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10 years of games before FM94-04
Released: 19/10/2007
Platforms:
Football Manager 2008 was one of those games that was better and easier to use throughout, but a casual observer might struggle to put their finger on exactly why.
Take the Match Flow. For FM08, we worked hard to improve the atmosphere and coherence of the matchday experience, bringing team talks, in-game adjustments and the half-time and post-match flows together as a seamless journey. You didn't pause to make tactical changes - you brought up the tactics screen and used a mini radar to keep one eye on the action. The result was the biggest change to matchdays since the 2D Match Engine.
The look and feel of FM08 was tidier and cleaner, too, enveloped in a "much sleeker Web 2.0 style" (GameSpot), while refinements to the in-game advisor made the game more approachable. The Match Engine itself also received a freshening-up, with plenty of input from our football advisor Ray Houghton and research into tools used by real-life managers.
Beyond that, a new Transfer Centre helped manage all transfer and loan activity in one place, while overhauled financial controls let you monitor everything from matchday income to season-ticket sales, and move funds around the wage and transfer budgets to assist.
It was also now possible to change the dimensions of your home pitch before the season began, to better accommodate your play style
Significant Innovations
- Brand New Match Flow - The biggest change to the matchday experience since the 2D Match Engine brought together a seamless flow before, during and after matches
- Overhauled Interface & Advisor - Getting around the game, getting things done and understanding features had never been simpler
- New Transfer Centre - Control every aspect of transfers and loans from a single module in the FM interface for the first time
- Finance Revamp - Matchday income, corporate box income, season ticket news, investment funds, sponsorships, win bonuses, and more. Suddenly you could see how money flowed in and out of the club more easily, and adjust accordingly
- Over 100 New Features - Monitor supporter and board confidence, organise fan days, win the European golden boot, see FaceGen-based regen player photos, and a whole lot more
WHAT THEY SAID
PC Zone
90%
Christmas 2007, Page 85
"The uncanny knack of mirroring real life is testament to the massive infrastructure of international scouts that provides the player database, allied to the witchcraft that goes on under the bonnet."
9.0/10
"The streamlined interface may draw in a few new punters, but this is still Football Manager as nature intended, and a brutally unforgiving intrusion on your time. A benchmark title for the PC, this is a game that you don’t so much play as have a relationship with. And not necessarily a healthy one…"
8.5/10
"Overall, Football Manager 2008 is a worthwhile upgrade for long-term players, and a much more accessible experience for those who have been put off by the scale of this truly massive game."
If you've ever seen a UMD, then you know it's a diminutive fella, the close-dribbling 'little magician' of optical media. But after years learning the PSP, we were able to pack more features onto it than ever for Football Manager Handheld 2008.
Perhaps the most exciting was the ability to customise tactics. The previous games had allowed a certain amount of tweaking, with a range of preset formations, but for FM08 Handheld you were able to move players around, setting runs for them and saving the resulting tactics. You could even share them with friends using an 'import' function.
Another influential addition was reserve squads. No longer were you bound by the constraints of your first team. Now you could nurture upcoming talent and then slot them into the first XI. You could promote and demote players, in fact, which also influenced transfer value. Lots to think about as you watched the cows zip past on the 4.58 to Whitby.
We also had faster load times, smoother matchdays and another lick of paint for the shrunk-down PSP interface. This was more of a retro experience, with text commentary and fewer bells and whistles than the home computer version, but for fans craving that FM bug on the go, there was still nothing else like it.
If you've ever seen a UMD, then you know it's a diminutive fella, the close-dribbling 'little magician' of optical media. But after years learning the PSP, we were able to pack more features onto it than ever for Football Manager Handheld 2008.
Perhaps the most exciting was the ability to customise tactics. The previous games had allowed a certain amount of tweaking, with a range of preset formations, but for FM08 Handheld you were able to move players around, setting runs for them and saving the resulting tactics. You could even share them with friends using an 'import' function.
Another influential addition was reserve squads. No longer were you bound by the constraints of your first team. Now you could nurture upcoming talent and then slot them into the first XI. You could promote and demote players, in fact, which also influenced transfer value. Lots to think about as you watched the cows zip past on the 4.58 to Whitby.
We also had faster load times, smoother matchdays and another lick of paint for the shrunk-down PSP interface. This was more of a retro experience, with text commentary and fewer bells and whistles than the home computer version, but for fans craving that FM bug on the go, there was still nothing else like it.