The anticipation reached fever pitch as release dates came and went. So when it was announced that the 96/97 version of SWOS was coming to Xbox Live Arcade in its undiluted, untampered Amiga form, gamers across the world tentatively rejoiced whilst keeping their breath unceremoniously bated. Another comeback thereafter seemed unlikely. Sadly, despite having rich promise and some great ideas, Sensible Soccer 2006 arrived on the PS2, Xbox and PC pretty much an unfinished product. Meanwhile, EA's FIFA completely captured the market, closely following by Konami with its ISS series, which then itself evolved into Pro Evolution - a situation which remains today, despite the fact that neither series appears capable of delivering on its potential, leaving many footy fans hankering after a game which could deliver on the fast-paced purity of the mid-90s SWOS titles. With Sensible hopelessly unprepared to make the transition to the new consoles - or 3D techniques in general - two poorly received versions of Sensible Soccer appeared before the company was eventually disbanded and its IP sold off to Codemasters. It was a heady combination, and by the 96/97 version, Sensible had refined it to a point where it was pretty much as good as it could get.īy then, the Amiga market was as good as dead as a commercial platform, and the PlayStation revolution ushered gaming (and the genre itself) into the third dimension. Its eventual evolution into Sensible World of Soccer took that depth even further via a succession of tweaks to the gameplay and a hugely absorbing management element. took the top-down viewpoint of Kick-Off, zoomed the viewpoint out a touch and came up with a fast, flowing and intuitive take on footy that was instantly playable, yet full of hidden depths. Sensible Soccer completely redefined football games when it first burst onto the Commodore Amiga scene back in 1992.
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