
Build your own dream team with Cricket Captain 2024. New commentary from Daniel Norcross tells the story of your matches. Honours boards showing every international century and five-wicket hall across all formats at every ground. Score predictor helps you manage your matches.
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Game hasn't changed since I first saw a boxed version as a kid in 1999. Absolutely staggering how paper thin everything is and the absolute lack of progress that has been made in 25 years. - Players have no attributes and there is no real way to figure out how good a player is, you have to kind of use averages and historical data, but that becomes impossible to really figure out reliably with regens. - Budget management is the same 3 stats with the same 4 or 5 options in each in increments of 10k - Team management is non-existant. No data about stadium, fans, icons, legends... - Training relies on a message saying "thats as far as he can develop" but you've no idea how far that is, so its hard to understand who is worth putting nets on. - no coaches, no staffing - no personalities of the players, nothing to manage with them, pick them or don't no one cares. I understand its a niche game with a small dev team, but come on guys, there's a lot that could be added and probably should be added to make a sports game these days. Look at Tennis Manager, OTTP, Cycling Manager....you don't have to be FM or a massive sport, there's so much that needs to be improved. I think its an ok game, but its showing its age and it feels like its totally bereft of ideas. Needs a complete overhaul for any new version.
I don't understand why they can't improve the game? there is not player attribute? so what the hell are we doing training for? there is no youth academy or anything for developing youth? there is so much this game can do but just lazy and don't want to do anything Not buying it next time! this is the last time If you have the previous games then no point buying this you don't deserve support for this kind of release
I've been playing the CC series for many years now, dating back to the early-mid 2000s. The fact that this game peaked in 2005 and has regressed since is a real shame. The last version I played before this one was in 2017, and this is the same game, with no noticeable improvements. It seems the engine has become even worse, in that it doesn't really reflect how international (or any high-class) cricket is actually played. The limited overs game is completely broken. I've played thousands of hours worth of sports management games (Football Manager, Baseball Mogul, OOTP, Motorsport Manager, etc) and this is by far the least interactive management game I've ever played. Anyway, I could go on and on about how this game is the same soulless, cynical cashgrab it has been for at least ten years, but that would take up more time than this game or its developers deserve.
THIS IS GARBAGE AND IS NOT RECOMMENDED. IT IS THE EXACT SAME PROGRAM FROM 1998 AND HAS NOT BEEN UPDATED OR IMPROVED. THE DEVELOPER IS NOT OPEN TO SUGGESTIONS OR CRITIQUES, THUS YOU HAVE A PROGRAM THAT WAS OBSOLETE FOR DECADES. PEOPLE SHOULD STOP SPENDING MONEY ON THIS AND STOP GIVING PHONY PRAISE FOR THIS.
new database, a new range of records and whatnot but little changes, even Daniel Nawcross on comms uses some of the same lines as Agnew used in previous titles, an underwhelming revamp, and as for the animation, well that doesn't seem to have been worked on in ten years... very VERY samey. cheap but not cheap enough for basically just an updated database. stick with a previous edition. this isnt anything new
I have played games in this series since 2001 Ashes Edition. I have probably bought about 10 versions in that time, which shows you how much I have enjoyed playing it. If you are not familiar, the game plays like Football Manager but for cricket, albeit much less complicated. The latest version has some good improvements - the more stats and records kept, the better. The engine feels much more balanced between bat and ball in user games - previously it was very heavily stacked towards the bat, which made the games a bit unsatisfying. Overall, this feels quite fair and realistic. I like to play as West Indies, and I have the following suggestions for improvement: -Add "Place of Birth" to the personal info. This is particularly relevant for West Indies as it is a conglomeration of countries, and I would like to be able to imagine where my regen players come from. I think it would also be fun for other countries to know what county/state/province etc the players come from. -I would LOVE a mechanism where the best test sides get more test cricket (and same in ODI/T20I). At the moment, fixture generation is very formulaic, and West Indies and other smaller teams tend to get a lot of 2-test series and 6-10 tests per year. I would love if there was a mechanism whereby if you climb to the top 3-4 in the world, you get commensurately more test cricket (like 5-test series with the big 3/other top teams and 3-test series with other nations). This would feel like a real reward for success, and would make the in-game world feel more dynamic. -I would also like to see the venues for tests rotated more. I end up playing almost all of my tests at Jamaica (first test) and Trinidad (second test). With the new honours board features, I would like if this was rotated so that we play