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FIFA Manager series logo used since mid-2010 FIFA Manager (short: FIFAM) was an series of published. The games were developed by the German studio Bright Future GmbH and. The game was called Total Club Manager (short: TCM) until the name changed to FIFA Manager with the FIFAM 06. It was announced FIFA Manager's last installment was FIFA Manager 14 and that there would be no further editions to the game. Before FIFAM and TCM, EA Sports released (1997) and, and, but while the first managed to attract some attention, the latter were released when the managing games market for non- titles was close to non-existent, and after two unsuccessful titles, it was dropped.
However, by 2001, several employees of German, who developed the highly popular Anstoss series in the past moved to EA, and the first game, Fussball Manager 2002, was released in Germany only, as a test for a potential series. It resembled Anstoss 3, although on a more serious note (in Anstoss, players could be by aliens, train in or use ) and fewer financial options (managers developed by German teams often include deep financial options, such as and markets). The game had positive reception, and a year later Total Club Manager 2003 was released, with on the cover (for the second time, after FIFA Soccer Manager). One of the key features of Anstoss 3 was the ability to actually play the games after Anstoss Action was released. Although it could be played as a stand-alone game, it only reached the full potential when used with the manager game. This feature, only present on other games with limited geographical distribution, the, was included for buyers of both TCM 2004 and, which could use the Football Fusion function.
Realism and Authenticity The new database initiative is on track to deliver the deepest and most accurate data we have ever offered in TCM. Player skills are now out of 0-99 instead of 1 to 2. This allows the manager to assess players with more depth on each of their skills. (PC only); 30 different stats per player as opposed.
Some fans managed to control games in TCM 2003 by hacking the configuration files, but data loss and corruption was frequent. Manager appeared on the cover of TCM 2004. Criticized by a confusing interface, EA reworked it for TCM 2005, with a more sleek design. With former and manager was selected for the main cover. While the TCM series has been released for, and, the FIFAM series is only available for Windows. The and versions of the game were developed for.
FIFA Manager 06 FIFA Manager 06 Release October 7, 2005 Mode(s) FIFA Manager 06 is a game produced by under the brand. It is a football (soccer) management game from the annual series of FIFA Manager titles. FIFA Manager 06 is the only game in the FIFA Manager series to have music from real bands. Diva International - 'Nothing to Do'.
Exitpilot - 'Circles Cycles and Braincells'. Hard-Fi - 'Cash Machine'. McQueen - 'Running Out of Things to Say'. Midnight Juggernauts - 'Fire Below'. Stereophonics - 'Dakota'. The Rakes - 'Retreat'. Vatican DC - 'Antisocial'.
WhiteSilver - 'In Brief'.: TBA Mode(s) FIFA Manager 09 is the 2009 successor to the FIFA Manager series from EA's sports brand,. It is a follow up on.
FIFA Manager 09 was developed by Bright Future and published by EA Sports. It was released on 30 October 2008.
On 29 October 2008, the first database update was released, including the first division of Cyprus and the necessary adjustments. The game gives players the chance to control a wide range of features from discussing tactics with individual players to creating monster stadiums to house fans. FIFA Manager 09 received mixed reviews from, with an average of 69%.
Scores ranged from a dire 30% ( Total PC Gaming) up to a more than respectable 85% ( GameStar). Most reviews commented on the level of depth and realism involved in the game, while noting that it might well be too much for some. Play.tm called it 'more a lifestyle than a game', observing that 'a season, if played thoroughly, will take as long as most full games these days'. IT Reviews commented that, 'it may still feel like you're awash with a tsunami of statistics but FIFA manager 09 has injected a number of new features to appeal to micromanagement fans'.
FIFA Manager 10 FIFA Manager Bright Future GmbH Release October 30, 2009 Mode(s), FIFA Manager 10 is the 2010 successor to the series from EA's sports brand, following up. FIFA Manager 10 was developed by Bright Future and published by EA Spore. When installed there will be two executable files: and the mode that can be played online. The game gives you the chance to control a wide range of features from discussing tactics with individual players to creating monster stadiums to house your fans. For the first time ever on the series, there is an online mode, as well as a superior 3D animation and a customizable manager desktop. Bright Future have released a new update on June 2, specially for their 10th anniversary, the new update lets the players manage their national team through the FIFA World Cup 2010.
The players can choose the national teams that they want in the tournament and they can choose the original squad or make up their own squad. FIFA Manager 11 FIFA Manager Bright Future GmbH Release October 28, 2010 Mode(s), FIFA Manager 11 is the 2011 successor to the FIFA Manager series from EA's sports brand, following up, and is also the 10th edition of the franchise. FIFA Manager 11 was developed by Bright Future and published by EA Sports, and released on October 28, 2010. The game features a vast array of all-new features. Hundreds of improvements to the game have been made across the board with a special focus on its core areas.
