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MLB 11: The Show Reviewer First Impressions

We recently changed our review process. Read all about how we do our reviews now.

I love going to Walt Disney World. I got hooked as a kid, and since then it has become my family’s favorite vacation destination. And after many trips, it’s easy to feel a sense of familiarity if there’s no groundbreaking new attraction on a subsequent visit. Yet, it’s still Disney World.

MLB 11: The Show is similar. The new thrill ride is analog controls. Beyond that, it’s pretty much the same place since my last visit. Still, however, it’s The Show.

 

An Old Friend Returns

The journey started, though, with a few unique surprises on the front end. When I first booted up the game, little tweaks like suggested default settings -- I selected Expert -- and customizable menu themes served as a fresh coat of paint. These are not earth-shattering additions, but they certainly help to minimize any initial feelings of having bought a $60 roster update.

Speaking of roster updates, I got a message warning me of a new downloadable roster. I like that the developers are continuing to provide weekly updates (which, by now has become the industry norm), and that the game will do a better job of letting you know when they are available.

The game also recognized that I had a 3-D TV and offered to turn that setting on. I declined because I have found that the 3-D, at least in the demo, strains my eyes a bit more. I will say, though, that the 3-D in The Show is and understated and elegant way to handle these effects. Basically, the HUD elements, like the score bar and pitch selections, pop out, while everything else falls back into the TV.

I did mess with the camera settings a bit, settling on Broadcast for pitching and fielding, and Offset Wide for batting. I’m not quite satisfied with the batting camera, and I may go into the custom editor sometime during the week.

As for the controls, Expert starts with every control set to analog, which, again, is the most touted feature this year.

Pitching

I jumped into a game using my hometown Phillies versus the Rays (by random selection). The uniform selector is nice, but I can’t see doing that much mixing, beyond maybe hat choice. I also noticed that the Phillies have an available alternate “away” hat that has not been used for years.

Anyway, in my first inning with Cliff Lee I quickly learned how hard the analog controls can be -- and it’s primarily a “good” hard. By now, a lot has been published detailing how analog pitching works, so I won’t recount the entire mechanic here. Basically, though, it is important to know that your vertical accuracy while pulling down on the analog stick affects the height of the pitch, while your horizontal accuracy on the “upswing” dictates left/right.

These are important to know, especially in relation to what pitch you have called. I kept missing the “golden” zone on my downswing, and as a result, hung just about every breaking pitch. When I’d gear up for the fastball, I would occasionally miss my target on the the upswing and groove it right through the middle. The Rays feasted on these mistakes, quickly putting up six runs on two homers, a triple, a few singles and a hit batsmen. By then, Lee’s confidence was shot, and it looked to be an uphill battle from there.

The point I quickly learned from all of this is that, at least on the default Expert settings, you have to think like a real pitcher. You have to predict where a bad pitch might end up, and you certainly have to stay out of the middle of the zone. The analog controls are intuitive enough, but at that difficulty level they are rather sensitive. I also like that if you want to “plus” a pitch with a little extra pop, you most likely will sacrifice accuracy by quickly jamming up on the stick.

After that disastrous start (and subsequent restart), my second attempt at pitching was much better. I still allowed too many hits, but I was able to minimize damage by being smarter with pitch selection and location. Still, at that level, I was punished by not getting a fastball up out of the zone to Longoria, who took me deep. And, by trying to work the corners more, I ended up walking a few batters (which to me is a good thing in a video game).

Hitting

On the other side of the plate, hitting using the analog controls seems relatively natural, but I did not have much success during my first few games. I suspect the pitch speed slider will need to be tweaked for my personal tastes, as pitches were coming in a bit too fast. And, as I mentioned earlier, I also need to find a batting camera I like.

I mentioned in the Show demo impressions article that I think the analog hitting controls force me to watch the pitches a little better because I need to interact throughout the entire delivery, not just as the ball arrives. I was pleased that I was able to work a few walks -- one of the four pitch variety.

My highlight on offense was an 11-pitch at-bat by Placido Polanco, which really fits his hitting style. I got down 1-2 in the count, so I started using the new contact swing. Over the next seven pitches, I managed to either take a ball or foul the pitch off. Eric Karros, the new commentator in the game, even had a line about fouling so many pitches off. Then on the 3-2 count, I roped a single into right field. Of course, I stranded him at first later in the inning, but it’s those kind of at-bats that make The Show so realistic. Whether it would have been possible without the new contact swing is another question -- of course Polanco’s attributes probably had an effect on this as well.



