I’m composing this after losing my very first video game of the season. I’m handling United, as constantly – I’m an ‘constantly handle the group you support’ type of FM gamer, rather than your Bundesliga hipsters or regional club saviours, whom I have boundless adoration for however not a shred of envy – and of all groups to lastly collapse versus, I’ve lost away to Liverpool.
The initially 2 objectives were an oppression. Two charges, both granted by VAR, neither – and I indicate this, neither – were anything near a pen, and yes I’m familiar with the paradox and yes that does make it even worse. The initially was a tidy take on, a Wan-Bissaka traditional, the 2nd about a backyard outside package. After that the lads collapsed, as they have actually been amazingly wont to perform in the real life, which was that. An excellent 20 video games unbeaten and the one match I appreciate we lose 4-0, all thanks to some VAR rubbish and United bottling it. Once once again, Manchester United brings me just discomfort.
But that’s football! And that’s Football Manager. With FM21 the 2 are more detailed than ever and, Klopp-caused drubbings aside, the outcome is quite unique. The group at Sports Interactive has actually needed to weather a particularly unstable year, what with football itself being as interrupted as the studio attempting to mimic it, however however they have actually stood out with FM21. It’s a terrific effort. Much of it down to that amazing nearness to the genuine thing.
On the surface area this year’s heading modifications appear mainly cosmetic. Almost all of them connect into your understanding of the video game and how you connect with it, from brand-new interview, to brand-new discussions, to brand-new information visuals and a shock to matchday discussion, therefore a brief appearance may leave you with the impression that FM21 is FM20 with some additional skill. That would be an error. Those brand-new functions have a cosmetic effect, yes, however part of what makes this series so unique is its proficiency over the user experience. In Football Manager, the UI is the video game, therefore while the choice to carry out numerous UI-focused modifications simultaneously is mainly an action to the pandemic, the outcome is anything by a stop-gap. The enhancement over FM21 is really rather remarkable.
Arguably the biggest modification is to interactions, the cumulative name Sports Interactive provides to all of the discussions, conferences, and so forth that you’ll have throughout the video game. For more than a years these have actually been arranged as a sort of multiple-choice set of reactions. Answer a concern at an interview or summon a gamer for a chat about their training efforts, and you’ll have a handful of pre-programmed things pick in between stating, and 6 ‘tones’ with which you can state it: Calm, Cautious, Aggressive, Assertive, Reluctant, and Passionate. Now, tones are out and gestures remain in, and there are thirty of them that the video game pulls from each time you have an interaction. That alone isn’t too substantial – if you’re a veteran user it’s possible to reverse-engineer what most likely counts as Aggressive (tossing a water bottle in a half time group talk – honestly tempting), or whatever else – however it integrates well with other modifications.
For one, interview are now provided in a 3D space, and there’s a bit more to handle about them. There’s a basic environment to the space, a pre- and post-conference instruction with your club’s press officer, who may inform you the board desires you to prevent or discuss something particular, and your relationship with the reporters, formerly really ignorable, has actually been given the surface area. The basic ambiance will require to be handled, with non-committal responses winding the journo’s up, sassy finger-waggles making them hostile, or a flash of that gleaming smile (hey there once again, Jurgen) usually enough to beauty.
Press belief has actually constantly affected the efficiencies of your gamers and belief of the fans and board to some level, however you’d have been forgiven for never ever understanding about it. The brand-new conferences are a repositioning of the system that’s currently there, however a clever one, and one that works. They can still drag – there are simply numerous interview – however a little bit of visual grow and clearness of the systems, paired with a long past due reword of the concerns and responses, suffices to make the repetitiveness seem like a deliberate reflection of conferences in reality – and the obstacle supervisors deal with to remain both present and enjoyable.
There’s a comparable upgrade to group talks, which once again work mainly the exact same method however have a great brand-new 3D dressing space, brand-new gestures – once again, when in doubt, constantly toss the water bottle – and brand-new discussion. A nitpick is the UI has actually altered such as to make providing private group talks much slower, which is a discomfort for micro-managers. Instead of simply picking a drop-down group talk on a particular gamer, now every gamer is ‘ticked’ as consisted of and you need to by hand untick all thirteen-plus gamers who included in the video game, one by one, simply to state ‘good task’ to the standout entertainer. A small thing, ideally enhanced in a post-beta spot, however still a drag that accumulates with time – and presses you far from utilizing a function rather of motivating it.
Still, new interactions continue. You can now have a ‘quick chat’ with someone, which bundles several pre-existing conversation types under a single name and differentiates them a little from others. These keep you on the current screen, offering a pop-up dialogue box over whatever you’re currently looking at, and work well to at least unify the experience. I’m a huge fan of the new ‘ask agent for availability’ one, a small addition that adds a huge amount of sleaze – and therefore realism – to the transfers system. There’s a reason why nobody mentions ‘tapping up’ any more: in today’s football you can just ask a player’s agent if they’re keen instead of the player themself. Football Manager felt a little old-fashioned in its proud refusal to budge from the have-an-offer-accepted-first system of waiting before you can truly discover out. A huge time-saver, too: there’s no point chasing a player if they’re not remotely interested, or a 20-year-old who wants to be made captain. (I’m talking about you, Leon Bailey. Ridiculous).
If nothing else, FM21 is the chattiest, most animated edition in the series. But as impactful as all these brand-new interactions may be, they’ve been trumped, for me, by something else. Something wonderful. Stats.
