Sensible World Of Soccer Review
Play sensibly now.
Version tested: Xbox 360
Sensible Soccer completely redefined football games when it first burst onto the Commodore Amiga scene back in 1992. Jon Hare, Chris Yates and co. took the top-down viewpoint of Kick-Off, zoomed the viewpoint out a touch and came up with a fast, flowing and intuitive take on footy that was instantly playable, yet full of hidden depths. Its eventual evolution into Sensible World of Soccer took that depth even further via a succession of tweaks to the gameplay and a hugely absorbing management element. It was a heady combination, and by the 96/97 version, Sensible had refined it to a point where it was pretty much as good as it could get.
By then, the Amiga market was as good as dead as a commercial platform, and the PlayStation revolution ushered gaming (and the genre itself) into the third dimension. With Sensible hopelessly unprepared to make the transition to the new consoles - or 3D techniques in general - two poorly received versions of Sensible Soccer appeared before the company was eventually disbanded and its IP sold off to Codemasters.
Meanwhile, EA's FIFA completely captured the market, closely following by Konami with its ISS series, which then itself evolved into Pro Evolution - a situation which remains today, despite the fact that neither series appears capable of delivering on its potential, leaving many footy fans hankering after a game which could deliver on the fast-paced purity of the mid-90s SWOS titles. Sadly, despite having rich promise and some great ideas, Sensible Soccer 2006 arrived on the PS2, Xbox and PC pretty much an unfinished product. Another comeback thereafter seemed unlikely.

The advertising in full flow.
So when it was announced that the 96/97 version of SWOS was coming to Xbox Live Arcade in its undiluted, untampered Amiga form, gamers across the world tentatively rejoiced whilst keeping their breath unceremoniously bated. The anticipation reached fever pitch as release dates came and went. July. September. Silence. And then, when the game finally did get a release for a few hours on 19th December, it was of course pulled when it became immediately apparent that users were logged off Xbox Live as soon as they loaded the game, making online multiplayer games impossible. Fortunately, the correct version of the game was uploaded a couple of days later, and fans could finally enjoy what had become one of the most long-awaited games ever to grace Xbox Live Arcade.
The initial reaction is generally one of relief as it becomes apparent that Codemasters has conquered the urge to mess with SWOS' game mechanics and, as promised, delivered a spot-on port of the 96/97 update - albeit with online play and the choice of new, sharpened up visuals.
So, how does SWOS stand up in 2008?
Very well, as it happens. The presentation has been given a fresh lick of paint with a tasteful, faithful graphical update that now adheres more accurately to the rose-tinted memories we've held in our minds about all things Sensible Soccer. It sports some impressive new details as well as some sinister, but not too intrusive, Future Publishing-related advertising (fortunately it's limited to the hoardings in the enhanced version - the original version features no such product placement). The Richard Joseph-penned music and sound effects have also been tidied up a touch, without meddling with them.
As great as SWOS was as a multiplayer game, the career mode also helped set it apart from the competition (here's looking at you Kick Off 2), and I'm pleased to report that this element of the game has survived the journey to XBLA fully intact with hundreds of teams and thousands of players to choose from. I instinctively picked Mansfield, a team of minnow proportions that I have supported since I was knee-high. Mansfield's journey from the murky depths of the pond to the vibrant glow of the higher divisions was underway. Well, sort of.

OK, who wants the ball?
Losing the first dozen or so games played sends home a striking reminder of how much you need to practice to get good at the Sensible World play mechanics you knew so well back in the '90s. After years of having those skills dulled in the intervening years by playing FIFA and Pro Evolution Soccer, getting back into the mindset required to play Sensi isn't as straightforward as you might expect - and getting used to playing it with a 360 pad certainly isn't easy to begin with.
The gamepad of choice for the hours of relentless matches played on my Amiga over a decade ago was the Megadrive's, with a d-pad allowing swift, accurate movement of team players around the pitch. The 360's d-pad unfortunately does not match the precision of SEGA's, offering a far greater span of movement over the Megadrive controller and thus introducing exaggerated movement of the player. Alternatively, the 360's analogue stick can be used, although after using the stick once I reverted quickly back to the d-pad - at least then I felt I was in control of the direction I wanted to send my player. A quick friendly game using a Mad Catz joystick, delivered by the big guy in red with the sack, also proves to be a frustrating experience and ultimately pointless.
The complex suite of moves and control pad combinations found in the likes of FIFA and Pro Evolution Soccer are intentionally (and thankfully) absent from Sensible Soccer. One-button control was the 'sensible' approach to the football introduced by Jon Hare and the Sensible Software team. Aftertouch added to the ball on leaving the player still makes for some sensational if somewhat impossible goals.
