Football Manager Series

The games are only getting more complex. It's easier to add features that have been around for 20 years lol.
I'm sticking with Championship Manager 2007 & 2008. Fortunately, this feature is not available in these parts, haha.
 
I was AI command on the menu when selecting lineup, will it suggest the lineup instead of the quick selection button ?
 
I hope they will improve the role of Sport/ director. It's part of system in a club.

Clubs outside UK, the SD has more influence that a coach-mnager in the english football.

Years ago I decided to play the game and delegate more tasks to the SD and focus more on genral and individual trainings and tactics).
 
I hope they will improve the role of Sport/ director. It's part of system in a club.

Clubs outside UK, the SD has more influence that a coach-mnager in the english football.

Years ago I decided to play the game and delegate more tasks to the SD and focus more on genral and individual trainings and tactics).
I don't give the Director of Football anything to do - it's totally pointless for me - but I hire one simply to stop the staff at the staff meetings recommending three different DoFs to hire every bloody week. Drives me insane.
 
I don't give the Director of Football anything to do - it's totally pointless for me - but I hire one simply to stop the staff at the staff meetings recommending three different DoFs to hire every bloody week. Drives me insane.
I do.
I don't know if in real life a coach/manager choose the DoF of the club, but I hire one who has the same favorite tactic as mine. He sign/sell players and if he has a well knowledge outside the country it would help to sign unknown good young players. So I don't bother myself searching for players, he's paid to do that
 
I do.
I don't know if in real life a coach/manager choose the DoF of the club, but I hire one who has the same favorite tactic as mine. He sign/sell players and if he has a well knowledge outside the country it would help to sign unknown good young players. So I don't bother myself searching for players, he's paid to do that
I get why it exists and that some people use it, just saying - I wish you could tell the club / staff that you don't want to work with one, and stop their constant recommendation that you do. Especially when you're winning all your games. It's incredibly frustrating.

For me half the fun is finding those players yourself, but again, people play the game differently (in-fact, managers manage football clubs differently). :D
 

I can honestly say I've only ever managed international teams in network games with friends, so I'm quite lucky - but it's obviously a shame it's missing.

Miles has said previously that there's a lot of work that needs doing on the international side (to make it feel like more than a bolted-on experience), so I don't think it will be added until there's a lot more been done to it. I can't imagine it will be patched in at any point (not officially, anyway).

As for skins, given the UI is so different, I think that was always a given - although I've read they may be looking to patch in support for them. They seem to value the community and modding quite a bit, which is unusual in these heavily copyrighted times!
 
The concept of the game is inspired by club management, not on national team management.

It would be useless if they re-add the international management with the same ideas that were on the old "era".
 
I just hope the PC version hasn't been stripped at the benefit of the console version. I have a horrible feeling it's heading that way.

Always happens, FM going forward will be dumped down and most accessible for console gamers.
If FM24 didn't have the cheat tactics then I would continue to play it.
 
I have uploaded a new data update to the OneDrive which also includes a Face Update for new wonderkids.
 
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Even after the new tactics system explainer, you think it's being dumbed down? Serious question.

Before that tactical reveal I could understand the fear, and maybe the match engine is still flawed - well, it will be, nothing's perfect. But they claim AI manager logic has improved around transfers etc. and I'm not getting a "dumbed down" vibe at all.
 
Even after the new tactics system explainer, you think it's being dumbed down? Serious question.

Before that tactical reveal I could understand the fear, and maybe the match engine is still flawed - well, it will be, nothing's perfect. But they claim AI manager logic has improved around transfers etc. and I'm not getting a "dumbed down" vibe at all.
Just watched the tactic system video and that was in CM 01/02.
They removed it due to the creation of what is known as "Wib-Wob" tactics - Where basically you can put all your players in the opposition half when out of possession which causes you to create and score a massive amount of goals.

I am unsure if the game will be dumbed down or not, but the change of the engine was to make the game easier to develop across multiple platforms.
The game has been pre-ordered on Steam so will get early access, then I make a decision on whether it has been dumbed down.

As long as the game is still allows mods, as vanilla FM is just a sad state of affairs.
 
Just watched the tactic system video and that was in CM 01/02.
They removed it due to the creation of what is known as "Wib-Wob" tactics - Where basically you can put all your players in the opposition half when out of possession which causes you to create and score a massive amount of goals.
But they're making tactics and player roles much more complex than they were before - which casual players would not want (with more to think about than just selecting a preset role which covers attacking and defending options).

