Championship Manager 2010 Review
Penny for your thoughts.
Version tested: PC
Every year we ask ourselves the same question: will we finally witness a genuine two-horse race for the football management title? Historically, the answer has been a resounding no. But that changes this year, because in Championship Manager 2010 developer Beautiful Game Studios has created a game that has impressively rejuvenated the stuttering franchise. What's more, thanks to an array of new features and excellent refinements, CM2010 actually turns out to be a genuine and viable alternative to Sports Interactive's all-conquering Football Manager series.
Unlike its predecessor CM08, Championship Manager 2010 no longer feels like a poor man's Football Manager. This is a bold statement of intent by Beautiful Game Studios, and its willingness to take risks and try new things has resulted in a game chock-full of fresh ideas and interesting new approaches to tried-and-tested football management mainstays. While it may not quite be the finished article or have enough fire-power to knock FM off its perch, CM2010 does warrant your attention.
The game's most striking innovation is its sparkling 3D match engine, which not only ticks all the right boxes in terms of visual appeal but also proves to be monumentally more realistic than CM08's unconvincing, animated-bowling-pin-style action.
Admittedly, watching full matches still doesn't fully convince, but progress has been made, and this is particularly evident when viewing games in highlights mode. A few bizarre moments aside - such as players sometimes bumping off each other like dodgems or inexplicably hoofing the ball into touch - games are regularly full of satisfying passages, with defensive midfielders snapping, harassing and hounding the opposition into errors, and fleet-footed stars scything through defences. You even see players turning onto their stronger feet to pass and shoot, while more gifted individuals ping the ball around with both.

Channel your funds into scouting networks to get more accurate player stats and maybe find an undiscovered superstar.
Goalkeepers have been notably improved, despite appearing to parry the ball with an invisible force field half a foot in front of their flailing limbs. These net nannies also advance off their lines with far greater regularity than CM08's sitting-duck goal minders and leap for shots with an agility that puts FM09's sack-of-potatoes 'keepers to shame.
The full-screen action is packed with excellent animations, whether it's players pulling up their socks or sinking to their knees in disbelief after missing a sitter or a last-gasp opportunity to rescue their team from defeat in injury time. Without doubt, this is the most visually appealing football management match engine your money can currently buy. Stadiums vary in size and construction, while crowd chants add oodles of atmosphere. The match interface is also excellent, minimising to a collection of unobtrusive sidebars that can be expanded at any time to access an array of stat screens and tactical and camera options.
There are plenty of other innovations and improvements here, including countless small yet effective polishes, such as Sky Sports-style stat boxes that keep you up to date with top scorers and league positions, and rotating player info tabs. What's more, there are many helpful tooltips and tutorial snippets, and these ensure that the game is more accessible than ever before, despite its new-found scope. However, navigation remains a problem.
While not every new feature is a runaway success, CM10's bold attempts to try something new must be applauded. Real-time training and drills are a perfect example. Being able to test new tactics during practice matches and having the ability to watch your players carry out your orders without the risk of jeopardising your job is certainly welcome, though more feedback as to how your drills and training sessions are affecting your players wouldn't have gone amiss. And while the set-piece creator could also have benefited from clearer feedback, this is somewhat offset by the intuitiveness with which you can craft your own set plays, and those rare, ecstatic moments when your training-field master plans actually come to fruition during a competitive game.
Since Beautiful Game Studios took over development duty from Sports Interactive, the Championship Manager series has struggled to define itself. Its watered-down, feature-thin gameplay was far too easy for any seasoned management gamer, while its attempts to appease this very demographic with hardcore analysis tools such as ProZone were made futile by the game's simplicity. Let's face it, why would you analyse the minutiae of your team's performance when you've just won ten matches in a row by a cricket score?
In CM10, that's all changed. This is a game with a new steeliness, a game that will genuinely challenge you without ever making you want to cry from sheer frustration. With matches more realistic and with the challenge levels ramped up, ProZone has now been transformed into a useful tool, especially if you prefer watching matches as highlights and want to ascertain which players are coming up short.
