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As we await the return of spring, baseball fans wonder what suprises a new season will bring. Building off the excitement of probably the single greatest postseason in baseball history, video game fans are once again looking towards the annual release of a new crop of baseball games and the innovation and improvements they bring. MLB12: The Show is one of those titles and some would argue the best baseball series fans should experience (and perhaps the single best sports video game title available).

The driving force behind a title with such critical acclaim primarily is due to the stellar gameplay that offers a realistic recreation of the sport of baseball. As some sports games continue to toe the line between arcade fun and simulation, MLB: The Show consistently sides with the simulation side of sports gaming. The development team’s focus on a true-to-life digital offering of the sport continues to reel gamers in with an experience that requires very minimal adjustments and that tradition is even more noticeable this year.

Pitching

New this year is a pitching interface, aptly named Pulse Pitching. This mechanic comes into play once the user selects a pitch. Offering a beauty in its simplicity, players will be faced with a pulsating circle that can be moved around the strike zone and must attempt to press the X button at the smallest possible size. The size of the circle indicates the zone in which a pitch will cross the plate. This user-defined area is not the only possible result however; you will find your pitch randomly travels out of this selected zone, all based on pitcher ratings, situation, etc. The maximum and minimum size of this zone also varies, so the ability to pinpoint your pitches was never a concern.

Having spent a little over a week now with this mode (between November and January) I have to admit that it was extremely well done. It reminds me much of High Heat Baseball’s pitch result where you would throw to an area and your pitch would land in different areas from the user-selected zone. This takes that concept a bit further however as you can specify just about an area in and around the strike zone.

There are some things I would like to see in this mode, such as the ability to select the amount of effort. Currently this is done for you. It does not in any way detract from the mode but I still would like to see it and without a visual cue (similar to Classic pitching). The developers wanted to make the mode user friendly and succeeded. With that said, I will be using this mode for pitching this year. It is extremely well done.

Hitting

Hitting finds the inclusion of Zone Batting plus Analog as a new option this year. While analog hitting was introduced last year, some fans asked for the ability to move where the bat will swing through the zone courtesy of the Left Stick. Well, this year that wish was granted – and boy is it difficult! Thankfully there is a slider for timing your step so you can make this option easier or more difficult. One thing to note is how the developers listened to the feedback and now offer it as an option.

As I am sure you have read, the ball physics were completely redone this year. The impact this has on the game is monumental – I can’t stress that enough. Balls react off the bat with a sense of realism missing from MLB: The Show games in the past. This is one of those things where you never realized just how big an impact it made until you see it in its new iteration. Pitches up and in are no longer blasted for opposite field homeruns – you either turn on the ball or hit a flare to the opposite field. And this is just one example – many more become noticeable as you play over time.

Hit Variety continues its yearly evolution in this series. If you have not noticed, our trips to community day have helped the game benefit from an increased variety in each of the past 2 years. This year is no exception. In MLB10, hits down the line were finally realized thanks to the discovery of a long-time bug in the game. In MLB11, high choppers were added allowing for some interesting plays in the infield. In MLB12, line drive gappers and flares are now a thing a beauty. Gone are the hits to the gap where the corner outfielders would cut the ball off at a high rate. Their normal position was moved just enough to the foul lines to eliminate this as a result of a great interaction between Chris Gill, Lead Gameplay Producer and myself and nemesis04. It pretty much sums up the benefit of such an event as gave examples back and forth as to how the change can benefit everyone. This still will allow for hits down the line to fall into the corner, something that was a concern. Fielders were also slowed up a bit to allow hits to drop in over fielder’s heads – late game defensive substitutions are especially key now more than ever.

