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When I wrote my review of Football
Manager 2008 on the PC, I had all the joys and optimism of winter
- my beloved Derby County were bottom of the Premier league, but
within touching ground of the other clubs around them and everything
was (comparatively) hunky-dory. Fast forward to the pessimism and
misery of spring and Derby County have become the fastest team to
be mathematically relegated in Premiership history - and here I
am, expected to be all excited about playing make believe football
management by squinting at the television, rather than squinting
at my PC screen.
It
may not seem like a particularly likely match at first - Football
Manager, the world's favourite form of recreational spreadsheet
entertainment, and the Xbox 360, better known for having a slightly
creepy Soldier of Fortune reader-esque obsession with guns, but
the series has managed to stick around for three years running,
so a fanbase of statisticians and footballing geeks must be making
their mark here somewhere, rather than insulting each other in Halo
3 deathmatches. And this is a good thing, because the game's
heart and soul remains as addictive as Hobnobs, and it's great that
a whole new demographic get to play something approximating the
glorious 'second life' of the PC version. The key word there is
'approximating' however, because the truth is that Football Manager
2008 on the 360 remains inferior to the PC version, because the
control system (while getting better with each attempt) still feels
like more of an obstacle than an old friend.
But
I'm getting ahead of myself. I should really explain the concept
of the game, both for those who can't be bothered to read my PC
review and for those who can't work out that the clue is in the
game's title, in much the same way that you can expunge a synopsis
of the movie Snakes on a Plane from its moniker. In Football Manager
2008 you manage football teams… in 2008. Simple really (oh, and
that's 'soccer' to you American readers, though I suspect that Sports
Interactive have no plans for releasing it on your side of the pond
due to projected sales figures lower than Derby County's number
of points for the season - *sob*). You pick your team and try to
improve their fortunes on the pitch via pages and pages of intimidating
statistics that represent the personal and physical attributes of
the staff you're managing. If you pick the right tactics, are wily
in the transfer market and get a bit of luck then success will surely
follow. If not then it's a job at a smaller club for you, m'laddo.
As game concepts go, it's simple but devilishly moreish, and thankfully
this hasn't been lost in translation to Microsoft's powerful console.
The
changes in this year's version over last year's seem minimal on
the surface, but they add up to create a far more well-rounded package.
It's full of little details for you to obsess over - like being
able to instruct your ground staff to make a thinner pitch to screw
over teams that play with wide-men, and being able to request an
increased budget if you guarantee promotion. There are also a greater
number of teams to choose from, with squads updated for the current
season, which makes the March release date a little odd; with only
six Premiership games remaining when SI pushed this out of the door,
you can't help but feel that they may have been wiser to wait until
the summer to cash in on the latest big money transfers. Despite
this, 360 gamers should be glad it's here, because the game is wonderfully
addictive and immensely detailed - joyful when things are going
you way and frustrating when they're not, just like real football.
The 360 version also ships with 1000 achievement points that will
take years to accumulate - they range from "win a match" all the
way up to winning competitions and not losing a game all season,
and should keep achievement point junkies busy for a good while
to come. But even without the achievements, this is the best football
management sim bar none, and Xboxers should be honoured that their
console is its fourth home (after PC, Mac and PSP), even if the
controls conspire to make it an inferior product to the desktop
versions.
With
the original game operating a series of drop down menus on a PC
desktop and running via point and click mouse control, the 360 controller
was always going to be a baffling transfer for me to get to grips
with, but even I wasn't expecting the wealth of confusion that confronted
me. After around fifteen minutes of utter bewilderment, followed
by an hour and a half of trial and error getting to grips with things,
I felt like I finally understood the intricacies of the control
system. This may sound like a massive time investment, but it's
hard to hold this against the game, because the PC version is almost
as bewildering to newcomers as well - and in the greater scheme
of things, two hours probably equates to far less than a percent
of my total time invested (not wasted, I keep telling myself) on
the game in its various forms over the years.
The
development team have taken the sensible option of not just mapping
the mouse to the analogue stick, which should be a relief to anyone
who's even tried to use one for precision cursor movement. Instead,
navigation of the various menus is handled by cycling through the
players and stats using the left analogue stick and moving through
options with the left and right bumpers, with the face buttons performing
context-specific actions that are helpfully signposted at the bottom
of the screen. However, even after grasping these control mechanics,
you often find yourself battling against the counter-intuitive.
