![]() ![]() Yet as the same time, lots of UX improvements done over the years that change the way you play the game now.ĭatabase quality and Transfers and Contracts has improved over the years as well, much less exploits than in the fabled CM3/CM2 games in terms of super players and wonderkids. In contrast, the latest series loads of screens are very different, layout is not as consistent. Arguably easier nowadays.ģ) I think the design of CM3 (and more to the point, CM2 series) was very easy and quick to learn. Other changes to the interface, like players on squad screen in two columns - which was huge when this changed - is another big thing.Ģ) Not being able to "see" whats going on is an issue because it could be harder in many ways to figure out how to improve your team. ġ) is a big deal when you're so used to something else. (I know, the current one is also a terrible mess to navigate through, with tabs, sub-menus etc, but the new-old CM one with drop-down menus slapped over the good old blocky UI was just too clunky. Going back can work for a quick trip down memory lane, but as an actual gaming experience, it's kinda disappointing.ģ) Clunky interface. But nostalgia isn't powerful enough to make me forget more modern FMs have a half-reliable representation of the match, and countless of other features.Īs vocal as I've been in criticizing current FM's many many many quirks, flaws and questionable choices, it's impossible to deny the game has improved to an incredible degree over the years. (I know, the current one is also a terrible mess to navigate through, with tabs, sub-menus etc, but the new-old CM one with drop-down menus slapped over the good old blocky UI was just too clunky.Īnd I DO have fond memories of wasted afternoons, FOR YEARS, from CM96-97 onwards. ![]() But really who can tell?ģ) Clunky interface. Like, you switched to Long/Attacking and won 3-0, so it may have worked. Tactical-wise there are a handful of choices whose effect you can only guess in hindsight. There are a couple of main deal-breakers for me.ġ) Attributes are sorted alphabetically, which makes it impossible to assess a player's skills, as my brain is wired to look for the "new" Technical/Mental/Physical columnsĢ) Commentary only may be great for speedruns and "immersion", but boy, does matches feel like RGN. CM 01-02 was as balanced as a finely-crafted sword.With some skins and patches applied, it's not that bad? Apart from Paradox Interactive, whose incredible grand strategy games generally take 40 to 60 hours to learn. Every managerial game, whether the objective is to oversee hospitals, theme parks or footballers, will try to seek a balance between ease of access and depth of play. So, what was it? Why does this game so frequently appear at the top of people’s all-time favourite games lists? Why are we still talking about it, long after we stopped talking about CM4, FM08 or any of the other iterations of this now near-three decade old series? First and foremost, it was about balance. It worked so well that many of the people it bewitched 20 years ago are still playing it today. ![]() It was essentially the same user interface, the same graphics (such as they were) and the same experience: Pick a club, pick your team, pick some tactics, watch it all go horribly wrong through the medium of sparse textual commentary, repeat in the hope it gets better. It was very similar to CM 00-01, CM 99-00 and the mothership for its design, Championship Manager 3. At first glance, CM 01-02 was nothing special. Over the years that followed, I would shrug off that lost hour and replace it with thousands of new ones - more than I ever accumulated on any other game. Here, Iain Macintosh revisits an old friend… I can still remember my first game of Championship Manager 2001/02. Made by Sports Interactive, creators of today’s Football Manager series, it captivated millions of football fans. It is 20 years since the release of Championship Manager 2001-02, one of the most popular football-management games of all time. ![]()
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