I can't help feeling though that the XBLA version of SWOS is somewhat harder than I remember when playing on the Amiga. The XBLA goalie displays athletic super-human skills, acrobatically saving goals from all angles; the ball is snatched from you relentlessly by the opposition on your approach into their area; quick directional changes see you losing possession of the ball as it trickles to the possession of the opposition whilst you run in the opposite direction thinking, for a brief moment, that the ball is firmly glued to your foot.

Hands firmly in protective mode.
With your manager's hat firmly atop of head, tactics can be defined that improve not just a player's contribution, but the way the whole team works together. See your players' values rocket with careful management, or see them collapse in a heap with disappointing frequency. Changes to your formation will display a tick or a cross depending on how beneficial it is to your players, and, while it isn't always clear why these reactions are given, it's nice to see an instant improvement in your team's chemistry.
The much-touted graphical enhancements to SWOS will not disappoint the hardcore Sensi fans either, and will probably become the mode of choice for the majority. Playing the game in standard mode is a stark reminder of how dated the graphical look of the original game has become - especially apparent on the high-def monster screens of today. Gamers new to the series who have been brought up on the 3D delights of the modern console football games may very well blurt out in disgust at the 2D imagery seen on their screens. Remember, though, you were probably playing Sensible on a crappy old 14" portable. Were you really expecting anything else?
The online mode, which was tweaked to kingdom come to ensure multiplayer perfection (hence the ridiculous release delays), is refreshingly lag-free. Actually getting into a game though is a feat in itself. The disconnection rate is excessively high, and judging by the other player's ranks this is a problem across the online board. I could give SWOS the benefit of the doubt here, what with the problems experienced by players with Xbox Live over the Christmas period, but realistically only time will tell if this aspect of the multiplayer experience improves.
Online play has proved frustrating also due to a bug that seemingly affects off-the-ball moves such as heading the ball and tackling the opposition's player. More often than not, these moves cannot be successfully actioned during online play, though the single-player mode does not suffer such issues.

Super Goalie to the rescue.
Once an online match is finally allocated, both players have control of the pre-match menus, which makes the setup screen a confusing battle for selective dominance. A Pro Evolution Soccer split screen, or just being able to see your own selections on-screen, would be far more user-friendly and less confusing, but I guess that's a legacy of staying true to the original code-base.
The rosters being used are those of the 1996/97 data, obviously to avoid licensing issues. The sheer volume of misspelled names and old data is crying out to be brought bang up to date. Unfortunately an edit feature has been omitted, so fans of Liverpool and Chelsea will have to make to do selecting Merseyside Reds and London Blues respectively. Somewhat grating I know, but there you go.
The Achievements are also something of a missed opportunity. It would have been nice to see more linked to the career mode. I'd much rather work towards winning a World Cup or getting a Div 3 team up to the top flight than shoring up a gamerscore for winning a penalty shootout or knocking in a header.
All minor gripes aside though, SWOS remains a triumph of playability over tedium and proves the franchise is still a strong contender for the greatest football game of all time. Ten years have passed since I first played this game and still I continue to soak up hours playing it. After the sorry series of franchise hiccups that have been bestowed upon the fan base over the last ten years, Sensible Soccer is back.
8 / 10
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Comments (79) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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It could be that when I was much younger was much able to keep up with the speed! Still quite glad to have this on my X360 hard drive.
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But hard indeed in single player.... my old skillz are gone
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Wow! How much would EG have given it if it had been finished..?
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/awaits knock on the door from the EG Stasi...
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Unless you're playing online? Minor.
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Reminiscing is all well and good but c'mon.
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I noticed that online you can pick the other players team for them... probably a bit of a bug there surely?
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Using the amiga joystick is somewhat easier than the dpad on the 360 though, but I couldn't just pick up and play it like the amiga version. Perhaps I've just spend too many hours on the original version and thus any small change throws off my skills but it just didn't feel right. Im disappointed.
-wolfman
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Credit for not editing this line out, EG.
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Remind me eurogamer, which version was that
I love this on Live, but i've had reall trouble with Lag and Live problems that its put me off for a while.
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Interesting little bit of historical revisionism sneaked in there re Sensi 2006! Didn't EG think it was the best invention since sex, or something?
Damn right, Sensible Soccer 2006 got 9/10 (betta than halo, gear of war, mass effect and whatever else scored 8/10 *groan*) oh and also better than SWOS which also recieved 8/10....
