Football Manager 2012
Veterans know that the series is all about evolution, not revolution.
It has been evolving steadily for almost two decades now to become so
vast and complex that it's not really an entry level game anymore. Even
experienced players who have missed a few iterations are likely to find
the sheer depth and number of options daunting. Everything is in here
from dealing with agents and mollycoddling egotistical star players to
fending off scoop-hunting journalists--as you try to mold your team of
virtual hit and hopers into a trophy harvesting machine. This year’s introduction of a much needed tutorial mode helps to steer newcomers through the labyrinthine options and is a great addition.
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area of improvement has to do with the transfer market, with the
contract system being tweaked to streamline the process. There are so
many elements to consider duration of contract, win bonuses, appearance
bonuses, goal bonuses, promotion bonuses, agent's fees, relegation
release clauses, non-promotion release clauses, minimum fee release
clauses, promotion bonuses, loyalty
bonuses, sell-on fees, and a whole metric boatload of other stuff any
or all of which might be demanded by the player. When contracts are offered, players make
various counterdemands, and with so many variables, negotiations can get
rather convoluted. This year, a padlock symbol appears next to each
clause for the first time. Clicking it sets that element as
nonnegotiable, saving time and making it easier to keep a cap on your
spending.
Team
talks include a new level of depth, thanks to the addition of different
tones of voice. When you address the lads before matches, at half time,
and after the final whistle, you can be aggressive, passionate, calm,
cautious, or reluctant in your manner, and each tone has its own
associated set of comments. If you choose wisely, players will respond
positively. If you choose poorly, they might lose motivation or maybe
even go into a strop. The more you learn about your team, the more you
come to understand how to coax a positive response from individual
players. If that's too long winded for you, you can always let your
assistant manager take the team talk, which gets you into the match far
quicker.
This ability to delegate responsibility has become more and more important as the Football Manager
series has evolved in its complexity. Almost every element can be left
up to your backroom staff members to deal with, and they call regular
meetings to keep you in the loop. What's more, they also make
suggestions that you can quickly take action on with the click of a
button. Of course, you can also micromanage every facet of the game to
your heart's content if you want. You can interact with players, set
training schedules, talk to the
media, badger the board for extra funds, wheel and deal in the transfer
market, hire and fire backroom staff, and issue individual instructions
to each player on game day.
Use the tactics screen to customize formations and issue instructions to players.
One
of the cumulative problems with layering on new features year after
year is that squeezing more and more functionality into a creaking
interface without having it break isn't easy. Football Manager's
presentation underwent a major overhaul a couple of years back, but the
problem of presenting so much information clearly without the need for
dozens of screens remains. The Overview screen addressed this, and this
year it’s been made more powerful for players running the game at higher
screen resolutions. The higher the resolution, the more info boxes you
can fit on the screen. As before, you can
choose which boxes you want displayed, allowing the main screens to be
customized with the information you want to see at a glance.
An
interesting addition to the formula is the ability to turn leagues on
and off at any time during the game, which is something that's been
missing for years. Previously, you were stuck with the leagues you chose
to activate when you started a new game. Now, if you fancy a season in
Portugal, you can activate the Portuguese league as playable and look
for a job there. Likewise, you can shut down any playable leagues you
have sucking up processor power at any time. The more leagues you have
running, the slower the game will run.
The
3D match engine has been improved with a couple of new views, more
animations and more featured stadiums. It's still not great, though.
Given the current benchmark of 3D football games, there's simply no
place for such rudimentary and inexplicably processor hungry graphics.
The classic 2D match display is still preferable for aesthetics and
functionality, allowing you to cheer for those small, colored circles
one moment and curse them as fatherless heathens the next; punch the air
when they score and slump head in hands when those awful words "But it
won't count" appear in the commentary bar. Raw emotion though is what
football is all about, and Football Manager delivers it in spades.
Higher resolutions offer more screen real estate to display stats and messages.
It
can be frustrating when things start to go wrong; you'll be tearing
your hair out trying to understand how your side managed six wins in a
row, yet all of a sudden, it can't find the net with the exact same
tactics and starting lineup. There’s an occasional sensation that the
game is playing you, that if you start doing too well the wheels will
inevitably come off. Then, just as you’re on the brink of hitting reset
it throws you a bone. To misquote the immortal words of Michael
Corleone, "Just when you thought you were out, it pulls you back in."
There's
a little bit more of just about every element compared to the 2011
version. There is better scouting and more interaction, as well as lots
of tweaks and streamlines, but there's nothing monumental. It really
depends on how important it is to you to start off the game with all of
this year's transfers in place, bearing in mind that a season into the
game, everything will change anyway. Football Manager remains the only
football management sim you need; just don't expect an easy ride,
especially if this is your first dalliance. If you stick with it,
though, it could change your life.
Processor= 1.7GHz
RAM= 512MB
Video Memory= 128MB
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