The 360 controller has always been set out to make the A button
one of the most natural to press, but at times here it doesn't seem
to do the obvious thing. Half the time it will be used to confirm
options, while the other half that duty will fall upon the right
trigger, and the fact that this was still often tripping me up many
hours into the game should be a cause for alarm. Worse still, you
sometimes find yourself not confirming an action via the right trigger
after selecting it, meaning that the action you've meticulously
laid out doesn't happen - and you won't find out until you return
to that screen. To be fair, the development team are obviously well
aware of how baffling this must all seem to first timers and they
have gone to quite endearing lengths to welcome newbies into the
fold; an advice panel helpfully asking "what do you want to do?"
is on by default until you tell it to go away and pressing the "back"
button on the 360 pad brings up a lovely picture of the controller
in your hand, showing you easily what every button does.
You'd
better enjoy the picture of the controller by the way, because that's
the most graphically intensive thing you'll see over the many months
you'll invest in the title. I feel it's worth stating that loud
and clear, because unlike the PC where Windows is the norm (and
generously described as 'functional' and less generously described
as 'well fugly'), 360 users are used to seeing graphical awesomeness
from every facet. It must be quite a dramatic fall to earth, therefore,
for an uninitiated 360 gamer to load this up for the very first
time, only to be confronted with reams of text and boxes. As I said
with the PC review, it feels cruel to have to place a number on
Football Manager's beauty, but on the 360 where looks are more important,
it's hard not to be critical. I wasn't able to test it, but I gather
that the game loses further graphical points by not running the
match engine (a top down bird's eye view of circles chasing a ball)
in standard definition. I'm sure this is for the very best reasons,
but it isn't going to help the more graphics-obsessed players come
to terms with the 'beautiful game'.
As
with the PC version, sound is virtually non-existent. Barring the
match day sounds of cheering and generic chants, which are still
understated and unobtrusive, the developers have also included a
'blip' noise when you press things. I have no idea why they've done
this, but suffice it to say it neither adds nor subtracts from the
sound score, which remains low - although it really doesn't need
more. The day that Football Manager has music is the day I stuff
so much cotton wool into my ears that I require serious medical
attention. Besides, Xbox gamers have always been able to use their
own soundtracks if the silence proves too much.
There
are two ways of playing multiplayer Football Manager 2008 - online
or offline. Offline was pain enough on the PC, where everyone takes
it in turns to make their moves and could see you waiting for an
inordinate amount of time to get your turn if your friends are obsessively
weighing up different training schemes - and if anything it's worse
here, because the control scheme slows everything down further.
With that said, if you have enough time it's brilliant and splendid
fun to bury your opponent in cheeky £1 bids for their best players.
The really interesting area here is the new online play mode, which
allows leagues of two to eight players or cups of one to four teams,
with players allowed to select saved teams from their single player
campaigns, a default squad or a fantasy team where everyone takes
it in turns to pick a new player until they reach the maximum squad
size. The last is easily the most interesting and creates something
that is, if not a whole new ball game, intriguingly different. This
is one game you're going to want to play with friends rather than
random gamers though, because it can be a frustratingly laborious
affair that's wide open to cheating and time wasting (familiar to
anyone who has watched large amounts of League 1 football, then.)
The trouble is that there is no time limit for tinkering with your
squads, so you could theoretically be left waiting all day for the
match to start. Worse still, during the matches themselves there
are no rules about the number of times the game can be paused, which
leaves you open to unsporting players pausing the game with a minute
to go when they're 5-0 down. Despite desperately needing a referee
(or a patch, I'm not fussy), the online multiplayer is an interesting
new diversion that I intend to keep exploring.
So
here I am, attempting to make conclusions over a generally solid
port of a game that I awarded 9/10 to six months ago. The gameplay
is as brilliantly addictive as ever, but it's that bit more awkward
and fiddly that it sometimes makes the micromanagement that the
series is famous for too frustrating to be worth bothering with.
Actions that would take seconds for experienced players on the PC
take a great deal longer on the 360, and these really do add up
as it goes along. Plus, as the PC version could be played in a window,
you could happily browse the Internet while the game number-crunched
through its numerous 'processing' screens - an option that's naturally
absent from the Xbox. With that said, if you don't have a PC that
can handle it and you prefer the comfort of reading spreadsheets
in the living room, or you're some kind of achievement point zombie,
then there is nothing to stop you from investing in a copy of Football
Manager 2008; just be aware that the experience you're having will
always be slightly less fluid than that of your PC-owning friends.
Reviewed by Alan Martin for AceGamez (All Rights Reserved).
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