[link url=http://www.eurogamer.net/article.php?article_id=6513 4&page=2
]http://ww w.eurogamer.net/article.php?art...[/link]
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is this what its like to get old - all seemed so easy when i was sweet 16.....
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Also the 4 or 5 injuries a match with the AI receiving no cards (whilst I receive a yellow for my single foul in the match) must also be a bug.
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Still quite fun though.
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"Any idea if this might turn up as Wii Software"
There is a wii-al possibility!
-wolfman
*runs away very fast*
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I wonder how hard it would be to transfer this into a PES-like version. Only two buttons but still you can do crazy dribbles, 1-2 passes and nice combinations just like the most advanced games.
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So, 9/10 seems accurate in hindsight then
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I'm really enjoying it, not sure if it's going to overtake Carcassonne as my default Live game of choice (I think I've played that more than Halo 3 this year), but I do intend to plough a great deal of time into it in 2008. Groovy!
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Yeah, very sensible, especially since most joysticks on Amiga had only one button...
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The online was working perfectly for most of Christmas - I was getting through about 10 games an hour in Ranked mode, but since XBL broke, Sensi seems to have broken with it. Now it's nigh on impossible to find an opponent, so you just end up sitting in the lobby screen waiting for someone to connect to you :/
The slide/header bug online is annoying, but it's hardly a deal breaker. Hopefully they can fix it sometime though and it'll be pretty much perfect.
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In the PR junkets for FIFA 97 or 98 the developers spent a lot of time talking about the mo-cap and telling people how it really took a surprisingly long time to dribble the whole length of a pitch. Something at the time that seemed so pedestrian to games players but we've just got used to with our super realistic simulations of football.
This is exactly how I remember SWOS 96/97 (European Championship edition); fast, furious and insanely funny when everyone runs around the ball in circles next to the goal-line unable to get the vital touch. Mansfield could never dribble and even Giggs sometimes had trouble, but George Weah is a man of genius!
Now to reconstruct my ultimate team of gingers: Shearer, Laudrup, Gazza, McMannaman, Tafarrell, the De Boers...
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Bitter I may be, but I'm never going to give a game nostalgic praise when I can't score for naught 7 league games in a row. When the AI is able to spin 360 degrees and dribble like a genius and any attempt on my part to perform the same results in loss of ball control. When the AI always knows where to pass and is able to get its players into fabulous goal scoring positions and I on the other hand often have passes intercepted or worse have the intended recipients run the opposite way. When the AI can score from exactly the same long distance spot and under the same circumstances that I can't. This even when my team matches or betters (on paper) that of my AI opponent.
So for sheer frustration and making me feel like a loser, its little wonder that I gave this a 4. But, you might say, its not the game's fault I'm crap and I'm being too subjective in reviewing it. Some people can play and have the achievements, right?
Well the appalling disappointing gameplay (from my point of view) are not my only gripes. SWOS is an anticlimax in every way. For a start, its not even named properly. It should have gone up on XBLA as SWOS 96/97. There simply is no excuse to not have the correct teams in the correct leagues, and make some attempt to have the twisted player names updated too. Just how much work does it take? Bugger all is the answer. What about a button to s kip all other league matches so I can just get straight to my own game. I don't want to press A as much as if I was playing Komami's International Track and Field. What about slow-replays? Or turning them off completely?
There are SO many little touches missing from the game that could have made the world of difference. Its a disgrace - Codemasters have obviously put a 2 man team on this - 1 programmer and a producer and have targeted the C$SH and nothing else. All they've done is made the game meet XBLA requirements (i.e. the online components) and nothing else. 800 points? Its not worth 400.
MS are moving away from retro titles on XBLA. SWOS had a chance of countering that thinking, but instead it just strengthens it.
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Put it back on that 14" Sony Trinitron portable and the sensation of the game being sped up will be lost I am sure.
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Cannon Fodder next please.
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Still loving it though.
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Also, 2nd the Cannon Fodder next for Live (or PSN so I can play it with a BlueTooth mouse).
-edit for spelling spackery-
-edit 2- Amiga version is easier. Confirmed that last night while the wife watched rubbish on TV.
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The online player database allows me to judge the skills of my imports far more accurately, but even the best players in my price bracket lack the ability to consistently beat the keeper in the way that George Shaw, Jurgen Petterson or Francisco Guerrero used to do back on the Amiga.
But I'm not going to mark the game down simply because I'm frustrated that I can't win the Cup Winners Cup from the Scottish Second Division. The fact that it's more challenging, and ultimately more relaistic (if such a thing can be said of SWOS), is a blessing.