Buying players is also now subject to more lifelike variables, with some players simply refusing to join you and negotiations more protracted and precarious than ever before. But some very generous transfer kitties ensure you still have a fighting chance of adding several top-quality players to your squad.

Make your players practice drills until their feet bleed.
The revised scouting and media systems are two further quality new additions that help add colour to your management career, with the former particularly noteworthy thanks to its use of player and regional knowledge. The more you scout a player or the more you invest in a country's scouting network, the more accurately you'll be able to gauge a player's exact ability. This results in you having to actively research the players you want to buy rather than simply picking them from an already comprehensive player database.
For the first time, the Championship Manager series is a viable alternative to Football Manager. While it may still be lagging behind in a number of departments - most notably match realism and its almost non-existent player, media, fan and board interaction features - CM10's attempts to innovate must be applauded, and the majority of its refinements are either solid additions or real winners. The game is not without its faults and glitches and only just scrapes an 8 - but if you're looking for an entertaining and slightly different skew on the Football Manager template and an experience that's more forgiving and accessible than FM09, then this might be exactly what you've been waiting for.
8 / 10
You may also like...
-
Why Devs Owe You Nothing
-
Face-Off: The Darkness 2
-
Digital Foundry: PS3 Skyrim Lag Fixed?
-
App of the Day: Sir Benfro's Brilliant Balloon
-
Ultimate Marvel vs. Capcom 3 Vita Review
-
Sony admits "dropping the ball" with Demon's Souls
-
CD Projekt: Witcher 2 intro cinematic "the most expensive asset we ever created"
-
Skyrim patch 1.4 performance tip: make a new manual save
-
Grand Slam Tennis 2 Review
-
Who Killed Rare?
-
One Piece: Unlimited Cruise SP Review
-
Gotham City Impostors Review
-
Kingdoms of Amalur: Reckoning Review
-
Valve admits hackers accessed Steam transaction log
-
Mass Effect 3 FemShep trailer debuts
-
The Darkness 2 Review
-
Epic's Sweeney on graphics tech: "the limit really is in sight"
-
Double Fine Adventure passes Day of the Tentacle budget
-
Next Xbox has tablet-like touch-screen controller - rumour
-
Sony: The Last Guardian is making "slow progress"
-
App of the Day: Superman
-
Skyrim patch 1.4 now live for Xbox 360
-
Blizzard legally opposes Valve's Dota trademark application
-
EA announces starry Syndicate voice cast
-
David Braben discusses consumer Raspberry Pi release









Comments (41) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
It still looks cheap.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
if so, shouldn't something like that rather be integrated into a fifa/PES game, akin to Madden's franchise mode? or maybe i'm just totally missing the point
Comment below viewing threshold Show
Comment below viewing threshold Show
]http://www.ch ampmanstore.com/shop/index
[/link]
Then click on "Zone 3 Download Area"
You should then see a link to begin your download.
Comment below viewing threshold Show
EDIT: Beaten to it!
Comment below viewing threshold Show
Comment below viewing threshold Show
think these guys should focus on something like a mobile version...diversify from the market which they seem to be forever second best
Comment below viewing threshold Show
Thought it was just a (very nice) database upgrade, but it's actually a whole list of bug fixes and match engine tweaks as well. Hopefully they've removed the hilarious 'Goalkeeper scoring from corners/free kicks' setpiece bug that the demo had (look it up on youtube for some light amusement)
EDIT: Also, kudos for the payment method. This is the first management sim I've bought in almost a decade because of it (albeit for £3.00 total)
EDIT 2: Patch notes say - 'yes'.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
[link url=http://www.youtube.com/watch?v=wpFVXwoaiDY&feature=rel ated
]http://ww w.youtube.com/watch?v=wpFVXwoai...[/link]
[link url=http://www.youtube.com/watch?v=v2U3domLi8o&feature=rel ated
]http://ww w.youtube.com/watch?v=v2U3domLi...[/link]
[link url=http://www.youtube.com/watch?v=MQ3lv2eBhu4&feature=rel ated
]http://ww w.youtube.com/watch?v=MQ3lv2eBh...[/link]
Comment below viewing threshold Show
Guess what happens during those two months? Bug fixing. Lots of it.
