With each passing year, Sports Interactive iterates on the long-standing fundamentals of its Football Manager series. A slight tweak here and there: applying some ease of use adjustments, or tinkering with the 3D match engine--like a manager moving pieces around a whiteboard. Some of these tweaks might not become evident until you've spent hundreds of hours entrenched in the virtual dugout, while others may only affect those eccentric enough to deploy a tactic featuring a Raumdeuter. In Football Manager 2018, minor refinements are similarly sprinkled throughout; but, crucially, there's also a significant new addition, and other impactful overhauls, that are palpable from the get-go, profoundly changing the way you manage and interact with your team on a daily basis.
The first of these is a new module called Dynamics that focuses on the topsy-turvy world of player morale. The concept of squad happiness has existed in Football Manager since the early days, but the cause and effect of your actions was previously hidden behind an algorithm we weren't privy to, which made managing your player's mood a case of pure guesswork and gradually learning through repetition. That all changes in FM 2018, as each interaction with your squad now has a clear, defined outcome that helps keep your chosen group of expensive primadonnas in check. A detailed hierarchy displaying your team leaders and most influential players advises you on who not to annoy; social groups determine which individuals sit around the breakfast table with each other based on parameters like their shared nationality and how long they've been at the club; and myriad other menus track your player's individual mood, their confidence in you, and the consequences all of these variables has on team chemistry.
A harmonious squad generally leads to better results on the pitch, with the team's collective mental state contributing to the quality of their positioning, vision, and reactions during the course of a match--making it imperative for you to maintain your team's high spirits if you have any notions of success. Football is a results-based business after all, and player power is definitely a factor in FM 2018. If the squad is displeased with how you're doing on match days, or how you're handling their various personalities off the pitch, you're liable to find yourself unemployed. Thankfully, with the addition of a hierarchy and social groups, there's a surfeit of valuable information guiding your decision making that helps you understand how to handle different types of player.
If a rugged team leader comes into your office complaining about a lack of playing time, you're going to have to weigh up the risks of introducing him to the starting line-up when he might be off form, or face incurring a potential player revolt if you turn him down and piss him off. Conversely, if a player on the lower rungs of the hierarchy comes to see you with the same issue, telling him he'll have to remain patient is less likely to upset even a small portion of the dressing room, and may not bother anyone at all. Admittedly, conversing with players in FM still lacks the subtlety of believable human interactions, but with all of this new information on hand, player reactions appear more logical than ever, and keeping influential players onside will ensure there are fewer unhappy players knocking on your door. It's a fun, personable new module to toy with, and it emboldens Football Manager's recent focus on the human side of the beautiful game.
Meanwhile, an overhauled medical centre places an increased emphasis on Sports Scientists, with each one providing you with crucial information on how and why your players are suffering from injuries, and how you can counteract their pulled hamstrings and twisted ankles from occurring too frequently. If there's a busy period coming up where you've got, say, three matches in seven days, you'll be advised on which players are most at risk of sustaining injuries from the wear and tear of successive action. It forces you to be more proactive with your training schedules and player selection, as you're encouraged to adjust the intensity of training sessions on a week-by-week basis, and intelligently rotate your team in an attempt to keep your squad healthy without sacrificing results, (which also ties into Dynamics and how you can maintain squad harmony through frugal management of your team's playing time).
The 3D match engine does continue its steady progression after a poor showing in FM 2016--and the same can be said of this series as a whole.
Dynamics also factors into FM 2018's improved scouting system. When it comes to finding new players, you're now able to set a scouting budget: spend more and you'll cast your net wider; spend less and you can rely purely on the existing knowledge of your scouts. However much you spend, the process of unearthing new talent is slow. Your scouts will gradually build a picture of the type of player you're looking at, represented by a rating out of 100 that covers their attributes and also the type of personality they are. A player might be good enough from the statistical side of things, but will they gel with your squad? Maybe they don't fit into any social groups, or maybe they carry too much influence and will risk upsetting the balance of your dressing room. These are the types of things you have to consider when signing a new player, and it makes each transfer window much more engaging.
