After all, this is a football management simulator and these are the decisions every manager has to take.īefore jumping into our first match we visited the training fields, just to make sure our team was on the right path. These choices hurt but they have to be made. It's a difficult decision to drop your best player because his position doesn't fit with your system. It can be agonising to see your team beaten by inferior opposition because they negate your free-flowing attacking style by keeping men behind the ball. That's something inherent in football and equally true in Football Manager. We probably spent more time tweaking tactics than we did anything else. You have to decide whether to adapt your system to fit certain players or keep a solid set-up at the risk of unsettling some of your stars. Even then, juggling your line-up is still difficult. The presentation outlines clearly which positions and which roles your players are best suited to. In the past the presentation has been heavily burdened with a variety of screens to click between, though all the complexity and attention to detail is still included, the presentation in FM16 focusses much more on the main tactics screen and thus it flows a lot smoother. We were pleased at how effortless it was to click between strategy, individual roles, and set-pieces. The first thing we wanted to do was to set our tactics. All areas such as tactics, scouting, squad and training are easily accessed. Navigating the wealth of in-game features is fairly intuitive thanks to the side-bar interface, something we have become more comfortable with since its introduction in FM15. We felt obligated to play a possession-focused attacking 4-3-3 tactic throughout our game because that's what we chose at the beginning. While this solidifies the type of manager you want to be, it also detracts from experimenting. Preferred tactics and playing styles are also set from the offset. It doesn't make sense to assign these skills before they've been proven. If you scour the world looking for new talent, it makes sense to earn attribute points in judging player ability and potential. If you are a tactical mastermind who gets results based on how you arrange your stating line-up you should be rewarded with a high tactical knowledge rating. Something that does have an impact is the choice of preferences that directly influence coaching and tactical abilities. The models are bug-eyed and eerily non-human, you can modify height, weight, gender, skin colour, but as your appearance is only ever seen as a minuscule blocky figure patrolling the technical area on match days, it's a feature that has little importance even if we don't mind its inclusion. While there are virtues here - FM has always been as much about role playing as it is a management sim - its inclusion is utterly superfluous. Say goodbye to your life in the process.Modifying the appearance of fictional managers is pretty amusing. Improve the general quality, THEN win the Champions League. So hop around each club, grow the entire league's reputation as a whole. One trick that Football Manager fans have used in the past is to develop a tiny league into a big one. It'll take some time to develop Gap Connah's Quay into a Welsh Premier League champion, but you have to go so much higher than that. There are a few 'top' teams who qualify for the preliminary rounds of the Europa League and the league winner is thrown into the Champions League. Gap Connah's Quay don't even sound like a team, but they're in the Welsh Premier League, the lowest reputation league you can play as on Football Manager 2016. Gap Connah's Quay Win the Champions League. Here's a mix of individual clubs who will test your skills to the absolute limit, transfer policies that will challenge your ability in the transfer market, and a national team so awful that alien lifeforms are more likely to win the World Cup. If you're looking for a new challenge, step right up. And if you do manage to accomplish that, you'll have spent so much time on the game that you'll not be able to work to afford the electricity to run the game any longer. Realistically, until you've won every single league on the game with the lowest ranked sides there is still fun to be had. There is quite simply no limit to the level of achievements on Football Manager. After all, there's no difficulty setting, so once you achieve an enormous feat, there's often a sense that it can't be topped. If you're no longer a Football Manager wonderkid, but a seasoned veteran who's 'been there, done that, got the Champions League trophy in Bolton Wanderer's trophy cabinet' you may feel like you've peaked.
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