
One 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.

RAM=512 MB
Processor= 1.7GHz
Processor= 1.7GHz
Graphic Card=128 MB
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