Comment below viewing threshold Show
There's no denying the match engine still has kinks - wierd animations, a few bizarre movements and the 'force field' goalie punches to name a few - but it's still pretty good.
The option to watch your training sessions really gives you a feel for which players to pick without having to mindlessly trawl through numbers. For example - run the sprint training 5 times over 100m and watch the low determination/workrate slackers peel off after the first two laps despite apparently having better stam and pace.
Overall, I'm enjoying it rather more than I thought I would. 8/10 seems fair at the moment.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
FM still has enough quirks and omissions to make this a decent alternative.
I think we'll probably get a solid FM10 which will remain the better game despite not innovating or adding to the basic game nearly as much as BGS have done.
Comment below viewing threshold Show
More needs to be made of its continuous gameplay and completely modelled gameworld though. Pauses and isolated leagues don't cut it.
Comment below viewing threshold Show
Comment below viewing threshold Show
I'm lovin' it so far and the match engine's surprisingly cool to watch things play out.
No idea if it's better or worse than the last two FM's, it seems 'snappier' though. No arguments on the 8/10 so far, need to play it more to see if it's nearer to the 7 or the 9, but it's deffo fookin' good and well worth the £15.
Comment below viewing threshold Show
The Champ match engine produces some pretty good watchable football, especially if you watch the matches on highlights (the posession football, passing and movement is still pretty awful). The only trouble is I think it's impossible to play the game properly like this, I always watch matches in full - but in this the matches last forever, and although there's some potential for interesting football (more so than FM) it's punctuated by bouts of really clumsy looking stumbling around players side slicing the ball to each other.
It's not as bad as the demo but it still takes the shine off an otherwise great match engine.
However, I think the tactical options make up for it. Takes a while to get used to how to use feeding and runs (sparingly), and I'm not sure if the player instructions are bugged (mine seemed to get stuck on the same ones during matches so you can't - say - take your target man off 'run with ball' if he happens to be awful at dribbling, but that might just be me screwing it up).
Moving players pretty much anywhere around the pitch (ala PES) and coming up with devious passing and moving manouvres is awesome, for example having your big target man drag a defender off right, receive a long ball (a feed from a CB) on his chest and then feed it onto your little man making a run into the box. In FM you basically rely on having your players create chances like that by themselves, if they're not clever enough you can't tell them to do it, they'll just play worse. But in Champ, you can instruct your team to play a certain way, and see if they can pull it off - maybe not always, but that's part of the fun.
And seeing the moves in full 3D is great, much more flowing and dynamic than FM (again - watching in highlights mode basically avoids the crappy passing and shows you the bits that look proper).
The transfers are much better in the full game than the demo. Just more realistic seeming. Giggs still got transfered, but that happens in FM too. Not sure why they wouldn't put a 'don't transfer this player' tag on him.
The whole negotiating with clubs and players bit is much better than FM. And it feels more live - if you make an enquiry they send you a quick reply saying 'We'll get back to you'. When you make a bid you get mail back a few minutes later saying if they want to accept straight off or 'mull it over'. They accept your bid later, and you can speak to the player, even whilst other bids are flooding in. This means that there's more of a sense of a marketplace. Also the media page keeps far better tabs on the moves and who's interested in what, and oddball stories.
I think the days pass a bit too quickly because you can't get much done between matches. The friendly matches are quite annoying because they interrupt the transfer window, although you can palm them off to the assman, but what's the fun in that. Scouting takes fucking forever and you have to rescout the same player about 3 or 4 times. I'm sure that's realistic but it means you have to wait a week or more before knowing if you're going to sign someone.
