LMA Manager 2006 Review

Yellow card for simulation.

Version tested: Xbox

As a kid, I discovered a £1.99 football management game for the Spectrum called On The Bench. I really enjoyed it until I discovered that you didn't actually need to field a full eleven in each match. In fact, I found that you could simply sell your entire fourth-division first team, buy Gary Lineker (or an equivalent big-name player), and allow him to single-handedly win matches for you. I didn't play it again, and - this being 1988 - felt positively virtuous for having pirated it.

LMA Manager 2006 doesn't have a similarly cataclysmic design flaw, but it's very much a game of two halves.

Its interface isn't particularly intuitive, but it's something that you soon become accustomed to using. The left and right trigger buttons are used to cycle through nine icons in the bottom left-hand corner of the screen. These provide access to groups of sub-menus that you can navigate with the analogue sticks and directional pad. Handily, ways in which you can interact with each page are always highlighted in a 'help bar'. It has a somewhat cumbersome feel, especially at first, and obviously lacks the immediacy of a mouse-operated system, but it's never less than functional once you overcome an initial period of bewilderment.

In terms of scope and size, LMA Manager 2006 certainly feels impressively large. There are eight countries to choose from, each with at least two leagues. There's a suitably sizable player database, a fixture calendar that features all the major cup and league fixtures you might expect, and a Sky Sports News-style information service called Football One that pops up regularly to provide information on results, player moves and other such events. Any developments pertinent to the running of your club appear in a mailbox screen, and frequently direct you to scout reports, coaching assessments and transfer dealings. You soon find yourself comfortable with familiar rat-runs through sequences of screens, dealing with problems and opportunities as they arise. It's really not as daunting or demanding as you first suspect.

'LMA Manager 2006' Screenshot search

Comprehensive search options: a good thing.

In principle, one of the most thoughtful aspects of LMA Manager 2006's design is that it enables you to choose your level of involvement. After selecting your team, you can delegate various duties - such as training, contract negotiations and commercial activities - to your backroom staff. This neatly addresses the issue of players being confronted by a perilously steep learning curve, and you can subsequently fine-tune your responsibilities as and when you feel inclined to do so.

Annoyingly, though, if you simply want to pick the team, choose tactics and make transfer bids on a permanent basis, you'll soon encounter a serious problem. For a reason Codemasters only know, your head coach appears to focus on each player's weakest attributes when assigning training schedules. This can lead to strikers taking defensive lessons and your defenders honing their attacking skills, to the long-term detriment of both. Their more pertinent attributes drop as a consequence, in addition to their transfer value and effectiveness on the field.

I can appreciate that AI helpers can't be perfect. If they were, the features that they attend to would become effectively redundant: why would there be a need to change anything? If they were to all work at a level that was, say, 50 per cent to 75 per cent effective, that would be acceptable, leaving room for improvement for those who hanker for a completely hands-on approach (and, naturally, rewards for doing so). The issue with the automatic coaching option is a terrible oversight, though, and something that will force everyone to get involved with a training system that isn't, in truth, particularly interesting. It's simply a case of finding a successful formula for each position, and then forgetting about it until you have to apply it to a new signing. This can be only be achieved through tedious trial-and-error, experimenting with different combinations of the five coaching options, or by visiting the LMA forum at the Codemasters website to search for tips.

'LMA Manager 2006' Screenshot tedious

Tedious training schedules in, appropriately enough, Coventry.

The core elements of a football management game are transfers, tactics, and how both have an influence during your visits to the match engine. I can't help but feel that training elements are something that are included in games like LMA because designers and players alike feel that they should be there - not that these features are particularly engaging or challenging. So far, no one appears to have come up with a convincing solution, even in the genre-defining Football Manager.

LMA's transfer system has been overhauled for this seasonal update with the introduction of sell-on clauses, player swaps, and staggered payments. Much like every other football management game, getting your man is simply a case of taking certain parameters into account - primarily, whether a player is for sale or not, the stature of both buying and selling clubs, and the relative standing of the player involved - then bidding accordingly. You can use scouts to gain more information on individuals before you offer money, and searching for bargains and promising young talents is, as in all good examples of the genre, a curiously engaging pastime.

The coaching problem is exasperating, but there's nothing especially disagreeable about the front end: there's plenty to play with, and no shortage of stats to peruse if you're that way inclined. But if LMA Manager 2006's many options and thoughtful touches are a solid back line, and its main management screens an industrious, packed midfield, then its match engine is a solitary striker with a proclivity for booting the ball well over the bar.

'LMA Manager 2006' Screenshot training

The new training match enables you to try out new formations and tactics before you unveil them in a full match.

