Farhad Moshiri Needs Marco Silva Appointment to be the Right One for Everton

Farhad Moshiri strolled into Everton Football Club in February 2016 to the sound of the cheering masses who believed that their club had finally found the wealthy benefactor to make them a force in football once more.

Over two years on from his arrival and things haven’t panned out the way many had hoped – yet – if you discount the news concerning a potential world-class stadium at Bramley Moore Dock.

The past 12 months have seen the Toffees go backwards on the pitch, with last summer’s scatter-gun transfer approach failing to pay off, unrest among the fanbase and the playing squad and the chop-change nature of having three bosses all try to implement their ideas on the first team to no avail.

Moshiri, rightly, will continue to be backed by the Goodison Park faithful as he looks to bankroll their rise back into trophy contention – but there cannot be any denying that the pressure may begin to build if 63-year-old’s latest managerial appointment doesn’t adapt to life on Merseyside like his predecessors.

Marco Silva was the man that Moshiri wanted to bring to the club upon Ronald Koeman’s sacking last October and, while it’s taken time to get the Portuguese gaffer through the door, the 40-year-old is here now hopefully for the long haul.

The ex-Sporting, Estoril, Watford and Olympiakos boss heads to L4 with silverware success on his CV and an impressive number of backers – mostly players he was worked with – and should be given every opportunity to prove he is the man to usher in this speculated new era at Everton.

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Of course, Moshiri won’t be the only individual who had a hand in bringing Silva to Everton. Newly appointed Director of Football Marcel Brands will have had a huge say in drafting him in on the reported three-year deal, so any blame that would be pointed at the duo – providing Silva doesn’t hit the ground running – would be doled out in equal measure.

It will seem baffling to many to even consider Silva potentially failing when he hasn’t got his feet under the table at Finch Farm, but Moshiri needs this appointment to work if he wants to keep Evertonians onside after the below-par nature of the past year.

Moshiri will want Silva to provide, well, a silver lining to his era at Goodison and the pair – along with Brands – will be given time to see how they fare. Anything else and the pressure may start to tell on the British-Iranian businessman’s footballing acumen.

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How Tacoma Proves That Not All Adventure Games Need to be Action-Packed Affairs

It takes something special for a video game to explore the relationships between humans in such a succinct way, particularly if that game is itself fairly brief in nature.

For The Fullbright Company it’s become a norm though, with their Bioshock 2 DLC ‘Minerva’s Den’ and first major title Gone Home receiving critical acclaim in 2010 and 2014 respectively despite the ability to complete both in a single sitting.

Suffice to say, then, that their follow up – Tacoma – was keenly anticipated upon both its unveiling and subsequent release last summer.

Tacoma2Though it may not have hit the heady heights of its predecessor, Tacoma does a valiant job at once again at exploring the connections that make humans, well, human.

It should take just five hours for a player to complete the entire game – achievements and trophies included – but, considering its short-lived affair, it’s easy to be drawn into the survival of the six-person crew on board the Tacoma Lunar Transfer Station.

A key aspect of the gameplay is the ability to rewind time via the use of the game’s ARDware – an augmented reality device that allows Amy, the protagonist, to review past conversations and actions between the crew to determine what went wrong onboard the space station.

It’s from this that Amy is able to delve into both the story itself and the interactions between the crew, and helps each personality to be expressed so eloquently despite the shortness of the game’s run time.

In an adventure game with nothing in the way of first-person action to deal with, atmosphere, story and humanitarian elements are required to fill the gap and Fullbright have certainly capitalised on the last of that trio.

There are clear bonds between the Tacoma’s crew, and it’s hard not to will them on in their quest to a) get to the bottom of what happens to them, and b) to fight back against the fallout from the incident that puts them in grave danger.

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It’s a determination to survive, to find a solution to the problem and inquisitive mindset that helps you feel empathy towards the crew – foundations which are all laid as we learn more about them individually and collectively.

Rooting for those onboard becomes second nature all thanks to Fullbright’s ability to write and design characters that we eventually care for greatly, and proves again that not all adventure games need to be action-packed, blockbuster affairs.