This year's Football Manager has to be the
most eagerly anticipated in the series' illustrious five year history. You'd
have to cast your mind back to Champ Man 4, when Sports Interactive was
still developing the series, to find an equally ambitious improvement to the
worryingly addictive formula. Released back in 2003, Champ Man 4 added a 2D
match engine and brought oodles more appeal to your managing experience in
the process. In Football Manager 2009, a 3D match engine that builds on the
now finely honed 2D engine is primed for PCs everywhere.
Getting It Right
Cynics amongst you might point out that Eidos'
current Championship Manager game has had a 3D engine for years, while other
football management sims (e.g. Codies' LMA Manager and EA's FIFA Manager)
have also displayed the beautiful game in 3D. The difference between these
and Football Manager 2009's attempt is that Sports Interactive's engine is
actually good. Put it this way: watching LMA or FIFA Manager match engines
in the past has always been a bit like setting two AI teams against each
other in PES or FIFA. Without a human controlled team involved, the
resulting performance just seems a bit lifeless. Last year's Champ Man
engine, on the other hand, was pretty entertaining but just didn't have an
edge of realism that successfully sucked the player in (examples included
way too many goals being scored from corners).
FM 2009 gets it right and the biggest reason for this is because Sports
Interactive has dragged the AI behind its 2D engine, which has been tweaked
to perfection by now, and dropped it on top of the graphics and animations
of the new 3D engine. The spot-on build-up play, perfectly weighted goal
scoring opportunities, and well represented formational behaviour is all
still there and hasn't been tampered with. In many ways the 3D engine is
just a new overlay for the action, a point that's never more demonstrable
than your ability to seamlessly switch between both 2D and 3D engines
in-game. Handily, it's even possible to watch a mini 2D view of the match in
real-time from the tactics menu during a match (unlike last year's game,
this allows play to continue while you make substitutions and change
tactics).
The engine's mechanics are spot-on then, but what about the animation?
Players are detailed enough that you can pick out basic features such as
skin tone and hair colour, but not a great deal more than that. You
shouldn't expect to notice any deft footwork either, so a Ronaldhino
flick-flack or Lionel Messi step-over won't be showcased in the engine. As
with the classic 2D view, it's fairly obvious when some intricate dribbling
has been performed by a player but you have to use your imagination for the
finer details. Your player may slow down as they square-up to a defender
before knocking the ball past them and leaving their opponent stranded, but
the animation won't display the intimate details of this.
Instead, the ball and player interact more like they would in Subbuteo. You
can see player's legs pumping like pistons as they sprint down the wing, but
the ball tends to bounce off them more like it would in a game of table
football than what we're used to seeing in FIFA or PES. This is not a
criticism because it's the same dynamic that was at work in the 2D engine,
just extended to a 3D plain. Similarly, on the 2D engine you've always been
able to tell whether a shot on goal or long ball has been lobbed, drilled at
the target, or had a touch of swerve put on it, and all of these details
have been re-created more realistically in 3D. Sports Interactive has simply
brought this existing detail into the new engine unfettered and quite
literally added another dimension to the gameplay in the process.
In many ways, the fact that the 3D engine works so seamlessly is actually
testament to how good the 2D system is. The new engine won't ask too much of
your rig either. The system requirements are already very low anyway but,
just to check, we ran the game through a rig with the minimum requirement
graphics card (an archaic GeForce FX 5900) and it worked a treat. A bit of
minor slow down was experienced occasionally and loading up the engine took
a bit of time, but other than that it was completely fine.
Silencing The Media
The interface is much the same as last year
overall with the exception of one big addition in the form of press
conferences. These give you the opportunity to field questions from the
press at key points (e.g. after signing for a club or before and after
matches etc.). As with any other Football Manager feature, finding the right
balance is a fine art and your biggest challenge is to avoid making a
decision that will upset team morale. The best way to do this is to answer
questions with the aim of giving journalists a non-story. If reports focus
on the fact that you're looking for a considered attacking approach in the
upcoming game, then you've done a good job. It finally made us realise why
football managers come across as such dull people in post-match interviews.
Mistakes are easy to make though and you'll often feel the pressure as a
hack hounds you for an answer that you've already given a "no
comment" reply to. When we played a season opener, one reporter asked
who we thought would win the Premiership. Naturally, we answered that
Liverpool (our team) would win, which our players did not react well to. A
condescending or sarcastic answer (e.g. Stoke City), on the other hand,
resulted in a news story that started "Liverpool's manager appeared in
an equivocal mood as he answered questions at a post-match press conference
this afternoon..." However, the press can be used to your advantage as
well and the conferences are a particularly useful place to credit players
for putting in good performances.
The level of depth in these press conferences is certainly impressive and
manages to vary things enough around the same canned replies to keep things
interesting. Journalists will often pick up on transfer speculation and ask
you about it in conferences; they'll also remind you of your previous
answers to similar questions in the past (thereby requiring you to think of
something different to say). All in all, the press conferences build on an
already strong system for media speculation that appeared in previous games
and they bring media interaction considerably more into the spotlight for
this year's game.
Player preferred moves are another headlining new feature. Contrary to what
we'd suspected, tweaking player moves isn't done from the training menu but
via Player Interaction options. From here it's possible to ask players to
'stop trying to lob the keeper', 'make runs down the wing', 'make placed
shots on goal', or 'drill the ball into the back of the net' (amongst many
more choices). While there could've been a couple of useful additions to
this list of options (e.g. asking players to cut into the box from the
wing), it's a good start nonetheless. Hopefully we'll see this feature grow
in the years to come so that it'll allow more control over individual
players in future. One thing we are glad about is that Sports Interactive
didn't go with a bunch of gimmicky special moves that would make all your
players look like the prancing pretty boy that is Christiano Ronaldo.
There are a couple of puzzling omissions from this year's game. Most
notably, the Highlight Speed slider bar has now been eliminated from the
match engine leaving only the Match Speed slider, meaning that you'll have
to watch sped-up highlights if you want to speed the simulated match along.
This is a touch annoying but Sports Interactive has coupled the two speeds
so that even at a fast match speed the highlights are still easy to follow.
An even more curious omission are the restrictions to the 'make runs' arrows
in the formation settings. These are now restricted to forward runs only
(with no options for long forward runs), while sideways and diagonal cut-in
runs have been completely eliminated from the game. It's not a significant
problem as it only restricts your options marginally, but we can't help but
wonder why Sports Interactive would chose to take it out unless they thought
the previous settings were fairly superfluous (in which case, why were they
there in the first place?).
These are minor quibbles though and overall this is the best Football
Manager yet (true to the game's billing). Now that Sports Interactive has
made Football Manager's match engine a veritable graphical powerhouse for
the genre, the series has only got one more point on the gaming star to
conquer. It's nailed gameplay, longevity, originality, and graphics already
- now all that remains is sound. As things stand in FM 2009, the same
football stadium sound effects that have been there for years are the only
audio to be found in the game. So, with a 3D match engine in the bag we have
to ask: where next for the series? Motty and Lawro on the commentary?