LMA 2006 doesn't show highlights of a full game; instead, two halves of approximately four minutes represent the fixture in its entirety. As they are presented in a televisual style, it's impossible to cast all thoughts of FIFA and PES from your mind. Such comparisons are not kind. LMA 2006's match engine is crude and pedestrian, and appears rudimentary when you use the 32-bit incarnations of the aforementioned footballing favourites as a benchmark, let alone this year's updates. Every player moves at a torturously slow pace, even when clean through on goal, and there's no perceptible sense of weight or substance.

While you can discern the difference that certain strategic choices make - especially those that involve altering your formation - there are specific events that occur with alarming regularity, and cannot be addressed with LMA's sliding tactics bars. Wingers, for example, are amazingly disinclined to cross the ball. If they find themselves in space on either touchline, they tend to make a predictable shot for the near post that goalkeepers always save, although occasionally needlessly push out of play for a corner kick. There are many other oft-repeated behavioural quirks: attempted chip shots from twenty, thirty, even forty yards; counter-attacks after corners where a teams completely fails to track back; players sometimes clearly slowing down (or even moving aside) to allow an opponent to collect the ball, or make a pass.

It's hard to feel at all convinced when you see a half end during a shot on goal, or players under no pressure kicking the ball against a team-mate to concede a throw-in. I once sat and sniggered as a shot hit one post, bounced off another, the ball returned to the centre of the goal line, and the opposition keeper dived onto it and pushed it into the net. The goal was attributed to my striker. Events such as these completely fracture any flimsy sense of immersion that the match engine's better moments may encourage. It's also crazy that you sometimes have to impatiently sit for five, ten, fifteen game minutes for a vital substitution to take place, waiting for the ball to go out of play. Do we view this as bloody-minded authenticity, or does it suggest that LMA's designers feel that such changes are actually of no real tactical consequence?

While paper-scissors-stone-style formation changes can occasionally work in a gratifying way, it's hard to shake the suspicion that, ultimately, success in LMA Manager 2006 is merely a case of combining the best players you can acquire with tactics that aren't too exotic. Despite the various button commands that you can use to shout instructions from the dugout, it never feels as if you could have a well-drilled team of journeymen punch above their weight. There are occasional flashes of the better game LMA could become in a future update: a slick passing move, or an instance where a defender makes a critical tackle and initiates a convincing counter-attack. Much of the time, though, you watch players collide, the defeated party in each head-to-head meeting of underlying attributes falling clumsily to the turf. No matter how sophisticated the background simulation may be, the performance of its representatives on the pitch regularly fails to engender willing suspension of disbelief. For a football management game, that's a pretty fatal shortcoming.

4 / 10

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Comments (35) Latest comment 6 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • Mike69_2004 #1 6 years ago

    lol. LMA manager series continues to fall. started out as an average management sim now its just awful
  • greatest_fish30 #2 6 years ago

    Yay a 4 I'm buying it
  • kangarootoo #3 6 years ago

    "Management games will never suit consoles in my opinion"

    Thats certainly a discussion opener. Isn't Sims a management game of sorts? I know from previous posts that you don't like Sims very much, but it sold shed loads on every platform it touched, so obviously quite a lot of people think management games on consoles work just fine.

    I'm not picking on you BTW, I am genuinely trying to get a discussion about management games going. Given the mire of fanboy rage that most of the other threads have turned into since the XB360 launch, a discussion about a genre of games would be a breath of fresh air.
  • morriss #4 6 years ago

  • ImGameCube #5 6 years ago

    How brave of Eurogamer to write a review of a game and give it 4 out of 10.

    Especially as there was an advert for the game next to it.

    I enjoyed the review though, which is not bad considering I don't like football, don't like football management games and down own a PS2.

    A.
  • afray #6 6 years ago

    I disagree with bengali. Management games (especially football ones) face problems on the consoles with trying to fit all the content into memory, and getting enough processor time to thrash out the results. These obviously reduce on the next-gen system.

    However, while the mouse will always be a superior interface, there are enough clever GUI designers out there to give you a satisfactory experience. From what I've read, the menu system in LMA is one of the good things about it: You can run through to where you want to go pretty quickly once you've got used to it.

    Even something like Civ, which you would immediately think of as a mouse-vital game, could work quite well. If you think about it, the majority of the time you're only clicking on a few descrete points -- some workers, some cities, some units. So cycling through them using shoulder buttons or something wouldn't be that bad. You'll still need the d-pad cursor to view the occasional tile or something, but Civ is great at showing everything you need to see on the main map screen: HPs, city pops, etc.
  • Genji #7 6 years ago

    If the management game were turn-based - live Civ is, for example - then the control method wouldn't matter one bit.
  • afray #8 6 years ago

    I don't see why turn-based has got anything to do with it.

    Say you had to open a subs window or tactics window during a match. If they (or a generic stop-at-next-out-of-play) were mapped directly to a face button, you could work just as fast as with a mouse, surely?

