Skip to main content

Football Manager analysis

The Football manager franchise is a popular series of games created by Sega and developed by Sports Interactive. It has been running for many years as a continuation of the Championship Manager series. The game is about being a manager and taking different clubs to glory whilst keeping it one of the most realistic games of all time.
You can now make an avatar on the game which you don't really see often but it is a cool feature as you can use game face to create a virtual replica of your own face on the game.
Football manager is set in a football match when you get to the action, but otherwise you are in a series of different database menus doing different business aspects of running a club.
The goal of the game is to have success with the club you are managing and get a better contract as you develop. Some people may have personnel goals like avoiding relegation or winning the World Cup. The gameplay is a 2d or 3d match engine where you watch your team perform. You can change different aspects of your club such as the training schedule, the backroom staff or the player's wages. It is widely regarded to be one of the most in-depth games ever made.
This game obviously appeals to football fans who are maybe interested in hat it is like to manage a football club. Also, many players or managers in the real football world use this to improve their knowledge or skills. Popular TV channel, SkySportsNews use this to analyse football players based off of their in-game stats too. This doesn't really have any specific representation for any group of people but if anything, it represents certain players in different ways by using their personality traits.
The game usually receives very good ratings from critics with the latest instalment of the game receiving a 9/10 from Gamespot. Their is a new game that comes out every year with minor tweaks to it.


Comments

Popular posts from this blog

Radio overview

Different radio stations suit different audiences. For example, Kerrang is aimed at both young teens who like punk music, and people who listened to that in their teen days. An example of all this the BBC. They are funded by TV licence which is paid for by the audience. Commercial radio is radio that has commercials and runs themselves. An example of this is UK Rock. Their only worry is to stay alive and entertain their audience. Public service radio has somewhat of a duty to fulfil as they are run by the government. The BBC is an example of this. They cannot be politically biased, although many people would argue that they are. Some radio shows have strips which are essentially specific time slots for certain shows, so people know when they are on. BBC Radio 1 BBC Radio 1 is aimed at younger people. It features many songs in the pop or rap genre which would be considered 'trendy'. Radio 1 features many segments such as live lounge, where artists perform ...

The Bridge season 1, 2 and 3 analysis (s3 ep1)

In season 1 and 2 of The Bridge, there is a lot of character building and it sets the tone for the rest of the series. Many conventions that are in ep1 of season 1 remain the same in season 3. For example, one of the most noticeable things straight away is the eeriness of the music. This also compliments the dark lighting that is essentially used throughout the whole show. It makes the show feel very dark. For example, in season 3 episode 1, there is a scene where the lighting in the flaming is all dark, but in the corner of the screen there is blue from a police car bleeding into the frame. The main character of the show, Saga, is a female detective who is very straight to the point. It is suggested that she has autism, though not explicitly mentioned.  In season 1, this is contrasted with the Danish male detective who seems to have more empathy and social skills.  In season 3, Saga is contrasted with the female Danish detective who seems to be more confident with dealing wit...

How far does Captain Fantastic demonstrate a constant shift between passive and active spectatorship?

>an understanding of spectatorship in terms of the level and type of engagement a film elicits in the spectator including, for example, concepts such as identification, alignment and allegiance > how key features of the film, such as camera position, editing, sound, performance or aspects of narrative and genre can create passive and active responses > some recognition of the role of viewing context and spectators' social and cultural background in influencing spectator response > a recognition that spectators are likely to shift between passive and active viewing.