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MLB 2K11 Developer Diary #3 - Pitching and Hitting

Hello sports fans,

My name is Sean Bailey.  Many of you probably remember my Developer Insight on Pitching vs. Hitting from last year. I am a designer for MLB 2K11 and I am back to discuss pitching and hitting today.  We have a talented, dedicated team here at 2K Sports and we worked hard to bring out the intricate details that make baseball such a challenging, yet fun sport.

Real Pitch Count, Real Results

Everyone, from announcers to managers to the pitchers themselves, refer to a pitch count in real life.  How many pitches has he thrown?  How many pitches can he throw today?  This important aspect of real-life baseball is introduced to the gaming world in MLB 2K11.  MLB 2K11 games feature believable and realistic pitch counts.  You will feel the frustrations of a 10-pitch at bat.  You will also feel the satisfaction of inducing a ground out in a one pitch at-bat.  This was accomplished in multiple ways. 

First, we had to make it more challenging to throw the ball exactly where you wanted to throw it.  In the past, I could take the worst pitcher and, as long as I was nailing the gestures, I could paint corners and rack up the strikeouts all day long.  This year, ratings differentiate players from each other more than ever before.  The control rating is where it all starts.  Strikeouts are a stat owned by those with nasty movement and velocity.  In a nutshell, guys like Felix Hernandez and Tim Lincecum are strikeout kings due to the ridiculous combination of both the movement and velocity that they display on their pitches.  However, for guys like Cliff Lee and Roy Halladay, it’s about control.  That’s why Cliff Lee and Roy Halladay walked fewer batters than any starters in baseball last season. 

 

 

 

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There are two factors that drive control in MLB 2K11.  One is based on the control rating for a particular pitch and the other is based on your gesture.  There is more room for error when performing a gesture with higher rated control pitchers.  Also, when a gesture is not precise with a guy like Halladay, the ball will not deviate as far from the intended location.  However, a lack of gesture precision with  a more wild pitcher will result in the ball ending up much further from the intended location.  The lower the control rating, the less predictable the missed pitch will be.  Either way, you will be throwing more balls in MLB 2K11, even with the aces.  You will even walk batters.  This is not a bad thing,  this is baseball.  As the game goes on into the late innings and the pitch count increases, a pitcher’s control will slowly deteriorate.  Whether it is a lack of gesture precision, the result of sub-par ratings, or the result of a tired arm, the concept of control is one of the main factors contributing to realistic pitch counts. 

Other factors contributing to realistic pitch counts are patient batters and varying strike zones.  Not every hitter swings at a pitch just because it is a strike.  Guys like Jayson Werth and Bobby Abreu are consistently among the league leaders each year in “pitches per plate appearance.”  They take strikes until they see the pitch they want.  When faced with two strikes, they foul off pitch after pitch in an attempt to stay alive for the right pitch.  This characteristic is reflected by the AI on a per player basis in MLB 2K11.

In addition to certain batters battling or showing patience, your pitch count will be slightly increased by varying strike zones.  Anyone who watched the 2010 MLB Postseason on television knows that just because a pixel of the baseball caught the strike zone, it does not mean the ump is going to call it a strike.  Last year, in MLB 2K10, we called a strike for any pitch that caught any portion of the strike zone.  This year, the only way to guarantee a called strike is to have the entire ball in the strike zone.  A pitch that catches a part of the corner or a pitch that is halfway into the strike zone may or may not be called a strike.  When you flirt with the edges of the strike zone, you are at the mercy of the ump’s judgment just like in real life.  Even the small details like this contribute to realistic pitch counts.  This extra layer has made the pitching experience more fun and challenging. 

Rather than setting out to make pitching harder across the board, we simply made the results more realistic on a per player basis.  In the 2010 season, Cliff Lee walked a batter once every 11.8 innings.  His former Texas Ranger teammate on the other hand, C.J. Wilson, walked a batter once every 2.2 innings.  How many batters you walk in MLB 2K11 will depend on a combination between your right stick skills and the strengths of the pitcher you have on the mound.  Now, if you are concerned that a) Cliff Lee-like walk numbers are not challenging enough or b) C.J. Wilson-like walk numbers are not fun, have no fear.  A “Pitcher Control” slider is one of several new difficulty sliders that we added to the game this year.  Through the Pitcher Control slider, you can change the concept of control to be more or less challenging.  This new slider will allow you to customize the pitching experience to your liking.  This is a sensitive slider that will make it noticeably easier or harder to throw strikes.  And don’t worry,we are not disabling achievements this year if you change the sliders.  It’s your game and it should be played however you want to play it.

