"Football is as big as a chess game," Alex Ferguson once said in a 2009 interview. "In chess, if you lose focus your moment is dead."
He was obviously talking about symbolism – a chess-based execution too much it is rare – but his point is very important: when playing at a high-level football it is never a ridiculous strike, but a tactical game that requires a lot of focus. That's the idea behind it Football, Tricks & Glory (or, if you are outside of North America, Football, Tricks & Glory), offering a turn based approach & # 39; football & # 39; old, one where thinking is more important than responding. It's a great idea (if you pretend It's biting Eleven it doesn't) but it actually works better than you expected.
You start out in the lower league of your chosen country (there are 52 to choose from), managing any new team you can build from scratch or one of the pre-existing teams. If you want the following, your team will be moved from the default location to the bottom of the league set, Glasgow Ranger style, with a game he described as the result of some nondescript complaint.
Because of this, whether your group is new or existing, the mission is the same: start with a hop-hop group and work your way through all the languages until you finally start putting some of the silverware into the computer cupboard. If you can't tolerate humility, there's also a & # 39; sandwich mode & # 39; keeps your party where it is, allowing you to start in the top circle if you wish.
At first glance, it all looks like your standard football management sim. You can buy and sell players, organize your composition, player player statistics to see who is better for each role and send scouts to find the best players to sign. Once you get into the poll, though, everything changes. Instead of just sitting back and watching them play like other manager games, Soccer, tricks & glory, the boss literally every step Your players make, using a mechanic for a turn-based strategy.
Each turn gives you three modes, and you can use them even though you see fit, such as moving the player around (each can go a certain distance, in the classic RTS style), moving, trying to pass or crash, or taking a shot at goal. If you haven't scored a goal between those three times, the other team wins and gets three chances. This continues until one group or quarter ends (e.g. the previous exchange rate is played).
The middle-aged mechanic who does all this is based on the progress of the dice. Each player has a number of different price points covering each situation, which are also influenced by factors such as their fatigue, mood, weather and so on. Anytime you do anything other than a simple run or a quick walk, these numbers are considered as & # 39; dice rolls & # 39 ;; Random number generation, in other words.
For example, if you want one of your defenders to catch a player with the ball, in that case your player position may be 32 and theirs may be 14. If you try this, each player will produce a random number (no higher than their number) and whoever gets the highest number wins the battle. Since your player is able to score higher you have a higher chance of winning (if you score 20 vs 8, for example), but it also means that if you don't like they can win if, say, you score 7 and get 12.
The great thing about this program is that things play out the way you would like to get into real ball. A team with better general stats tend to beat smaller teams (as it should be), but if they're lucky enough when it comes to dice-shooting, casual killing can always happen in any given game. The result of all of this is a ridiculously compelling game that can ruin your free time if you're not careful. The night we started playing for this review, we ended up wrapping you up in something like five straight hours, because we feel like a lot of great games & # 39 ;.
There you continue to play football, tactics and glory, as its stories begin to unfold. This is by no means a complete game and there are many areas where it can be improved. First, the match is too short. The default match length is 48 & # 39; action & # 39; action, and since each turn usually contains three actions, that means that each team only gets eight chances; that's rare enough to create good power, and you can see many 0-0 draws.
Before you start your career you can choose to do this in 90 actions, but it is still a little on the short side. Many games – especially those in the lower leagues – can be good even with issues so there can be a backlash even before the numbers explode your way and you get a lucky break. However, the extra time to get to this point means that you'll always find yourself getting to the opponent's box only when half the full-time or full-time you hit it because you don't turn around.
Another major annoyance with Soccer, Tactics & Fame is the complete lack of anything close to actual player titles. Obviously, most football games are not FIFA you have to put up with fake words, and group names are close enough to at least find out who they are; The Celtics and Rangers are Glasgow and Glasgow Old, for example, and Man City and Man United are Manchester and Stretford respectively. If that's not good enough, all group names can be easily edited at any time in the game, as do their titles and logs (using the basic logo editor).
All the players, however, are completely random characters and regular genres that can be identified in some way. Forget your Van Dijks and Salahs; this Liverpool club has the likes of Hornblower, Mills, Churchfield and Pepperell to play for. This can make it very difficult at first to get formats and the like, because instead of having your teammates replaced with their stats, on the base team screens enough you just want to see Defenders with the best & # 39; defense & # 39;
It also obviously makes the player transfer fun because if you haven't heard of anyone else in the game all you really do is hunt down random players with larger numbers than the numbers you already have. Not that there is much to it: the transfer process is very simple here.
All you do is assign a scoop to the area and they'll put you on the list of some random players – as few as five when you're in the low spells – and their numbers; if you have one you can pick them and buy them there and then. There are no negotiations, no salary statistics, or the potential (we can see) of bidding for a specific player. If you are looking for a new striker, you will have better hope that one of the players you have selected is both a striker and ready for your team.
This all comes together to make a game that often sounds like a beginning as a mobile title, even if it actually isn't, (which is a shame, because it also cries out on screen support, which it doesn't). Instead, it was a PC game, as it became clear with a screenshot on the Switch version asking you to leave an update on Steam. Ahem.
That PC version has mod support, which quickly fixes those issues with player names, but naturally, the Switch port doesn't have user-generated content support. As it is, you will have to deal with generic names or you will need to spend eternity to organize everything yourself. The fact that the Switch version of Soccer, Tactics & Glory is more expensive than a Steam one makes the pill more swallowing.