How you perform, your riders stats as previous discovered and your responses to the press should you decide to take part in interviews will directly impact the view sponsors have of you. This is certainly the case in sports, and definitely the case here in Motorsport Manager. These personality traits will impact every aspect of the game, from the races to even the financial vitality of your racing team. ![]() Perhaps they'll be like one of my riders who decided to enter a cycling race, increasing her fitness and marketability? There's also a chance that they could be like one of the other riders I unfortunately had, he had an intense dislike of the mechanic I assigned to him and struggled to improve, was poor in practice sessions and learning the car and eventually asked for the mechanic to be fired. It's with the personalities that Motorsport Manager feels that bit more personal. Beyond the expected stats, you'll also have to think about the marketability of a driver, which can give a huge boost to your finances, and also their personalities. Do you want one with high overtaking ability? How about someone who's just more consistent and adaptable? There's a number to choose from and it's only in exceptional cases that you'll find those who will meet most of your needs. Each driver has the usual balance of stats you'll expect in most management games. This aim for balance will be most noticeable with the drivers you hire. This aim for balance will be your primary goal in the early seasons of every game, particularly so if you do the same as me and choose the lowest team, in the lowest league, with barely enough funding to cover the food bill. Everything from the hiring of your drivers and staff, the development of your cars and parts and even the choosing of your team's sponsors will require you to read the direct effects and then weigh up the pros and consequences. Reading will be your most valuable asset throughout the game. Any time I start a new game now, I simply turn the tutorial off and learn by reading the tooltips. It's a minor gripe, but one I can't help but mention because It wasted fifteen minutes of my time. Everything else, from the scouting and hiring of riders to the building new components and upgrading your headquarters is all self-explanatory. Ostensibly, it makes the first race one of the most pointless introductions to a game you'll find. The problem is that it misses out what will essentially be the key factor in every future race: balancing your car. It's highly detailed, that much is certain, and any knowledge you'll need will get given to you. Motorsport Manager certainly makes a better attempt of this than other recent games, but still falls flat. I've mentioned it quite a few times in the past, but few games seem to make them fit in organically. Tutorials seem to be a difficult thing to get right nowadays. Each and every decision you make will have immediate, and sometimes far-reaching consequences, but you'll know exactly what you're doing. ![]() Even the number crunching that goes on behind the scenes seems understandable. ![]() But most of all, everything is open and approachable. ![]() It features a detailed, albeit boring to start, tutorial. I'm not a fan of Formula 1, being more of a Moto GP person, but I'm certainly a fan of being a motorsport manager.Īpproachability is essentially what lets Motorsport Manager shine. It's a fitting addition to SEGA's portfolio of management games, along with Football Manager, but also one that's immediately more approachable. One that has caused my current predicament: at the time of writing this, I haven't slept in about 36 hours. Now the developers, Playsport Games, in partnership with SEGA, have now released an infinitely more detailed PC version. I've spent countless hours playing Motorsport Manager over the years and the original mobile game has featured in many a session on my phone.
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