While Sports Interactive’s history
and attention to detail has resulted
in Football Manager 2007, featuring
a transfer market so exclusive there’s
little movement even among mediocre
players (going so far as to put
Premiership loans out of most secondtier
clubs’ reach), matters are different
here. Action is swift and constant,
prompting a return to the management
sims of a decade ago in which players
might have a chance of capturing an
entire first-team squad before deadline
day, with a little wheeling and dealing.
As the ‘little child in a sweet shop’
aspect of management titles is clearly
its greatest strength, the increased
emphasis on this certainly makes for
an entertaining ride, regardless of
how much the back of your head is
screaming at you to do something more
credible. It’s certainly an interesting
point: just as there’s room for an NFL
Blitz alongside a Madden, or a RedCard
alongside Pro Evolution Soccer, is there
a place for a management sim that
focuses on the job’s more enjoyable
roles? Most of the answer to that is
for another time, apart from this bit:
if there is, this isn’t going to make the
breakthrough, due to it not being the
intention and several technical flaws.
You see, CM 2007’s problems stretch
beyond some curious player valuations.
The match engine, for starters, suffers
from a wealth of available options
for viewing the action, none of them
adequate. Instead of offering a useful
mixture of relatively fast progression
and key incident highlights, the game
forces you to watch the entire game
at nausea-inducing speed, replaying
goals when they fly in (and hence
removing all tension), or try to slow
down proceedings when it looks like
something might happen (practically
impossible, and makes matches last an
absolute age when you inevitably give
up trying). Either way, the match engine
offers neither entertainment nor enough
information to actually make decisions
on your players’ performance, which
are both pretty essential functions. The
short opening coaching sequences,
challenging managers to answer six
questions and obtain a knowledge score
that affects how chairmen deal with
them later on, is an interesting addition
to the genre – one that trumps choosing
your own past experience, hands down.
Unfortunately, like much of what’s on
offer here, such window-dressing isn’t
matched in-game.