It's fair to say that so far, Football Manager The change is a bit like the Arsenal team this season: there's high quality there but for some reason, it doesn't come together and work in a harmonious, seamless way.
That's because the ball carrier switch versions are actually dots Sports Manager Touch, a slimmed-down take on a game made for a fast, hard game. That would be great if it were 2018 and 2019 versions that don't get it through the dreaded control scheme, make it & # 39; s too hard & # 39; one of the things that pops into your mind when you first play it.
Football Manager 2020 Touch is Saga's third attempt and Game of Thrones to encrypt this, but we are sorry to say that while it is doubtful and compelling as the series has been, those control issues and a few other phone calls continue to exist. The result is a game that can be totally worth your time and money, but feel like you're constantly fighting for yourself.
For the most part, the 2020 version of Football Manager is very similar to last year's game. Look at them all at a glance and you'll be hard pressed to say which one. There are some minor tweaks and new features added to this year's game, but, although none of them completely overlap in any ways, they show at least that we're not looking FIFA 20 style & # 39; Legacy Edition & # 39; here without any team updates.
One of these is the new hub screen dedicated to player development, which is easily called the Development Center. Instead of exploring your way through a group of your teens and repositories – which you can afford – you now have one screen where your backyard staff will showcase young talent that looks like they might be ready to take their next step by signing up for archives or for the first time. This screen also gives you the opportunity to pay attention to your loan players, to see if they are actually improving or just benchmarking.
Other innovations are equally focused in the future. The Club Vision screen is a mission statement that describes what the board expects of the club. This kind of thing is common in football management games, but this upgraded version has a lot more detail than the usual "we expect you to win the league this season" stuff you usually find. For example, your team may be known for offensive football, so the board may want to make sure you continue to follow that tradition.
Club Vision also includes a 5-year plan, which includes longer-term goals, and the board's expectations over the next decade. Naturally, this screen is a lot more fun for some teams than others, and low-profile teams tend to have 5-year plans that are very interesting. Teams like Celtic have slightly less ambitious goals: each year they actually "win the league", and other seasonal requirements such as qualifying for the Champions League (Peace, Champions League) categories are held until late.
This five-year gimmick program now extends to the interview, where you can tell the player in detail how you expect to see their role with the team. Obviously, if you try to bring Messi there is not much to talk about, but if you bring the hot prospect of a three-year contract, you may want to tell him that your plan will make him a seasoned starter, a minor contributor and a starter by the third season, all is well. What better way to add more art to your plans than a previous scenario where you had to tell a young actor that you didn't see him as a star performer, even though he thought he might be at the end of his contract.
This is more or less a great addition this year, with the exception of some snapshots like wet holes and detailed manager models: these are certainly not significant enough to make a big difference to last year's game, in a sense that encapsulates this release altogether. There are some features we would like to see added this time around: while thanks to one of the main goals of the Touch series being re-played, we would still like the option of doing things like press conferences and team talks that don't need to have a major impact on your team but add immersion and make things more fun.
The main problem, however, is that of the control system. Using the Joy-Cons or Pro Controller to navigate can be a major problem, especially on dense screens where no order is created when options are emphasized every time you move a D-Pad. There is always the option to bring a mouse cursor and move it with the left stick, but when faced with something that requires multiple options – such as picking your own team – it can be a daunting task.
In the end, this was it and so on a game with a mouse in mind, and while there was a time when the Football Manager was easy enough to make the player play – Eagle FM, 2007 and 2008 on the Xbox 360 was actually a pretty good deal after a few games – the endless stream of features and details added over the years (even in this modified version) led to a game full of menus and different options that basically set the Konami code whenever you wanted to do anything.
The main issue applies to this: in theory, this should be a simpler version of Football Manager that is easier to play than a PC game, but the fact is that players stick with the Goldilocks mode when the screen is too small to use Use the touchscreen but the physical control system is a bit of a joke. Football Manager will always be a great management tool, but in this first look, it's sad to say, the Switch owners will be stuck with these unpleasant go-ahead controls.
Conclusion
Football's third manager on the switch should make small improvements to the exciting and compelling game. Controls are still obscure and new features, while acceptable, do not change exactly: as a result, we often recommend you consider buying last year's game at a slightly lower price. However, since Sega released the 2018 and 2019 editions of the eShop, you have no choice but to pay the full price for this one.