Sunday, 21 September 2014

Deadline Day Drama!

It was 2024 in Football Manager.

In this playthrough, I had accomplished a lot: Winning Euro 2020 with England, bringing the World Cup home in 2022 and lifting my first trophy in any FM game with my favourite team, Newcastle United (the Europa League). After a successful first season at Real Madrid, capturing La Liga and the Copa Del Rey, I aimed to win The Treble.

The Winter Transfer Window was about to close, and my last remaining RW, Agustin Allione, had been ruled out for three months with an injury. I needed to buy another Right Winger desperately. After a quick search, I decided to bring in disgruntled 29-year-old Raheem Sterling from Man Utd. I had worked with Sterling at Newcastle and in the England setup. After I departed for Real Madrid from Newcastle, they sold him to Man Utd, who proceeded to do nothing with him. Man U had no quibble to sell.

But I had depleted all of my sizable budget in the Summer Window after spending £70 Mil on forward Marcel Masio (a regen, or in other words - a fake player) and £66 Mil for Ballon d'Or winner Jack Wilshire. I had to sell someone.

I put 25-year-old Brazillian Paco (another regen) up for sale for £15 Mil (Man U were selling Sterling for £10 Mil). Paco could play LW, LM, CM and AM. I didn't want to sell him because he was valuable as a sub, but Paco had grown frustrated and had asked to leave earlier, so he was the obvious choice. He was a great player but wasn't good enough for the Real first 11. I quickly arranged a contract with Sterling, but Paco was fielding offers from a plethora of clubs and was taking his time signing with anyone. His payback for his time on the bench, no doubt. I had to delay and eventually cancel the Sterling deal due to a lack of funds.

It was now Deadline Day; I signed and agreed on terms with Sterling twice, only to cancel because that indecisive bastard Paco still hadn't decided on a team (and every time I rebid Man U drove the price up by £1 mil). Paco finally signed with a club (Spurs). After another bid and contract offer, I thought I got Sterling, but to my horror, the Madrid board took most of the transfer cash! The board left me with a paltry £5 mil. Sterling signed with AC Milan at the last moment of Deadline Day.

There was still a gap in my squad, so I bought up a youngster from Castilla, Joshua Oyala. A fairly promising winger. Trush in youth, eh?

I started him against Atl Madrid. His poor tackle cost us a penalty, the game and our undefeated record in the league.

...FUUUUU

Monday, 8 September 2014

Inazuma Eleven GO Review

Originally posted on D-Pad.co.uk

GO comes in two versions: Light and Shadow. The difference between the two games is minor: a few special attacks, teams, and a returning character from the previous Inazuma trilogy. This review is based on the Light Version of the game.

Released to coincide with this year's World Cup, Inazuma Eleven GO has finally dribbled onto our shores (GO has been available in Japan since Dec 2011).

Set 10 years after the original Inazuma trilogy, the game follows wide-eyed Arion Sherwind and the rest of the Raimon High School football team as they battle Fifth Sector. This corrupt governing body seeks to control every aspect of football (no relation to actual events).

Inazuma Eleven's unique blend of football, Anime, and RPG has failed to catch on outside of Japan, but could GO score the winning goal?



Behind GO's cheery exterior lies an engaging plot. Fifth Sector governs football with an iron fist going as far as predetermining outcomes of games. Fifth Sector orders Raimon High School to lose their opening game; with the urging of newcomer Arion, Raimon decides to go against the script and play to win. GO is structured like an Anime and the game's plot and art style is reminiscent of mid-2000 Anime's such as Beyblade and Yu-Gi-Oh. Occasional animated cutscenes appear in pivotal moments. Produced by the studio behind the Pokémon anime – OLM – these segments are of the highest quality. There's even a cheery Anime opening title that I guarantee you'll be humming within in a few days.

Arion loves 'The Football' (yes, he refers to football as a person) and won't stand for Fifth Sector's crooked approach to the game. Arion is a prototypical Shounen character in the vein of Goku from Dragon Ball and countless others, but that doesn't make Arion less of an affable lead. Other members of the team include the implausibly short, Jean-Pierre – or JP for short – and troubled Captain Riccardo Di Rigo. The character designs are outstanding, with each central cast member having a distinct look.

The great work done by Level 5 on design has been hampered by the localization team, who have given certain characters new 'English' personalities, the worst of which is midfielder Ade and his comical Geordie accent. Other English terms such as "Innit" and "Lad" appear innocuously. Whilst the story is left untouched, this unnecessary altering is a throwback to a best-forgotten chapter of gaming.



Matches are controlled via the stylus, with the buttons only used to move the camera. The controls are fiddly to get a hang off, especially for those not used to touch controls but the movements are intuitive enough for you to master as the game progresses.

There are two types of matches in GO; full 11 vs 11 football games and 5-a-side battles that the player can found around the game world. The 5v5 games are only 15 seconds, although time is paused whenever an action is being conducted, meaning these battles are closer to 1-2 minutes. A 5-a-side game can be triggered by finding an eager opponent on the game map (no random battles, thankfully). The requirements to win are winning the ball, keeping the ball (quite tricky) or that old fav, Next Goal Wins.

The big matches are much thornier. To advance the story, the game requires you to perform actions, such as getting a specific player (usually Arion) into the penalty box, which can be a pain with ten players hounding on you. Ironically, Inazuma's plot is centred on match-fixing, yet the big games are heavily scripted. At times it feels as if you're watching the story rather than playing it. After fulfilling said objectives, the game allows you to run free. Much like in the plot, that's when the game comes alive. Despite that grumble, the big games are bundles of fun and have a great atmosphere; you'll be raring to play the matches as if you're a member of Raimon yourself.

The learning curve is steeper than you would expect for such a 'cutesy' game. Curiously, GO doesn't display the opposition's level before a game, resulting in frustrating bouts against mini Tim Howards. However, that frustration is worth it for the oh-so-sweet moment you finally get one in the net.

GO introduces Fighting Spirits to the series- Inazuma's take on summoning monsters. Only select players can unleash Spirits. They are essentially clear shots at goal. The player can only unleash Spirits in story battles, but after completion, you can freely use them at any time.



Graphically, the game looks outstanding and is comparable to Level 5's PS2 title Dragon Quest VIII. Switching 3D on actually detracts from the visual. Leave that slider alone! The soundtrack is superb and perfectly meshes with the game. One gripe is the lack of variety in the music department. GO uses the same BGM whilst out-and-about in the game world and during battles. In critical moments though, the soundtrack accompanies the game beautifully.

Inazuma Eleven is unlike any series out in the market. If it was released a decade earlier, when Anime was still on television and Japanese games resonated outside of their home country, I'm convinced Inazuma would've achieved more success. The poor localization is regrettable, but it doesn't hinder the quality GO exudes. If you enjoy football, Anime, or RPGs, GO should have a place in your starting eleven.

Overall

Inazuma Eleven GO is a unique RPG boasting an intriguing story and charming characters, let down slightly by a shoddy localization. Perfect for young and old gamers alike, Inazuma scores a screamer.

8/10