Retro Review: Championship Manager 2008

Is this thing still on?

Hey, folks. It’s been a while. Anyway, here’s another Fuller FM ‘Retro Review’ – and this one is kind of a special request.

Today, we shall be going back to the innocent heady days of 2007, when a war-mongering Republican was in the White House, a team from the Midlands was hopelessly stinking out the Premier League, and Football Manager was an unplayable mess. Good times.

So sit back and enjoy this retrospective review of Championship Manager 2008


BACKGROUND

After parting ways with Sports Interactive in 2003, publishers Eidos kept hold of the Championship Manager brand name, which they would use in a new football management game. Developed in North London by Beautiful Games Studios, Championship Manager 5 was released in March 2005 to a disappointed reaction. Nonetheless, the flagging CM franchise soldiered on for another four PC releases before becoming a mobile-exclusive game in the 2010s.

A couple of years ago, I revisited Championship Manager 2010 – the final CM game to be released on PC. Despite having a largely pretty user interface, I said it was a “poorly-executed mess” with a farcical match engine and bizarre AI logic. In short, this was an even more obvious franchise killer than Football Manager 26.

I had no plans to review any of the earlier Championship Manager games published by Eidos and developed by BGS. That was until early last year, when I received a message from a fella in Switzerland named Sven, who put forward his case that the BGS series was “extremely underrated”.

Sven recommended that I should test either Championship Manager 2007 or Championship Manager 2008, saying that that the earlier games “concentrate on the essentials without getting lost in unnecessary details”. In terms of the 2007 release, he said the “user interface takes some getting used to but the game is extremely fun”.

Thank you for the message, Sven. I’m only too happy to take up that offer. Just before Steam’s Christmas sale, I bought CM07 for the low, low price of 59 pence, and then loaded it up for the first time on New Year’s Day.

I lasted 20 minutes before I had to stop. Basically, there was a game-breaking UI bug that filled nine of the positions in my starting line-up with the goalkeeper (and two with my right-back). This made even basic squad selection a laborious process, so my only choice was to reset and quick pick my team before every single match – and that just wouldn’t cut it for me.

There’s only nine Ashley Bayes…es.

So instead, I’m going to play Championship Manager 2008. We’re in the 2007/2008 season, where José Mourinho has just had his triennial nervous breakdown at Chelsea, and Steve McClaren is about to become a national laughing stock. Meanwhile, my relationship with SI has hit its lowest ebb – one which would not be surpassed for another 18 years.

I really did not enjoy Football Manager 2008. Just like its predecessor Football Manager 2007, FM08 was incredibly unstable, with my saves frequently corrupting before I could complete a single season. In fact, it was such an awful experience that it put me off playing Football Manager again until 2011.

In hindsight, should I have bought Championship Manager 2008 instead? Let’s find out, shall we?


STARTING OUT

Cheers, Jamie.

CM08 allows you to load up to 64 leagues in 27 nations, with the English pyramid going as far down as the Conference North/South. If you don’t want to have every league playable, you can just select the leagues you want and then (optionally) have the remaining leagues simulated in the background.

You also have a limited number of preferences that you can change to improve your experience. The game rates player attributes on a 1-100 scale by default, though you can change this to 1-20 if you wish.

When adding your manager to a club, you can tick an option to be a “Club Benefactor”, thus giving yourself a larger transfer budget to play with. As tempting as it was to pump a load of oil money into Grays Athletic in the Conference National, I had to resist. After all, why spend millions on Robinho when I can just bring in future Sutton United legend Bedsenté Gomis on a free transfer instead?

One new feature that BGS liked to make a big deal about was its Prozone analysis tool, giving feedback on how your players performed in a match. Back in 2007, Prozone was still considered groundbreaking technology – but on CM08, it is about as insightful and informative as Jamie Redknapp. You can probably just ignore it.

If you have played Championship Manager before (either the SI original or the later BGS versions), setting up a tactic is pretty straightforward. Just be aware that you will have to confirm any tactical changes you’ve made before you can change your starting line-up, even if you’ve only tweaked a single role or instruction. This can get a little annoying after a while.