    The out-of-match situations basically *are* turn based, so timing doesn't matter.
  • smelly #9 6 years ago

    I always thought a football management game would work better as an RTS.
  • sharpfish #10 6 years ago

    Hey - What are you trying to say about Coventry in that caption? ;)
    (Yes I am from Coventry, but don't live there now). As it happens I also worked at Codemasters (Though not on LMA I am happy to say) :).
  • sharpfish #11 6 years ago

    lol... yeah I can read that - I was asking what he was insinuating (knowing full well what he was insinuating hence the ;) )... Man, Coventry gets a rough time - as if the germans didn't do enough damage to it in ww2 ;)

  • smelly #12 6 years ago

    sharpfish - Is your name J or K?
  • sharpfish #13 6 years ago

    J or K? Neither... why?

  • smelly #14 6 years ago

  • Sunrise #15 6 years ago

  • Sunrise #16 6 years ago

  • Aretak #17 6 years ago

    It's a shame really what's happened to the LMA franchise in recent years. Back on the PSone it was a very enjoyable game, with a solid match engine, great options (for a console game) and a real sense of immersion.
  • sharpfish #18 6 years ago

    @smelly: My initials are in my profile - and my full name is somewhere on the websites linked in my profile..


  • asha #19 6 years ago

    Please answer me one question, I LOVED the first LMA on the Xbox, Will i like this one?
  • smelly #20 6 years ago

    Nope. Dont know you then.
  • skybluesam86 #21 6 years ago

    Tedious training schedules in, appropriately enough, Coventry

    *ahem*

    Do you really want to alienate a significant chunk of your readership? (read: me) :p

    *walks off singing*

    Gary McSheffrey, wo-oh-oh, gary McShreffrey, wo-oh-oh - he comes from Coventry. He's better than Henry!
  • vandy404 #22 6 years ago

    Good review although I think the score is a little harsh. There are plenty of flaws in this game but there is still fun to be had. I think perhaps 6/10 would have been fairer.
  • l_p_4_7 #23 6 years ago

    This review is rather ironic considering the adverts on the right >>

    Advert: "The best managment game on PS2!" PS2 Magazine.

    EG: "4/10".

    D'oh!
    Edited by 2 at 04/12/05 @ 03:55
  • Ceatlan #24 6 years ago

    For a while now I've thouhgt LMA manager may be the football management game for me, but this review has now put me off.

    Can someone recommend a football management game for someone who loved the original football manager games from 20 years ago, but hasn't been able to get into any he has tried since. As suggested in the review I like the transfers and formation side things, but have no interest in training, politics, personalities or the financial side of the football club. I want something fairly quick and simple, with a fairly short list of statistics for each player, but has that just one more go addictiveness that the games of 20 years ago seemed to have.

    Ceatlan.
  • kentmonkey #25 6 years ago

    Genuine LOL at Frod
  • Stickman #26 6 years ago

    "This review is rather ironic considering the adverts on the right >>

    Advert: "The best managment game on PS2!" PS2 Magazine.

    EG: "4/10".

    D'oh! "

    That's why they've reviewed the XBox version. ;)
  • posh_geordie #27 6 years ago

    Post deleted at 18:45:04 02-01-2012
  • Stickman #28 6 years ago

    "I stick up for Eurogamer when they give harsh reviews for other games - when it happens to your own game though, it's harder to stomach."

    Seems a bit like double standards there, posh!

    "Hell, the only thing which will change is we'll be sending our online advertising budget elsewhere next time (j/k!)"

    Why bother giving it Eurogamer? You're here! (also j/k!)
  • posh_geordie #29 6 years ago

    Post deleted at 18:45:04 02-01-2012
  • Perry #30 6 years ago

    Posh Geordie, any comments on the match play. Those issues outlined are fatal for me as well. I was thinking of buying, but with such simple flaws as that, it would take away from the experience
  • Stickman #31 6 years ago

    Aye, what Perry said.

    I was also going to get this, fancy a FM-lite for console, but can't stand crappy 3D match engines.
  • posh_geordie #32 6 years ago

    Post deleted at 18:45:04 02-01-2012
  • Stickman #33 6 years ago

    Seems worth a Game 10 day rental I suppose.
  • GamerAddict #34 6 years ago

    One bad review?? It would appear not actually. If you head over to gamerankings.com, they collect together all online reviews of a game and some magazine reviews too to give you an average score.......LMA 2k6 picks up a measley 62% on Xbox. Ok, so this eurogamer review has dragged that down somewhat but the other scores are around 6-7..........not really making me wanna spend my money to be honest.

    I've often felt in the past that LMA is too random and that its already decided the result of the game before you play it out, doesn't matter what team you put out, what tactics you use, it just feels too random! But hey, that's just my opinion ;)
  • posh_geordie #35 6 years ago

    Post deleted at 18:45:04 02-01-2012