![]() Man management sits somewhere in the middle of FM’s fun-chore spectrum, but it’s nudged further towards the former with the introduction of individual player targets. You could go on holiday between matches to speed things up, but you’d only end up with 300 emails and some crucial missed opportunity to lament. A lot of the displays both within the match engine and beyond it can be customised, in fairness, but I haven’t found a view that truly cuts out the noise.Īnd when you’re out of the match engine, doing all the day-to-day running of the club, that perennial problem remains: it feels like wading knee-deep through menus. My brain needs someone or something to curate that information more selectively. It feels like sellotaping five phones together and scrolling a different social media feed on each of them, all at once. It’s not that all of this information is irrelevant-you’re going to want to take your CM off if he’s feeling aggressive and on a yellow-there’s just too much of it. There’s a Sky Sports studio worth of statistics onscreen, full readouts of all 22 player’s match ratings, energy levels and their moods, for Zidane’s sake. Maybe it’s the old Championship Manager 01/02 purist in me that can’t be dislodged, but I really don’t feel like I need to see quite so much statistical data while the match is going on. I still don’t use any of the sports data stuff like heatmaps with any regularity, and to be honest I find the sheer density of information overwhelming. But with big plans for a visual overhaul in FM25, this year’s release can be forgiven for not setting your RTX 4090 on fire.Ĭriticisms of the match day presentation? Oh, go on then. ![]() There is slightly better lighting on show, adding a touch more depth to the stadium scene if you really look for it. He just can’t tussle with a bulky DC like his mate Romelu Lukaku can. Paulo’s as quick as you like, and he can jump for Argentina. But whereas before with FM’s slightly jankier animations it might not have been clear whether a player was losing those challenges because he wasn’t fast enough, strong enough, or getting into the air high enough, now it’s clearer. The solution was to get ground balls into Paulo instead, of course. It was that tiny little Paulo was getting muscled out of those aerial challenges by Serie A’s hulking centre backs. With a pair of talented wing backs in Spinazzola and Karsdorp feeding aerial balls into the box constantly, the problem wasn’t the production. I just couldn’t get Paulo Dybala scoring in my Roma save, for example. The more naturally each player moves, the better your sense is as a manager of what’s working and what isn’t. What you need to see is twofold: to differentiate between players and notice the skilled ones, and to see how your formation and team instructions are playing out on the pitch. But SI’s absolutely correct with its priorities here-the animations matter more than the per-pixel prettiness. When it comes to poly counts of players and stadiums, and the quality of lighting, it’s still closer to Virtual Striker than modern football games. Reality check here: the match engine itself still looks very basic. And the way players transition from running to turns, jumps, tackles or backtracking really catches your eye. Basic running animations look more natural-maybe even more natural than the ballers of FC24 who take about 10 steps per second. On the pitch, the player animations have really levelled up.
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