across the Caribbean. It would be better if the allocations were more random, subject to certain rules (e.g. England always play 1 test per series at Lord's, and at least once at the Oval every year; West Indies always host England in Antigua and Barbados; etc.). -I would like if there were more ground specific conditions - e.g. high-scoring; fast-scoring; high-but-slow scoring; seam-friendly; spin-friendly. I would also like if there were a few more metrics for the pitches - not just bounce and turn, but also pace (so that faster bowlers might be more effective on fast pitches and medium pacers on slower pitches), grass coverage (seam bowlers more effective) and the rate at which the pitches wear. This would let pitches better reflect real conditions (e.g. in New Zealand, where the pitches start out difficult and get easier as the grass goes out of them) and selection decisions (e.g. at this particular ground, it is worth picking a faster bowler for a point of difference). -Some input into the pitch/conditions as a home test match side would also be good. As I say, I love these games, and these are just things that would make me love them more. I hope the Devs read :)
I'm going to give this game a thumbs down, even though I really would love to give it a thumbs up. Firstly, the UI is stuck very firmly in the distant past. It's in desperate need of a complete visual overhaul. Secondly, there's plenty of stats that I know the game is keeping track of but I'm not allowed to see, which is preventing me from making educated decisions. That's immensely frustrating. And thirdly, I feel the game is really quite difficult to do well at. I just don't feel it's balanced well enough. Overall, this game is generally more frustrating than it is fun, and I definitely won't be getting any future versions of this game without a total overhaul.
Last year, I was unsure as to whether to recommend Childish Things’ latest instalment in the Cricket Captain saga, and gave it the benefit of the doubt. This year, I feel as though I can comfortably recommend it. Naturally, it’s not totally free of problems, but it feels as though the user experience has taken a solid step up in 2024. I’ll start with the good stuff, unlike last year. Firstly, it’s worth talking about the sound overhaul. Daniel Norcross provides a much needed refresh to the commentary booth, with his undeniable charisma seeping through in his lines. I understand the criticism of some of his lines being recycled from the previous cycle but I don’t think that should necessarily be a problem. As much as I enjoy listening to Jonathan Agnew on TMS, his commentary was showing its age and this is a welcome refresh. I must admit I am slightly disappointed with how many lines are still using he/him pronouns - this likely means women’s cricket is a long way off being a feature in the game. This is understandable, given Childish Things is a small company, but I feel like it would have shown ambition to have more gender-neutral lines and would save time and cost if work to bring women’s cricket into the game was undertaken in the future. I personally play with commentary off most of the time, and as such I have really appreciated the game sound overhaul in matches. One of the things I disliked previously was that when a batsman played and missed there would be no noise from the players. This has changed, and the new sounds make a big difference. The same goes for cries of catch when a shot is miscued, and the variations in appeal shouts where there are several different options. Off-season coaching is also a great addition and is very useful. Another area where there has been a step up is the match engine, especially the AI’s batting. We all love Bazball, but the engine that it inspired last year was erratic and often unrealistic, especially bowling against the AI in first class who were intent on recreating prime Ben Stokes every game. This year, it’s a marked improvement. I’d say the 50 over engine is nigh-on perfection in all honesty. Aggression is very possible for the user with a fair amount of risk, I’ve had a couple of centuries at 120 with my better aggressive players. The AI batting is realistic and balanced, with strike rate typically akin to the batter’s aggression, with the odd incredibly fast innings in there, but these have been appropriate to both the player and the situation for me so far. The 20 over engine is much more balanced than last year, and work has definitely been done to reduce the significance of the toss which is much appreciated. The user’s aggressive players now often score faster than the selected strike rate on a good pitch, making it much more doable for the user to play out high scoring innings, as opposed to last year where it was virtually impossible without incredible luck. It skews slightly the other way, with defensive or averagely aggressive players sometimes having innings under a run a ball against the user’s command, but that’s not uncommon in real life (especially when it’s a tricky pitch), so no complaints here. The first class engine and AI are more balanced than last year, and I am glad to see that Bazball-esque innings are not extinct, but are less common and often attempted in a situation where it is needed to try to win a match that looks set for a draw. The AI typically scores at a realistic run rate of just over 3 or so and accelerates against my less economical bowlers, often