Tried the demo and whaddya know, there was a solid squad tactics / sports management game lurking underneath its slightly frivolous presentation.
First things first, lol @ Lothar Matthäus in the game cover:
The demo only offers one season of amateur league play but it was engaging enough to make me buy the whole game. For each week's match you see a preview your opponent's formation and can select and position your starting 11 to exploit their weaknesses and counter their strengths. The players have different abilities depending on skills (ball control, defense...), their playing positions (centre backs automatically tackle nearby players, wide midfielders can move much further, attacking midfielders can fake opposing defenders out of position, etc.), and every player's signature skill (which can be something like slide tackle or nutmeg feint). It manages to create an illusion of football instead of just reskinned chess on reimagined Blood Bowl. One week's match might be a dramatic back-and-forth capped by a moment of inspiration from a star winger while another degrades into an uneventful midfield grindfest with unskilled players unable to keep possession on either side. Games between evenly matched teams can be determined by which one of the teams happened to get a friendly roll on their best scoring chance in a 1-0 victory. And games are quick enough that being on the receiving end of a last-ditch equalizer isn't that big of a deal.
As noted in one of the first posts in this thread, this is probably the defining feature of the game:
The concept was interesting and fun but there was one weird design aspect that ultimately made me put it down. As you would expect, each of the players on the field has stats for skills like passing, shooting, tackling, etc that affected how well they could perform those maneuvers. But at the same time, there are also special "power moves" -- don't recall what they're actually called in game -- that only check against the player's current fatigue. So for example, you could have a player with a rotten shooting skill, but if he had the right power move and was fully charged on fatigue, he could pull off a powerful shot on the goal that was really difficult for the defenders to stop.
The devs are pretty insistend that the game is intended to be played as a puzzle on how to take advantage of your signature skills and minimize the opponent's skills, match in, match out. A successful skill play (winning the ball back with a Slide Tackle instead of a normal tackle) nets you one additional action on your turn (normally turn ends after 3 actions), so plenty of goals come as a result of chaining skills together (slide tackle --> long pass --> feint) to play 4-6 actions on your turn. I don't mind the design, it certainly adds dynamism to the game, but having them completely decoupled from underlying core skills feels wrong. A Long Pass signature skill on an already skilled passer feels superfluous since the signature skill is checked only against the player's fatigue level.
The management side seems promising. Players gain positional skills based on where they play over the course of the match, youngsters are developed by picking spots for them to play in, veterans will have gained more skills over their career but they recover slower and will want to retire sometime after age 34. Contracts, transfer fees, and lots of BAR GRAPHS INCLINING after each match!