Fielding

Fielding seems relatively unchanged, outside of the throwing meter and analog controls. The meter is a nice addition. It makes sense, and it is easy to see/understand. I’m not sure there have not been better throwing meters in the past -- I liked MVP’s -- but this one is not bad.

Presentation

Lighting, player models and graphical flourishes like replays and transitions are vastly improved. I saw a great replay that froze the pitch as the batter made contact and highlighted the ball’s position in the strike zone; this particular replay gave off the vibe of something you would see on television.

However, commentary is much the same as last year -- and the year before that. Eric Karros does not do much except replace Rex Hudler, so he’s not much of an addition.

There are a couple of other nagging issues as well. I witnessed too many repeated batter animations after a pitch. They look good the first time, but does Raul Ibanez really pick up dirt after every pitch? I also saw a couple of hits that looked almost identical -- a liner hooking over a jumping first basemen. These repeated elements are not out of the realm of possibility, but they may be telling over the long term.

Wrapping It Up

Again, coming back to The Show might not be a mind-blowingly new experience. But, for now, it is proving to be another great baseball simulation. The analog controls change the game in ways beyond just a different sort of input. The visuals continue to be top notch, and the presentational elements seem to have been marginally improved. Only some repetitive animations and commentary have thus far marred my experience.

Welcome back to the most magical place, or rather, game on earth.


Check in on a daily basis this week as I begin taking an even deeper look at the various game modes and offerings in Sony's newest baseball title. These impression articles will culminate with the final review and score early next week.


MLB 11 The Show Videos
Member Comments
# 1 Rodrian @ 03/09/11 03:40 PM
I agree. The analog control really seems to deepen the game, especially hitting is now even more realistic, because you are fored to wait for your pitch and work the count to get it.
 
# 2 EnigmaNemesis @ 03/09/11 03:43 PM
Quote:
Originally Posted by Giants4Natic
Good review and very fair. I know many will give you grunts when you say that fielding is relectively unchanged except for putting analog in.

The fielding did change more than just analog added though.

There is momentum. So missteps are critical. Every fielder is unique. You will want to make subs in late close games. Their jumps, speed, throwing, acceleration. All changed.

How they react to close played balls where you will take less risks with less than stellar fielders.

Way more realistic ball physics and collision on the field of play.

How can this not be noticed? We all noticed the first few hands on times at the CE.
 
# 3 Jeffy25 @ 03/09/11 03:49 PM
Am I the only person annoyed by the complete lack of attention to the franchise mode?

They didn't even touch it. The arbitration system is a complete albatross, the trade AI is terrible at best (I was offered Joe Mauer for a 'fakey' middle reliever, just an example) and contract renewable players get dumped into free agency without warning. You can't extend players in season, the draft is awful, you can't edit the players contract to make them accurate.

You can't play the game multiple years down the road and expect it to be anywhere near realistic, and yet, there are PC games like Mogul and OOTP that every year make gigantic strides in improving this. How come San Diego Studios can not?

Also, they really sold us on this co-op mode, but you can only do it in exhibition games, why not put that elsewhere in the game such as franchise or season mode?

I was let down, RTTS was much improved, and gameplay was much nicer, but for being the predominant seller on the block, I really expected some attention paid to the franchise mode. I feel like they just re-packaged last years game with a few patches.
 
# 4 Doran @ 03/09/11 03:53 PM
The fielding is so improved. Bad fielders really are bad fielders. Their throws aren't perfect. Their desperation dives might knock the ball down, but they'd be lucky to come up with it. I saw a RF in AA make a throw to third. The throw took him off his feet and he landed face first into the grass. And the throw was late, of course.

I actually kinda like Karros, when he's not just repeating Rex. His insight is new and fresh. That said, commentating still needs a complete overhaul on the way the booth is done.
 
# 5 ChaseB @ 03/09/11 04:24 PM
Quote:
Originally Posted by EnigmaNemesis
The fielding did change more than just analog added though.

There is momentum. So missteps are critical. Every fielder is unique. You will want to make subs in late close games. Their jumps, speed, throwing, acceleration. All changed.

