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MLB 14 The Show News Post


After releasing a mini-fact sheet last week, we now have the official MLB 14 The Show fact sheet, thanks to Russell over at The Show Nation.

Read them over and let us know what you think. The PlayStation Vita and PS3 version arrive on April 1st, while the PS4 version will ship sometime in May. When we get an official PS4 release date, we'll be sure to update everyone.

KEY FEATURES
  • Next Generation Baseball Has Arrived - MLB 14 The Show makes its next-gen debut on the PS4 system, utilizing the system’s vast resources to deliver exceptionally detailed and fluid gameplay. With improvements to presentation, a wealth of added animations, and a dramatic increase in environment and player detail, we are setting out to create the best-looking and best-playing baseball sim ever created.

  • The Evolution of Road to The Show continues (All platforms) - First among the major improvements is a completely revamped advancement system, complete with improved logic and the removal of advancement goals. Also being introduced is a new beginning to a player’s RTTS career with the Topps Amateur Showcase, a series of games against other draft prospects. Additionally, the training system, logic, screens and modes have all been revamped to provide users with a more engaging experience.

    - Other changes include a new player-creation process, the reintroduction of the “broadcast” presentation perspective as an option, and a re-envisioned Catcher Mode, to name a few (PS3 & PS4 Only).

  • Year-to-Year Saves (All platforms) - For the first time in franchise history, saves can be carried over from MLB 14 to future releases of The Show, meaning that gamers won't have to worry about starting their Franchise or Road to the Show seasons over in years to come.

  • Player Lock (All platforms) - The new Player Lock feature (a.k.a RTTS anywhere) gives users the ability to lock-on to any single player and enter games using the Road to the Show gameplay mechanic, allowing for faster games and more focused on-field action.

  • Quick Counts (All platforms) - Users will now be able to play a full nine-inning game in less than 30 minutes, half the time it takes in previous iterations of The Show. Despite the shortened game durations, realistic stats will not be compromised.

  • Community Challenges (PS3 & PS4) - Players will be able to freely toy and tinker with game situations and scenarios on the fly, whether that’s the inning, score, who’s on base, or where the ball is hit. These custom situations can be bundled with a creative set of goals and put forth as a challenge to the community, whether it’s to relive the past, change history, or dream of new possibilities.

  • Universal Profile (PS3 & PS4) - A new tendency-tracking system monitors and records gamers’ unique playing styles. Those patterns are stored in the Universal Profile, which can be viewed by anyone looking to get a quick scouting report on the player. The Universal Profile can also be subbed in in place of a CPU opponent in Diamond Dynasty and Online Franchise, making for more realistic head-to-head matchups when schedules prevent synchronous play.

  • Online Franchise (PS3 & PS4) - Finally, Franchise mode can be shared with friends online, with most of the features from the offline version making the transition, including Scouting, the Amateur Draft, Free Agency and CPU Trades. The mode will remain highly customizable as scheduling, divisions, postseason spots and more are all commissioner options.

  • Stubs (All platforms) - Playing games in MLB 14 The Show rewards players with Stubs. Stubs can be used to purchase additional in-game content – like Road to the Show training points – or used in our new mode, Community Challenges. Stubs can be earned in any mode, and they are not required to progress through a mode. You can still purchase additional in-game content through the PlayStation Store.

  • Diamond Dynasty Extra Innings (PS3 & PS4) - In this mode, a player’s team is always looking for opportunities to challenge other users in an offline setting, which allows the user to earn bonus rewards the next time they log in. When online, the player has the opportunity to challenge other user-created teams in an offline game where the CPU controls their team. Players can only benefit positively in this mode even if their team does not perform up to their normal standards.

  • Dynamic Difficulty (All platforms) - Baseball is a sport the dedicated love to master, but also one that can intimidate newcomers. In this year’s version of The Show, players who don’t feel like veterans yet can opt to start on a lower difficulty level and jump right in. An advanced logic system will then grade the user’s skill and adjust the challenge level up or down based on their overall performance. Batting and pitching are evaluated separately, so it’s possible for one to increase in difficulty while the other doesn’t, or even reduces. On-screen notifications will advise when the difficulty setting has been adjusted.

  • Franchise Improvements (PS3 & PS4 Only) - Efforts continue to improve the accessibility of Franchise mode. A new notification system, which keeps the user more connected to their organization and the league, serves as an “Assistant GM” and will make sure critical information is more immediately provided and more readily accessible. Also refined is the logic that helps the multi-season cycle of Franchise mode and all of the stats and developments therein resemble real life as closely as possible. Other additions include a player search and the ability to hire and fire coaches during the regular season.