WHAT I LIKED

Ladies and gentlemen, Ebbsfleet will be playing 2-2-f***ing-4.

Well, for one thing, CM08 was much more stable than FM08 – at least from my experience. I never encountered any crashes or corrupted saves throughout this review.

The match engine looks pretty decent for its time. The 3D engine is obviously not as pretty as CM10’s – the players are represented by peg-like characters with bobbing heads – but it’s also not as frustrating to watch. Whenever players make mistakes or produce moments of magic, they feel more natural than it did on CM10, where basically every match felt like a Sunday League game.

AI managers also seem a fair bit smarter – and more tactically flexible. Admittedly, this flexibility can get a bit overboard. I’ve seen opposition managers go for an all-out attacking 2-2-4 when chasing a game, or switching to an impenetrable 5-4-1 when seeing a lead out. Of course, my simple 4-4-2 was usually enough to beat most teams, even if my wingers tended to get worse ratings than a James Blunt album.

I also like the visual indicators that show you when your players are high or low on confidence, or when they’re struggling for fitness. If you see the magic sponge next to a player, get them off ASAP. They’re knackered.

Another neat feature I like is that you can customise exactly which highlights you see. This is particularly handy if – for some reason – you don’t want to watch any goals but are obsessed with seeing each of your opponents’ free-kicks. You can even set different speeds for highlights and the matches themselves.


WHAT I DIDN’T LIKE

It’s one thing having a user interface that is basic and simple to use. It’s another thing having a UI that looks basic and simple. CM08’s UI looks basic.

For one thing, it uses the Arial font (which I call the “Wonderwall” of typefaces, in that it’s an undeniable classic that has been gradually ruined by ubiquity). This only adds to my feeling that I could probably knock up something like this on Microsoft Paint in half an hour.

But in practice, what should be an intuitive interface is undermined by buttons that either don’t make it clear what they represent… or that are so small and blend into the background so well that it’s very easy to miss them. I’m not exaggerating when I say that it took me five minutes just to find the option to edit my tactics during a match!

Squad-building is a bit of a faff, which isn’t helped by the fact your scouts can only scout one player at a time. I had to resort to taking a load of random free agents on trial and hoping that at least some of them would be good enough and cheap enough. This started to feel like an exploit when I found a former Austria international who was happy to join Grays on just £100 per week (sadly, I couldn’t sign him because I was over my wage budget).

There’s also the usual array of annoying little things that add up to a generally odd experience. Stuff like the same player getting concussed twice in one day, or Cambridge United appointing some random bloke from the Netherlands Antilles as their new manager.

One particularly silly bug I encountered quite often was that some substitutions I made at half-time wouldn’t actually go through. If that bug sounds familiar, it’s probably because that was also a pretty common issue with Football Manager 26. Funny, that.

Even worse was when my Grays team beat Exeter in the Conference Premier Play-Off Final to secure promotion. The game barely even noticed the achievement. There were no post-match celebrations, and only a simple message from the club’s board saying “well done for beating Exeter”. I couldn’t help but feel a bit short-changed.


WE MUST TALK ABOUT…

These team talks are about as inspiring as John Sitton.

Team talks. Yeah. I’m gonna talk about team talks.

Whether it’s at kick-off, half-time or full-time, you are only given a narrow choice of team talks, which usually follow this formula:

Option 1: “You’re all disgraces and your mothers should be ashamed of you.”
Option 2: “Good luck.” / “You can win this.” / “Good effort.”
Option 3: Same as Option 2, but with different words.
Option 4: Say nothing.

Some options don’t even make sense. “On paper, this should be a draw. But games aren’t won on paper,” reads like Alan Partridge trying to be Ron Manager.

Individual player talks basically boil down to “You are terrible”, “You are great” and “You are alright”. A bit more variety here would be appreciated.