If their aim was to "dumb down" the game, it wouldn't make sense to advertise how much more complicated the tactics are now. It would be more like e.g. "WOW managers on the touchline can kick bottles in anger now, SICK BRO"...

...or they'd have added pointless features like every other management game, e.g. "choose a wife and build a swimming pool with your salary".

I'm seeing zero evidence of them targeting a different audience. (That doesn't mean the new tactical system won't be broken though - exploits will always exist, hence why I've avoided all "cheat tactics" and why FM has never been ruined for me, thankfully.)
 
Really want to read but can't bring myself to accept cookies...
In a nutshell, good but very (very) buggy.

I am back to being more nervous than excited...

Full article:

It took me a long time just to get through all my inductions, in Football Manager 26, before I could even set foot on the touchline for my first match. That part at least is pretty familiar, for any long-running Football Manager fans. Every save takes a little while to set up, many minutes, hours, often days dedicated to press conferences, budget meetings, tactical overviews and scouting department overhauls before the first ball is kicked on the squad's return to pre-season training. But in FM26, Sports Interactive's big gamble on a new engine and new user interface, that's taken to a whole new level. There is a lot to learn here - or more accurately, re-learn, if you've played the series before. A lot of it is the same, though within a new layout, like returning home to find your furniture's been moved between all your rooms - maybe the odd bit re-upholstered for good measure. And some of it is properly, at first confoundingly but also potentially brilliantly, new.

The newness starts on the very first screen. There's a greatly improved character creator for your manager, but beyond the significantly less-dodgy visuals there's also something noticeably more impactful, in a more RPG-style setup to your manager's attributes. For one, these are now described verbally, rather than represented by a hard number, and so your attacking coaching attribute, for instance, is now rated as average, good, very good, outstanding, and so on. That's something I don't love, personally. If an attribute has a number behind the scenes we might as well be able to see it, given we can see all the other ones and will only be going to Google what 'very good' means in numerical terms anyway. (The same goes for the long-hidden attributes that decide things like a player's personality descriptor, in my opinion - if we can have a visible numerical rating for Teamwork or Determination, why is Professionalism or Ambition hidden?)

More interesting is how this is decided. You now pick three coaching styles from a choice of nine (Attacking, Defensive, Developer, Energetic, Entertainer, Pragmatist, Specialist, Systems Builder, and Tactician), and three mental styles from a choice of six (Driven, Disciplined, Resilient, Convincing, Inspirational, Accomplished). These then determine your ratings for individual coaching attributes - such as attacking coaching, set piece coaching, man management, etc. - according to your choice. It's essentially like a 'background' system for classic RPGs, where you pick fixed elements of your character that impact the actual numbers used to govern your success in the game. The people who like to remind everyone FM is actually an RPG should be happy! It also gives you some in-built tendencies, such as 'plays attacking football' or 'plays entertaining football', which seem to largely impact in-game dialogue elements like how the press describe you.

After this came the usual wave of min-tutorials, delivered via the 'Portal' - more on that shortly - and largely operating in the usual way, of having you work through slide-like pages that represent key points of a meeting. This also, however, was where I encountered my first proper snag with FM26's new UI.

For those not in the loop, the brief description is that FM26 now features a Windows-like system where clicking on certain 'tiles' within your not-Inbox will open up a smaller window within the game UI that temporarily overlays what you're seeing. Basically, it's a pop-up. It essentially means staying on the original page in the background, expanding something you might see there in only light-detail to quickly looking at it in medium-detail in the window, and then closing it when you're done. But here's a snag: there's no 'back' button within the windows. Here's an example of where that causes a problem: I was in the team dynamics induction pop-up, featuring a series of pages of (slightly verbose) information on how the system works, where I get to one showing me tiles within this window on a few of my key leaders in the squad. Let's say I want to click on one of those to see the player in more detail - I wanted to see a bit more info on Bruno Fernandes' leadership potential to decide who'd be my captain. What happens next? Within the window you're taking to Bruno's page, but there's no way to get back to where you were in the induction. So you have to close the whole window, then find the not-email in your not-Inbox that prompted the induction, and work your way back to where you were in that.