Fielding/Throwing

Fielding feels very responsive and more accurate thanks to subtle changes in animation speed and selection. Bunts are no longer a gimme as gone are the glove pickup, pump and throw animations from the catcher and pitcher when there is a sense of urgency. Dives are now possible all over the field, not just near the diamond; outfielders have more opportunities to dive and it shows. This is all in part to catch animations not triggering as early as they did in the past. I still would like to see the scenario where your infielder dives over a ball cleaned up. As it is, diving for a ball you MAY have reached results in you going over the ball when one would expect the fielder to smother the ball. Fielders also bobble the ball much more now. You still see throwing errors a bit more than fielding errors (I saw this with analog fielding and rushed throws) so I would like to see a few more. Regardless, there are REALLY nice situations that arise, such as a bad hop coming up on routine ground ball and “eating up” the fielder. Take out slides are certainly in the game so expect to be able to break up the double play. Catches by the first basemen are better; not as all over the place as in years past. However, they could offer a bit more routine chest catches instead of the side and high ones. As an aside, I did make this incredible catch at the wall to rob a homerun that resulted in the room letting out a universal “OH!” – I don’t think any game has ever captured this better.

Analog throwing has been tightly tuned and what a difference does it make. The routine throw animations have FINALLY made it in on groundballs in the infield and are completely user controllable. A preloaded flick on the stick to the base with plenty of time to spare results in the fielder doing some nice pump and throws to get the runner. This did not result in the runner being safe, either; the correct throws were being played. A preloaded flick and hold resulted in a harder throw to a base. The system works how one would have expected it to last year so the refinements are welcome.

Others

Baserunning has not seen the improvements one would hope for considering the other areas advancing as much as they have. Runners still slide into bases when they should be making turns (such as a base where there is no play) and the lack of “rounding the base” animations at times look a bit un-natural because everything else looks so much better. It’s not the worst – just did not advance much. Maybe next year this area can receive the attention it deserves. On the other hand, stealing bases seem to be well balanced. Pick-offs do not happen too often and the CPU relents at times as opposed to previous years where it would throw over constantly. They also pitch out at times, which is nice to see.

Tags seem to be cleaned up a bit but I did see one instance where the ball beat the runner and fielder didn’t go straight to block the runner from the bag but rather choose to do a sweep tag. This was a sole instance but it is worth noting. There are completely new scenarios for catchers on a play at the plate. They do swipe tags and other animations that are new. Missing from what I experienced are the collisions during close plays. They may be there, but it was very difficult to trigger them.

I can’t help but focus on just how good the game has come together. There is this… synergy that is present with all of the changes that allow the game to feel different than before, but more importantly respect the game of baseball. In our short time with the game, I can’t even begin to point out all of the great scenarios that were a direct result of all the changes this year.

MLB12: The Show is shaping up to take the series to new heights while still staying true to their roots. The gameplay has a refreshing new feeling that will take center stage once consumers have a chance to try out the many changes seen this year. After experiencing what some will end up saying is the best playing game in the past few years of the series, this is one show you will not want to miss.

Game: MLB 12 The ShowReader Score: 9/10 - Vote Now
Platform: PS Vita / PS3Votes for game: 55 - View All
MLB 12 The Show Videos
Member Comments
# 41 LastActionHero @ 01/21/12 03:08 PM
Quote:
Originally Posted by thaSLAB
Another cool thing, that don't think anyone has mentioned is the "force feedback" when you make contact with the ball. It is very noticeable and accurate for the different types of hit. It's also present when using the Move controller. Feels great, especially in homerun derby.
Awesome!!!!
This was on my wishlist!
 
# 42 NEXTTOSPEED @ 01/21/12 03:16 PM
classic hitting and pitching r still in the game? i cant get into the analog hitting and pitching, classic's all i use... guess im old school...
 
# 43 EnigmaNemesis @ 01/21/12 03:34 PM
Quote:
Originally Posted by NEXTTOSPEED
classic hitting and pitching r still in the game? i cant get into the analog hitting and pitching, classic's all i use... guess im old school...
Yes.

They do not remove old control features. Only add to them and evolve/tweak the old.
 
# 44 statum71 @ 01/21/12 03:34 PM
Hey Pared....

I know this isn't a Q&A but please tell me those user-outfield diving catches are more "do-able" now. In years past I hated that the timing had to be super-ultra accurate. Which caused me not to dive at balls in the outfield at all in fear that it would roll to the wall.

I wanna enjoy guys like Ellsbury on defense for a change.
 