Introduced in 2009 it also includes a separate online mode where up to 8 players can play against each other over the internet. The manager still has full control over the management of a football club. In the game you are responsible for the line-up, the tactics and the training of your team – as well as for signing the right players, improving the club facilities and the stadium. Special highlights are the FIFA 3D engine, more than 13,000 original player pictures, the player manager mode, the national team manager mode, the Create-a-Club mode and the Match Prognosis Tool.: 25 October 2012 ( 2012-10-25).
WW: 25 October 2012 ( 2012-10-25).: 26 October 2012 ( 2012-10-26) Mode(s) FIFA Manager 13 is a management developed by Bright Future and published. The game was released on on 25 October 2012. In the company's press release on 29 May 2012, Electronic Arts indicated that it would publish FIFA Manager 13 under its label, and that Bright Future would develop the game, having previously developed earlier titles in the series. A demo for the game was released on the 23 October 2012, 3 days before the release of the actual game. In the demo you can play in 1 of 6 leagues, chose to play from over 100 teams and play the first half of the current football season.
The new basic screen resolution of FIFA MANAGER 13 was increased from 1024x768 to 1280x1024 and the positional level was removed from the game. The general quality of a player will now be calculated with a formula that includes the skill levels and the player type.: 24 October 2013 ( 24 October 2013).: 25 October 2013 ( 25 October 2013).
WW: 25 October 2013 ( 25 October 2013) Mode(s), FIFA Manager 14 is a management developed by Bright Future GmbH, published by worldwide under the label and released on, and in October 2013. The game was mentioned in an EA press release on 8 May by EA Labels president and later fully confirmed on the German EA page on 19 July.
A statement regarding the game was finally released on 31 July. The game was released on 24 October 2013 in Germany and a day later in the UK. It is the last instalment of the FIFA Manager series as it was announced no further editions after FIFA Manager 14 would be released. The game was released as a Legacy Edition along with for, and. This means no updates to gameplay or game modes at all and no new game modes and features apart from updated kits, rosters and statistics.
The only changes to FIFA Manager 14 are the fact that over 25 previously locked features are now available to play right from the start such as Psychological Profile, Coach Rumors, Team Matrix and Expanded Statistics. The international and national name pools have also undergone a complete overhaul, with over 6,000 names added. The game consists of over 1000 officially licensed clubs, featuring more than 35,000 players, across more than 70 licensed leagues. FIFA MANAGER 14 retains all of the licenses from, but with the addition of Brazil's, Chile's, Colombia's, and the Polish. There is also the addition of licensed squads for all of the teams in the, Croatian and the Czech.
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By Published Version tested PlayStation 2 We was robbed! (Of our youth, that is.) Like many football fans who are also gamers, the Championship Manager series has devoured months of my life. I have been gobbled up by that monster too many times to admit. Gobbled up, slowly digested, and then regurgitated for a bewildered rat race to nibble away.
'Why so bleary-eyed?' Asks the student rat. 'I stayed up all night trying to sign Robbie Fowler from the scousers.' Right,' replies the student rat, pecking away.
'Good luck with that. Champing at the bit. It might seem unfair to open a review of Total Club Manager 2005 with reference to the genre's longstanding, undisputed masterpiece, but that's actually not the case. You see, Championship Manager 2 is the Half-Life of management sims. If another game earns a favourable comparison, for whatever reason, then that game should be proud. Total Club Manager earns that comparison.
It may not be in the same league as the Champ Man of old, but at least it's level on goal difference. Okay, I'm beginning to sound like Ron Atkinson on morphine.
Let me explain. TCM 2005 gets a lot of things right.
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Much like Wayne Rooney doing a warm-up, the nice touches are apparent even before you start a game. You can choose to play as a 'fixed' team, whereby you won't be fired from that team regardless of performance; or you can choose to run six active leagues, with the possibility of getting work in any of them; and finally you can choose to be offered contracts by three random clubs in the lower divisions of a country, with the goal of taking them to the top. With 20 countries on offer, there's huge scope. For example, you could start off managing Liverpool in the Premiership, but have La Liga and Seria A running concurrently in case an offer from a big club comes in you had to bring that up -scouser-loving Dep.Ed, with the Irish and Korean leagues in the background if you feel like a different challenge later. I really like this idea of football management as an epic, global merry-go-round.
Succeed and the climes of Milan may be your eventual destination, fail and you might have to resurrect your career in Swedish snow. Immediately, there's a sense of possibility about the game, a sense of drama in the offing. And, let's face it, real football management is fraught with drama. The average Premiership manager could have a soap opera built around him. They could call it Home and Away. (I'm so sorry).
Playing the PR game. What TCM does a particularly good job of is capturing the spirit of this drama. Once you are hired by a club, the first screen you'll see is the 'home' page, with a news ticker running along its bottom and a fixture list in the lower right. Most prominent, however, are two rating bars in the top right of the screen: those of 'board' and 'fan' approval. This gives you a sense of being watched, as if your every move is being measured up by supporters and suits alike.
Thankfully, that's not exactly the case. For the most part, the board and fans will react to results on the pitch and your responses to media interviews, which I'll get to in a moment. If they were to react to your every move, they'd be kept on their toes, because you make a lot of them in this game.