ending up at 350-400 after 110 overs (if they get that far) on an even pitch, with the state of the wicket having a moderate influence on the scoring rate - I have no problem with this and think it is how it should be. My one real qualm with the game is that the user scores at a very slow rate in first class. In my experience, I often struggle to score at above 2 runs per over, and it’s not uncommon for me to reach the 110 over mark under 250 runs, thus garnering 0 batting points from a possible 5. Even my players with an aggressive style in first class struggle to reach a strike rate of 50. I feel as though this is to do with the batting mechanics, which rely on a player being settled making it easier to score runs quickly. It’s a realistic system in concept and it works, and I have no complaints once a batter is fully settled, however it takes too long to get settled, given it’s very risky to not start an innings on one of the two lowest aggression options - often just moving up one level within the green can get a batter dismissed instantly if they’re not at least 50% settled, and can’t move into the yellow without being fully settled. In the first session of an innings, I am lucky to reach 80 runs without a wicket, regardless of the pitch. In a season where I skipped none of the games, I scored 11 batting points all season and finished fourth. This was prevented from being the worst tally in the league by the team finishing bottom, with most getting at least twenty and everyone above us achieving double what we had batting-wise. Overall though, this isn’t the end of the world, and it doesn’t overshadow the work done on the engine which I think has been very beneficial overall and a marked improvement on last year’s game. That’s it for meaningful problems & the review for prospective buyers ends here. If it’s your first CC game, I recommend it, and think it’s worth upgrading if you’ve got an older game and have the money spare; the new sounds and well balanced match engine make this a solid step up over last year’s game. I’m going to mention my ideas for improving the youth and contract systems below, but I wouldn’t say it is a problem worthy of factoring into your decision to buy the game or not. I’m just mentioning this in the hope this gets seen by someone at Childish Things who can implement these relatively simple changes to bring it to modern standards. Let's hope! First, I don’t think that players promoted from the youth team should be in their 20s, and most should be <19. The vast majority of 21/22 year old county cricketers these days have been on the scene for 3 years at least, ESPECIALLY given the one day cup’s current status as a glorified development competition. Additionally, I still think the name pool needs to be modernised and expanded. I’ve noticed that the really old-fashioned names like Gary and Graham have seemingly been removed which is good, but would appreciate more names being added to counteract this. I also think that each team should get at least two or three youth players generated per year, because it can make the budget system less meaningful if you only have one player come through. This would also help to populate the game as I’ve been finding the players out of contract to be fewer than previous years with only 1 player remaining in each of the domestic and youth categories after 5/10 rounds a few years in. Another idea I have to help populate the game is for a select number of players from the game’s university teams to be available to sign on contracts in the youth system each year, as these players are quite meaningless in their current state, given they are generated fresh every year for one preseason match and then never feature again with no way to view/sign them. This is the same with players from associate nations who are generated fresh for each LO tournament once the current players retire, with none playing domestic cricket anywhere in the world. This is opposed to real life with players like Bas de Leede, Josh Davey and more playing domestic cricket for overseas clubs whilst not being a designated overseas player due to the nation they represent not having Test match status. I'd also suggest adding the ability to negotiate with players outside of the contracts window and being able to view your club's full youth team but appreciate they're likely too much to ask.
I know there are some restrictions in the program DEVs used to make this game but except the database there is nothing worth mentioning to get the game,just bought it this years as last two years i skipped as even 10 years old one has same feeling & to support the DEVs but seriously it is same as 2014 & with new cricket rules it will be outdated soon,except as i meantioned database & fixtures. https://www.youtube.com/watch?v=y2JNzLuaJv4
Loved this game as a kid in the early 2000s and thought I'd pick it up and try a new version, but it doesn't seem to have changed at all since then. It's just not a fun game to play at all for me, graphically it's not great and the gameplay is just frustrating. Lack of player attributes or any way to judge players is a big miss, and all the input settings around batting/bowling/fielding during a game seem to have no impact on the actual outcome as far as I can tell. All in all I just can't recommend at all.
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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