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Games for Lunch Review: Football Mogul 2009

Kyle Orland writes:

"0:00 I'm knowledgeable enough about football to follow a game easily, but not nearly smart enough to run a team. Still, I'm willing to see how well I'd handle some virtual team management.

0:01 A barebones options screen is the first thing to greet me. The lack of background music is a bit jarring. I choose to manage the Redskins at the "Fan" difficulty level (also available: Coach, Head Coach and Mogul). It's like they know me!

0:02 I'm thrown into a basic, Excel-style grid with the NFL standings and some columns of stats, all of which are at zero, of course, since the season has yet to start. The first week we're playing the NY Giants. I'm ... really not sure what to do here. Let's check out that help menu...

0:03 "The goal of Football Mogul is to accumulate the best Mogul Rating by successfully carrying your team through a decade or more of success." A decade or more? Looks like this will take more than an hour! Success is measured purely in wins and losses, although teams from small markets get a bonus and teams from big markets get a penalty.

0:06 Good lord, this is getting complex fast. I have to keep track of any number of "formations" for both offense and defense, budget for player salaries and other team expenses, set ticket and concession sales, scout for new players to trade for ... and that's just the start. I'm obviously in way over my head."

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