Oh - the major fault of it still is there's absolutely no visual comparison of players (or player profile pics), just the stats, so you're totally in the dark when it comes to really weighing up if someone amounts to being more attacking, or more creative, reading down a list of figures doesn't really cut it and it takes too long). It feels stupid having to ask your assman how good a player is and what his potential might be since you can't tell yourself (and the game doesn't keep track of what their potential might be on a screen anywhere).
Overall... good fun, probably good for a season or two, but I can imagine it lacking the biting realism and compelling nature of FM, and it's way too much work to scout players properly. Worth playing for the player interaction and tactical engine, probably.
Comment below viewing threshold Show
You can save player instruction sets like Target man, using the save/load menu in the player instructions screen.
Finally there is a player comparison screen which is accessible from the Actions menu. Add the player you want to compare and then select who you want them to compare with. A dialog box with the results is then displayed but you'll need full player knowledge for it to be perfectly accurate.
Comment below viewing threshold Show
thanks for all those comments there, makes interesting reading.
I'm confused though about your conclusion - you say the match in CM is more compelling than FM, tactically offers more, that transfers are more involved, scouting more realistic and so on, all sounds like things stack up very much in CM's favour. But then remark it lacks the "biting realism" of FM. But if match, tactics, scouting, selling - and presumably training - are all more realistic in CM than FM, what's left for FM to enable it capture the crown?
Comment below viewing threshold Show
Comment below viewing threshold Show
Also, better than darkfall.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
As for the comparisons - I'm aware that you can line the stats up next to each other, but that's not as useful and intuitive as the analyser polygon in FM (which even itself could do with expansion), which gives a visual representation of the strengths and weaknesses and overall ability of a player, at a glance.
@ immateriaux, "if match, tactics, scouting, selling - and presumably training - are all more realistic in CM than FM, what's left for FM to enable it capture the crown?"
As marhol says, the match realism is the biggest part of the game. CM10's matches are not as inherently realistic, they are just more dynamic events than FM, because the formation settings don't dictate player roles in the same way that FM's tactics engine does (you can slide them around and *then* pick a role, and you can specifiy on-the-ball and off-the-ball positioning much more precisely), and because of the flexible run arrows and feed instructions, and the added individual player instructions that can be added for each player.
This means that you can tailor your tactics nicely and watch them unfold, but it doesn't mean that the player (or manager) AI is actually as good in and of itself. FM definitely has the upper hand when it comes to having the players and managers control the tactics engine - it's just slightly less flexible than CM10.
However, FM's match engine is a total dog, both in design and performance, and CM10 has it beat hands down. It remains to be seen what the performance of FM10's engine will be like, but based on released videos, it has barely improved in looks in over a year of development (if you count the year leading upto FM09), with ever-so-slightly smoother animation. It also now has dodgy (no doubt CPU intensive) weather effects, and incredibly annoying stupid looking camera flashes whenever anyone takes a shot at goal. SI don't really have much clue how to work in 3D, but the matches are watchable over 90 minutes and play out with a cutting realism overall.
Media interaction is better in FM - but only barely, unless they expand it considerable this year. Player Interaction is about the same in both games. CM10 gives you a chance to speak directly to the players, but it's still not as developed as FIFA MAN, which allows you time each week to hold meetings with upto five players on a varied array of topics.
Yes, CM10 definitely has a stronger training system (it works better than FIFA MANAGER's system which is almost as specific), and the fact that they spent time developing it shows they genuinely want to progress the genre.
Overall FM is more refined and certainly more believable. If you play a season of both it's clear that FM's world is far more accurate, and indeed usually it will predict several of the transfers that happen in real life. But with FM, there's less potential for improvement based on what they currently have - in CM10 you can see that given more development of their current features they could actually be as good or better than FM next year.
FIFA MAN is the total oddball entry. Their match engine is still miles off being as accurate as the other two games, although with EA's funding anything is potentially possible.
Comment below viewing threshold Show
Ah well.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
There are absolutely no new features in FM2010. Everything was already in the game.
I really hate SI.