AI logic has been modified, too, ensuring other teams are smarter at handing their transfer business. You're unlikely to see the likes of PSG spending ludicrous amounts of money to stockpile talent they're only going to leave rotting on the bench--as has been the case in previous years. Transfer fees and budgets have also skyrocketed to reflect these astronomical times, with teams (particularly in the Premier League) holding out for more money for even the most marginal of talents.
When it comes to assembling your team on the pitch, the tactical interface is relatively unchanged. There are new player roles like the Carrilero and Mezzala, and more player instructions--such as the opportunity to direct your central midfielders into wider areas--that give you more options when it comes to establishing your team's playing style. But it's disappointing that this aspect of Football Manager hasn't seen any substantial developments. Building your tactical plan is still far too rigid and restrictive, and would benefit from giving you more control over how your team functions, particularly during specific phases of play. The current tactical interface is serviceable, and there's now a plethora of useful analysis that pinpoints the strengths and weaknesses of your setup, but a more robust system would elevate this aspect of the series in a crucial way.
Once you emerge out of the tunnel, the 3D match engine is at least better at demonstrating how each team follows your tactical setup. Any adjustments you make mid-match are immediately tangible, and players have enhanced intelligence all over the pitch. You'll see strikers timing their runs behind the defensive line, players opening up their bodies to curl Thierry Henry-esque finishes into the bottom corner, and midfielders will generally play a more expansive brand of football--if you let them. There are still baffling moments where players will inexplicably stop dead in their tracks, which is particularly troublesome in defence. And goalkeepers are still inconsistent--one moment they're saving everything that's thrown at them, the next they're palming a daisycutter into their own net. It's certainly not perfect, then, but the 3D match engine does continue its steady progression after a poor showing in FM 2016--and the same can be said of this series as a whole.
For a game that's so consuming you might not even realise the sun's gone down, it feels almost irresponsible to proclaim that giving you more things to do is a resounding positive. Yet the way these new and overhauled systems coalesce with Football Manager's deep and emotional fundamentals is fantastic. The series' propensity for telling emergent stories has only increased with this emphasis on player personalities and morale, and it bleeds into every other facet of Football Manager 2018's design, from transfers and injuries, to team selection and tactical considerations. These are changes that tilt the simulation closer to reality with captivating aplomb, and ensure that the armchair managers among us are kept busy for another whirlwind 12 months of 40-yard screamers and cup final heartbreak.
Six years after its release, Skyrim still manages to be relevant. Between the 2016 remaster, the upcoming VR version, and now a Switch port, it's hard to forget about The Elder Scrolls V, and that's a testament to how absorbing an RPG it is. With the addition of instant portability on Switch, it's even harder to put this high quality port down.
Skyrim is one of the best Switch ports currently available, though it's not too surprising considering the game's age. It runs smoothly with a rock-solid frame rate both in smaller spaces and in the overworld. Text can be a little small when playing in handheld mode, though it still performs and plays as well as it does docked and with a Pro Controller. The newly introduced motion controls are all optional as well; wagging a Joy-Con will swing melee weapons, and you can use motion to fine-tune your aim with your bow. Skyrim does retain the glitches it has always been known (and loved) for, though, including bizarre NPC pathing problems. In our 10 hours testing the game, we didn't find any new bugs, so it's just the silly weirdness you might remember.
The main addition on Switch is Amiibo compatibility, which nets you extra treasure and works well within the existing game. Amiibo use is nested in the magic menu under powers, and you have to cast it the way you would any other power before tapping the Amiibo to the NFC reader. Like in Breath of the Wild, using an Amiibo isn't a guarantee of good loot--in this case, Zelda Amiibo give you a chance to get Link's Breath of the Wild tunic, the Master Sword, and the Hylian Shield, though you might get a chest filled with arrows, random weapons and armor, or an assortment of meats instead. You can use each Amiibo once per day, but we were able to get all the cool gear in one day using a few Zelda Amiibo around the office. As a bonus, the gear is better than any of the early-game weapons and armor you can get, and you can easily sell off the other loot you don't want.
