Football Manager Touch 2018 - Análisis

Author: Ángel Llamas
Date: 2020-07-31 00:30:47
Before we get into the matter, I have to say that I haven't played a Football Manager for many years. So my contact with this Touch version catches me practically new. What I have not stopped doing is in one version or another playing at managing the interiors of my favorite soccer clubs, almost religiously year after year since that already archaic PC Soccer. Either religiously waiting at the kiosk each year for the arrival of the new installment in those years, either with the manager mode provided by the never sufficiently praised Sensible Soccer or as I have done in recent years with the club management mode provided by the saga FIFA, which even had an independent program until a few years ago.

With this landscape, the bookshelf was somewhat short of video games that had the right combination of complication and simplicity to hook those who grew up with Michael Robinson on the cover of our favorite game. The manager modes included in other major soccer games (FIFA or PES) fall far short in their deeper management. The older version is undoubtedly the most complete management game, but perhaps somewhat complicated for those looking for something simpler. Will Football Manager Touch fill the gap? Let's see it.

The version we have analyzed is the one that debuts on Switch, so in addition to the game itself we are going to check its behavior on a device much less powerful than a PC. Performance in these types of games is key, since the experience it offers you depends directly on technical behavior and the speed in moving from one section to another. It would be useless to have the most complete and balanced game if afterwards we spend half a life waiting from one menu to another.

One of the first aspects that attracts attention in the game is the lack of licenses. Something that in principle is a barrier, and although it might seem like a lesser evil, since all the names of the players are real, and most of the teams carry the name of their city, even some - like Real Madrid - keep the original The fact that they do not have a license, and therefore their shields, makes it difficult to get information at a first glance. When you see the classification table or the results list, you have to, at least at the beginning of the game, read the names of each team given the impossibility of associating name and shield. Admittedly, it does have some licenses, such as Series A and some loose Premier teams, but most major teams lack licensed representation.

Obviously the first thing that defines the experience is the game interface. It should be noted that all my hours of play have been spent in portable mode, without connecting the console to the TV, and therefore in the worst case scenario for a game in which you have to read a lot. It is true that the text is small, but it does not become annoying in any case. The use of buttons, using the small superiors to access the menus, the left crosshead to navigate through those menus and the large superiors to advance or go backwards from one menu to another achieve a compact feeling and that the game is not a simple one. copy-paste for Switch, making it clear that this version has been worked specifically. In addition to that you can also access everything through the touch screen, which will facilitate the task on many occasions.

Regarding the content of the game, we will not miss anything. The first of the menus takes us to the home screen, from where we can manage our profile. Check the level of satisfaction of our club with us or look for a new job if it happens that we want to change the scene. From here we can apply for a new job in a club or selection of those that appear, although it depends on the level that we have given previously, they will attend to or deny our request.

The club that we work for will contact us through a mailbox from which we will have direct access to the event indicated by message, and from there our real work begins.

The first thing we must do is meet the staff, the club's employees and decide on the most convenient tactic to face most games. One recommendation is that you have assistants of the highest quality that the club can afford, since the analyzes that these make both of our staff and of the rivals largely depend on our success.

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In the tactical section everything is very visual and very simple. We can choose a scheme from the wide list that is presented to us, perhaps listening to the recommendations of our second coach, and from there build the team. One of the characteristics of this section is that we will quickly see on the field which areas are stronger and which are weaker. It goes without saying that placing your players in their ideal position will give us more options for success, but what we do You have to know is that the same player can play different roles within the same position.

For example, a central defender can play as a conservative defense or touch defense, each with its own characteristics, and within each of these options you can choose to be a player who rises the most to attack, who tries to leave with the ball played or who gets rid of the ball at the slightest hint of trouble.

Spending time studying your squad and adapting the scheme to the players you have is a guarantee of success. In addition, from this section you can see the areas in which your team loose and remedy it in the transfer market, which we will talk about later.

If from the tactics section you can get an idea of ​​what you will find on the field of play, from the team report section to everything related to the cub. With an especially useful section from which to see at a glance the weak and strong points of your team. A valuable tool that should be reviewed from time to time to prevent future problems. In addition, from this same section you can see at a glance the depth of the template, which will help you a lot with planning.