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Old 02-04-2008, 10:08 PM   How good/bad is the manual? Post #11
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having said all that i do think that theyh went abit minimalistic with half life 2.
one blooming small bit of paper telling you the basic controls and that was that.
what am i supposed to read while on the toilet?
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Old 02-04-2008, 10:21 PM   How good/bad is the manual? Post #12
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Forums aren't all you need. Tssk. (*Forums are great for the obvious reasons, community, challenges, more information, etc...etc.)

At the end of the day its just a games manual, A manual is a guide or a form of instruction to a point isn't it.

Personally I'm glad I am not playing another management game where there are more rules in the game, imagine playing a Rugby manager games, who'd complain about the machine engine, to many would be harping on about here about, how they've missed crucial parts of the game as they were fumbling there way through, the rule manual let alone the intructionss of playing game, hence instruction manual.

They've got the balance just about right, but IMO they need to supply just a little more info, or do there are numerous, paperless methods now. Internet and all that shabang.

Think of the trees.
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Old 02-04-2008, 10:35 PM   How good/bad is the manual? Post #13
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Quote:
Originally posted by postal postie:
having said all that i do think that theyh went abit minimalistic with half life 2.
one blooming small bit of paper telling you the basic controls and that was that.
what am i supposed to read while on the toilet?
Sadly, that's the state of the industry at the moment: each page of a printed manual is an expense, and if you can cut costs, you must be a brilliant executive! So, manuals have grown progressively shorter and shorter.

FM has been, at least of the games I play, far and away the manual leader .. and even then, as a regular customer, it rarely contains much "new" from version to version.
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Old 02-04-2008, 10:50 PM   How good/bad is the manual? Post #14
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As I bought my FM08 in Spain, anyone who wants my manual, written completely in Spanish, is welcome to have it. :p

My Spanish is good - but not THAT good heh!
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Old 02-04-2008, 11:32 PM   How good/bad is the manual? Post #15
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Heheh. About as useful to you as my CM01/02 manual in Italian is to me, I imagine.
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Old 02-05-2008, 11:47 AM   How good/bad is the manual? Post #16
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Quote:
Originally posted by TeeWee:
Does it explain what all the attributes do, what all the tactical sliders mean to the game engine, etc? What does a forward arrow actually do? Does it interact with the possible position of a player? How about when retraining? I'm not asking for a manual that will "play the game for me", but as the sliders and all are the only means for me to communicate my intentions to the game engine, I think the manual should at least explain to me in the best way possible what they all mean to the game engine.
No...this information is not in the manual. It mostly explains to you that creativity means creativity or wide means that you play wide and other such explanations that dont explain anything really. You will not be able to find any in depth information anywhere about the tactics system. You can check the tactics forum for some theories about how some people think it works but those are just guesses at best.
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Old 02-05-2008, 11:52 AM   How good/bad is the manual? Post #17
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The manual is an improvement on past versions which seemed reluctant to want to impart any meaningfull knowledge about the game.

I remember the day when PC games came with manuals that read like novels...those were the good old days.

FM doesn't even have a published strategy guide any more, although admittedly some of the old guides were not very good. The CM01/02 guide was good though.
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Old 02-05-2008, 12:10 PM   How good/bad is the manual? Post #18
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Is a soft copy (pdf or something) available somewhere?
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Old 02-05-2008, 02:14 PM   How good/bad is the manual? Post #19
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Quote:
Originally posted by TeeWee:
Does it explain what all the attributes do, what all the tactical sliders mean to the game engine, etc? What does a forward arrow actually do? Does it interact with the possible position of a player? How about when retraining? I'm not asking for a manual that will "play the game for me", but as the sliders and all are the only means for me to communicate my intentions to the game engine, I think the manual should at least explain to me in the best way possible what they all mean to the game engine.

actually i'm sure in game it says the forward arrows denote where the player will be when attacking. but be careful becuase the players decision making plays a big part.
just go to the help function within the game.
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