It’s at least reassuring that different personalities can react differently to the same talks. Some of my players responded better to sympathetic or encouraging messages, while others needed firing up. I can get a good sense of all the different characters in my squad, which isn’t always the case in football management games.


SUMMARY

You see, that’s the problem with Crawley’s defence. They only have one Ashley Bayes.

Championship Manager 2008 was a very frustrating game to play at times – and it wasn’t just down to the messy UI, either. My Gray team would switch from being utterly unbeatable for one month, to being borderline useless for the next month, and then back again just in time to win the play-offs.

And yet, on balance, I actually found this to be a better game than Championship Manager 2010. The match experience feels smoother and more fluid, and the game itself strikes a pretty good balance between simplicity and realism.

So this, then, was perhaps the pinnacle of latter-day Championship Manager. That’s not saying much, but it’s praise all the same.

FULLER FM RATING: 2.5* – Football League.


Thank you for reading this retro review. There are a couple of newer football games that I will be checking out over the coming weeks, so stay tuned for more reviews soon.

In the meantime, if there are any other football management games you’d like me to check out in the future, you can contact me on Threads or Bluesky.

Retro Review: SoccerCards

Here we go again with another Retro Review on Fuller FM – and it’s time for something a bit different.

In the past, I’ve tended to focus strictly on football management games. Nowadays, however, I’m much happier to broaden my horizons and cover any football-related PC game that catches my eye. (This does not include action games where you control the players, so no FIFA or Pro Evolution Soccer reviews. Sorry.)

The game I’m going to discuss today is the reason why I’ve decided to relax the rules the little bit. It’s not really a management game, but its unique card-based gameplay had me hooked for weeks when I was a teenager. And while it was a fairly popular freeware game when it was originally released in the mid-2000s, it now seems to have been largely forgotten.

Well… it’s time to change that! It’s time to (re)introduce you to the pleasure of SoccerCards!

No, you idiot. I’m not talking about those!

BACKGROUND

There are plenty of football-related card games out there. But a football card game that you can play on PC? Now that’s a rarer kind of beast.

In 1992, a fella named Stephen Corry wrote a game for the Commodore Amiga titled Soccer Cards: FA Cup Championship. As the name suggests, this was a game where you would try to win the FA Cup – with each cup tie being determined by you and your opponents randomly drawing cards. Some cards would award a goal, some would not, and one card would end the game immediately.

The Amiga was a fair bit before my time, so I never played the original Soccer Cards. One person who did was Mike Douglas, who was disappointed that the game was entirely based on luck. Around a decade later, while he was at university, Douglas developed his own version of the game – one that would require at least some skill to beat.

And so, in 2003, Douglas released SoccerCards (or Soccer Cards; the space between the words appears to be optional) as freeware on his website at manwithnomouth.nildram.co.uk . Sadly, the URL is now dead but you can still access an old version via the Wayback Machine.

This was one of the many freeware or shareware football games that I tried during my early days on the interwebs. It was also one of the elite few – including Championship Soccer and Simsoc 6 – that I enjoyed enough to stick with.

Douglas later released a EuroCards spin-off for Euro 2004 before starting work on a sequel – SoccerCards 2, which came out in 2005. That was more in-depth than the original, but it was slower, less stable, and generally much less enjoyable. I also can’t find that version anywhere online anymore, so we’re sticking with SoccerCards 1 today.

Though the SoccerCards project now appears to be dead, you can still download the game via this link. (I’ve also provided an alternative download here.) You’ll also be delighted to read that the game still runs perfectly on modern operating systems!


STARTING OUT

Dagnabbit.

SoccerCards is set in the 2003/2004 English football season. You can play as a team in any of the top five leagues, from the Premier League to the Conference. In fact, you can even go all the way down to the Ryman League, the Dr Martens League or the Unibond League – which were the three regional feeder leagues to the Conference at the time.

There are two career modes to choose from. “Career With Club Selection” will let you pick any club you want – even in the Premier League. “Soccer Cards Career Challenge” will randomly pick one of the worst teams in the regional leagues and then send you straight over there. Tonight, Matthew, I’m going to be managing Chelmsford City in the Dr Martens League.

