Football Manager 2005 Review
Sadly lacking its companion release Addiction Manager 2005. Lose yourself to numbers. Again.
Version tested: PC
Order yours now from Simply Games.
In a period dominated by brain scrambling American election shenanigans, intense action games obsessed with violence, death and retribution, a frantic media obsessed with games obsessed with violence, death and retribution, the death of John Peel, and the hideously unlucky plight of Norwich City, it's good to know that the warm bosom of Sports Interactive is never far away.
In the eye of the Autumn storm there has been, for most years over the last decade the calm, the measured, obsessive compulsive guilty pleasure of Championship Manager. But Championship Manager, until we're proven wrong, is dead. A now meaningless brand name highjacked by impostors determined to make the most money it can out of people's blind ignorance before the game's up and people realise the entire team behind the game moved on and started up a new game.
As the million quid's worth of marketing money should have alerted you by now, that new game is Football Manager 2005. But despite its new 'home ground' of SEGA, it's a game so deeply connected to Championship Manager legend that it's actually made with the very same code base - albeit enhanced - that powered CM4 and CM 03/04. It may be a rebirth in the minds of marketing team, but to the old hands well versed in the ways of the Champman, this is simply SI's latest game. Who cares what it's called? The result's the same; Football Manager 2005 is the only football management game worth bothering with if you've got any real interest in the game.
You'll never click alone

As always seem to be the case whenever SI turns out a new game, it goes ever further than ever before. More teams, more players, more leagues. You get the picture. But there's only so far you can run with that before even fans of the game's eyes begin to glaze over. The changes are, as they've always been, are genuine improvements born out of feedback from the enormous community. Probably one of the most passionately involved communities around; people who would - and do - work for nothing just to make the game better. How else do you suppose 51 league countries, 158 divisions and 5300 playable teams have made it into the game without a little help from their friends? It's a mind boggling task but in some respects a fairly meaningless set of statistics - or they would be if the game underneath wasn't top quality.
What on Earth is there to say about the game that hasn't been pondered over a gazillion times before? It's an intensely personal experience. Every single FM game (or campaign is probably more accurate) you play will be different to the next, and utterly unique to the individual. There are so many potential permutations that it's probably easier to contemplate how big space is that figure out how many possibilities there are in FM.
But while it's possibly one of the biggest, most bloated games ever made, with more statistical depth than your average corporate company tax audit, it's important to emphasise this isn't a game to be scared of. You grow with it, it grows with you. It's the ultimate elastic gaming experience that shrinks to fit, or expands to obese proportions if you let it. The beauty of it, is it's all up to you. Scared of the prospect of nursing your Youth Development through their spotty teens? Then just ignore it; hand the role to someone else and simply get on with whatever it is you want. If you can't be bothered spending 10 minutes picking your first team and deciding on their latest training regime, then leave it to the coaches. It's fine.
Okay, so most of what we've written so far could apply to any of the last handful of CMs, right? So what's new? Well, there's only so much you can add to a football management game without getting into the realms of Total Club Manager's novelty territory; surely it's about the team and only about the team? That was certainly the mantra before, but the biggest addition to the role of management is the increasing role of the boss as front man. The buffer between the club and the players and the media, and your fellow professionals. As we've all seen - especially in the football mentalist countries such as here in the UK and in Italy - the media obsession and involvement in the game is often bordering on unnerving. It can turn previously sane men into gibbering wrecks if things go awry and affect the entire outcome of a season. Messrs Fergie and Wenger are masters of the art and do all they can to instil psychological damage into their opponents when the going gets tough - much to the general amusement to the rest of us.
A football RPG?

In Football Manager these media-lead tussles are split into two, the heavily trailered Manager Mind Games and the general media approaches. You know the type - the ones that try and goad you into snapping back over the (lack of) expectations surrounding the club. Throw in the odd bit of player input and the occasional comment from the board and it's a game that's about so much more than the basic transfer and tactics sim that it was built on. As has been pointed out, it's taking the concept of management and steadily moving it into Role Playing Game territory, and it's all the better because of it.