TCM is extremely comprehensive with regards to running your chosen club, with almost too many facets to list in a review. You have full control over your team's training (down to specific days of the week); you can sign youth players and subsequently develop their best traits; you can organise the club's merchandise and expand the stadium; you can even make the club go public, so long as certain requirements are met. Not once did I find myself saying 'why can't I do this?' And, for the most part, I actually left my backroom staff take care of the non-football issues. Being a United fan (there's only one United), I spent most of my time with them, and it was nice to see the likes of Rooney and Pique in the squad, in line with the latest transfers. Every player is extensively rated on a selection of skills, including the usual suspects like attacking and tackling.
Added to that are clever personality traits, such as 'leader', 'feisty', 'reliable' and 'flexible', though the effects of those aren't always apparent in matches. Also, each player is given a 'current' overall rating and a 'potential' overall rating. So Rooney has a current level of 12 and a potential rating of 13, with Gianluigi Buffon the highest rated in the game, with 13.8 and 15 respectively. Of course, a player's skills only really come into use in matches. TCM uses a modified FIFA engine to show games in real-time, and while the effect is certainly a lot more atmospheric than in LMA 2005, it's no less boring after a while.
Generally, the play is fairly scrappy and unrealistic, pretty much the same as watching two AI teams go at it in Pro Evo 4 or FIFA 2005. Your tactics definitely influence the result, but you'll need the patience of a drugged Mark Lawrenson to sit through matches at normal speed, while at double-speed the atmosphere (complete with proper team chants for some famous teams) is all but ruined. The alternative is to export the game to FIFA 2005 and decide the result there, which is a wonderful option for diehard FIFA fans, but a bit too much hassle for everyone else. One nice feature of the real-time matches is the ability to watch performance ratings and make team changes while continuing to view the game. Also worth mentioning is the decent commentary by John Motson and Ally McCoist, which is brilliantly vague without ever sounding too inane.
Unfortunately, unlike LMA's excellent 'highlights' option, TCM's only lets you skip straight to match results, but at the expense of seeing any of the action. Still, a patient gamer will no doubt enjoy the fairly decent variety of goals on offer, even if one-on-ones are stupidly difficult to score from. Much like LMA, Total Club Manager does a very good job of presentation, with nice fonts and club crests for what seems like every team. The music is also surprisingly good drum 'n' bass by the Perfecto Allstars, whoever they are.
However, the best aspect of the game, I feel, is the way it attempts to recreate the little dramas of football. The most appropriate examples of this are the media interviews given during the course of the game, often before or after matches. Depending on the answer given, you might affect the morale of your team, the fans' opinion of you, or even your overall manager 'level', which improves depending on performance.
Generally, a question is posed by a reporter (for example: 'You're expected to hammer this team tonight, do you think this will happen?' ) with three possible responses. Some of these are beautifully Fergie-like, with the option to snap at the reporter or remain even-handed. The reporter will often show a response, too. 'The reporter smiles, glad that he got you worked up.' There are many more little touches like this to be seen in the game. At one point, my club had signed a 15 year-old with great potential, but just two months later he quit the game for good, deciding it wasn't the life for him after all.
Another time, while managing an Irish team, one of my players 'stopped looking at' another player after the latter had 'stolen' an advertising deal from him. At United, my business director cut 12 per cent off a deal to sign Iker Casillas - a small victory in itself.
When he eventually did sign, the team's morale went up, because they were excited I had signed a world-class player. Without doubt, this sense of drama and scope is the major difference between the likes of LMA and TCM. While LMA has some very good basics in place, TCM just takes the whole process one step farther, makes it that little bit more involving.
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That's not to say it doesn't have its flaws, however. One of the most annoying is the inability to even talk to potential signings if your squad is already maxed out. You have to wait until the relevant transfer window opens, offload players (not always easy) and only then can you even inquire as to a player's availability. In fact, the transfer market isn't always as dramatic as it could be; the Casillas signing was accepted without bargaining, and without fuss, which is highly unlikely in real life, though other transfers were rejected outright and involved a bit of negotiation. Also, while improving your ratings with the fans should be a goal, it seems you begin every game with the supporters 'worshipping the ground you walk on'. In other words, the only way is down from there, which is a little underwhelming.
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On the ball Still, despite a few misgivings, Total Club Manager 2005 is clearly a work of some effort by EA. It may not hold a scarf to the likes of Football Manager on the PC, but it can certainly play ball with CM3 on the Xbox, considering that game's poor optimisation and now-outdated stats.
Especially patient fans of the FIFA engine will get more from it than other gamers, but even without the real-time matches this is a title that football fans will get plenty of fun from. In a niche genre, it's certainly a stylish outfit. Oh well, back to the rat race. 8 / 10 Total Club Manager 2005 Ronan Jennings Proof more than ever that football management can work on a console. 2004-12-03T09:00:00+00:00 8 10.