Your goal from here is either to gradually build your team up through the leagues, or progress your career by jumping from club to club. At the end of every season, you may receive some job offers, depending on how you’ve performed. You’ll then have the option to either stick with your original club or jump ship for a new challenge – perhaps in a higher league.

Each team in the pyramid has a skill rating between 10 and 100, which affects their chances of scoring chances and keeping possession in matches. Higher-rated teams are more likely to play well against lower-rated teams, so Chelmsford (who start with a skill rating of 12) would probably struggle to beat Manchester United (skill rating 98).

As you play matches and progress your career, you will earn manager points. You can spend these on the ‘Transfer Cards’ section, where you can make a transfer (pick a card at random) for the chance to improve your club’s skill rating. A lucky pull will earn you 1, 2 or even 3 skill points – but most cards will earn you nothing at all! It’s a gamble, but that’s the whole fun of it.


WHAT I LIKED (THE GAMEPLAY)

Sometimes, the cards go in your favour…

Oh… yeah. I should probably explain how the bloody game works now, shouldn’t I?

The rules take a little explaining, but basically, 22 cards are laid down at random before each half. When you have possession (i.e. it’s your turn), you can pick one card at a time to reveal it. Each card will have a different impact on the match, and it will also end with you either retaining possession for another turn, or giving your opponent the chance to pick a card themselves.

Selecting a GOAL card will guarantee you a goal, while a CHANCE card will give you a chance to score (depending on your team’s skill level, the quality of the chance, and your tactics). The OFFSIDE card will lose you possession immediately in most cases. If you pick a PENALTY card, you will play a penalty mini-game for the opportunity to score another goal. More on that later.

A PASS card will usually retain possession for another turn, though it can be intercepted. Likewise, a TACKLE card typically results in your team losing possession, though there is still a chance to retain the ball or win a foul.

The worst cards to pick are INJURY and RED CARD, which will cost you skill points and substitutions, thus weakening your team. Picking the END OF HALF card will end the half immediately, even if there are still several cards that haven’t yet been selected.

There are also tactical options you can use to try and weight the odds in your favour. For example, you can select either an Attacking or Defensive mentality. Selecting Attacking means you are more likely to you score chances, but also more likely to lose possession and be vulnerable to counter-attacks. On the flip side, going Defensive will reduce your odds of scoring chances, but you are more likely to keep possession.

You can make up to four Substitutions per match. If you use a sub on an Attacking mentality, you replace a random TACKLE card with a CHANCE card. The reverse happens with Defensive substitutions.

Other options allow you to Keep Possession (guarantees you keep possession for another turn, even if you’d normally lose it), go All Out Attacking (massively increases your chances of turning a chance into a goal), or Play For Time (replaces a random hidden card with an extra END OF HALF card). You can also Break The Offside Trap, which also increases your odds of scoring on the next turn – and if you pick an OFFSIDE card next, that automatically turns into a goal!

Higher-skilled teams will win more often, and major upsets are unlikely… but they are possible. When I first played SoccerCards almost two decades ago, my all-conquering Millwall team went through to an FA Cup Final against Division 3 minnows Mansfield Town. I replayed the match ten times until Mansfield finally beat us (on penalties) to win the FA Cup and qualify for Europe. What do you mean “match-fixing”?


WHAT I DIDN’T LIKE

…and sometimes, they don’t.

Though there is some strategy involved in SoccerCards, it is still essentially a game of chance. Don’t expect to win every game.

Sometimes, Lady Luck will swing your way, and you can score twice on the same possession or get an unexpected victory against much stronger opposition. Other times, you’ll pick up two red cards and an injury – cripping your team’s skill rating and effectively costing you a winnable match.

It’s also possible that you can pick the END OF HALF card with the very first turn of each half – resulting in the most boring goalless draw you’ve ever seen since George Graham was in his pomp!

