, whether you want to or not, there's now more
time to discuss your successes or failures with the tattle merchants,
thanks to the introduction of pre- and post-match press conferences.
At
these outlets, media giants such as The Guardian and Sky Sports
put questions to you that you can respond to with either "no comment"
or a selection of multiple-choice answers. Often, the language of
the replies is a little too marketing survey-esque ("I strongly
agree" etc.) but there's also a box at the bottom of the screen
into which you can insert a more specific answer. Watch your typing
though, because the key recognition is ultra sensitive and coming
out with a statement that reads "III gguarrantttee aa wiiinn" doesn't
make you come across as drunk with confidence so much as just drunk.
After a few questions you're given the option to call it a day whenever
you like or you can keep going until you've bored everyone to the
exits and it's just you and the cleaner left. You even have the
option to storm out at any point, although this is probably not
something that you should make a habit of if you don't want the
door that's slamming behind you to be the one that suddenly leaves
you standing in the car park, clutching your P45.
Whether
you choose to stick it out or flounce out, you receive details straight
away of how the press has reported what you've said, often finding
meaning in your words you didn't intend, and you're also told how
your squad has reacted as a whole to your words and whether any
individual players have been particularly affected. Just as importantly,
the game keeps close track of the views of the other main parties
with an interest in the team. Your fans take much more volatile,
knee-jerk reactions to the twists and turns of each season while
the new board confidence system sees the directors adopting a more
level-headed, long term view, based upon things such as changes
in the prestige of the club or whether they feel the players are
behind you.
Amongst
all this good there are some pockets of irritation. The wording
options for team talks aren't as useful as you might like and while
injuries are definitely accurate (everyone's favourite injury-victim,
Emile Heskey, regularly doesn't last the first forty-five minutes
of the opening game of the season), they occur far too frequently,
often hitting your star players and the areas of your squad with
the least cover. The things that make FM09 great though are the
same ones that have always served the series so well; with over
fifty playable countries and approximately three hundred and fifty
thousand staff and players, Sports Interactive are basically giving
you an interactive edition of the footballing Doomsday Book, whose
depth is combined with a finesse that makes the many hours spent
with it engrossing rather than enraging.
If
you're new to the series then Football Manager 2009 is definitely
the edition to go for, as the guidance from the wizards and the
profusion of tip boxes will help you like never before. However,
if you're a returning regular then you have a decision to make;
if you're buying mainly for the new match engine then you're at
risk of serious disappointment - at least you can console yourself
with the knowledge that you're getting easily the most three-dimensional
football management sim that money can buy, just not in the one
way that still eludes both this game and the rest of its peers.
Reviewed by James Hamblin for AceGamez (All Rights Reserved).
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