 

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As tempted as I am to dive into all the new sliders with you guys (something we’ll do in a future Insight), let’s get back to pitching.  While making all of these changes and improvements, we also realized that our manager logic needed some work as well.  The AI managers will now be monitoring these pitch counts and will take it into consideration when deciding who to warm up in the bullpen or when to pull a pitcher from the game.  However, the AI manager is looking at a lot more than just pitch count.  Today, I was able to chase Kansas City’s Vin Mazzaro out of the game in the middle of the first inning after scoring a quick 3 runs on his Royals.  Performance and composure will mean just as much to the AI manager’s decisions as pitch count.  This is also the case when you are a pitcher in My Player.  Not only will the manager not let you overthrow your young arm, he will yank you from the game (regardless of what inning you’re in) if things are getting ugly out there. More on My Player in a Future Developer Insight.

 

 

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And trust me, even if you are oblivious to the scoreboard or stats, you will know when it is getting ugly out there.  We added new animations for such occasions.  Pitchers walk around the mound or take a little longer to settle in between batters when things are going tough. .  They will take deep breaths and wipe sweat off their brow during tough stretches in which they can’t find the strike zone.  They will mutter frustrations to themselves as they give up back-to-back hits.  As their composure dips, they can even be seen yelling into their glove after giving up a game-changing home run.  In order for the realistic pitch counts, concepts of control, and realistic manager logic to feel right, the pitchers themselves needed to show various emotions.  When things are going well, the pitcher will also show it on the mound.  He will walk around the mound with a look of confidence when he is sitting batters down.  He will pump his fist after clutch strikeouts.  He will point to infielders and give them credit after they save him with a spectacular diving catch or double play.

Before I move on to the improvements surrounding hitting, another new realistic addition to MLB 2K11’s pitching comes in the form of a new pitch type: the split change.  This is an uncommon, yet lethal, pitch that some of the league’s aces are using as their changeup.  It is the same change-up that caught the league off-guard when a 5’11, 170lb kid in San Francisco struck out more batters than anyone in baseball from 2008 to 2010.  Yep, that’s right.  It is Tim Lincecum’s strikeout pitch.  A couple years ago, Lance Berkman called it “almost unhittable.”  Ryan Howard and Josh Hamilton never came close to hitting it in the 2010 Postseason.  It is also the same change-up that Roy Halladay used for the first time in his career when winning the 2010 Cy Young, and it was Roy who campaigned for it to be added to the game.  Gripped like a wider version of a split finger fastball, it falls off the table and dives down and away from lefty batters.  However, before you start thinking that it’s your ticket to the $1 million prize, just know that it is very hard to control in real life.  That is why we made it the most challenging gesture in the game.  And with the amount of break on that thing, there is no telling where it’ll end up if you’re lacking consistency on the mound.   However, those who have command of it will feel the same satisfaction that Timmy and Roy felt when they mastered it during their Cy Young seasons.

 

 

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Hitting

Cameras


In 2K11, we changed our hitting cameras in a way that makes it feel like you are the hitter.  Rather than having the camera follow the ball once it is hit, we stay back with the hitter and watch the ball leave from a view that is closer to the hitter’s perspective.  This makes it “feel” as though you are actually the hitter.  It also means that you won’t immediately know the outcome or result of the play.  A HR that lands in row 2 and a fly out to the warning track will look the same leaving the bat.  We removed many presentation tells that give away home runs as a part of this more immersive hitting camera.  Like in real life, the only time you’ll immediately know that a hit is a home run is if it is truly crushed.  When this happens, the hitter will play animations leaving the box showing that he knows it’s long gone.  Otherwise, you will need to wait it out to see if it stays in play or not, just like a real hitter.  In addition to this improvement, we also added new clutch and “long gone” presentation HR cameras.  Again, these will only play if it is a completely obvious HR.  The close calls will not have any such tells. 

