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MLB 13 The Show News Post


Now that the game is released to all, this is the place to post your impressions.

As a reminder, this is not a thread for questions. Please use the MLB 13 The Show Q&A thread for that.

Game: MLB 13 The ShowReader Score: 9/10 - Vote Now
Platform: PS Vita / PS3Votes for game: 36 - View All
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# 301 Majingir @ 03/08/13 01:32 PM
Even in fantasy draft ,AL East is loaded.

4 of the teams are in top 10 of the MLB in overall rating!

This is same prob I had last year, where even the worst team in my division is better than most teams in any other division.

4th place finished with 87 wins(NL west leader had 89 wins)
 
# 302 stealyerface @ 03/08/13 02:08 PM
Pulse Pitching with no Ball Marker is flat out awesome. I have Human Accuracy and Consistancy at 0 and could not be happier.

I would have loved to see the Pitch Selection Thing have three settings. On, Off, and Off for CPU. I love the idea of the clean screen, and championed that for the last few years, but I would still like to see it when I am pitching. Just so I can quickly see what is working for me in the repertoire. I may actually shut it off, and just try to memorize the pitches I have.

The animations for fielding are slick and very well done. I see new ones every game, so I love that.

Still not thrilled with the collision detection between teammates and runners/fielders, but I was given a personal response as to why, so I am good with that.

Did I mention that the new pulse pitching with no ball marker is freaking awesome..?

Still wrapping my head around the baserunners' issues coming around third, and cannot decide if it was totally intentional or there is something wrong in the branch animation when they hit the base... If they are honestly accounting for baserunning skills, speed, and decision making via the runner's attributes, I tip the cap and bow.

The player faces and crispness of the graphical artwork tweaks are very nicely done.

I think they once again tweaked the scale of the players to the field. Excellent job.

Pure Analog Fielding with No Feedback is still my favorite way to play. Have not tried the button/meter thing yet.

If my player gets injured in an Exhibition game, why can I not find out what happened to him, as far as the injury he sustained?

If the CPU continues to throw the first pitch of my at bats right down the middle, I will continue to pound those balls 400 feet. This needs to be looked at. I lowered the CPU accuracy, Consistency, and CPU Strike Frequency down to 2, and this has helped, but it still is too high, especially the second time through the line up.

So far, I have encountered no stuttering, issues, freezing, and wall/graphical glitches at all. Zero. I do have a Samsung HDTV and have it set to game-mode, so that may be doing something, but so far... so good.

Actually, so far, so great.

I love it.

~syf
 
# 303 slthree @ 03/08/13 03:20 PM
Ran 2 games against the same test team, the Orioles (I love those orange unis)

First game took the Indians to Baltimore and ran with Myers on the hill.

They beat him up pretty badly. I loved how Classic Pitching highlighted the deficiencies in Meyers repertoire. Especially, when I tried to pitch around Weiters by throwing a ball basically at his ankles, only to have it drift over the plate for a 2 run double.

On offense I was helpless. Their number 1 didn't even bother pitching around my lineup. Threw a lot of strikes.

Then I brought the Tigers to Baltimore and immediately noticed his differences.

First, Verlander was on point and he rarely missed his spots. Only once did he get hurt and it was on a 3-2 change up to Machado that was supposed to drop in the dirt (up to that point most of my k's were from that pitch) but never dropped. Machado put it off the top of the wall in left center, scoring the only 2 runs of the game for Baltimore.

Offensively, they must have been scared of the Tigers lineup because the very same number 1 who threw lots of strikes against the Indians pitched around just about everyone in my lineup.

Classic Pitching may be even better than previous years, and I thought it was near perfect then. It so separates what you can do with elite pitchers that you can't with inferior pitchers.

No regrets having purchased this game!
 
# 304 slthree @ 03/08/13 03:22 PM
By the way, I have the digital download version and have not experienced any stuttering whatsoever.
 
