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Articles > CM 2008: End of Season Review
The latest instalment of Championship Manager has
proved to be the best yet. With more players, leagues and other great
features than ever before it continues to keep fans of the series
engrossed for hours, days and weeks on end.
The main feature of the new game is the full integration of the ProZone
tool. This is a useful tool for gaining tactical insight into your teams
strengths and weaknesses. One that is used by real managers in the real
world. I think that in future versions of Championship Manager it will
come to be invaluable to managers. Once the tactical and match engines
have been advanced so that they can harness the depth of information
ProZone can provide.
At the moment there are a few bugs that need sorting out, one of the
most common being told after a game that your team were ‘weak at the
back’ when in actual fact you didn’t concede and your defenders all put
in good performances. However, these are relatively minor bugs for a
tool that is still in its infancy and I would imagine most of them will
be ironed out come CM 2009.
One aspect of CM that hasn’t been given a major overhaul is the tactics
engine. Whilst still being solid enough for its purpose, it would
benefit from some added depth in order to add longevity to the game
play. At the moment it still feels a little bit formulaic, with only
minor tweaks needed to a winning formation in order to get results. The
game also tends to favour attacking formations, rather than the ‘shut up
shop and try and nick one on the break’ defensive formations. Although
this does add more excitement to the game by virtue of more goals being
scored, it also takes away from the realism somewhat.
Training has also been simplified, which affords you more time to focus
on your primary objective of managing the team, whilst not neglecting it
altogether. The ability to retrain individual players’ positions makes a
welcome return. This can be useful if you are short on players in a
particular position and the transfer window is closed. The addition of
32 players tendencies can also be of benefit; whether it be getting your
winger to hug the touchline or asking a striker to work openings.
The match engine itself continues to make great strides year on year,
with a 3d engine scheduled for CM 2009. The current version sees the
player markers more animated, they now tilt, lean and dive; giving you a
better indication of what is actually going on in the match. Simplifying
the match display has also proved a good move, the walls of statistics
we had grown used to is still only a click away, but now the prime focus
is on managing your playing staff. The screen shows you your own
players’ morale and match rating, as well as letting you know about your
oppositions formational changes and substitutions. This allows you to
pin point individual weaknesses in your players and formation, so that
you can adjust your tactics accordingly.
However, there are a few negatives with the match engine. One of the
main being the limited options available to you for team talks. The main
options being to threaten/abuse, encourage, praise or sympathise with
your squad. This can make it difficult to manage player morale in a
realistic way. More team talk options and a more detailed feedback
system would greatly improve this area of the game. There are also a few
anomalies with the match highlights, namely a disproportionate amount of
goals scored from set pieces and regular own goals from goalkeepers.
This years transfer system has proved to be a mixed bag, but none the
less entertaining, perhaps more so for the causal gamers. On the one
hand, true to life, we have players being swayed by large contracts and
selling clubs demanding over inflated transfer fees (eg. Whilst trying
to sign Berbatov from Spurs, I was quoted £30m for a player valued at
£15m). And on the other hand, the loan system can bring some incredibly
unrealistic signings. For instance, most Championship clubs should be
able to bring in players such as Bojan, Pato and Higuain in the first
season. Whilst they are young talents they still possess great quality
and, lets face it, none of them are going to end up at Blackpool in real
life.
My main concern about this current version of Championship Manager is
the difficulty level. Granted you need to buy the right players, devise
a decent tactic and get your staff and training sorted, but after this
it can become one long victory precession. This ultimately makes the
game less rewarding, winning a third back to back quadruple is never as
special as the first.
One of the things that I think sets CM aside from its competitors is its
playability. The speed of the game is a major plus point, with most
machines able to play a full season in a matter of hours rather than
days.
Overall it has been another good year for Championship Manager and the
guys at Beautiful Game Studios can be satisfied that they have produced
a quality game. The one main niggle being the difficulty level. However,
I would say there are a lot more plus points than negatives to take, and
I’m sure it wont be long until CM is up there challenging Football
Manager’s dominance of the market.
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CM 2010 section
We will soon be starting work on our new CM 2010 section, which should
be up within the next week. I hope to build up some
comprehensive lists of all the best players, tactics, set pieces
routines and training schedules. I am also hoping to
start a new Lower League Section, with help and guides
for those who chose to start their managerial careers further
down the footballing ladder. If anyone is interested in
helping with the Lower League section or any other area of the
site, then please send me an e-mail at
jonathan@champ-man.com |