The quality of the port aside, Skyrim has certainly aged since it first released in 2011. On top of the jankiness of movement and NPC interaction, there are a few outdated things that might be hard to contend with. Most glaringly, the oft-maligned sword-and-shield combat is still underwhelming, since it never felt great to clumsily swing a sword around to begin with. Certain recurring dialogue that has ascended to meme status can be grating, too, provided you've heard it enough. There's also no mod support currently, so if you're used to the user-created quality-of-life mods available on PC and other console versions, it can be weird to go back to regular old Skyrim, even if you still find its quirks and more old-fashioned aspects charming.
Skyrim is one of the best Switch ports currently available.
But everything great about Skyrim is preserved here as well. Pursue whatever it is you want to--whether it's just completing the main story or stealing as much cheese as you can carry--and you're all but guaranteed to find interesting stories along the way. Progressing through its still very deep skill tree is a huge but satisfying endeavor in figuring out exactly how you want to play (though magic- and archery-based combat specializations are preferable). There's so much to do in Skyrim that it's likely you haven't done it all yet, and because it's now portable, you can pick it up and play for shorter bursts that can easily turn into hours.
The original version of Skyrim is still an immense, engrossing RPG, and the quality, number, and variety of its quests makes it as easy to become lost in its world as ever. With the addition of Zelda-themed gear that's actually useful--and the fact that you can play anywhere--the Switch version of Skyrim is a great excuse to revisit a much-loved RPG.
Very few sports struggle to survive the transition from real-life to video game like cricket does. Cricket is perceived as slow and long; some might even call it a little bit boring. Cricket video games have often suffered similar problems, often weighed down by cumbersome, complex controls and glacial pacing when compared to the likes of a FIFA or a Madden. Ashes Cricket suffers some of these inherent problems as well as a few of its own making, but also manages to capture the heart of the game in a way that few have achieved before. Despite some poor presentation and a handful of bugs, fans of the sport will find Ashes Cricket a good way to enjoy the virtual sound of leather on willow.
For those of you not from Commonwealth nations, The Ashes is the name of a series of five, day-long matches held between Australia and England that has been going on for well over a hundred years, and serves as this game's flagship mode, with fully licenced men's and women's squads from both nations. If a full test series seems a little intimidating, there's no shortage of other variants to play. Casual matches are quick and easy to set up, allowing you to get into a Test, 50 over, or 20 over match with total ease. You can go online and play a match with some mates, jump into the nets for some training, or if you want something completely different, you can create your own match type in the match editor, which lets you change up almost every facet of the game to your heart's content. You can even create your own stadium, defining everything from the grandstands and the pavilion, down to the individual roads that lead into the grounds. While I can't imagine everyone getting a kick out of being able to make their own stadium, it's great to see this level of customisation offered out of the box.
But when it comes to playing the Ashes series, the emphasis is on the licensed Australian and English teams, who all match their real world likenesses. However, it's on this visual level where Ashes Cricket's flaws start to show. Players lack any kind of nuanced facial animations, so they tend to maintain a steely, thousand-yard stare at all times. Animation quality varies throughout; while core actions like batting, bowling, and some field movements look top notch and smooth, transitions between animations can be problematic. On more than one occasion I had a batsman run out because they took too long to turn around and get their bat back over the crease, something which I had no control over at the time because they were on the opposite end of the wicket. Losing a key player in a moment like this can be not only hugely frustrating, but it can change the face of a match as well. This can also be a problem in the field, where slow animations when chasing down the ball can leave you begging for a little more effort from your players.
Lack of a full license means all the other national teams--any country that's not Australia or England--as well as club and state teams are sadly filled up with fantasy players instead of their real-life counterparts. However, through the player and team editor modes, the community is encouraged to create their own squads, and this is backed up by the inclusion of a Get Best button which automatically downloads all the highest rated community made players for that team. It's not as ideal as having fully licensed squads, but it's one way to creatively circumvent the problem.