As for the Portal, it's basically your Inbox. And that's good! The Inbox worked absolutely fine, and while yes, technically, football management in the real world isn't typically done via a laptop and Gmail account, a pseudo-email system of a series of to-do's listed in brief on the left, and a big pane on the right to view that task or notification in more detail, is ultimately a very efficient system for a game like FM where you are, ultimately, working through a series of in-tray messages and tasks while exploring the wider UI when you want to look into something in depth. The main tweak here is the addition of those tiles (or cards? I never know which is which in Sports Interactive's official terminology) within the detailed email window. Rather than a block of text, in actual email formatting, you now get several boxes with bits of relevant info within them. I'd say it's a mild improvement, but it's very early days - over time it could prove a huge time-saver, or potentially more of a pain than just having text with a few handy hyperlinks in it.

The big change though - even bigger than the UI - is on the pitch. Or rather, on the pitch and under the hood, and in the changing room. And on the whiteboard. It's the tactics!

This stuff is, after a few hours, fantastic. The most obviously noticeable change is the visual improvement within the matches themselves. FM26's matches look dramatically nicer and more realistic in motion than they've ever done before. There's a swathe of new animations and more seamless blending between them, and it immediately shows. Yes, there are plenty of familiar ones - if you've played many hundreds of hours of FM, you'll recognise FM-like movements anywhere - but fundamentally these matches simply look much, much more like real football. It's also lovely to finally have the 2D visuals running in between highlights as well. Long live the 2D match viewer.

Football Manager player numbers are through the roof thanks to subscription platforms like Game Pass and Netflix - series boss Miles Jacobson explains how
That stuff's all lovely, but as any football cliché merchant knows, the hard work's done in the dressing room and at the training ground, and this tactical stuff is equally, at first glance, excellent. Training largely seemed to operate the same - though there was only so much time I had to poke around every corner of this thing - but tactics have had the most dramatic reworking since the introduction of roles and duties over a decade ago. Now, there's a split between in-possession and out-of-possession tactics - you literally have two tactics screens with distinct formations on - plus a kind of unified view of the two, and a new tactics visualisation system. In practice it's a bit of a revelation.

"It's something we wanted to do – something we've been discussing – for a very, very long time," Jack Joyce, a senior product owner at Sports Interactive who looks after the tactics and match engine systems, told me during an interview at the studio. The team has been working on it for more than four years, he said. "Fundamentally, it just comes from the idea that we could recreate certain tactical systems that we're seeing in real life with the tools we had at our disposal."

He gave an example of a classic 4-3-3 in FM24, the most recent entry. "You can have it with the roles set up [so] that it transitions into sort of a 3-2-5 attacking shape, maybe like you see with an Arsenal or Manchester City. But you can't really get them to defend as a 4-4-2 at the same time, which also you see in real life, with Martin Odegaard defending alongside the striker."

The team considered adding more roles which approximated that effect, but ultimately settled on splitting the two systems, as they've increasingly been done in the real world by those with a modern understanding of the game. Here in FM26, there are indeed new roles too on top of that, but they're also split across in- and out-of-possession setups. An example: out of possession a player playing wide on the right can be asked to fall in line, track opposition attackers even deeper, or sit high and wide waiting for the 'out ball' to launch a counter-attack. Likewise, you can indeed have your CAM - in my case dear Bruno - playing as a 10 when in possession, then moving up to sit beside the centre forward to defend as a front two when you lose the ball.

There's also a huge amount of fluidity available here. I saw some ludicrous formations around the room at the preview; you can, technically, ask your centre back to run up to centre forward when in possession and back to centre back again when you lose it. But just because you can doesn't mean you should - you'll get a little yellow warning sign from your assistants telling you they'll struggle to move between such distant positions if you really push your luck, though you can of course always choose to ignore them and press on with your asymmetrical left back-to-right-winger transition if you really insist.

The team talked about restricting this, mind. "It was a big decision that came up early in the design discussions," Joyce said. "Surely you've got to restrict people in some way?" But the team instead decided, "yes, they can do crazy stuff, but [restricting the system] was something I was really adamant that we shouldn't do, because I feel like FM has always given you that freedom to do whatever you want experimentally, and it might not always work. It might be crazy. But I think that's sort of the heart of what the tactics system is." The warning system was the team's compromise.