How they react to close played balls where you will take less risks with less than stellar fielders.

Way more realistic ball physics and collision on the field of play.

How can this not be noticed? We all noticed the first few hands on times at the CE.
My beef with fielding more has to do with OFers still. I just don't like someone like Coghlan running a ball down deep in the gap and running a perfect route in the process. The issue is it's hard to really figure out a better way to combat that unless you make some sort of "tentative running rating" where a guy who is new to a position does not run his max speed until he knows for sure where he thinks the ball will land.
 
# 6 Doormat @ 03/09/11 04:29 PM
An amazing review, enjoyed every single word there. Hope you enjoy the game also
 
# 7 Jgainsey @ 03/09/11 04:34 PM
Quote:
Originally Posted by ChaseB
My beef with fielding more has to do with OFers still. I just don't like someone like Coghlan running a ball down deep in the gap and running a perfect route in the process. The issue is it's hard to really figure out a better way to combat that unless you make some sort of "tentative running rating" where a guy who is new to a position does not run his max speed until he knows for sure where he thinks the ball will land.
Yeah, that seems like it's always been a problem. Anyone in the game with a good fielding and speed rating can be a good CFer.

Though it does help that OFers in general are much more human than they've been in the past. I've already seen better doubles variety than last year, and I've only had the game for a day or so.


Btw, hats off to you guys for the new game review process. Great move, imo.
 
# 8 ty5oke @ 03/09/11 04:39 PM
Quote:
Originally Posted by Jeffy25
Am I the only person annoyed by the complete lack of attention to the franchise mode?

They didn't even touch it. The arbitration system is a complete albatross, the trade AI is terrible at best (I was offered Joe Mauer for a 'fakey' middle reliever, just an example) and contract renewable players get dumped into free agency without warning. You can't extend players in season, the draft is awful, you can't edit the players contract to make them accurate.

You can't play the game multiple years down the road and expect it to be anywhere near realistic, and yet, there are PC games like Mogul and OOTP that every year make gigantic strides in improving this. How come San Diego Studios can not?

Also, they really sold us on this co-op mode, but you can only do it in exhibition games, why not put that elsewhere in the game such as franchise or season mode?

I was let down, RTTS was much improved, and gameplay was much nicer, but for being the predominant seller on the block, I really expected some attention paid to the franchise mode. I feel like they just re-packaged last years game with a few patches.
You're not the only one but we all knew that this mode was largely untouched before we bought the game. Its been said that the franchise improvements will be made for next year and I can't wait.

As far as co-op, I agree with you 100%. For a studio who has always said they want to get it right before putting into the game, it seems like the right way to add co-op would be allowing it in franchise games. I guess what they mean by "getting it right" is that it has to work correctly and it still does but only in exhibition.
 
# 9 adayinthelife @ 03/09/11 04:41 PM
I see the general consensus being that this game is basically "the same, but better", but I have to say it hasn't been that way for me thus far.

Much like NHL 11 last year, The Show 11 feels like a legitimate step forward from the 09 version. While I did enjoy last years game, it truly felt like The Show 09.5 to me, and as such it just didn't get nearly as much play. Granted, this could be because I didn't play the hell out of '10, when I first popped in this years version I was floored.

The new controls are an acquired taste to be sure, but I'm really coming around to them. Visually speaking it just feels like the game is miles ahead of past iterations. The player models are MUCH improved, which in turn makes all of the animations seem more life like. I can't say enough about the custom camera feature either, as well as the true to life broadcast views.

So far I've been making use of the new controls, as well as the aforementioned cameras and it really does make it a whole new game. Maybe I'm not quite as stoked as I was the first time I played '09, but it's pretty damn close. I was hesitant to say that '10 was really an improvement over '09 because it just felt so similar that I was never really sucked in. This however, this feels fresh and I'm really loving it so far.
 
# 10 EnigmaNemesis @ 03/09/11 05:12 PM
Quote:
Originally Posted by ChaseB
My beef with fielding more has to do with OFers still. I just don't like someone like Coghlan running a ball down deep in the gap and running a perfect route in the process. The issue is it's hard to really figure out a better way to combat that unless you make some sort of "tentative running rating" where a guy who is new to a position does not run his max speed until he knows for sure where he thinks the ball will land.
I can see that, and that is a legitimate complaint. It has been adjusted a little, but more can definitely be made. And will be brought up I am sure at the next focus tests.

