About Football Fusion 2:
The games themselves are much quicker than an XCOM mission, and because you can see the chances of success for different actions, it feels like you’re a lot more strategically responsible for your wins and losses than your average game of FIFA, when you’re largely at the mercy of the garbage passing AI vs. the wildly inconsistent defending. Honestly, I could go on. The brilliant tutorials and accessible manual, the ingenious resource management mechanics (seriously, simple but brilliant), the sponsor objectives… Besides a couple of issues that are largely quality-of-life – the transfer list system is not very user-friendly, for instance, and the load times are oppressive for a game this low on graphical intensity – for an indie game, I would give this game a 9/10 minimum. It does football better than most 25-year-old football franchises. EA and whoever makes FM should be embarrassed about how clunky and inaccessible their games are compared to this absolute gem. If you like tactics, football, or management sims, give this one your time. Make sure to check the starting rules, and set RNG to Default or Decreased. Playing with Expected RNG, feels like cheating, even if it was unintentional. You’ll doubt every success, seeing it as a product of the stacked rules, rather than a personal success. Otherwise, this twist on the classic sport management sim, Football, Tactics & Glory, does not disappoint. It satisfied my desire for a board game/video game fusion. It offered good systems for a first attempt. Yet it would be negligent to pretend it doesn’t lack in a number of areas. Creoteam knows this.