The visualiser is also a crucial factor in this - something I hadn't even seen at first until Joyce mentioned it during our interview. Within the tactics screen you can now quickly view how your team will look, in a visualisation that resembles something close to a heat map, or pass network: each player's likely average position during all phases of the game. So when you're defending deep, you click the third of the pitch closest to your keeper, and see that right winger you told to stay high lurking slightly further up, potentially exposing your right back but also potentially pinning your opponent back a little. This evolves through all three thirds of the pitch, and likewise all three vertical thirds as well, so you can see how you'll look when you have the ball to the left of the opposition's penalty area as well.

Ultimately however, the proof is in the playing of the matches themselves. Quickly my 4-2-3-1 to 4-4-2 system began to struggle. I wasn't sure if it was down to moving between two shapes, or something more fundamental to how we played (not helping was the fact I had a warning for Bruno moving from his CAM to ST role, which threw me until I had it confirmed it was actually a bug). I soon switched to Ruben Amorim's 3-4-2-1, keeping it the same both in and out of possession, and had more success. That also threw up an interesting question I'm keen to test in the full game: how do players with naturally hybrid roles, such as wing backs, work here? The essence of a wing back is that they drop deep when out of possession and push high when you have the ball - so should this new system mean I can just leave them at wing back in both phases, or should I drop them into a back five without the ball and more like a front five with it? If nothing else, for the tactics nerds like me it's exciting to actually have such tactical dilemmas available to mull over in such depth.

All this excitement should, however, be at least a little bit tempered. The one other persistent theme beyond wide-eyed wonder at all the new tactical toys here was one of very regular encounters with bugs and other minor hiccups. A lot of this stuff is the type of thing that gets squashed with a quality pass, and I played a roughly two-week-old build here, back at the start of October, meaning there was still a decent bit of time for tinkering before release. But the sheer volume of little issues was noticeable, and in my experience more than a team will typically eliminate from a game within one-to-two months of launch.

Some examples: text overlaps the UI in multiple places. The text for the tactics visualiser didn't match the phases of play I selected. Players' roles sometimes didn't change in the different pages of the pop-up when I was trying to set them for in- and out-of-possession. Plus the warning bug and lack-of-back-button issues mentioned above, and many more. Likewise beyond bugs, and perhaps more significantly to FM26's true success: some things just don't quite work as well as they used to. Must-reply not-emails aren't highlighted in red in the queue anymore, making it harder to skip to them directly to resolve whatever needs sorting before you can mash Continue once more. There's no "i" button to hover over to quickly view a player's attributes - something I realise now that I do all the time in the current game.

Even more examples: substituting players and organising your selections for the matchday squad feels fiddly, with only small parts of a players' row in the list being selectable as something you can click and drag. And on a player's dedicated attributes page, there's no option to highlight their key attributes for a role, and when you select a position they can play from the little miniature pitch visual, noting to indicate what's been highlighted, what roles there are available within that position, and what their rating is for each - a key tool I again used more than I realised for sussing out who to sign, sell, or use within my squad in what way. All these are things I found myself butting up against within just a few hours of play.

The question, of course, is how much of this is actually resolvable in a way I'm yet to discover. Bugs might be squashed, and UI snags might have new workarounds, new ways to be navigated to, discovered, used - new muscle memory to be built, essentially. Part of my time with the demo felt like walking around that home full of rearranged furniture and accidentally sitting on a coffee table instead of my office chair, just because it was in the place I always used to sit. Over time, the new layout will become natural. But just how natural, and how comfortable and practical that new layout is, will take a lot more time to truly figure out. In the meantime, get planning on those two-phase tactics. This feels like a game, if nothing else, that'll reward you for all those late nights at the training ground. And from Football Manager I'd expect no less.
 
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Amazing. Thanks Chris, that's really kind of you.

I made the mistake recently of reading how they use our data when we accept and now I'm basically limited to three websites on the entire Internet! I may have to loosen up a little...

The tactical improvements have set my mind at ease more generally.

Good but very, very buggy at least means it'll be worth playing by January? And that we aren't just going to be let down with a substandard game? I know that's a wait but my main concern has been that the series would go the way of PES. Maybe not as dramatically, but that it would watered down and just eventually destroy itself. So I'm relieved that it's good, I think.
 