The worst part of the lacklustre presentation is the in-game commentary. It is irredeemably bad, to the point where I can only recommend turning it off and saving yourself the pain. When they aren't busy making incomplete calls, they are making entirely incorrect ones, all while sounding bored out of their minds. What makes everything even worse is the fact that the team is voiced by professional, real-world commentators.
Thankfully, the act of playing the sport in Ashes Cricket is enjoyable. The full career mode lets you create a brand new player and skill them up through the ranks, from club and state/county level cricket all the way up to fighting for international selection. Playing and performing well in matches will reward you with SP, which is spent on raising your player's skills, and in turn, helps raise your player's profile and chances of selection for the national team. It's one of the most engaging game modes thanks to its depth, modelling the full, real-world club/county cricket structure.
How you engage with career matches is also completely up to you. You can choose to take control of the full squad or just your player for each match, which significantly changes how a match plays out based on whether you're a batter, bowler, or an all-rounder. While controlling a full squad gives you complete control, playing as a single player feels much more focused. A batter will rarely, if ever, have to worry about bowling, so you can elect to skip the fielding portion of the game entirely, taking control only when your player comes onto the pitch to bat their innings. Letting players focus on specific parts of the game works well as a way of keeping play progression moving along steadily, without getting bogged down by the sport's arduous match lengths.
And while the game's worst moments make an appearance on the field, the parts that do work both feel good and capture the moment-to-moment nature of the sport that makes it so alluring. Controls for batting, bowling, and fielding feel intuitive, save some slight inconsistencies, with two distinct control variations available to pick from: standard or classic. While the standard controls rely more on timing your button presses when batting and bowling, the classic variety instead relies on use of the two thumbsticks to control the action. Classic controls feel just right for batting, giving you the most flexibility, whereas for bowling the standard controls felt more intuitive. You can mix up control styles however you please, but ultimately it doesn't matter which you choose, because smashing a bowler to the boundary or taking a batsman's stumps out of the ground with a swinging fastball feels nothing short of fantastic in either mode. Appealing for a wicket is left to the player to handle, though, and the game doesn't do a great job of communicating this. Caught behinds, lbw's and run outs all require an appeal and while I enjoyed being able to control this, more automated help could be offered for novice players in this regard.
A lot of the field work is handled semi-automatically, with the closest fielder chasing down the ball on their own, and the player then choosing which end of the wicket to throw the ball too. But the speed and trajectory with which the ball is flung back to the wicket feels inconsistent as sometimes the ball will come back hard and fast, other times it'll be a harmless lob, despite nailing similar timings on the throw.
But the most enjoyable part of Ashes Cricket is when the ball is smashed towards one of your fielders and time slows down to a crawl, triggering a sequence where you need to quickly move a cursor into a circle then hit the corresponding button to safely take the catch. It puts the emphasis on the tension of the moment instead of relying on an automated fielder. Get it right and you'll take the catch, but get it wrong and it could cost you dearly. It's a shame this mechanic doesn't trigger for catches that go straight down the fielder's throats, as I like the idea of the player being responsible for the outcomes, but mostly because it looks and feels really good when you get it right.
Ashes Cricket has definitely got its issues; bad commentary, some rough presentation, only two licensed teams and a few bugs. But ultimately they can be shaken off, because the feeling of enjoyment I get when I'm playing Ashes Cricket is palpable. I haven't played or watched the sport in over 10 years, but sitting down to play here feels intuitive and familiar in a way that's surprisingly comforting. The batting, bowling and fielding all feel better than they have in any other cricket game before, and the sheer variety of game types and customisation offered makes Ashes Cricket, in spite of its issues, a sports game worthy of your time.
As an ode to the ever expanding Marvel universe, Lego Marvel Super Heroes 2 is practically without peer. The characters you'll play, the locations you'll visit, and the references you'll come across span the length and breadth of the comic juggernaut's history in comics, TV, and film, extending to the genesis of Marvel as Timely Comics way back in the forgotten mists of time (the 1930s). In fact, outside of the exclusion of X-Men and Fantastic Four characters (for some undisclosed and surely byzantine legal rights reasons), this game is the most Marvel any Marvel game has been so far.