# 305 stealyerface @ 03/08/13 03:29 PM
Slth, have you tried out Pulse Pitching with no Ball Marker and API off?

It is like Classic Pitching, except with user input having some bearing on the result. If your #1 has his cutter working, the rate of pulsing slows down, to replicate having a "feel" for that pitch.

When the Curveball leaves you, and you are standing out there with just two working pitches, you had better think long and hard about who you want to try and regain the feel on that pitch against...

To make it more realistic, and to make the Pitch Pulse vary greatly between your #1 and #5, and to really have white knuckles when the relievers come to the bump, turn the Human Accuracy and Consistency to 0 and just use the New Pulse Pitching, no ball maker.

Try a game just for fun, and see what you think.

~syf
 
# 306 sroz39 @ 03/08/13 03:41 PM
Been playing quite a bit of RTTS and a few Play Now games since grabbing the game. Not much to say that hasn't been said. This really is the best sports game on the market (subjective to so many factors, I know) and this year is no different. The improvements range from subtle and incremental (fielder's ratings matter more than ever, physics a step up from last year's overhaul, graphics and animations a touch better etc) to some significant changes (RTTS, hitting, Franchise) but this game has improved in almost every single way from 12 and that was a stellar game. Kudos to SCEA for the work they put in, year in and year out. The effort is very noticeable.

Since there's so little actually wrong with the game, I'm going to point out the few things that annoy me. First and foremost, hitting the pitcher with a ball back up the middle. There's got to be a better way than what's in the game. I understand the pitcher is going to either catch or block SOME of these. But if I hit one on the screws right back up the middle, they'll either dodge out of the way as best they can, or it'll deflect and carom far off where ill make it to first. As it is now, they just sit there and take it and it feels like I'm hitting line drives into a pile of gym mats. The ball just drops right in front of the pitcher who's feeling no ill effects from getting a ball hit them at about 100mph. The ONLY thing in this game that frustrates me.

Other than that, I've had the stutter occur in game on occasion but I know the good guys at SCEA will patch this pronto or have a workaround of some sort. Any other issues, really, are so minor they can be tweaked or mitigated with sliders.
A couple of little side notes: the game takes a lot of slack for its commentary/presentation. I know I'm in the minority, but I truly love both aspects in this game. The addition of Steve Lyons is a welcome one and makes a huge difference and I love all the overlays, score bug and presentation elements. All the guys complaining about stretches of silence...baseball is the type of sport where sometimes just letting what's happening do most of the talking is preferable over a constant barrage of "analysis" and play by play. IMO, they can always tweak the presentation/commentary, but an overhaul? There's many other aspects I'd rather they continue adding to and tweaking as opposed to devoting the time and resources to this.

A big thank you for the direction Franchise has gone in. Full disclosure, I haven't even touched it yet. But, what's on paper sounds amazing, along with the impressions people have of it on here. I don't WANT to worry about parking and seats and ads and all that nonsense when I'm playing a Franchise Mode. I want to be the GM. I don't care how we acquire the funds to run the team. I care about how we allocate them. The formula seems simple enough; win and you'll have more. Lose and you'll have to cut costs and rebuild through younger, cheaper players. This plays out every year in every sport and I'm beyond thrilled this is the direction the team has taken this mode. If there's a desire in the community for the older version of Franchise mode, please add another mode called Owner Mode or whatever and leave this one fundamentally the same, with obvious tweaks and additions to make it better every year.

One last thing: the Broadcast Fielding Cam, I wish that we could get the true to life angles from every stadium, like we have with the pitching one. I know when I play at the Rogers Centre, the angle is nothing like when I watch a Jays game at home. Itd be a small but welcome addition to an already outstanding game.
 
# 307 jeffy777 @ 03/08/13 03:54 PM
PROS:

+ Last year I had to play on Rookie or Veteran with the pitch speed all the way down, because my reflexes aren't the best (and probably due to some TV lag as well). This year I can play on All Star (with the pitch speed still turned down), which is great because the AI pitches much more intelligently and realistically.