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Certainly feels right, but my thumb hurts after just 1 match so i haven't been able to practice much yet.
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This version is the only game that has actually made me angry to play it and so I guess I will not be playing it.
design wise it must have been done by the work experience lads. When in a cup or whatever and click through the results the button to start your match is highlighted so you miss the chance to actually manage the team if you press it too many times. That bloody oversized banner that appears all the time instead of the scored in the corner like everyone else. When you have two goals put past you early on you have to sit through the whole match no option to give up and move on and in a sinlge/multiplayer match no chance to restart. Then there are the team balances. Fulham play just as well as Liverpool yet are at opposite ends of the leagues. On the old Sensi you could set up a match like this to train with. The lesser team was slower and less accurate. So they left so much in for the purist unchanged and took this out. For me yet another Sensi-soccer mess. Never again will I pay for a Sensisoccer game. Megadrive version all the way.
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ONLY A %&**%&^*%( EIGHT?!!!?!!?!??!!
/quits EG
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and it isl fast.. the guys on the Codies board can confirm that..
multiplayer however is a different story.. it's joyous.. the field is leveled and lag is mostly absent..
even against friends in Finland..
the matchmaking problems can most likely be attributed to XBLs current issues.. I've had problems across most of myl games..
add in a Hori Fighting Stick (with a Sanwa octagonal gate mod for bonus awesomeness) and all is well..
you should probably burn that mad catz heap..
in closing.. well worth the £6.50.. even though I still only beat the cpu once in every ten games.. :/
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Frustrating mind any way ya can stop this?
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Stunning opportunity for them to make more cash?
/me seconds call for Cannon Fodder!
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Now I'm sorry as others have said it's cack. Though FIFA and PES may give a headache at times due to button combos, they play like football and just kill SWOS.
Nostalgia, best left in the past...
An updated Cannon Fodder would be very interesting though, but it'd have to be an update and a good one at that.
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I do agree that it smacks more of the PC version than the amiga one though, and is a bit harder than both were originally.
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I wouldn't expect an objective review to give it more than an 8 or so, but for me SWOS is more fun than anything else I could possibly be playing right now. I didn't even realise I could curl passes until playing it on XBLA, it's the game that keeps on giving. :0)
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"I can't believe people are slating this game because it's too hard for them to play. Just keep playing, get better, and stop being a cunt".
Some people want their XBL Arcade games to be quick pick up and play fun experiences, therefore they should have a range of difficulties to suit all tastes (as per the Megadrive version). Scoring 1 goal in 6 games, and that from the penalty spot, does tend to take the shine off of this version of SWOS a bit.
Congratulations, you're my first ever ignore.
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SWOS has always been, and continues to be, far too easy. If it were any easier it would be embarrassing.
I'm still nowhere near being as good at this as I was on the Amiga (I have yet to master mid-and long range lob-shooting, which will come with practice - but I'm definitely a LONG way from being proper good at it) but I can still comfortably beat any AI team in the game provided I have a striker who can kick the ball properly.
What we're seeing here is a generation of people spoiled on football games which do your shot aiming for you, or leave it down to a RNG algrorithm, or whatever passes for entertainment in FIFA. So here's a hint.
YOU'RE MEANT TO AIM AT THE GOAL.
*belated edit* Here's my excellent analogy. Imagine that the year is 2017. Got that? Right. Now imagine that for the previous ten years, every FPS developer in the world has decided that the only weapon that would feature in their FPS games was.... incredbily powerful homing rockets. Then someone releases a downloadable, accurate port of Team Fortress 2 , and everyone complains it's too hard to kill people.
That's EXACTLY what's happened here.
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Erm.....
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Winning against the CPU is still relatively easy, it's just a lot harder in the lower divisions because the available strikers aren't as potent as they used to be.
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o_O watched Terminator the other night. As awesome as ever IMO. Ok some of the special effects are definitly showing their age, but still a great film.
Same with Maiden. If I hear a song I like chances are I'll like it for ever more (music is pretty timeless for the most part to me). Maiden > most metal bands around at the moment.
Some old games don't play well today. Other old games and genres are left behind due to the belief that 3d = better. Well it doesn't always, there is still plenty room for 2D games. Many are as fun now as they always were.
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This is one for late night drunken gaming in my book. Lots of fun once you find someone else to play online or with a fellow drunkard hehe
complaining about not having the up to date teams and no bludgeoned updated names? sorry I have FIFA if I want current rosters and lookalike players lol Sensi is 100% video game.
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hypocritical neanderthal.