In the camera settings, we allow you to customize the type of camera, zoom, position, height, and side perspective.  In MLB 2K11, when you customize the cameras in-game, we allow you to save them to your profile.  As some of you may have already heard, the default pitching camera per stadium syncs up to the same default camera that each team uses for their local broadcast in real life.  In addition to giving local fans a perspective that they are used to seeing when watching their team on television, this also provides a feeling of being on the road when pitching at different stadiums.

Hit Types

MLB 2K11 features new hit types based on your timing.  Poorly timing a defensive or a contact swing can result in infield choppers.  While they usually result in a ground out, players with top end speed (Ichiro, Carl Crawford, Andrew McCutchen to name a few) can actually record infield singles this year when hitting choppers to third or deep short.  While they are a result of a poorly timed swing, choppers can still result in an infield single.  Add this to the fact that the third  baseman risks an error when he’s forced to quickly charge, bare-hand and throw on these choppers,  and now we have baseball.  Poorly timing a contact swing can also result in pop-ups behind the plate and near the dugouts, balls playable for the catcher.

There is also the chance to hit an infield fly ball when poorly timing a power swing.  The new hit types added to MLB 2K11 mean your catchers first baseman, and third baseman will have to cover much more ground in foul territory.  These subtle additions provide a much more realistic gameplay experience at the plate.

In addition to new hit types, we also re-worked our ball physics to behave according to the surface with which  the ball is interacting.  The ball will have different physics depending on whether the surface is grass, turf, dirt or brick.  Part of the ball physics improvements also includes hits that slice or fade.  Hitting a ball that slices down the first base line, barely foul, gives you that “oh so close” feeling when combined with the new hitting cameras from the plate perspective.

 

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Swings

Once we had the physics and hit types behaving properly, the next step was to improve the visuals of the swings.  We removed every single contact swing, both one-handed and two-handed, from MLB 2K10.  We re-shot new contact swings that look much more natural and smooth.  Batters will step into their swing rather than stepping, pausing and then swinging.  In addition to the contact swings looking more realistic, the batter also looks a lot better when leaving the box on his way to first.  Gone are the days when the contact swings looked choppy and sluggish.  Also, a concept of acceleration allows the player likenesses to shine through even in the first few steps to first base after making contact.  Guys like Carl Crawford get out of the box much quicker than someone like his new teammate, Adrian Gonzalez.

 

 

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Hit Distribution

Using hit charts from the 2010 MLB season, the baseball team here at 2K Sports wanted to emulate the same ratio and breakdown of hit types in MLB 2K11.  This year, we have the AI hitting the right amount of pulled home runs vs. opposite field home runs.  Last year, there were definitely too many opposite field home runs.  This has been addressed in MLB 2K11.  We also have doubles, triples, and hits into the gaps occurring with the same frequency that took place in real life last season.  For the player you are controlling at the plate, you will also find that a lot of power is required this year to hit opposite field home runs.  Trying to pull the ball against a fastball is the most common way to hit a home run in real life and it is no different in MLB 2K11.  For those that aren’t quite sure of the swing timing, we have a slider called “batter eye frequency” that modifies how often you get a pitch tell on what pitch type is coming.   Looking at the pitch tells is the best way to judge your swing timing.  Or, of course, you could always study that legendary Pujols character in St. Louis until you get your timing down.

Thank you for taking the time to read this Developer Insight on Pitching and Hitting.  We are very excited about this year’s game and I cannot wait for you guys to get your hands on the demo (not too long until that hits). Your passion and feedback have been very instrumental in providing a fun and realistic baseball experience in MLB 2K11.

 

 

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- Sean Bailey

Gameplay Designer


Major League Baseball 2K11 Videos
Member Comments
# 61 jeffy777 @ 02/19/11 01:47 PM
Last night, I worked 3 walks in one inning at the plate in 2K10......so the game is more than willing to walk you if you're patient. But if you hack at everything, then there's not much the AI can really do. Either you're going to make contact or strike out. The AI pitchers select their pitches quite realistically, so if you're down 0-2 you can usually expect them to try to get you to chase some junk out of the zone. You just have to learn to be patient and fiddle with the camera settings until you can read pitches better. I used to be a hacker as well, but the camera angle in 2K10 (combined with a lot of practice) really helped me. I like the the Hitter 3 camera zoomed all the way in. IMO, it's perfect for reading pitches. Another tip to help you become more patient is to go up there and take pitches until you get at least 1 strike. If you do this, you'll often find yourself in a good hitter's count (not all pitchers throw first pitch strikes) or sometimes a pitcher will even walk you on 4 straight pitches if you're lucky.