There also isn’t much playability beyond the English leagues. Though you can play a standalone club or international tournament, there are no other playable leagues in SoccerCards. There is a pre-game editor, but it’s very basic and can’t really be used to create new leagues.

The non-English teams in European competitions are pretty static as well. For example, because Barcelona were not particularly good in 2003, they will only ever play in the UEFA Cup on SoccerCards. You’ll never see them in the Champions League.


WE MUST TALK ABOUT…

Keep in the green and out of the red. Nothing in this game for two in a bed.

Penalties. How do they work?

A pop-up flashes up on screen, with nine green targets inside a goal and three red targets outside of it. Each target then quickly lights up one by one until you click the “Kick!” or “Save!” button, depending on whether you’re taking or defending the penalty.

When you’re taking the penalty, your aim is to press “Kick!” when one of the green targets is flashing to score. Hit a red target, and you miss the penalty! However, one of the green targets will be lit up in red. If you press the button when that target is lighting up, the opposition will save the penalty.

When you’re saving the penalty, one of the targets will be highlighted to show you where the opponent has taken it. If it’s red, they miss the penalty and you don’t have to do anything else. If it’s green, you must press “Save!” when your flashing target is over the same target, so that you can make a save. There’s an 88% chance you’ll get it wrong and concede the penalty, but who knows – maybe you’ll get lucky.


SUMMARY

I really enjoyed playing SoccerCards as a teenager, and that feeling is still there even today. Okay, so it’s not your typical football game, and results do often depend more on luck than skill, but it’s pretty simple to learn and difficult to master. You can easily complete a full season within an hour or so.

Though SoccerCards is still very playable on Windows 10/11, it’s a shame that nobody has yet developed a modern remake. I get the feeling that a card-based game like this would play especially well on mobile devices. So if there are any budding developers reading this, perhaps it’s time to give us a new version of Balatro – with balls.

FULLER FM RATING: 3.5* – Premier League.


Thanks for reading. Feel free to give SoccerCards a try yourself, and let me know your thoughts by leaving a comment below. You can also find me on Threads and BlueSky.

The State of Football Manager 26

It’s time to discuss the state of Football Manager 26 – and the series as a whole.

After a launch period that was nothing short of a PR disaster, and a full release that alienated much of its core audience, Sports Interactive’s long-running franchise is at its lowest ebb for over 20 years. The community has been firmly split on FM26 – with many players pointing their fingers at SI or SEGA for producing a pile of rubbish, and other players putting their fingers in their ears and insisting that everything is fine.

How did this happen? Can SI turn their fortunes around? And what does the future potentially hold for FM? Questions, questions, questions… Continue reading “The State of Football Manager 26”

Alternatives to Football Manager 26

For God’s sake, Sports Interactive…

Football Manager 26 has been out for a few weeks, and… mmm, yeah. It’s still a mess, isn’t it?

While many FMers are still wrestling with the new interface or complaining that their favourite franchise has been turned into a mobile game, some will be looking for something else to play. But I know what you’re gonna say: “FM has no competition.”

Yes, it’s true that Sports Interactive don’t have as much direct competition as they did in the 1990s and early 2000s. FIFA Manager, LMA Manager, Ultimate Soccer Manager, Premier Manager and even Ally McCoist’s Director of Football have all fallen by the wayside – emphatically beaten by FM’s superior game engine and extensive database.

These days, if you’re looking for a non-FM football management game on PC, you will likely have to scrape the bottom of the Steam barrel for low-budget indie titles that don’t have anywhere near as much depth.

But there are still some good FM26 alternatives that allow you to play through the 2025/2026 season (or 2024/2025, at least) with a reasonable amount of realism. In this post, I will look at seven of those games – each with their pros and cons – and tell you how you can update them with all the latest data. Continue reading “Alternatives to Football Manager 26”

My thoughts on Football Manager 26

After the longest wait, Football Manager 26 is finally here… but is it any good?

