New FM22 features and game upgrades will drop in late September across Football Manager social media, you can read the roundup of them here.
New FM22 features and game upgrades will drop in late September across
Football Manager social media, but we will round them up all here as soon as
they get released.
Starting with FM22 on PC/Mac, new features and licensing updates
will be released across Football Manager social media channels from late
September onwards. As mentioned, we will round them all up here for your
convenience.Game upgrades and a host of exciting additions across all platforms will be also be revealed from early October across our website and social media, so get following to get ahead of the game.
FM22 New Features Roundup
07 Oct 2021 | New Headline Features | Episode 2 | FM22
Episode 2: Powered by the Pros goes behind the scenes to reveal a revamped
Deadline Day experience, and a new Staff Meeting component that brings you
closer to the way managers collaborate with their backroom in the real
footballing world.
Highlights from Episode 2.
To stay as authentic as possible, Football Manager leans on insight from
leading figures within the industry. As showcased here, we hear from experts
in the field, Fabrizio Romano and Chris Wilder, on being frontline on
Deadline Day and effective backroom communication.
Fabrizio Romano on Transfer Deadline Day
Romano talks on how to best replicate real-world transfer deadline day in
the game, and he may have revealed how will it be best to navigate in the
FM22 transfer window with one of his statements;
It also seems that we'll have more active player agents in FM22;I still remember one time a sporting director told me "remember that sometimes in football it's happening that in June a player is untouchable, in July he's available for big money, in August he's available for normal money and on deadline day he's available on loan and they pay part of the salary." -Fabrizio Romano
From what I know the agents are now really active in proposing players and meeting with clubs. Of course, we also have clubs who prefer to decide by themselves and to decide their targets. But sometimes agents are offering top players also. And you have big opportunity of big names moving to top clubs thanks to agents offering the players. So I think it’s something that now is part of the transfer market. -Fabrizio Romano
Last-minute deals will now be ever so much possible like never before on the deadline day in FM22.
A new way of collaborating with your staff.
In addition to the Recruitment Meeting introduced in FM21, you'll now have a weekly Staff Meeting with your team to cover a wide range of topics, including Coaching, Development, Staffing and Squad Planning.
06 Oct 2021 | FM22 Touch Only on Nintendo Switch
Sports Interactive studio director Miles Jacobson announced on the official
Football Manager site on 06 Oct that they won't be releasing FM22 Touch this
year.
However, FM22 touch will still be available to those playing the game on
Nintendo Switch, but it will no more be available on any other
platform.
This also means that there won't be a free copy of FM22 Touch as a pre-order
bonus anymore.
The reason for this major change is the process of 'cost-benefit
analysis', which showed this is the best for both the
studio and the wider FM community.
Football Manager Touch 2022 will only be available on Nintendo Switch. There will be no version of the game available on Steam, the Epic Store, the App Store or Google Play. Anyone who wants to play a streamlined version of FM anywhere other than Switch will still be able to do so, but the game won't be called ‘Touch’.
30 Sep 2021 | New Headline Features | Episode 1 | FM22
Behind The Game looks at the overall feature process and introduces you to
the Data Hub, a brand-new animation engine and a host of improvements to
match AI. And there's also talk about the new role. - Wide Centre Backs.
Highlights from Episode 1.
The gaffer, Miles Jacobson, talks about the new studio, in which the team
hasn't properly settled yet, which means that the SI team is still mainly
operating from home. Unlike FM21, the work on FM22 started much earlier
this year, so we hope to see a more polished product once it goes live on
09 Nov.
Value revamp changes are going to change the way that people do transfers
inside the game. It looks like a small change at first but is actually
quite a big thing.
Introducing 'momentum', which gives you a perception of the flow of a
match. It might provide you with information about this team has been
performing particularly well in these time periods. You've had a load of
shots; you've had a load of touches in the final third. This gives you a
way of diagnosing match performance that's agnostic from the result.
