Almost a year ago, I played, for the first time, a game from the
Championship Manager franchise. After playing Championship
Manager 3 for about a week, I came to the conclusion that it
would be safer for me, and my computer, to delete the game. After
waiting a long time to play it, this over-praised title resulted in a
mediocre gaming experience. When I had the guts to say how
poor that game was, many voices raised, criticizing me for my
comments. Championship Manager 2000 is no different though. It
wasn't long after the dreadful loading times, no graphic simulation
of the matches, and a total lack of realism, that I deleted this
version from my hard drive as well.
In the summer of '99, Sports Interactive were busy collecting
feedback from fans of the series. The result was the decision to
develop another Championship Manager game, this time the 2000
edition. Curious to find out if there were any changes, especially
as the producers assured us they modified the engine in order to
run smoother and faster, I gave the game another chance.
Honestly, I think Sports Interactive are a little weary of the
competition (Premier Manager series from Actua Sports and FA
Premiere League Manager from EA Sports). This could be the only
explanation for the fact they keep releasing titles that are
completely out-manned by the opposition. The manual tells us that
if you want to play with more than 4 leagues, you need only 64MB
Ram. I tried it and found that four leagues on 64MB will make your
computer run worse than a used car. If you're crazy enough to
select all the leagues, I suppose you're going to need at least
512MB Ram. This so-called new and improved engine is way
outdated. If you think that the low speeds are a result of some
outstanding 3D graphics, you are dead wrong. No such thing.
Everything is text over bitmaps. Again, there is no graphical
simulation of the matches (which I personally think is
indispensable to this kind of game) which makes your job all the
more difficult. The only way you can see how well your players
are performing, is via a rating (from 1 to 10) they receive, as well
as their physical condition. There are some statistics showing how
many passes (good or bad), shots, and number of tackles they
successfully made, but it's all relatively useless. There's
information such as the opponent's striker playing unchallenged
inside your box, but how do I figure out if it's the defenders fault or
mine? How can I tell if my defender is dreaming about a sunny
beach, or whether my striker is stepping on his own laces? How do
I know which players keeps better control over the ball, who's
faster or who's more aggressive? These are questions only Sports
Interactive can answer, because there's no evidence in the game,
something that really needs to be there.
Not everything is bad about Championship Manager 2000. It is one
of the most complex football management titles available. CM
2000 brings a lot of new features and leagues. Now you can
interact with your board of directors, asking for new funds,
increasing the capacity of your stadium, or even to ask for more
time to build a competitive squad. Shooting is divided into
finishing and long shots. The list of features goes on and on, so
much so that I just don't have enough space to present them all
here.
After a careful study over your opposing team, it's time to start
preparing your squad for the big game. The pre-game planning
could literally take you an hour to do. You can choose a default
tactic on which you can build millions of variations with which to
determine your adversary's weaknesses. Personally, I like to use a
very aggressive 4-4-2 position, with two powerful wings and two
attacking midfielders supporting my strikers. You can advise your
players at almost every moment of the game, you can change their
strategy, and direct your attacks on a specific wing. All this
planning could have been rather fun if it would have led to the
expected results. When you lose an hour managing your team for
the game, only to see the other team scoring four goals in the first
20 minutes of the game on your home field, can you make you
very angry. It seemed that no matter what strategy, teams or
players you choose, the game will always end in a humiliating
defeat. Even If you play with a first league team, against an
inferior league, you're going to be hard pressed to win. So
whatever I did after the first two or three months, I ended up in the
unemployment office, fired for my poor management. The only
chance to get a decent result is to save before the game and
reload over and over again. I noticed that if you leave the game
on the lowest speed, the result will be more appropriate. However,
if you speed up the play, you're chances decline drastically. So,
you either get bored READING for about 20 minutes on
how the game developed, or you end up in a sanitarium after a
few incredibly quick nightmare matches. All this is even more
annoying since the AI doesn't shine much either. Too few teams
use other tactics than the default 4-4-2 combo. I still can't figure out
how the game calculates the end result.
Another shiny feature in CM 2000 is the transfer system. Player
databases are so huge, it's almost impossible to find the right
player who'll be willing to play for your squad. After using all the
available filters, you get to select your players best suited for your
team and assign a scout to handle them. The player/scout feature
is one of the better ones in the game. The scouts actually go to the
match to watch the player assigned to them. After the games,
they'll file reports about their players as well as other players that
impressed them. So while searching for a good striker, you might
be able to find an outstanding keeper as well. If the other team is
not willing to let a player go, you can always try to borrow the
player and after a few months, you can try again to buy their
rights. This strategy works very well. I was able to get some very
good players in this manner.
When all is said and done, Championship Manager 2000 could
have been a superb game. Unfortunately, the lack of realism in
match scores, the lack of graphical simulation, the lack of stadium
management, and the frustrating and long waiting periods while
the game processes results, keeps it down. I hope some day, the
producers will be able to tweak some of these things and produce
a solid title. Until then, we can keep this series on our hot
prospects list, but it's far from being a starter.

15/20
11/15
10/30
10/20
3/5
6/10