I really liked the hitting in 2K10 (I hope it doesn't change too much), and the Pitcher vs. Hitter matchup was really well done. As for pitching, I didn't like the user pitching because of the pinpoint accuracy making it too easy to dominate, but I thought the AI pitching was pretty good in terms of pitch selection.
 
# 62 CMH @ 02/19/11 02:16 PM
Quote:
Originally Posted by Jayhawker
It really does take a willingness to change your approach to playing the game.

Last year I just really worked on trying to find reasons to take pitches. Early in the count, I was looking for one pitch. If it was low, or a breaking ball, I just took it, regardless if it was a strike. What I found after some time was that my approach was really beginning to mimic my days from playing high school baseball.

Over time, as you take more pitches, you really start to get a feel for what different pitches look like, and it becomes easier and easier to read balls and strikes. At that point, hitting becomes such a joy. I've read how a lot of people want hitting gutted and re-done, but I think it is near perfect.

I would approach contact and power swings differently. Mainly, it either needs to be one swing type, or three, with larger penalties for using contact or power instead of normal. But if you spend time considering the ramifications of the swings, I think you can approach an at-bat wit ha plan suited to each hitter's skills and the situation.

It seems like most folks chose to just use power 90% of the time. I chose contact most of the time, but increased the power slider. They guys using power swings were forced to increase the contact slider to achieve realistic results.

But batting does raise an issue about realistic results. Once I really improved my patient approach at the plate, it's not like I could suddenly become a free swinger when I was hitting with Vladamir Guerrero. It's actually as unrealistic as hacking with Albert Pujols.

I'm not really sure what the answer is, to be honest.
I can't remember if this was in MLB 2k10 or if I just did it so much that it became second nature, but starting with MLB 2K9, I used the Inside Edge reports to gauge how I approach the plate with a hitter.

If you pressed right (I think) a few times, it would show you if a hitter was patient or aggressive at the current count. (The reports that appear just under the score overlay)

So, if you had Nick Swisher batting up, the report would say something like "Patient on 0-0 counts." Then that would adjust with every pitch. I used that to determine my approach and it was a lot of fun.

I haven't played 2K10 in months so I can't say for sure it's still in the game, but I'm sure I changed my approach because of Batter's Eye - which I think was the best system in reading pitch type/balls and strikes in video games.

The pitcher vs. batter duel is what always makes MLB 2K my favorite of the baseball games. 2K has lacked in a lot of things and it's frustrating, but the duel always keeps me coming back.
 
# 63 NINJAK2 @ 02/19/11 02:35 PM
Quote:
Originally Posted by RiderGH
Everything seems promising so far, im still not holding my breath but they are talking a good game thus far. Cant wait to see some actual gameplay of this game in action.

One thing I am curious about is pitch counts for the CPU. Things seem perfect while your pitching. Its going to be cool to have accurate pitch counts,etc. The only thing though is, I am not a normal hitter in baseball video games and Im certain most of us are like this. How will the game even out for people who go up there hacking? I mean, I feel like every CPU pitcher is going to pitch a complete game or something because Im quite simply not going to take as many pitches as a real life batter or even the cpu. Has anyone heard of how they are going to manipulate this?
Sim can often be determined by how you play a game as well. If you go up hacking at every pitch you will not get a sim like experience. IRL hitters are often patient. If that is how u plan to play, it is not 2k's fault you won't see accurate pitcher fatigue.
 
# 64 Blzer @ 02/19/11 09:02 PM
Quote:
Originally Posted by Redemption
dynamic camera angles? Change the camera angle based on the batters discipline so that the lower the discipline, the more difficult the camera angle is to read pitches (this would obviously have to be a feature implemented by 2k, as the user having the change the camera angle every batter would be a huge pain)
This is what I want, and I have some pretty good ideas for it as well but it would take hours of explanation (and we all know how confusing Blzer's explanations can be ).
 