Improvements to pass maps. So, as you talk about systems, you talk about
tweaks. You'll be able to see the way a game is played out between your
players in much more detail, much more intuitively. You might notice that
your centre-backs are circulating the ball between each other really well,
but they're not getting it up the pitch because there's a strong line
between them. It's just giving users more ways of diagnosing what's going
wrong with their team or going really well, without having to dig into
huge repositories of information they might not know about.
Added 'Ask For' system, where users can literally ask their analysts for
pieces of information. As mentioned earlier, the momentum map, the pass
maps, you can request these for matches. You can request your Shot Maps,
the xG timelines you saw last year, but there are also added a few
different things, so you can dig into specific information about a metric
you really care about. You care about how well your defenders are heading
the ball; you ask your analyst for a graph on Heading. It shows you where
your players and you know straight away how well they're doing.
Zone Map information. It breaks down the pitch and shows how frequently
you're doing things in different areas. It's just ways of turning
existing, large amounts of data into something someone can learn something
from and make changes.
Match Engine. For many cycles, the SI team has been working behind the
scenes to bring a new animation engine to life. We'll all see a debut of
their new animation engine in FM22. With their old animation engine,
whilst important for improving the 3D elements of the game, the team was
restricted. So, the old animations were lumped onto that 2D disc, but the
new animation engine gives them a lot more freedom. The players aren't
restricted to movement on the disc; they can move off of it, which is
really important to get them in situations to make touches of the ball
look even more realistic.
Eradication of foot sliding. Something the SI team really worked hard on
this year is that element of the player touching the ball. If you've seen
it in previous versions of the game, the player doesn't actually touch the
ball as succinctly as it will be the case in FM22. Apart from improving
the visuals, the SI team also had to improve the AI and decide when to
dribble, when to not dribble, or when to turn.
Pressing. Overhaul to the pressing system and added triggers, which
is the most important element of your pressing system. Within the
instructions that you had in the game already, so your Line of Engagement,
your Defensive Line, where you want to show players, either down the line
or inside, that all links up to the angles in which the players then go
and press the ball. Players will in FM22, based on their stamina, have the
concept of their sprint capacity. They know when they can press and when
they can't. So, a plug-and-play Gegenpress system is going to be a thing
of the past. You will really need to know that you've got the right
players, so your recruitment will be key.
New Wide Centre-Back role. It's going to be a really, really enjoyable
role for the FM22 players. We've wanted this for a while, and the SI team
could have rushed it in and just put in a role, but that was really never
their intention.
WCB role, it performs a number of duties. It attacks, so it overlaps, and
it underlaps. Previously, in other iterations of the game, we have had
those instructions of underlap and overlap, but they're saved for your
Fullbacks, your Wing-Backs, your Inverted Wingers, or your Wingers.
They're not necessarily used for your Centre-Backs, so it was about
modifying those tactical instructions and making sure that not only
included the Centre-Back in there but also at how does your Fullback or
Wing-Back move off the basis of that Centre-Back.
So, for WCB, it's all about the player's movement on the ball, what they
do with it, and movement off the ball. Where are they when you lose the
ball? That's going to be fundamental for the whole system.
23.09.21. | FM22 New Features preview video
This is the first video containing a glimpse of what we'll see in FM22.
Your first glimpse of #FM22 😍
— Football Manager (@FootballManager) September 23, 2021
What's caught your eye? 👀 #FM22Features pic.twitter.com/zRdDDHr4wr
Highlights from the new FM22 features announcement video.
Versus Mode
We're introduced to a new game mode which is coming in 2022, the 'Verus
Mode'. But by the looks of it, this will be a to
FMFC
members, which is a type of loyalty program made by SI to which you can
join online for free.
Better communication with staff
FM22 is going to host a better and more in-depth communication system with
our backroom staff. With more added communication between the backroom
staff and the manager.
Data Hub
Match Momentum will graphicly show us the danger of possession during the
match.
One player position has been announced, the Wide Centre Back. What
makes the WCB player position interesting is that, unlike standard centre
back, the WBC will act more as a fullback, staying wide when the team is
in possession and helping out the midfield.