Viva Football was Crimson's second game, after
Pinocchio for the
Super Nintendo and
Mega Drive. The game spent two years in development and its title was chosen by Simon Swift, Lead Artist at Crimson, as a "celebration of world football". The data for the over 16,000 players was gathered over a period of "about 18 months" in collaboration between Crimson's lead researcher Nick de Palma and Gavin Hamilton, the editor of
World Soccer Magazine. In an
Edge interview Simon Humber of
Virgin Interactive claimed that
"Viva Football is more like real life soccer than any other game", pointing to its "open-ended game structure", contrasting with the "on-rails" gameplay of other titles like
FIFA or
ISS. Viva Football, by contrast, he said, had implemented a control method that focuses on kicking strength as much as direction, allowing for more varied approaches to play. Humber added that over a year was spent developing the player
AI: "Originally we thought, 'why don't football games look like football games?' and then we realised it came down to the use of space. We started simulating some stuff which analyses space on the pitch and after a few weeks it fell into place...What goes on off the ball is just as important as what happens on it, which is gets missed in a lot of computer games. [In
Viva Football] as you move everyone else makes run to complement what you're doing. They don't just react to what you're doing, they're proactive." ==Reception==