I was just referring to fielding as how it feels, and plays out, is still largely changed compared to last year as a whole, and not just "analog added".

Is it perfect? No. But it is definitely a major improvement IMO where they feel unique, misplay balls, and lower fielders definitely are wanted to now be replaced by better ones late in close games.

And as others have said, liking the new review process! Making us read, which is what reviews are about! Not just scrolling for a score... leave the scores till the end, and those are for the PR/Marketing departments.
 
# 11 Bahnzo @ 03/09/11 07:06 PM
For starters, fielding is VASTLY changed. I noticed the very first game I played and every game since. If you don't notice it, then I don't know what to say. Balls down the lines no longer are sure bets to get by corner infielders, outfielders have much improved fielding animations that give them more options to field balls, etc.

Quote:
Originally Posted by ChaseB
My beef with fielding more has to do with OFers still. I just don't like someone like Coghlan running a ball down deep in the gap and running a perfect route in the process. The issue is it's hard to really figure out a better way to combat that unless you make some sort of "tentative running rating" where a guy who is new to a position does not run his max speed until he knows for sure where he thinks the ball will land.
I spoke about this last year and basically it fell on deaf ears...where were you? And it's still my pet peeve...AI outfielders always take perfect routes to balls, especially balls that deflect off the outfield walls. They *always* play the deflection perfectly. The only times OF'ers make mistakes are in misjudging line drives they think they can catch, and then trying to make diving grabs that you already know they are going to miss.

I've got my own ideas on how it can/could be fixed, but until SCEA and others realize there is a problem here, I'll keep to myself I guess......
 
# 12 Uncle Stumpy @ 03/09/11 08:04 PM
I'm willing to venture that the Show won't be truly mind blowing again until the next console comes out. Not their fault, just a fact of gaming life. I'm not saying it's not a great game, but it's extremely hard to bring out the wow factor year after year on the same console.
 
# 13 EnigmaNemesis @ 03/09/11 08:18 PM
Quote:
Originally Posted by Uncle Stumpy
I'm willing to venture that the Show won't be truly mind blowing again until the next console comes out. Not their fault, just a fact of gaming life. I'm not saying it's not a great game, but it's extremely hard to bring out the wow factor year after year on the same console.
It is also a testament on how phenomenal the game plays.

But they can definitely spruce up the presentations, and such to add more wow. And I am sure the rumored/impending Franchise redesign will help as well.

But there is so much to this game, it has definitely wow'ed me over '09/'10.
 
# 14 DickDalewood @ 03/09/11 08:21 PM
Quote:
Originally Posted by EnigmaNemesis
It is also a testament on how phenomenal the game plays.

But they can definitely spruce up the presentations, and such to add more wow. And I am sure the rumored/impending Franchise redesign will help as well.

But there is so much to this game, it has definitely wow'ed me over '09/'10.
Yah, IMO presentation should be the main focus for next year... commentary, graphical overlays, highlight shows, etc.

Adding an MLB Today type feature definitely wouldn't hurt either.
 
# 15 EnigmaNemesis @ 03/09/11 08:27 PM
Quote:
Originally Posted by DickDalewood
Yah, IMO presentation should be the main focus for next year... commentary, graphical overlays, highlight shows, etc.

Adding an MLB Today type feature definitely wouldn't hurt either.
In total agreement. The gameplay is the best in the business right now, and arguably the best of all time. It truly needs some minor tweaks and that is about it. No need for any overhauls there.

Presentations like you mentioned will go a long long way in this series I believe.
 
# 16 Armor and Sword @ 03/09/11 08:35 PM
Quote:
Originally Posted by adayinthelife
I see the general consensus being that this game is basically "the same, but better", but I have to say it hasn't been that way for me thus far.

Much like NHL 11 last year, The Show 11 feels like a legitimate step forward from the 09 version. While I did enjoy last years game, it truly felt like The Show 09.5 to me, and as such it just didn't get nearly as much play. Granted, this could be because I didn't play the hell out of '10, when I first popped in this years version I was floored.

The new controls are an acquired taste to be sure, but I'm really coming around to them. Visually speaking it just feels like the game is miles ahead of past iterations. The player models are MUCH improved, which in turn makes all of the animations seem more life like. I can't say enough about the custom camera feature either, as well as the true to life broadcast views.