Manager Mind Games in particular gives players a real chance to create their own personality; a personality that - over time - affects the type of players you're able to sign. If you're always nice and compliment your rivals, some players might respond well to the level of respect you have for others, but on the other hand, being a soft touch could be counter productive. The wonderful part of Football Manager is sussing out for yourself how to behave. Your general gut instinct is to be the nice guy, make everyone happy - but is that really what's required? Sometimes you just don't really know one way or the other what's working and what isn't - but adding a layer of mystery somewhat unravels the cold clinical formula for success that the previous games used to have.
One of the other new additions - the addition of Physioroom's input is fine, and it's certainly welcome to have more realistic and detailed info on what's happening, but it's not as if it makes a significant difference one way or the other to the game. Ultimately you'll soon settle into a pattern of playing the game that soon feels very familiar - an all-too familiar feeling of 'just one more match' or 'just to finish scouring for cheap foreign left wingers'. That endlessly compelling feeling that you're missing out on something. It really does never end, and that's where the trouble starts. The addiction. The compulsion to try and build and conquer and clean up. Next to other games, there's really nothing quite so maddeningly compulsive as a few solid weeks playing nothing but this.
Fit again

Now in its third code revision since the buggy CM4 emerged, perhaps the happiest thing to report is how slick the whole playing experience is. Throughout the review session we alt tabbed between the game and the desktop, continuing our work while the game sat suspended in the background, sneaking a quick go here and there when the opportunity arose. Not once did the game freak out, and even on a relatively underpowered Centrino laptop it ran fast and smooth without crippling the machine's resources. Admittedly we didn't bother weighing the game down with too many concurrent leagues, but that's just the way we wanted to play it. The chance are if you feel the need to run multiple leagues at once you'll have the kit to run that; we don't see that as important, and for the purposes of what we wanted to do it ran like a dream.
There's no such thing as a review of Football Manager. Much like a role playing game, there's often hundreds of hours of play to go through before you can experience it properly. We wouldn't assume to have seen all there is to see. Perhaps in this game no one ever will, but that's all part of the enigma, and why we insist on coming back for more, because it's all about proving yourself over and over again. It's tough - certainly more challenging than we ever remember it, deep, complex, yet intuitive enough to not frighten off those still contemplating what the fuss is all about. The interface is marvellous, in fact.
But is it perfect? No, of course not. A game as complex and multi faceted as football always provides room for tweaks and additions, and there's always a wish list to wade through before anyone would be truly one hundred per cent satisfied; 3D match engine, dynamic spoken match commentary, and a FIFA/TCM-style integration with a fully playable football game. PES combined with FM, anyone? It's a dream combination, for sure.
Novelty or necessity?

But as much as we long for forward looking integration, we also hanker after slightly more choice; for example, some might rightly argue that media questioning and manager mind games aren’t what they want; either too repetitive or just plain intrusive - and the option to filter them out altogether might have been wise. We know that it's a big part of real football management - but so are lots of things that we don't necessarily want to have to go through in our beloved game. The experiment was a noble one, but after a few seasons you might wish you didn't have to bother with it, and let your assistant manage it, just the way it allows them to look after the other areas of the game you'd rather not get your hands dirty with.
Before we draw to a close, a special mention must go to the online multiplayer mode of the game, officially supported for the first time. For a game that involves so much fiddling around, the implementation is excellent, with all manner of customisable options to stop people taking too long to take their turn. We'll truly lose our social life if we get properly embroiled in this. Perhaps we should pass. Computer competition is addictive enough as it is, without throwing in the added drug of nailing your cocky mates.
For such an anachronism as Football Manager 2005 to be as stunningly enjoyable as it is after all this time is a credit to the talented bunch down in Islington. It'll still have the piss ripped out of it for being a spreadsheet number crunching exercise, a game that reduces passion into numbers, but take no notice. It's an abstract extrapolation of emotions. A beautiful game of the beautiful game. Chaotically absorbing. Get me away from it before I lose another girlfriend.
Order yours now from Simply Games.
9 / 10
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Comments (38) Latest comment 7 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Fantasic, if only I could afford it as well as all the other great games that are released/being just now.
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There's no mention of agent videos in the manual. Is this feature still implemented?
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Laying on the hyperbole a bit thick there Kristan, no?