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And SWOS isn't really hard, it's just difficult and different to play for many - I've noticed that some even don't know how to use the after touch feature properly (you can lift and lob the ball as well, not just curve it to the left or right).
If you ask me, it should've recieved ten for value alone. Once you learn how to play well, you'll never stop playing the game. I know, I've been playing for sixteen years already, and I'm not about to stop either - now that we have even fancier graphics and all.
And stop with the analogue. It doesn't work like a digital stick would, and you have to move it really quickly to get the most out of the aftertouch, so the digital d-pad is much much better. Even if it's a crappy d-pad. Curving and lifting the ball is much easier and more precise with it.
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I found Ninja Giaden to be pretty damn hard. I didn't like it. But that does't mean I think it should be easier. It wouldn't be Ninja Gaiden if it was easlier and a lot of love it the way it is. I wouldn't want it changed. No games will every be for everyone, and they shouldn't be either.
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Once you remember how to play it is incredibly easy to beat the AI teams. As I have still played the game regular over the last 10 years I had no problem jumping straight in and according to my stats I have only lost 3 games out of about 150. You just need to get used to how to play the game.
I was almost certain I wouldn't be able to play it with the analogue stick after years of using a joystick but amazingly I found it absolutely fine.
Best game of 2007 offline.
Online it just doesn't work.
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WARNING - Any answer which contains the words "fun", "skill", "challenge", "controls" or "entertainment" will instantly be laughed off the page. Restrict yourself to "pretty graphics", "functional online play" and "appeals to cackhanded knuckledraggers who find aiming a bit complicated", and we'll have a chat.
It depends what you want from a game really, doesn't it? If you only want nice graphics, online play, and a lobotomised shooting system that caters to your incompetence, then yes, SWOS is well out of date. If you want a challenging, fun football game, OTOH...
Shoulda been a 9. And every PES and FIFA release in Eurogamer's history shoula been a 4.
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Online is SEVERLY BROKEN to the point of being unplayable.
And I could've played the original without online play on an emulator.
(I should've known better after the 2006 review...)
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so people must disagree with you.
.. That said, i still want my money back due to the broken online mode... its fucking unplayable online.. And for that reason alone deserves a drop of 2 score points (imho) - the only reason i got it was for online
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Anyway, the Amiga version is easier, played it again last night. Plays better actually than this version, feels more balanced.
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apparently best selling arcade game yet..
You got a link for that? Wouldn't surprise me though. Anticipation had been building for ages.
OnlyMe
You can't score, so it's shit. Good logic there.
No, I think you'll find its shit for many more reasons, including lack of menu tweaks and options and un-updated teams & players. It was always going to be the case this game would sell, so it justified more investment in development than it got.
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My interest in playing online is limited, and the few games I've played have had the occasional bit of lag, but no more so than any other XBL game I've played. IN XBL play, the tackling/heading and quitters issues definitely needs sorting, though.
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Those"issues" make the game unplayable online though?
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My gripes with this are:
1. Online if fucked, may as well not bother including it (and promoting it as having online play) if it's not going to work
2. The menu system is still as god awful as it was back in the amiga days. Seriously, with the time they've been working on it, could they not have made the interface even SLIGHTLY usable? Honestly, how many people on here accidently started a CPU vs CPU match the first time they used the shitty interface?
3. 96 teams.. Again, with the time this conversion has been in development - you'd have thought they'd have bothered to at least change the names (if not the stats). I dont care if michael owen is called M.Owon, or whatever, but at least lets have up-to-date players!
But I *really* don't think it plays any different to the amiga version? The only thing which MAY be true is they've obviously upp'd the frame rate a bit - which MIGHT be making it harder to play...
Tough one to rate, because it IS still the old classic game..
i'd give it 7/10 (or 6.5/10) because of the above problems...
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Apologies if "boyotaffy" isn't your gamertag, but it seems to be, seeing as your Eurogamer ID seems to be "sabreman".
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Shot aiming in Sensi your kidding right?, shooting in Sensi is all about finding the angle and aftertouch, same goals every time, it's basic these days.
FIFA and PES you can place shots, chip, hit a soft but better targeted shot and though the game engine has some impact, try shooting without aiming and you'' rarely score.
Dribbling in sensi LOL Passing in Sensi LOL.
It's Pinball meets Pong mate, accept that and I may chat with you.
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KG
*sic, probably.
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I can live with Erik Contana and Dave Peckham in a side ... but where is hte fun in beating Manchester Red ???
it's not what we were promised when this was first announced !! if they updated it with an editor i would buy it instantly