# 45 kenkraly2004 @ 01/21/12 04:05 PM
Looking forward to getting MLB 12 The Show for PS3 in March. MLB The Show us the best baseball videogame series period. THE SHOW ROCKS!!!!
 
# 46 Spaced Ace @ 01/22/12 11:08 AM
How about the balls-to-strikes ratio this year? Don't get me wrong, it's been possible to draw walks previously, but even with extreme patience, sometimes the CPU just pounded the zone like they all were Greg Maddux. The borderline calls didn't help my cause either. My question is, are you rewarded more for showing patience at the plate this year? Drawing more than three BB per game in previous versions of The Show was a rare occurrence. Thanks for any insight on this topic.
 
# 47 Qb @ 01/23/12 11:16 AM
Quote:
Originally Posted by Spaced Ace
How about the balls-to-strikes ratio this year? Don't get me wrong, it's been possible to draw walks previously, but even with extreme patience, sometimes the CPU just pounded the zone like they all were Greg Maddux. The borderline calls didn't help my cause either. My question is, are you rewarded more for showing patience at the plate this year? Drawing more than three BB per game in previous versions of The Show was a rare occurrence. Thanks for any insight on this topic.
In my experience, walks or the lack thereof often revolved around pitcher confidence. I consider myself a fairly patient hitter and I usually draw my share of walks. But I have my weaknesses -- CHANGEUPS GRRRRRR!!! -- and if I whiff a few times early, the CPU seems to rack up confidence quite quickly. Once their confidence is up, it seems like they're more accurate, which can quickly pile on if the user doesn't make something happen. However, it can go the other way as well if you start to knock the pitcher around early or draw multiple walks.

Anyways, we heard confidence was reworked. I saw a brief comment in the Q&A thread mentioning it was "more stable", but I'd love to hear more impressions from any of the community guys. I think it has enough of an impact on the the pitcher/battle interface to merit some discussion.
 
# 48 jmik58 @ 01/23/12 11:42 AM
Did you notice that outfielders aren't aligned so deep as in past installments? And to build on that, did you find that the new ball physics changes also allowed for balls to be hit OVER the heads of outfielders?
 
# 49 Sportsforever @ 01/23/12 11:51 AM
This review does nothing without video

JK...thanks, Pared for the insightful write up. Sounds like good stuff.
 
# 50 nemesis04 @ 01/23/12 11:56 AM
Quote:
Originally Posted by jmik58
Did you notice that outfielders aren't aligned so deep as in past installments? And to build on that, did you find that the new ball physics changes also allowed for balls to be hit OVER the heads of outfielders?
Depth looked about the same, as mentioned the left and right fielder were adjusted to all more hits into the gap. There were a fair amount of shots over the fielders heads. Overall it felt pretty good but there were a few head scratchers on how the outfielder was able to track and get to the ball because off the bat it felt really good that you did damage. Its a tough balance placing the fielders because moving them around tends to knock another type of hit out of balance.
 
# 51 Pared @ 01/23/12 12:07 PM
Quote:
Originally Posted by jmik58
Did you notice that outfielders aren't aligned so deep as in past installments? And to build on that, did you find that the new ball physics changes also allowed for balls to be hit OVER the heads of outfielders?
Did you skim my writeup? I didn't even proofread it in an attempt to have it posted earlier for you guys.

Quote:
Fielders were also slowed up a bit to allow hits to drop in over fielder’s heads – late game defensive substitutions are especially key now more than ever.
 
# 52 Pared @ 01/23/12 12:11 PM
Quote:
Originally Posted by Qb
In my experience, walks or the lack thereof often revolved around pitcher confidence. I consider myself a fairly patient hitter and I usually draw my share of walks. But I have my weaknesses -- CHANGEUPS GRRRRRR!!! -- and if I whiff a few times early, the CPU seems to rack up confidence quite quickly. Once their confidence is up, it seems like they're more accurate, which can quickly pile on if the user doesn't make something happen. However, it can go the other way as well if you start to knock the pitcher around early or draw multiple walks.
A few things help this immensely.