SI Fanboys? Surely not!
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And if you are on a LAN can you all use the same install disc or do you need a disc for each installation.
Also, what kind of ridiculous country closes its shops on a Saturday afternoon, so if you've slept late you can't get a copy?
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I do find reviews of Championship Manager in the past, and now Football Manager, to be generally very kind, almost to the degree of sycophancy rarely found in other genres (CM4 after all received many a 90% itself) but to have a supposedly objective reviewer here (as has already been pointed out) state that the new CM game, incomplete and un-demoed as it is, is: "..now meaningless brand name highjacked by impostors determined to make the most money it can out of people's blind ignorance ..." is almost criminal and highly indicative of an excessively biased review in SI's favour.
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It's like the Beach Boys touring at the moment - with one original member; what a con!
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As for the "SI fanboy" accusations, that's just clearly nonsense: I'd like to think that any developers who'd been so far ahead of their competition for so long would be treated with the same measure of respect.
Eidos' own pronouncements on the new CM have made it clear that, however they dress it up, CM5 will be ChampManLite. That might suit some people better- I know a few people who felt that SI's games are too intimidatingly complex- but anyone who really "gets it" should go for FM. It's that simple.
Lastly, can I thank all concerned for the release of FM2005 coinciding with the civil service strike, giving me a whole Friday to waste guiding Brighton to glory- please try and ensure this happens with future releases too!
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Why do people have to be so bitter?
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But these multi-dimentional shennanigans do mean you are only a click or two away from any information you need. FM is by far the fastest and easiest to use database ever to run on a PC, plus it's got this football management thingie on top to massage the data.
When you finally come to pick a team you get in even further over your head you now have 3 squads to manage, friendlies to arrange, players to scout and transfer. And if you foolishly pick a team you know nothing about, they are all strangers, all you have going for you is their stats.
Pressing the continue button becomes a harrowing 2 edged sword, it brings relief that you are progressing, getting things done and yet there's that nagging feeling. Did I do enough? Did I miss something? Are my scouts being put to good use? Is the training schedule appropriate? Did I miss an opportunity there?
By the end of the pre-season friendlies though you will have a good understanding of your team. You will know how each player performs in a given role. This is FM's hook, it's an emotional attachment to your team, the stats aren't needed; you have a feel for each player and you may even have nicknames for them, which you can assign to them in the game. It's not a team, it's your family. Yes even that black sheep Left-Back who week in, week out gives 2/10 performances; what's his name again? Ploddy I think I called him.
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The media aspect is poorly done - I have a long post on SI about this with my own experiences but essentially Liverpool knocked out of the Champ League at the first hurdle by a minnow gets uncommented whilst Crystal Palace vs Birmingham manager comments are headline news: its totally unbalanced.
The Manager Mind games are unrealistic, inappropriate and more like "Eastenders Management" than Football management.
The Training module still does not provide feedback in an adequate way to make it truly useful - it's far too vague at present.
There's no interaction with players, no way to determine unhappiness, offer different squad status to get a player more committed, dangle the carrot of a new contract etc etc. The game has removed aspects from interaction rather than add them properly.
As such, I have found FM2005 to be a sideways step, sundering some of the baggage maybe from the previous series and getting ready for what I hope is a more accomplished next step.
On the other hand, I won't criticise CM5 as not being CM until I see exactly what they are doing - the tactics and match engine information so far look interesting but I'm with-holding judegement til I play the thing. It is the game that matters to me most, not the name.
(If you like, I've written a lot on my expectations for these games on www.assistantmanag er.co.uk - If you have the time for a read, perhaps you'll understand where I'm coming from then?)
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I don't know all the ins and outs of the break-up between SI and Eidos, but the split appeared to give Eidos the name and SI the intellectual property. If this is the case, Eidos are legally entitled to the name and it's their right to use it in their future releases. As for being criminal, I think it's just business. You see high street stores like HMV and Virgin re-releasing twenty year old classics like Ocean's Eleven and the animated Lord of the Rings when the re-makes are released in the cinema. It's cashing in, it may even be slightly deceptive, but I really can't condemn it.