+ Hit variety is improved.

+ Ball physics are noticeably better.

+ This is fixed:
http://www.operationsports.com/forum...post2043518121
Hallelujah!

+ More camera angles in between pitches and plays.

+ Postseason is a great mode. Love the atmosphere.

+ RTTS changes are cool for the most part (minus the whooshing sound). I like the zoomed camera views, the ball trail, and it's now easier to track the third base coach and still see the ball. The new baserunning controls also work well.

+ Love the new sim screen.

+ The new pause screen is an improvement.



CONS:

- Not digging the Guess Pitch changes. They should've left the old options in.

- The new throwing meter is too big and ugly.

- Dont like the overlay/stat screens where there's just a black background. Looks unfinished.

- Steve Lyons' voice is fine, but most of his lines are just recycled, word-for-word replicas of Campbell's old lines, some of which have been in the game since ’06. Not sure why they didn't rephrase and freshen the lines up a bit since they went through the trouble of re-recording them.

- The whooshing sound in RTTS is already getting old. Also wish they would've left in the commentary option for those who want it.

- Some stadiums/ballparks still don't look as nice as others.
 
# 308 slthree @ 03/08/13 04:00 PM
Quote:
Originally Posted by stealyerface
Slth, have you tried out Pulse Pitching with no Ball Marker and API off?
I tried it the first year it was offered, maybe last year? But, in terms of pitching I don't want user input to have to much of a bearing and I really don't want to know ahead of time if I missed my spot.

With Classic pitching, I have to watch the pitch from the moment it leaves my hand to the moment it arrives before I know if I hit or missed my spot. If I used any form of meter pitching I would know before visually seeing the pitch travel out of my hand if I missed my spot or not.

I've read yours and other impressions on pulse pitching and it seems like it's great.
 
# 309 stealyerface @ 03/08/13 04:15 PM
Actually with the game set up the way I described, but get a pretty good indication of where the ball will end up, but you do not actually know for sure.

A perfect release can still end up with a ball in the dirt, or left over the plate.

What I LOVE about it is that as with pitching in real life, the second the ball left your hand, you knew if it was a good pitch or not. I could tell when a curveball was going to be absolutely filthy by how it sounded leaving my fingers, and I knew if a slider was going to be trouble by how much friction there was,(or wasn't).

So what Pulse Pitching does for me, is let me try and be in control of the execution of my repertoire, but still not know the outcome as far as pinpointing the spot.

I found that they made Analog Pitching too easy this year. With my sliders set to Zero for all my pitching attribues, I can dot corners and throw strikes pretty much every pitch.

With PP, they added an element of not knowing exactly where the ball is going to go, but the reward for bringing that 2-seamer back on the outer black, even though you aimed 2 feet outside is fantastic...

Just another way to enjoy the game.

~syf
 
# 310 Panthro63 @ 03/08/13 04:18 PM
Quote:
Originally Posted by slthree
I tried it the first year it was offered, maybe last year? But, in terms of pitching I don't want user input to have to much of a bearing and I really don't want to know ahead of time if I missed my spot.

With Classic pitching, I have to watch the pitch from the moment it leaves my hand to the moment it arrives before I know if I hit or missed my spot. If I used any form of meter pitching I would know before visually seeing the pitch travel out of my hand if I missed my spot or not.

I've read yours and other impressions on pulse pitching and it seems like it's great.
It may have been you who originally suggested it to me, but I too am a huge fan of Classic Pitching - for the exact same reasons.
I got way too good with pulse and meters, where all my pitchers were performing too well.

I'll give the pulse with no ball marker/api a try - but Classic will be tough to beat. I'm on your side slthree!
 