1 - The pitcher was tuned to where he CAN become wild. I had a few instances where I received 4 pitch walks, and 6 straight balls. On of the 4 pitch walks was to start a game.

2 - The new camera angle should help considerably in limiting the effectiveness of changeups. What was once my bane is now something I can read very, very well off the pitcher's hand. I know everyone at CD kept trying to throw me changeups and I wouldn't bite anywhere near as often as in the past.

I'm pretty sure you can get an almost similar batting view with the custom controls in 11. It's amazing what a difference it makes.
 
# 53 tnixen @ 01/23/12 12:36 PM
Quote:
Originally Posted by Pared
A few things help this immensely.

1 - The pitcher was tuned to where he CAN become wild. I had a few instances where I received 4 pitch walks, and 6 straight balls. On of the 4 pitch walks was to start a game.

2 - The new camera angle should help considerably in limiting the effectiveness of changeups. What was once my bane is now something I can read very, very well off the pitcher's hand. I know everyone at CD kept trying to throw me changeups and I wouldn't bite anywhere near as often as in the past.

I'm pretty sure you can get an almost similar batting view with the custom controls in 11. It's amazing what a difference it makes.

I am just so happy to hear this!

I always felt the CPU pitcher control in MLB The Show was just too darn good compard to real life. I hardly would ever see a 4 or 5 starting pitcher or some crappy bull pen pitcher come in and can't throw a strike.

In real life it happens often where a pitcher can't find the strike zone and I am happy this will finally be the case in MLB 12 The Show too

Thanks for the info.
 
# 54 nemesis04 @ 01/23/12 01:23 PM
Quote:
Originally Posted by tnixen
I am just so happy to hear this!

I always felt the CPU pitcher control in MLB The Show was just too darn good compard to real life. I hardly would ever see a 4 or 5 starting pitcher or some crappy bull pen pitcher come in and can't throw a strike.

In real life it happens often where a pitcher can't find the strike zone and I am happy this will finally be the case in MLB 12 The Show too

Thanks for the info.
Considering you have a tough time being able to check swing, I can see why you would not see something like that!
 
# 55 tnixen @ 01/23/12 01:46 PM
Quote:
Originally Posted by nemesis04
Considering you have a tough time being able to check swing, I can see why you would not see something like that!
No I do take a lot of pitches and more often then not they are strikes. Or should I say the blind umpires calls them strikes.
 
# 56 dalger21 @ 01/23/12 01:52 PM
Quote:
Originally Posted by Spaced Ace
How about the balls-to-strikes ratio this year? Don't get me wrong, it's been possible to draw walks previously, but even with extreme patience, sometimes the CPU just pounded the zone like they all were Greg Maddux. The borderline calls didn't help my cause either. My question is, are you rewarded more for showing patience at the plate this year? Drawing more than three BB per game in previous versions of The Show was a rare occurrence. Thanks for any insight on this topic.
You know, I've seen several people say this and I never quite understood it. I play strictly RttS and found that I would average about 100 walks a year. Perhaps it is different for franchise and all of that but I find that I am able to get walks with regularity.
 
# 57 Knight165 @ 01/23/12 02:04 PM
Quote:
Originally Posted by dalger21
You know, I've seen several people say this and I never quite understood it. I play strictly RttS and found that I would average about 100 walks a year. Perhaps it is different for franchise and all of that but I find that I am able to get walks with regularity.
It's not.
I'm HORRIBLE at batting...and because of my tendency to swing at everything(ask Nem!! ).....I K quite a bit(never looking!)....but I also easily get walks when I do actually concentrate.
Last night....I played two innings(had to shut it down...after playing '12, '11..........) and had two walks.

M.K.
Knight165
 
# 58 nomo17k @ 01/23/12 02:08 PM
Quote:
Originally Posted by Spaced Ace
How about the balls-to-strikes ratio this year? Don't get me wrong, it's been possible to draw walks previously, but even with extreme patience, sometimes the CPU just pounded the zone like they all were Greg Maddux. The borderline calls didn't help my cause either. My question is, are you rewarded more for showing patience at the plate this year? Drawing more than three BB per game in previous versions of The Show was a rare occurrence. Thanks for any insight on this topic.
Pitchers in the game are generally more accurate than real life, but you also have to (try to) eliminate the "user skill" factor before questioning what the game does...

