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It's
time for the last part of Nostalgiarama, in which I take
a slightly sarcastic - but wholly affectionate - peek
at another football management game that captured my heart.
This week, it's the turn of Premier Manager 98, a Gremlin
product taking the brave step of being the first attempt
to make a realistic simulation for the Playstation. Did
it work? Well, let's see shall we?
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The
first thing to emphasise is just how bold an effort this was.
The console might have kicked everyone's game-playing butt for
a while back there, but no way was it the ideal platform for
a management epic. Let's fact it, the PSX (or PSOne as it is
now known) is another home-based alternative to being down the
amusements. Its biggest achievement was to make the plea for
"Got a spare ten pee mister" redundant, as it smoothly recreated
arcade games for your living room pleasure. In this sense, the
Sony grey box had little problem in making a success of Mortal
Kombat, and the smooth action of the Tomb Raider series was
a lovely thing to be part of. But the database-heavy forum of
world football? This was a challenge, and one that came off
only semi-successfully.
After
baulking at the price ("'Ow much mate? Forty quid?") and also
at the fact that you had to have an entirely free memory card
to hand ("Eh? Fifteen blocks?") your first disappointment came
at the very start of your PM98 experience. A disembodied voice
(think it was Keegs, or maybe Big Ron) said "I want you to go
out there and not lose one match", before segueing into a looping
mix of Sweet Harmony by The Beloved, which then went on forever,
much like the song itself. Further audible fun came from the
ugly bleeps emitted whenever you pressed something, but this
is just griping. More on the 'sound' side of the game a bit
later.
Unlike
in the previous (PC-based) versions of Premier Manager I had
owned you could choose to manage any English league team you
wanted. Each possessed real-life players, and had a budget according
to its status. For a greater challenge, you went for a 'Career',
which then offered you the choice of ten Third Division teams
with aims you had to meet. Once you were installed, you could
do things like modify the focus of your staff to decide how
much priority you wished to give to health, youth development
and coaching. There was the obligatory tactical decisions, in
which you plumped for a long ball game, short passing, and so
forth, and chose from a series of formations. This was good.
If you decided to emphasise an attacking approach, a pitch with
11 balls representing your players appeared with the forward
orbs throbbing as though they'd just received a good kicking.
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player had a series of characteristics with scores out of
100, but to simplify your dilemma over who to select, your
men would be given a star rating also. This doesn't mean
Chris from CM Star showed up to assess whether you played
Seaman or Manninger, rather that someone with five stars
would be world class, whilst a one-star fella should be
considered up for eviction. This rule of thumb was so easy
that in the end, you could save time by ignoring the numbers
and concentrate on your stars instead. |
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Onto
my favourite part of any management game, the transfer market,
and here you were allowed to make an offer for any player at
all. However, unless he was listed or available on a Bosman,
you would have to be prepared to offer the shirt off your back
to get any response apart from a flat refusal. In most cases
you would make offers for the former group, who appeared on
a separate transfer market screen awaiting your bid. No one
ever gave a good reason for getting shot of his world class
stars; it would simply transpire that on one of your many visits,
who should be there but George Weah, like the last issue of
Superman 1 in a geeky comic store. Because of this, over time
you were able to build a side of god-like superstars, and there
was always some crazy fool knocking around to pick up your dross.
More often than not, that fool was called Peter Reid. See where
the realism kicks in? And just in case you're curious, you could
construct an entire squad of the divine if you so desired. Elements
like morale and dissatisfaction over being left on the bench
were not issues, so you could rotate your squad to your heart's
content, always selecting on a 'fittest players get picked'
basis.
An
almost surreal element to the game was its ageing process, in
that you could choose not to let your players get any older.
The consequences of this facet should be obvious to all. Strangely
even if you did allow ageing to occur, the next product of the
youth system to appear in your squad would be eerily identical
to the lad who had just retired. What was PM98 trying to tell
us? As in Championship Manager, you had a limit to the size
of your squad, but you didn't actually know what this limit
was. The way you usually found out you had reached your quota
was when you successfully bid for a player, only to find that
instead of joining your club he had vanished into some sort
of limbo for spare leg footballers. Weird.
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Matches
in PM98 followed roughly the usual course, with bars telling
you where the ball was whilst a clock ticked down and statistical
counts clocked up shots, crosses, etc. There was something
strangely compelling about this, but the real fun was to
be had if you instead opted to watch the match highlights.
Here, you entered a 3D match engine, replete with Barry
Davies commentary, crowd noises and damn decent graphics
for the time. The attention to detail was the clincher here.
Players who you knew were black in real life would be so
here. |
Shadows
moved along with their owners, and Davies was much more on the
money with his quips than he could ever manage on ITV. The only
downside was the game's rather limited stock of action scenarios,
which suggested that fluke long-range shots were on target more
often than even Roberto Carlos would manage.
On
the whole PM98 was addictive enough for me to stick with it
for a short time, despite the charms of Lara Croft waiting on
my spare memory card. All the competitions were there, even
the European ones, though in anticipation of Super Leaguery,
the game compressed the Champions League and UEFA Cup into one
continental trophy. The same European teams always qualified
for this contest also, which was a shame as only their players
were represented so you had a very finite limit of footballers
to choose from. Where, for instance, was Gabriel Batistuta,
someone you would expect to find in any management simulation?
Sadly he couldn't make it as he plied his trade at Fiorentina
and they weren't in the top echelon of Italian soccer.
To
say this game wore thin after a while is to understate dangerously.
How long could you really go on with the same team (if you decided
to resign, that was it, game over) for year after year? A record
of your past achievements wasn't available as any memory of
previous seasons was wiped out at the start of the next, meaning
that there was no such thing as player histories, nor any count
of reputation. What there was though, came across quite well.
The class of the players was reflected reasonably well (despite
Luc Nilis being amongst the game's best strikers, and Jari Litmanen
outclassing Zinedine Zidane) and there was little wrong with
Actua Soccer's match engine. What knackered it was that as well
worked as the in-game action was, so much was lacking in depth
and detail. SI Games showed that you didn't need to put all
your efforts into pretty graphics to put out an amazing product,
but then of course they were working for the PC. Ultimately,
the Playstation was just the wrong place for this type of game,
a fact that didn't stop Gremlin from producing a Premier Manager
99 with Kev Keegan on the box. A decent effort, then, but Lara's
thrupenny bits were never in danger of losing.
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