That’s a question many people have already answered with an emphatic “no”. FM26 came out on 4 November to unprecedentedly negative reviews on Steam, with a 27% approval rating as I write this. Even the professional gaming critics who consistently heap praise on FM have been much more divided this time around.

So it was with some trepidation – and a little excitement – that I installed the FM26 demo to try out the new game for the first time. I’ve spent half a season managing Walsall in EFL League Two, while also dabbling around with Arsenal in the Women’s Super League.

Is FM26 a massive step forward that will bring the game to a wider audience? Is it a raging dumpster fire that risks the entire future of the Football Manager franchise? Or is the answer somewhere in between? Here are my thoughts… Continue reading “My thoughts on Football Manager 26”

Review: Soccer Manager 2026

It’s the game everyone has been talking about in recent weeks… and, oh boy, hasn’t it been divisive?

An experienced team of British developers have been working on their latest football management simulation for years – and the reception has been quite mixed. Some people think the new graphics engine is a huge step forward. Others think the devs have completely sold out to the mobile market, and that they only want to grab your money instead of giving you the full managerial experience.

Well, folks. I’m sure you’ve been waiting to read my opinions on this… so here they are.

This is my review for Soccer Manager 2026. Continue reading “Review: Soccer Manager 2026”

Women’s football – What to expect on FM26

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In 2021, Sports Interactive announced that they were planning to incorporate women’s football into the Football Manager series.

After four years of extensive research and development, those plans will finally become reality on Football Manager 26. Last week saw SI reveal the first major details of what we can expect from women’s football on FM26, including which leagues will be playable.

Having first discussed this topic after SI’s original announcement, I think it’s time for me to jump back in and discuss what we know so far. I will also try to answer any other questions the FM community might have – some of which are sincere, some of which are… less so. Continue reading “Women’s football – What to expect on FM26”

Blog Update #9

Hey-ho, folks. It’s time for my annual Fuller FM blog update – my ‘state of the union’ address, if you will.

Another year of FMing has been and gone, and it’s been the weirdest one yet. With Football Manager 25 turning out to be just a few dodgy Photoshop mockups, we’ve had to carry on with Football Manager 2024 for another season.

I will now look back on everything I wrote on Fuller FM this year, including my 15-season career at Nacka FC. I will also discuss my content creation plans for Football Manager 26, which is absolutely definitely probably maybe being released in the next few months.

But first, I need to draw myself away from Civilization VI for long enough so I can actually write this damn blog update. Just one more turn, and then I’m done…

I’m sure negotiations are fairer than this on FM…

Continue reading “Blog Update #9”

Retro Review: Premier Manager Ninety Nine

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I moved into my new home one year ago today… and what better way to celebrate my first anniversary at New Fuller FM HQ, than with another of my Retro Reviews?

As a computer nerd with a particular fondness for the 90s, I enjoy revisiting old football management games and seeing if they can still hold up today. The game I’ll be looking at today has been on my shortlist of a very long time, so I’m excited to finally tick it off.

I’ll tell you, honestly, I will LOVE IT if we play Premier Manager: Ninety Nine… LOVE IT. Continue reading “Retro Review: Premier Manager Ninety Nine”

My FM Content Creator Pet Peeves

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While we have been waiting for the next Football Manager to be announced (any time now, Sports Interactive…), I’ve been trying to think of some fresh new ideas for FM content.

So… why don’t we have a little discussion about FM content?

Alongside writing my own Football Manager stories, I’ve watched hundreds of YouTube videos and streams, and read goodness knows how many blogs from other FM aficionados. While I appreciate that nobody is perfect (though MaddFM comes pretty damn close), I have developed some pet peeves that have been bugging me for a while.

And that’s what this is all about – discussing some of those little annoyances I have when it comes to FM content.

To be clear, this article isn’t supposed to be entirely serious. Think of this as some constructive but light-hearted advice from a long-time FM blogger whose website gets literally TENS of page views every day. I also won’t be critiquing how other FMers play the game – just how they present or write about it. Continue reading “My FM Content Creator Pet Peeves”