# 65 tvman @ 02/19/11 11:43 PM
Quote:
Originally Posted by Scottdau
The funny thing is when you bat you are really using your plate approach. What I am saying is when I play the Giants I try to be patient at the plate even with Sandoval, but in real life Sandoval is a free swinger. Maybe I will start batting the way the real player bats in real life.

No,no Sandoval will be a much more disciplined hitter this year, aggressive yes but more disciplined.
 
# 66 econoodle @ 02/20/11 12:32 AM
Quote:
Originally Posted by sroz39
I'm right with you, pal. The only game in this series I haven't bought since the jump to this generation is 2K9 and I've enjoyed every other one from a little (2K6, 2K7) to alot (2K8, 2K10). This is all the while getting The Show every year. There's aspects of this series that are better and in my opinion, the gesture-based pitching is the second best implementation of analog controls in a sports game, just behind the Skill Stick in the NHL series. It's absolutely awesome and adds a level of immersion to pitching that no game can match (the only game I've ever actually enjoyed pitching in).

This game is looking really great, pre-release. And I know any true fan of baseball has room in their library for two outstanding games. Especially when they are so different in how they approach the game.
truer words...
 
# 67 Blzer @ 02/20/11 02:35 AM
Quote:
Originally Posted by Scottdau
I hope not. I want him free swinging. When you try to change someone they usually do bad. I want him to be swinging. I really think the divorce was the key factor in his bad year. This year Sandoval will be the Panda again.
I know we've talked about this over and over before, and I've noticed you still haven't changed your mind on the matter.

There's a difference between being a free swinger and going to the plate with zero mentality. Sandoval showed much of the latter last year.
 
# 68 rudyjuly2 @ 02/20/11 06:45 AM
I'm largely incapable of changing my approach at the plate based on different batters. With sluggers I'm probably less patient but overall I find it hard to change. I did love the slower pitch speed in 2K10 which allowed me to work pitchers (batting angle helped a lot too). I normally had the cpu pitcher's working 15+ pitches per inning.
 
# 69 jfsolo @ 02/20/11 04:00 PM
Given the last few years, as a 360 only owner, I had pretty much written off playing a baseball game during this generation of systems. The info we've gotten over the last few days has rekindled a fire that has been essentially extinguished since High Heat bought the farm. I will wait until the OS brethren play the game for a week or two, but this is looking promising.

As to the specific topic at hand, I always turn every hitter into a super patient, work the count batter, as I am obsessed with trying to get every opposing starting pitcher over 100 pitches by the fifth or sixth inning, or forcing any reliever to throw 15+ pitches in a inning.
 
# 70 utahman19 @ 02/20/11 04:38 PM
I do have one concern about the variable strike zone. I hope that it is consistent throughout the game, i.e. the ump consistently gives the outside corner of a right handed batter, calls it tight inside, etc. I want to be able to figure out the strike zone of the umpire for each game, not have to deal with a zone that changes pitch-to-pitch or AB to AB. A strike zone that is not by-the-book is fine, just as long as it is consistent throughout the game and I can adjust to it both as a batter and pitcher.
 
# 71 jeffy777 @ 02/20/11 05:00 PM
Quote:
Originally Posted by utahman19
I do have one concern about the variable strike zone. I hope that it is consistent throughout the game, i.e. the ump consistently gives the outside corner of a right handed batter, calls it tight inside, etc. I want to be able to figure out the strike zone of the umpire for each game, not have to deal with a zone that changes pitch-to-pitch or AB to AB. A strike zone that is not by-the-book is fine, just as long as it is consistent throughout the game and I can adjust to it both as a batter and pitcher.
Thing is though MLB umpires aren't always consistent from AB to AB.
 
# 72 utahman19 @ 02/20/11 05:13 PM
Quote:
Originally Posted by jeffy777
Thing is though MLB umpires aren't always consistent from AB to AB.
I understand that, but they are close enough. If an ump has been giving the pitcher the outside corner, he will still give the outside corner but might tighten it up a bit. I don't want to go from a very tight outside corner to a very loose outside corner between at-bats. Or from having the low fastball called a ball and a high fastball a strike, to the low ball a strike and high a ball. Or a small overall strike zone one inning to a large zone the next. Give the "ump" his strike zone for the day, and stick close to it.