# 311 stealyerface @ 03/08/13 04:26 PM
I will try a Classic Game this evening.

~syf
 
# 312 slthree @ 03/08/13 04:31 PM
Some guys love Classic
Some guys love Pulse
Some guys love Meter

One thing for sure, SCEA gives us a lot of options.

But, like you said, once you've gone Classic is hard to go back
 
# 313 slthree @ 03/08/13 04:36 PM
Can anyone explain the throwing options?

I love the new meter accuracy ring but I'm not great at pre loading and have made some big mistake at the most inopportune times.

The button only option, is it the same thing, just without the visual?
 
# 314 Majingir @ 03/08/13 04:37 PM
Quote:
Originally Posted by slthree
Some guys love Classic
Some guys love Pulse
Some guys love Meter

One thing for sure, SCEA gives us a lot of options.

But, like you said, once you've gone Classic is hard to go back
And some love analog lol
 
# 315 Majingir @ 03/08/13 04:39 PM
Quote:
Originally Posted by slthree
By the way, I have the digital download version and have not experienced any stuttering whatsoever.
I have disc and haven't had stuttering.

I'm really thinking it might be something in settings we're missing. I'm sure if people went more in depth trying to find error, they'd find it.

Maybe it's the pitching or batting style that's being used, a certain setting that's set to on(or off) which triggers the stutter animation or something else.
 
# 316 slthree @ 03/08/13 04:51 PM
Quote:
Originally Posted by Majingir
And some love analog lol
Man. I forgot about analog. Wow, we really do have a lot of options
 
# 317 Majingir @ 03/08/13 04:57 PM
Quote:
Originally Posted by slthree
Man. I forgot about analog. Wow, we really do have a lot of options
lol ya. The Show doesn't remove things like that.
 
# 318 bautistabomb @ 03/08/13 05:20 PM
Well I've now had the chance to play this game quite a bit over the last few days so ill give my impressions.

THE GOOD

Graphics seem even more polished this year, lighting got some tweaks and player stances and models look fantastic.

Love the new button accuracy, really gives you full control of fielders now

online play seems improved, not as smooth as offline but playable at least

Better hit variety, more bloopers and balls getting over outfielders heads

Some new amimations, love the foul tips

THE BAD

Lots of choppyness in cut scenes, especially batter walkups

Too many weak squibers just out in front of the plate in default sliders

K rates in franchise way too low, needs to be fixed

Runners in slo motion rounding third thus nit enough players scoring on singles from second

THE UGLY

Pitch stutter right before leaving hand, happens a few times every game

Way too many first pitch fastballs down the middle, especially bad in RTTS.

Player progression for older players is borked. Playets like Dickey dropping 20 points in spring training of year 1.

OVERALL

Anothet solid effort by SCEA, but a lot of nagging issues this year that need to be fixed ASAP.
RTTS is completely unplayable because of the first pitch meatball bug. Would currently give the game a 7.5-8. Would bring it up to a 9-9.5 if major issues can be patched (pitch stutter, player progression for 35+ players, first pitch meatballs).
 
# 319 stealyerface @ 03/08/13 06:00 PM
I do have to add a gripe to the list:

The catcher's puma-like ability to jump out of the crouch, grab a squibber in front of the plate, set his feet, and fire a seed to first, all in less than the time it takes for the batter to drop his bat, is a bit much.

I did see a play where it appeared like the catcher and pitcher were both thinking the other guy was going to get it, and it resulted in a basehit for my batter, but i am going to assume that was because of the distance of the ball from the plate.

When the ball is close to the plate however, the uncanny ability to suspend time and pounce, needs a little tweaking.

~syf
 
# 320 Majingir @ 03/08/13 06:10 PM
Coach signings are must annoying thing ever. I can never resign my own coach, so I end up losing any coach who ever has an expiring contract.

I offer a guy something, his interest level is maxed out, then I sim and next day he accepts a job for a diff team!?! Nobody else even had an offer,yet within a single day of simming, he signs elsewhere
 


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