![]() There’s always the option to bring up a mouse cursor and move it around with the left stick, but when you’re dealing with something that requires a number of selections – such as picking your squad – it can be an exercise in patience. Using the Joy-Cons or Pro Controller to move around can be a bit of a nightmare, especially in more cluttered screens where there isn’t always a natural order to which options are highlighted each time you move the D-Pad. The main issue, though, is that control system. There are still missing features that we’d have liked to have seen added this time around: while we appreciate that one of the main principles of the Touch series is streamlined play, we’d still like the option to do things like press conferences and team talks which may not necessarily have a huge impact on your team but add to the immersion and just make things a little more fun in general. These are more or less the main additions this year, other than some graphical tweaks like wet pitches and more detailed manager models: these certainly aren’t notable enough to make a huge difference over last year’s game, which in a sense covers this release as a whole. It’s another nice way of adding more nuance to your plans rather than the previous situation where you had to tell a young player you didn’t see him as a star player, even if you thought he could be by the end of his contract. Obviously, if you’re trying to bring in Messi there isn’t much to discuss there, but if you’re bringing in a hot young prospect on a three-year contract, you may want to tell him that your plan is to make him a fringe player in the first season, an impact sub in the second and a regular starter by the time he reaches his third, all going well. This 5-year plan gimmick also now extends to transfer negotiations, where you can tell a player in more detail how you expect to see their role develop with the team. Teams like Celtic have less thrilling objectives: each year is basically “win the league”, with other annual requirements like qualifying for the group stages of the Champions League (sorry, the Champions Cup) being held back until nearer the time. Naturally, this screen is more exciting for some teams than others, and teams in lower leagues tend to have more interesting 5-year plans. The Club Vision also includes a 5-year plan, which includes longer-term continuous goals, as well as the board’s expectations over the next half a decade. ![]() For example, your team may be known for its attacking football, so the board may want to make sure you continue to follow that culture. This sort of thing is commonplace in football management games, but this improved version goes into far greater detail than the usual “we expect you to win the league this season” stuff you usually get. The Club Vision screen is basically a mission statement that explains what the board expects of the club. Other new features are similarly focused on the future. The result is a game that can absolutely be worth your time and money, but feels like it’s constantly fighting against you. ![]() This would be perfectly fine were the 20 versions not plagued with a horrendous control scheme, making ‘less complicated’ one of the things furthest from your mind when you start playing it.įootball Manager 2020 Touch is Sega and Sports Interactive’s third attempt at nailing this, but we’re sorry to say that while it’s undoubtedly still as addictive and compelling as the series has always been, those control issues and a few other niggles continue to be present. ![]() That’s mainly because the Switch versions of Football Manager are actually ports of Football Manager Touch, the slimmed-down take on the game designed for quicker, less complicated play. It’s fair to say that so far, Football Manager on Switch has been a bit like the Arsenal squad this season: there’s clearly some top quality in there but for some reason, it just doesn’t come together and work in a cohesive, seamless manner.
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