So far I've been making use of the new controls, as well as the aforementioned cameras and it really does make it a whole new game. Maybe I'm not quite as stoked as I was the first time I played '09, but it's pretty damn close. I was hesitant to say that '10 was really an improvement over '09 because it just felt so similar that I was never really sucked in. This however, this feels fresh and I'm really loving it so far.
I pretty much share your same exact sentiments. I played the hell out of 2009. Almost three full franchise seasons playing about 100 games each season. I too passed on 2010 after playing the demo. Felt the same with some added polish. But when I played this demo I was floored. It truly is a major upgrade from 2009. I also must preface this by saying the 2009 version was my first ever Show baseball game. I played MVP 2005 for about 5 years on PS2 before making the jump into the PS3 and The Show is what pushed me to finally buy one.

I am not nuts about the new controls (pitching is very cool) but the rest is sorta meh for me. I love the pitcher/batter dual first and foremost and The Show is the best ever with no competition. I tried for a full season to embrace the fielding and base running (classic and analog) control schemes and just always found it too clunky and a legacy problem I still see is collision detection (no biggie for the most part except when I see guys slide right through players lol). So I started using auto fiedling and throwing as well as baserunning and I just love playing the game that way. It looks just jaw dropping and I get a real kick out of watching my guys back me up as I pitch. It really makes for a superb sim style experience.

This game with the new broadcast camera angles has taken this title to a new level of greatness. And the franchise ticker during my games is awesome. Now I feel part of the league and am able to keep up with stats and scores around the league.


Huge upgrade from 2009.
 
# 17 DJ @ 03/09/11 09:05 PM
Quote:
Originally Posted by DickDalewood
Yah, IMO presentation should be the main focus for next year... commentary, graphical overlays, highlight shows, etc.

Adding an MLB Today type feature definitely wouldn't hurt either.
Yep, all that stuff plus a Playoff Mode (how great would that be, especially once Knight and Co. start cranking out those Classic Roster sets?) would be the ultimate gaming experience.
 
# 18 Russell_SCEA @ 03/09/11 09:11 PM
Quote:
Originally Posted by Bahnzo
For starters, fielding is VASTLY changed. I noticed the very first game I played and every game since. If you don't notice it, then I don't know what to say. Balls down the lines no longer are sure bets to get by corner infielders, outfielders have much improved fielding animations that give them more options to field balls, etc.



I spoke about this last year and basically it fell on deaf ears...where were you? And it's still my pet peeve...AI outfielders always take perfect routes to balls, especially balls that deflect off the outfield walls. They *always* play the deflection perfectly. The only times OF'ers make mistakes are in misjudging line drives they think they can catch, and then trying to make diving grabs that you already know they are going to miss.

I've got my own ideas on how it can/could be fixed, but until SCEA and others realize there is a problem here, I'll keep to myself I guess......
We re-wrote every fielding attribute this year so we still didn't realize fielding needed some love? Not arguing on the part about guys taking perfect routes to the ball but its one of those things that sounds really really good on paper then you try to design it and the wheels fall off. Not saying it's something we won't try work on this year buts its far from easy.
 
# 19 econoodle @ 03/09/11 10:48 PM
my impressions..
your FIRST impressions are better thought out and well written them practically every websites FULL review.
Bravo.

And man did u hit it on the head with the analog pitching assessment.
man i love these front page articles.

this game is 'tv presentation' away from being untouchable.
 
# 20 Bahnzo @ 03/09/11 10:51 PM
Quote:
Originally Posted by Russell_SCEA
We re-wrote every fielding attribute this year so we still didn't realize fielding needed some love? Not arguing on the part about guys taking perfect routes to the ball but its one of those things that sounds really really good on paper then you try to design it and the wheels fall off. Not saying it's something we won't try work on this year buts its far from easy.
Russell, the new fielding shows you guys worked on it and gave it some attention....and it's done very well, as usual.

But I did bring up this route issue last year, and it pretty much was ignored by most (even by you I believe) and was written off as "guys dive and miss balls, don't know what you are talking about". Totally missed what I was talking about in other words. I never said it was something that was easy, just something that needs looked at.

Hit me up for a game or two, Russell...I wanna see if you are still the check-swing champ this year (FWIW - Russell can checkswing online like a mutha...it's so frustrating)
 

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