For me, lowering the Strike Frequency slider just does it. My opponents usually have their strike % somewhere between 58 - 64 in games.

I think the one of the best ways to see if you are overly aggressive (i.e., being a hacker) when batting is to see how often you swing at pitches. Once you swing, it's going to be a strike no matter what!! After the game, look at pitcher analysis of the opposing teams. If you are realistically aggressive (i.e., swing like MLB players), then your swing % should not be more than about 50%. Most disciplined hitters who often draw walks in MLB only swing at about 30% of all pitches.... they take A LOT of pitches.

Just to add my data point, I tend to swing about 30 - 40% of all pitches these days. I want to walk a bit more and strike out a bit less than I do right now, but I've made a significant improvement over the past year....


Quote:
Originally Posted by Qb
In my experience, walks or the lack thereof often revolved around pitcher confidence. I consider myself a fairly patient hitter and I usually draw my share of walks. But I have my weaknesses -- CHANGEUPS GRRRRRR!!! -- and if I whiff a few times early, the CPU seems to rack up confidence quite quickly. Once their confidence is up, it seems like they're more accurate, which can quickly pile on if the user doesn't make something happen. However, it can go the other way as well if you start to knock the pitcher around early or draw multiple walks.

Anyways, we heard confidence was reworked. I saw a brief comment in the Q&A thread mentioning it was "more stable", but I'd love to hear more impressions from any of the community guys. I think it has enough of an impact on the the pitcher/battle interface to merit some discussion.
I also feel this could be an issue at times with the current confidence system. Better gets better, worse gets worse, leading to runaway situations. Yes it probably does happen IRL, so can be realistic, but it might happen too often in the 1st innings with starters and when the relievers just come in in this game... And it is a good thing the new confidence system appears to be more stable in that regard.
 
# 59 Qb @ 01/23/12 02:16 PM
Quote:
Originally Posted by Pared
2 - The new camera angle should help considerably in limiting the effectiveness of changeups. What was once my bane is now something I can read very, very well off the pitcher's hand. I know everyone at CD kept trying to throw me changeups and I wouldn't bite anywhere near as often as in the past.

I'm pretty sure you can get an almost similar batting view with the custom controls in 11. It's amazing what a difference it makes.
As best I can tell from the screenshots, the new default view is similar to the custom view I use. The tilt might be slightly different, but I can tell by the batter's back foot and batter's box at the bottom of the screen that it's pretty close overall. And it does make a difference; I was always jumping early at 12-6s at changeups in '10. Now it's usually when I'm not expecting it (3-1 count... GRRR!!!) or when facing someone throwing gas, both of which can be seen as legitimate.

This leads me to something else. I know this isn't the Q&A thread, but was anything done regarding pitch selection/frequency? I felt like guys -- particularly power relievers -- would throw too many changeups. A lot of those types almost never throw them, but have them in-game to round out the three pitch repertoire. I think what happens is a few swings & misses (or even called strikes) really cranked up the individual pitch confidence leading to more pitches of that type. I can see how that's integral to the an adaptive CPU pitching experience -- ie, go with what's working -- but perhaps the refined confidence makes it more subtle?
 
# 60 Qb @ 01/23/12 02:22 PM
Quote:
Originally Posted by nomo17k
I also feel this could be an issue at times with the current confidence system. Better gets better, worse gets worse, leading to runaway situations. Yes it probably does happen IRL, so can be realistic, but it might happen too often in the 1st innings with starters and when the relievers just come in in this game... And it is a good thing the new confidence system appears to be more stable in that regard.
I'm with you. I don't have an issue with the theory behind it, but I often felt it was too exaggerated, especially for the CPU*. At any rate, I'd love to hear more impressions on the revamped confidence system.

* Maybe because the CPU successfully executes pitches more often than I do? Or because I swing & miss more?
 


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