I like the idea, I just hope that it will not vary much throughout a game. Changes from game to game is great, but within each game it should be consistent and you can figure out of what the zone is. Adapt and adjust to what the "ump" is calling for the day, just like in real baseball.
 
# 73 AmazingMets @ 02/20/11 06:46 PM
Quote:
Originally Posted by utahman19
I understand that, but they are close enough. If an ump has been giving the pitcher the outside corner, he will still give the outside corner but might tighten it up a bit. I don't want to go from a very tight outside corner to a very loose outside corner between at-bats. Or from having the low fastball called a ball and a high fastball a strike, to the low ball a strike and high a ball. Or a small overall strike zone one inning to a large zone the next. Give the "ump" his strike zone for the day, and stick close to it.

I like the idea, I just hope that it will not vary much throughout a game. Changes from game to game is great, but within each game it should be consistent and you can figure out of what the zone is. Adapt and adjust to what the "ump" is calling for the day, just like in real baseball.
this comment still is a good rebuttal to your wish.

Quote:
Originally Posted by jeffy777
Thing is though MLB umpires aren't always consistent from AB to AB.
 
# 74 duke776 @ 02/20/11 07:48 PM
Quote:
Originally Posted by Jayhawker
What they have done is, if the ball is 100% in the zone, you are going to get a strikes. If the ball is 100% out of the zone, you are going to get balls called. It's all of those pitches that you try to pain the corners that are gong to be iffy. And they are iffy in real life, too.
This is one thing I'm very very happy about. We all know last year with how if you just nipped the corner, you'd automatically get a strike. I mean I'm fine with it being a strike sometimes and other times not (like how they have made it for 2k11), but last years just completely widened the strike zone way too much. I had actually forgotten about this until it was mentioned in the dev diary. This should also help with the user throwing more balls too, color me excited.
 
# 75 rudyjuly2 @ 02/20/11 08:07 PM
Quote:
Originally Posted by duke776
This is one thing I'm very very happy about. We all know last year with how if you just nipped the corner, you'd automatically get a strike. I mean I'm fine with it being a strike sometimes and other times not (like how they have made it for 2k11), but last years just completely widened the strike zone way too much. I had actually forgotten about this until it was mentioned in the dev diary. This should also help with the user throwing more balls too, color me excited.
Totally agree. The strike zone was almost hard to miss last year because you got every call as a pitcher.
 
# 76 SoxFan01605 @ 02/20/11 08:16 PM
Quote:
Originally Posted by duke776
This is one thing I'm very very happy about. We all know last year with how if you just nipped the corner, you'd automatically get a strike. I mean I'm fine with it being a strike sometimes and other times not (like how they have made it for 2k11), but last years just completely widened the strike zone way too much. I had actually forgotten about this until it was mentioned in the dev diary. This should also help with the user throwing more balls too, color me excited.
Agreed. Between the easy calls and the pinpoint accuracy, it wasn't uncommon to rack up 10+ k's with almost anyone. This should help a lot. I like variable strike zones, and it seems they decided to take a very fair approach to it for all users. Fully variable (like the other game) can lead to clear cut strikes being balls, and vice-versa which seems to frustrate a lot of people. This way, you still get some suspense on the borders, but lose the frustration of missing obvious calls. Sounds like a good balance IMO and should add a lot to the pitcher/batter matchup as you said.
 
# 77 Spanky @ 02/21/11 12:35 AM
Anyone remember when they released the demo last year? 1 week before? 2 weeks before? we have to be getting close, you'd think.
 
# 78 rudyjuly2 @ 02/21/11 01:07 AM
Quote:
Originally Posted by Spanky
Anyone remember when they released the demo last year? 1 week before? 2 weeks before? we have to be getting close, you'd think.
It came out a week before release on the 360. The PS3 didn't see the demo until after release unfortunately.
 
# 79 jeffy777 @ 02/21/11 01:39 AM
Yep, one week before last year on 360, so I'm guessing maybe March 1st (next Tuesday).
 
# 80 Wavebird99 @ 02/21/11 01:53 AM
Yeah we probably wont see a demo until next week.
 


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