It's also pretty much the most Lego game any Lego game has been so far, which is to say all of the charm and wit and ease of play of this long-running series is here, but also all of its little faults and idiosyncrasies. Outside of the dizzying array of heroes and villains you'll (eventually) be able to play, Lego Marvel Super Heroes 2 adds little to the franchise in terms of innovation or transformation. There is only more, but more doesn't necessarily mean better.
What's here, though, remains appealing, particularly if you have some kiddos to share the experience with. The aforementioned charm and wit of the Lego formula is becoming predictable and creaky after almost two dozen entries, but manages to retain that sense of simple joy inherent in seeing Lego-fied versions of some of your favorite pop culture characters bash around in a brightly colored world, quipping their cute little quips all the while. Seeing a Lego Ms. Marvel embiggening while geeking out that she's fighting alongside Spider-Man is simply delightful, as is seeing teleporting Inhuman dog Lockjaw flopping onto his back for a belly rub.
The game is filled with little charm bombs like this, but if you read that previous sentence and came away with questions like "Who or what is a Ms. Marvel?" and "There are dogs in video games, now?", then perhaps some of this appeal will be lost on you. Needless to say, your familiarity with all things Marvel will impact just how cute you think all of this is. And the cuts here run very deep. From the inclusion of cowboy characters from old Timely/Marvel series like Kid Colt and Arizona Annie, to more recent characters like Spider-Man Noir from the Noir Universe (this Spidey uses guns, guys!), Lego Marvel Super Heroes 2 seems tailor-made for the Marvel super fan.
That's not to say those whose Marvel knowledge comes only from the recent big budget films (but who did see the last Thor movie and thought the rock guy was pretty funny) will be left clueless amidst a series of complex comic references. The game anchors it's main narrative on the cinematic versions of the Guardians of the Galaxy, with Star Lord, Rocket, Groot (both baby and full-grown), et al racing to Earth to help stop megalomaniac-from-the-future Kang the Conqueror from doing his thing (ie, conquering). It's a doomed quest, as Kang quickly achieves his raison d'etre, ripping the fabric of the time-space continuum and creating Chronopolis, a mish-mash of worlds from different time periods and Marvel realities.
From here, it's up to the heroes of the Marvel universe to band together and stop Kang. The gameplay here will be instantly familiar to anyone who's played a Lego game in recent years; it's bash bash bash on enemies and the environment using simple combat mechanics, before solving various environmental puzzles that may or may not involve bashing things some more (or alternatively using a specific character's special abilities to progress). To its credit, the many characters in Lego Marvel Super Heroes 2 do sport some interesting abilities, so much so that you can for the most part look past the cookie-cutter nature of most of them and find individual heroes with unique skills. The combat, though, remains stakes-free. There are no "lives", and dying simply means regenerating in the same spot not even seconds later. Dark Souls this is not.
But that ease-of-use has always been the main appeal of the Lego games, especially for parents. As is usual with this series, the entire game can be played in co-op, and it's fun to partner with a developing gamer through these relatively stress-free adventures. The puzzles here can sometimes get a little obtuse, but that's exactly why it's a great shared experience. Your little ones can have fun running around and mashing buttons playing as the Invincible Iron Man, while you do the legwork of figuring out how to actually progress through a level.
There's also an impressive amount of things to do in Lego Marvel Super Heroes 2. Apart from the hundreds of available characters (most you'll have to unlock) and the approximately dozen hours of the main campaign to work through, the "world" of Chronopolis is also expansive, functioning as an open world where your heroes can find little sidequests, missions, racing events, and other activities when you're not chasing the main storyline.
Of course, these other activities aren't all enormous fun, but if you're a Marvel nut or a completionist (or both), then this game's basic cheerful gameplay and demeanour will make all of those extra pursuits worthwhile. Lego Marvel Super Heroes 2 is reverential to its source material, even if the game that surrounds that adoration is starting to sag somewhat. After all these years, the Lego formula is still a winner--but only barely.
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