Another dodgy early review, which doesn't just mention the bugs but also some scary match engine comments (see the bit I've bolded in the full article text below)...

Radio Times: Football Manager 26 shows a lot of promise, but raises some concerns too

Following the cancellation of last year's game, Football Manager 26 feels like a make-or-break title for Sports Interactive.

The switch to the Unity engine has brought with it as many issues as it has new possibilities. While I am still very much excited to see the final product, after spending a day hands-on with FM26, I certainly have some doubts.

Let's kick off (get it?) with the good: the game looks fantastic.

I must say that the new visuals shown in the first teasers didn't look like much of an upgrade to me, but seeing them in person while playing is another story.

While the visuals are now leagues ahead of FM24, they do fall into an emerging trend of wondering, "was this worth cancelling FM25 for?" Certainly in the long run, yes, but at the moment, it's hard to say if those trees have borne fruit just yet.

Women's football is also finally in the game. This is a long-awaited addition, and although the number of leagues is fairly small to start with, it's an important feature and one that is only going to grow over time.

That being said, I will be waiting patiently for someone to mod in the English third tier so that I can manage my beloved Rugby Borough.

Perhaps my most mixed experience (though not necessarily negative) comes with the new tactics system.

After years of fans asking for it, tactics are now split between in possession and out of possession, letting you field different formations and player roles depending on whether you have the ball or not.

Along with this is a huge change to player roles, with many fan favourites like mezzalas, liberos and the like tweaked or renamed to things like 'Channel Midfielder', which does initially make it a bit clunky to differentiate between them all.

This is a welcome change, and one that gives you a bit more flexibility with how you set your team up. Though roughly five hours is nowhere near enough time to fully explore what this system offers, my initial experiences across Middlesbrough and Durham City were positive.

Some aspects of the gameplay could certainly use some tweaking. While my strikers couldn't hit the broadside of a barn, my defenders were extremely clinical; in one particular 6-1 victory in pre-season, all six goals were scored by defenders including a hat-trick from a full-back.

Thankfully, all of these elements I've discussed so far – what I would call the core of FM26 – really impressed me. I have no doubt that anyone as excited for the game as I am will enjoy the gameplay for what it is.

Where my broader doubts regarding FM26 begin to creep in are largely with its UI/UX.

It's a whole new design, and like any new UI design, it takes some getting used to.

Hotkeys and shortcuts will be in the game at launch, but many of the shortcuts I was used to, or the muscle memory to find certain menus was now useless, which meant that my first hour or so was a tad sluggish – my own fault, not the game's.

Personally, I am not a fan of the UI, but I never usually am. I install a custom skin every year anyway, as do many other players, and that certainly isn't going to change with FM26.

However, layout and design of the UI is one thing, but actually using it is another, and that's where my main gripe with FM26 so far lies.

While at the SI offices, we were told that, whereas previous entries had always built upon an existing game, FM26 has been built from the ground up. The biggest consequence of this is that years, if not decades of quality of life improvements are not immediately present.

While some of it is just the little things that were nice to have, but not a necessity, plenty of them felt like quite large oversights.

If you make a substitution in a match, then click a player profile before confirming it, all of your substitutions are reverted.

If you try to make a sub by dragging players along the scrolling bar to the right of your tactics page, the bar no longer scrolls – you have to line up the names perfectly, or otherwise move players multiple times just to get them on the pitch.

Sometimes, a menu I opened simply didn't have a back button, forcing you to go all the way back to the dashboard and make your way back to where you were.

Now, it's important to know that the build I played on was a couple of weeks behind the internal build, and that at the time, there were still a few weeks of development left – plenty of time to fix a couple of bugs and small issues.

But with so many things to solve and just a month to go before launch, do forgive me if I feel a bit uneasy about what is to come.

I am still confident that FM26 will be a success. At its core, it is the same game we've always loved, just with a souped-up game engine powering it.

I am also confident that by the time we get to FM27 and FM28, the creases will be ironed out, and we will have a definitive, best ever version of Football Manager to enjoy.

But while not so bad as to cancel it, the growing pains of the Unity switch do appear to be hitting FM26 as we approach release.

More than two decades on from the switch to Football Manager, there are still plenty of people who have chosen to stick with their beloved Championship Manager, and I think we're about to see that happen again.

As much good as Football Manager 26 brings to the table, I think there are certainly aspects it takes away, too, and I can certainly see it being a very divisive game among fans.

