Pitching and batting get some tweaks in our exclusive hands-on with MLB 2K9.
If it has been a while since you've played 2K Sports' MLB 2K series,
don't be surprised if the first pitch you throw on the mound is a
strike. OK, allow yourself to be a little bit surprised; after all, the
long-running baseball series has been chasing the virtual pitching
sweet spot for nearly as long as Vlad Guerrero has been chasing
curveballs. While it's too early to put the final judgment on our
pitching prospects in MLB 2K9--as well as the rest of the game's lineup
of features and improvements--based on what we saw last week during a
demo of the game with 2K producers, things are looking up.
Like all of the core titles in 2K Sports' roster of sports games, MLB
2K9 has been pulled into internal development. The result is a baseball
game that, at least graphically, has been built from the ground up.
Producers told us that while the AI code has been modified and built
from previous entries in the MLB 2K series, the look and feel of the
game are new. That includes the new front-end menus, which are
reminiscent of those found in NBA 2K9.
There's no jaw-dropping feature in MLB 2K9 that looks to
reinvent baseball games entirely. What the development team has done,
instead, is pay attention to the complaints about MLB 2K8 and directly
address them. While the preview code we played still looked and felt
early (with graphical hitches aplenty), producers told us the
development aims to deliver a smooth gameplay experience running at a
full 60 frames per second. In addition, all of the cutaways during
gameplay--from the crowd, to the players warming up in the batter's
circle, to the batboy running up to home plate--will be real-time
renders, not prerendered cutscenes.
Real-time cutaways are nice, but it's the nuts and bolts of
pitching, batting, and fielding that will make the difference with MLB
2K9. We sampled all three, and while fielding remains virtually
unchanged, the pitching and batting controls have received some subtle
tweaks that improve both. The focus is still on the right stick, with
each pitch in your pitcher's arsenal having a unique pattern to follow.
Unlike in MLB 2K8, however, the timing is much easier. Last year's game
featured an expanding and contracting onscreen ring in the strike zone,
which determined both the effectiveness and the timing of your pitch.
In MLB 2K9, the contracting ring has been removed, effectively removing
the "timing" aspect of pitching and thus the rash of meatballs you
would unwittingly throw in last year's game. Producers told us that
pitching is still a challenge, but the game will focus more on the
accuracy of your right stick movement than the timing of your release.
Considering our intense dislike for last year's pitching system, this
felt like an improvement to us, though obviously more time is required
to see how the system plays out in the long run.
Batting, too, has received a face-lift. As with pitching, you still use
the right stick to swing the bat. Unlike in previous games, however,
you don't need to time your backswing; instead, you can hold the right
stick down and your batter will stay in his prepared backswing stance.
Then, when the ball crosses the mound, you can swing as you normally
would. While the batting in MLB 2K8 was probably more true to life,
it's more fun in MLB 2K9, and in this case, we'll go with fun over
realism. Another new feature: the ability to influence the path of the
ball when you make contact by moving the left analog stick in any
direction. Move it up for a fly ball, down for a grounder, left to send
the ball toward the third baseman, and so on. Naturally, the timing of
your swing and when you make contact with the ball will still come into
play here; the left stick will be just for influencing the path of the
ball.
Our hands-on time with MLB 2K9 was limited to an inning or so.
Afterward, producers gave us a tour of some of the other features that
will be part of this year's game. As in previous MLB 2K games, the
Inside Edge scouting service will be a big part of the action in MLB
2K9. Using the Inside Edge feature, you can get a detailed breakdown of
the tendencies and history of every big-league player in the game.
Producers told us that the Inside Edge feature also had an influence on
the player ratings that the team came up with for this year's player
roster. In addition to the Inside Edge player rating, MLB 2K9 will use
sabermetrics, the highly specialized stats made famous by baseball
analyst Bill James. These stats are essentially different ways of
analyzing players and include value over replacement player, stolen
base runs, game scores (average game score for a given pitcher), and
more.
Both Inside Edge scouting and sabermetrics statistics will be ideal
tools for use in your MLB 2K9 franchise, which has a look and feel much
like that of NBA 2K9. Using an MLB.com front page, you'll get caught up
with all of the latest news in your virtual franchise, generated on the
fly from stats and game results as the season progresses. You can
control up to 30 teams in your franchise (up from four in MLB 2K8), and
as in NBA 2K9, you can customize what you control and what you don't in
your franchise. Don't want to deal with the minor leagues? Automate it.
Don't want to deal with player trades or your pitching rotation?
Automate them.
Another similarity between NBA 2K9 and MLB 2K9 involves player
ambitions. As in NBA 2K9, every player in MLB 2K9 will have individual
desires based on factors like financial security, team prestige, and
playing time. How each player measures up in each of these categories
will determine just what he's looking for when it comes time to sit
down and negotiate a contract. The smart GMs will tailor their offers
to their players' individual needs. Add to that the MLB version of the
living roster feature that was found in NBA 2K9, and you've got a
baseball game that goes deep with the stats and will be constantly
updated to keep up with the real sport.
Good news for fans of the playing-card feature in MLB 2K8: The feature
is returning for MLB 2K9. Even better news? It's going to be easier to
earn cards and build your playing-card team than it was last year. For
those who missed it last season, the trading card feature lets you earn
player cards of real MLB players by completing various challenges, and
then field your own unique team in the game (or take online against
other players' trading card teams).
Last year, you had to complete a challenge with a certain player to
earn that player's card; in MLB 2K9, you'll be able to earn a card by
either completing a challenge with that player or completing a
different challenge against
that player. For instance, to earn Ryan Dempster's card, you'll need to
either pitch four consecutive shutout innings with the Cubs starter or
get six earned runs against Dempster in a single game. While we'd still
prefer to buy cards in packs with in-game currency and leave a little
of the trading-card system to chance, this new system will at least
make it easier to build a decent team quickly. You'll naturally start
with a full set of cards to build a playing-card team, and you'll be
able to substitute in better players as you go. As in last year's game,
you'll be able to get cards only by earning them in a game--no cards
will be awarded for simulating games.
With Gary Thorne and former Mets GM Steve Phillips replacing Jon Miller
and Joe Morgan in the booth, MLB 2K9's commentary will have a fresh new
sound to it. And, of course, the game will still have all of the online
features you've come to expect from the folks at 2K Sports. Still, it's
the control changes that we're most curious about. We hope to get a
better idea as to how these new tweaks change the gameplay in MLB 2K9
and will be bringing you more on the game ahead of its release in early
March.
Source: http://www.gamespot.com/xbox360/sports/majorleaguebaseball2k9/news.html?sid=6203711&mode=news - Gamespot
------------- http://profile.mygamercard.net/JasonSGN">
|