FM21 is fiercely nerdy, thanks to a revamp of the way in-game analysts show you data. If you haven’t noticed, I get very excited about data, but of equal importance to me and presumably every other data wonk worth their salt is how those stats are presented. FM21 absolutely gets this, and it’s glorious. Previously almost all of the data FM21 has was indeed there, but it was buried, even if your analyst had a full 20/20 rating for ‘Presenting Data’ themselves. The analysis screens were effectively giant data dumps – every pass in the game, every shot, every mistake, ready for you to personally narrow down and sift through – and the result, I’m guessing, is that most people ignored it. Now, you get a wonderful little summary before, during and after games that’s broken down into immediately useful visualisations.
The headliner is a new stat altogether, in the already-infamous xG, or expected goals. If you’re not familiar this is effectively a number given to how many goals your team should have scored according to the quality of the chances they made in a game. In the real world it’s usefulness is still very much up for debate, outside of the odd niche Twitter thread, because to most people ‘2.74 expected goals’ just doesn’t mean an awful lot. Game director Miles Jacobson also isn’t a fan.
As a result of that, Sports Interactive has resisted adding it for some time, but has finally done so here, with a twist. The studio built its own version from scratch, working with a company called Sci Sports. It includes things like defensive positioning that regular xG doesn’t, and the long and the short of it is FM21 now seems to have a better version of xG than real-world analysts. More importantly, it’s also handled beautifully in the game itself, with clear and surprisingly readable charts and diagrams showing when and where your best chances are coming from.
The best is what comes as a consequence of xG’s addition, though, as alongside it you’re also presented graphics on how ‘aggressive’ (how many clear chances you make) and ‘clinical’ (how good you are at taking them) your team is compared to everyone else in the competition – and likewise how ‘quiet’ and ‘impenetrable’ you are (how many chances you give up, and how many you concede in light of that). Again, cut through the noise and the result is a brilliant one: having clear data means having a clear idea of what you need to change. Aggressive but not clinical? Your striker’s underperforming, maybe because of a mental block or because he’s just not good enough at finishing. Clinical, but still not scoring enough? You need to be more aggressive in creating chances, so set your team up to take more risks. I could evangelise forever but, in brief, it’s excellent. Coming from somebody who plays for hundreds of hours a year, more data plus clear graphics equals the best new feature in a decade.
“But football isn’t about numbers!” I hear you say, wrongly. Well, worry not, because the match engine is much prettier and Sky Sportsier than ever. It’s another element to benefit from a fairly massive visual overhaul, and again the actual benefits go beyond the snazzy new lower thirds on the surface. For one, technical tweaks to the engine itself means players apparently make up to twice as many decisions per second – up to eight, from four, Sports Interactive says – and more interconnecting animations help show those decisions more smoothly. This is something that’s incredibly hard to test, but matches do feel more sophisticated, with some tidier midfield interplay for teams who aren’t just Man City or Liverpool and one or two genuinely beautiful flicks (Juan Mata’s been rolling back the years on may save) that do wonders for helping suspend the disbelief of an engine which is, despite its enormous sophistication under the hood, never going to be a total looker.
There’s also a big change to the managerial experience on matchday, and it’s another very effective one. During the match, you now have a bar along the bottom featuring your starting XI and an at-a-glance look at key info like their mindset, fatigue, and so on, with a very Ole Gunnar Solskjaer-y ‘touchline tablet’ to hand at all times for looking at analytics, formations and highlights in more detail. The changes here are mostly excellent – more realistic and more usable – minus a couple of minor things. Those elements like fatigue and mentality are more immediately visible at all times, but they are less helpful for those who prefer more detail.
My go-to setup for matchday, for instance, was to have numerous overlays up on one side of the screen that go into more specific depth on each key thing, but under the brand-new system that breadth of deep-diving overlays isn’t quite there. The new colour-coded smiley faces for mentality and emptying heart symbols for physical condition, for instance, mean you don’t have to go digging for the immediate impression – but if you do want the depth it’s harder to find. It’s another click to view each player’s actual mentality (frowny red face could be ‘anxious’ or ‘aggressive’ – two very different problems that need very different inputs from me to solve), while physical condition is no longer viewable as a percentage at all – arguably closer to the inexact science of real life, but also a tad harder to work around. And a few features I enjoyed, such as the ‘radar’, akin to the bottom-of-screen one in FIFA, that let you see top-down team shape a little easier, and the ability to scrub through the whole match’s timeline, don’t seem to be there at all.
But still, perspective. These are again very small nitpicks about very small things, which I’d imagine are rarely used. The overall effect is still more clarity than before, and I suspect much more visibility for systems newer or more casual players might not know about at all.
Finally, pre-match and post-match briefings are similarly more detailed, and I’m a big fan of the added post-match screens that show the reaction on social media, next to other results and a glimpse of the table. If you’ll let me get a little fancy about it, football is the phenomenon that it is because it has an uncanny ability to create drama. Seasons are year-long stories, complete with narrative arcs and grand, multi-decade journeys, and all the back pages and hashtags and little up and down movements in the table are equally essential parts of the whole. A little extra screen here and there – there’s also an end-of-season roundup – all add up, creating a growing sense of life around the game itself. This is where reality comes from, after all: the greater the presence of a living world around the thing you’re simulating, the more real that simulation feels. FM21 seems to get that, and remarkably well.
And that’s the magic of it, above everything else. This series has been a wonderful, remarkable thing for so long, and this year it was faced with an almighty challenge. I would’ve forgiven it for being a quieter one, had Sports Interactive understandably used the time to prep a little more for 2022, maybe tinker a little and just fix some minor things here and there. But it hasn’t. Not even slightly. FM21 is a massive step up from an already cracking year prior to. It’s hugely detailed and extremely well thought out. It’s nicer to look at, easier to understand, and easier to play, regardless of the depth with which you choose to play it. Just as a sim in itself, the sparkle of football placed aside, it’s a fantastic accomplishment. Football consisted of? Sensational.