As for the 9/10 score, I can't really argue with that. Reviews are subjective. Movies like 2001 and The Thin Red Line won critical acclaim almost everywhere, yet they are two of the most dire films I've ever had the pain to watch, but that's just my personal opinion. If you don't like football management games, or even management games in general, it doesn't deserve 9/10. Of course there are bugs. Some didn't even take me very long to find (like trying to "Save as..." in the editor saves over the original file no matter which new filename you specify). But for me, someone who's spent, at a rough guess, several thousand hours playing the various iterations of this game since CM2, on a price-paid-to-hours-invested ratio, it's at least worthy of the 9/10 score it received.
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And, of course, there are new bugs. Players continously dive and argue with the referee, to the point where they can get two yellow cards in a match. Injured and suspended players are upset that they don't play. Players that don't play in the exact postion they want suddelny turn to crap and get incredibly bad ratings. Etc.
So, yeah, a 9 out of then might be too much. But if it would get a lower rating the fans would go mad, so no magazine will ever make a real review of this game. In fact, I cannot rememebr ever having read one honest review of this series.
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.. This is NOT an objective viewpoint and - IMO - should not have appeared in this review. If that's your opinion then fine, but CM5 should be judged on its own merits when it comes out. Comments like that should be kept to forums like this; they demean the quality and the question the integrity of the review.
If you doubt that consider this: when CM5 comes out how can I read your review of it without remembering that comment, and thus how can I trust your review of it?
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Driptray, good point. I, for one, would like to see CM5 judged on its own merits when released. I don't expect it to replace FM2005 in my daily playing schedule, but I am open-minded enough to be pleasantly surprised. I have no problem with reviewers slagging it off once it's released should it turn out to be pants, but can we at least wait until then?
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I think the purpose of a review is to offer opinion ON THE GAME THAT IS BEING REVIEWED. In isolation. Obviously there are cases where direct comparison is justified (eg; recent spate of footie games) but as the comment in question was a pure attack on an unreleased game personally I don't think it was justified and - whether you agree or not - I think it does damage the integrity of your website.
I don't want this to sound like an attack on EG; as far as I'm concerned it's your web-site and you should run it as you see fit. I am pointing out how this comment has affected me: you are one of a number of resources I use to get "quality" reviews of games; you are generally my "go-to" site, but in the case of CM5 I know your review will be prejudiced and therefore will not be giving your opinion much weight.
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It would be bad business....."
How do you explain the Men of Valor review then?
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It would be bad business.....
No. Damaging the chances of obtaining legitimate revenue from other publishers would be bad business.
It's not as if EG hated Champ man before is it?
Let's see:
CM99/00 - 9 out of 10
CM00/01 - 9 out of 10
CM4 - 10 out of 10
And 9 out of 10 for both Xbox releases as well. So - its OK to like the game when it's called "Championship manager" but if they like it now its because they were bribed to like a game they already liked? Hmmm ....
Edit - all as good as Halo 2 by the way. Or better.
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how can you claim intergrity for your review and yet also accept that you are making an opinionated attack on an unreleased game - when has a review site of integrity ever attacked a new, unreleased game?
Whilst complete objectivity may be a fallacy, sticking to facts and avoiding practically slanderous comments isn't.
As DripTray correctly points out, how can anyone now expect that CM5 will be given an honest review?
Its a shame that you have sullied this excellent review site with such an unnecessary outburst - though at least it does warn us to stay away if we want to read anything objective about CM5.
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Surely, EG has decency not to give this game 9/10 to be up there in the same league as GTA:SA.
Um... I'm not sure how you can compare FM2005 to GTA:SA. That's like saying Halo 2 got 9/10 so you shouldn't give Microsoft Visual C++ more than 8/10.
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Never been able to get back into CM since the interface switched at CM3. I've basically left the CM series alone since a messy divorce with CM2: 94/95, where I'd just built up a team strong enough to do the quadruple again, only to reach the 30 season point: GAME OVER. Mind you, I was on the dole back then; tales of my "Day of Two Seasons" are legendary... And God knows Wales could do with Neville Rowbotham having been a real player - Wayne who?
Has anyone found a decent mobile management game? Mobile FM:04-05 please Milo? Fuk, I just drooled on my keyboard.