But, as I said earlier, there is only so much you can glean from an afternoon playing a game as deep as Football Manager.

Once the beta, and more importantly the full game, roll around, we'll get our answers as to whether this will usher in FM's glorious new era, or whether it's the bumpy road to that finish line.
 
To play devil's advocate, evidence for the "it's being dumbed down" argument (though I still disagree):

Forbes - Football Manager 26 revamped for the TikTok generation

Football Manager 26 has undergone a massive redesign to accommodate players with shorter attention spans, according to the game’s studio director, Miles Jacobson.

The game has undergone arguably the biggest redesign in its 33-year history, with a completely new user interface and a revamped match engine. It looks vastly different to what’s gone before, with information presented in a cleaner, dashboard-like fashion. Find out what it’s like to play Football Manager 26 here.

Denying speculation that the game had been redesigned to suit console rather than PC players, Jacobson said the redesign was inspired by declining attention spans brought about by the social media era.

“Concentration levels have changed since social media has been so prevalent, and new social media has come through,” he said.

“The inspiration for the design of the UI was more how people concentrate now than it is anything else, because we’re trying to set up the next 20 years with the game, with what we’ve done with the UI."

Jacobson said the company took inspiration from the way operating systems and productivity tools have changed over time, but admits that finding a look that suits all players is a tough challenge.

The redesign will “try and cater for everyone, which is a very difficult thing to do in 2025, because people are so different and so varied with the way they’ve done things,” he said.

“We just wanted something where people could find the information, those core bits of information that they needed, really quickly. But if they want to go deeper, they still can by clicking on things and expanding and getting that deep information, which is exactly the same way that websites do things.”

Football Manager’s arrival on subscription platforms such as Netflix, Apple Arcade and Microsoft’s Game Pass has massively increased the game’s player base over the past few years. Football Manager 2023 reached an audience of 7 million players; the 2024 version of the game saw that figure increase to 20 million.

Jacobson said the game’s redesign isn’t necessarily intended to make the game more attractive to an even wider audience because “I don’t know how much we can expand it at this point."

“It’s trying to cater to the fact that we have such a wide audience now,” he added. “Our audience has gone up stratospherically, so kind of become a pop band in in the way that our music's still the same, but the audience breadth is now a lot more.”

The demographics of the people playing the game have also changed markedly. In the days when the game had a few hundred thousand players, the vast majority of players would have been die-hard football fans who “looked at The Athletic constantly,” Jacobson said.

“We’ve now got people who probably get their football knowledge from Twitter and TikTok, alongside the people that are getting it from The Athletic and so it’s difficult to cater for everyone when we’re designing the game.”

There are not only different age groups to cater for among Football Manager’s increasingly diverse player base, but different styles of play too.

Those playing styles range from the “journey person” who wants to start at a random club and pursue a long career through different leagues, right through to people who pick their favorite Premier League club and consider the game complete once they’ve won the league for the first time. “It’s a difficult tightrope,” accommodating the different styles of play, Jacobson said.

Jacobson has said in a previous interview with Eurogamer that the company ultimately decided to postpone and then cancel last year’s version of the game because “it just wasn’t fun” to play. So what’s changed since Sports Interactive and Sega reached the tough decision to can the game?

“We spent a lot of time working particularly on the navigation system,” he said. “We may now have too many ways to navigate!”

“We previously had one way to navigate in game and it didn’t really work properly. Far, far, far too many button clicks, things far too hidden away.”

Now the game has a secondary navigation bar, bookmarks to reach your favorite screens with one click, keyboard shortcuts to hit those bookmarks, and a revamped search engine that can be used to find almost anything within the game, not only teams and players.

“Some people are going to want to see smaller, bite-sized bits of information, like we spoke about earlier,” he said returning to the theme of diminished attention spans.

“Some people are what I call Roxette,” he added, referring to the 1980s pop band who had a greatest hits album titled Don’t Bore Us, Get To The Chorus! “So some people want to be able to just go straight to the chorus and work everything out for themselves. And we are trying to cater for everyone in that way.”

There is, of course, a danger in trying to please everyone – you end up pleasing nobody. We’re about to find out if Football Manager 26 pulls off the tightrope act or not, when the game launches in early November, with a beta version set for release before that.
 
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