  • True Broadcast Presentations (PS3 & PS4 Only) - The Show’s presentation crew has taken on a tall task for MLB 14: streamlining the game while enhancing the reality and increasing the variety of the experience. Pace of play is a focal point for the team as we strive to immerse the user in an even more engaging simulation. Heavy emphasis has also been placed on the stadium environment to feature the upgraded crowd actors, jumbotrons, LED boards, dugouts, specific stadium audio and a more engaged, responsive and unique crowd.

    -On the commentary side, the three-man booth of Matt Vasgersian, Eric Karros and Steve Lyons return for their second season together. This year's title will emphasize the three announcers in a more interactive, conversational style, yet will also continue to mine the world of baseball to find intelligent, timely and compelling commentary concerning today's teams and players. The overall goal is for the game to get deeper, and for the announcers to better adapt to changing game conditions -- including rising the enthusiasm level when the situation dictates.
MLB 14 The Show includes over 40 more enhancements, new features, and improvements!
  • New dynamic gameplay cameras for batting and fielding
  • New dynamic catch position indicator for fielding
  • New baserunning paradigm (New animation core and logic)
  • Completely re-done catcher animations suite (over 150 all-new catcher animations)
  • More than 90 new batting stances
  • More than 160 batting stance re-captures for players who changed their stances
  • More than 50 new fielding animations
  • More than 30 new pitching motions
  • 20 new signature HR swings
  • Intro Fly-Ins (PS4 Only)
  • New bat boy and ball boy presentations (PS4 Only)
  • All-new high-resolution crowd reactions, ambient noise, cheers, etc…. (PS4 Only)
  • Japan League-style and slap-hitter swing types (PS4 Only)
  • Over 350 new fielding and batting animations (PS4 Only)
  • Team specific, player specific, team generic crowd signs (PS4 Only)
  • New RTTS Player Creation options, including the ability to model your skills, appearance, and signature animations after a real MLB player
  • New and improved training modes, along with the addition of a new bronze/gold medal system.
  • Easier trade requests (RTTS)
  • Easier position changes (RTTS)
  • Dynamic Potential for RTTS Player
  • New injury presentations
  • New Player Search feature
  • Ability to hire/fire coaches in mid-season
  • Notification system that keeps you connected to your team and league.
  • New player contract logic that mimics real life
  • New overall and potential formula
  • Editable potential
  • Refined player generation, with more position-specific attribute ranges (Online Franchise)
  • New contract decision logic, which factors in contract renewable and arbitration status more heavily (Online Franchise)
  • New lineup logic that takes into account secondary positions (Online Franchise)
  • Refined trade logic (Online Franchise)
  • Retired players stored for every season (Online Franchise)
  • More player stats stored for every season (Online Franchise)
  • New user management functionality at TheShowNation.com (Online Franchise)
  • Make, accept, and vote on trades through TheShowNation.com (Online Franchise)
  • Resolve and simulate games on TheShowNation.com (Online Franchise)
  • League members can now manage games on TheShowNation.com (Online Franchise)
  • New pitcher/batter status screen
  • New pitcher/batter breakdown pop-up graphics
  • Cycling help text
  • Left-handed infielders
  • CPU plate discipline logic has been re-written
  • Pitcher can now bring up pitch history using L3 (same effect as R2 for the batter)
  • New pickoff cameras
  • New assortment of organ recordings
  • Completely re-worked Plate Coverage Indicator (PCI)

Game: MLB 14 The ShowReader Score: 8.5/10 - Vote Now
Platform: PS Vita / PS3 / PS4Votes for game: 12 - View All
MLB 14 The Show Videos
Member Comments
# 301 MrOldboy @ 02/18/14 05:57 PM
Quote:
Originally Posted by Factzzz
The new contract logic that mimics real life is actually a really underrated part of the fact sheet. Last year in my RTTS when I made it to free agency I got the highest contract at 16m a year, which isn't even close to what people are making nowadays. So hopefully things like this are figured out.
It hasn't been the dev team's choice to have the odd contract values as I remember multiple times over the years that it was said that the MLB or MLBPA license prohibited exact contracts. I'm not really sure what the new logic will do, but mimicking real life sounds good on paper.

I'd be surprised if it actually mimicked reality perfectly, but it would be awesome if players could start making 30MM and team budgets were more accurate.
 
# 302 bronxbombers21325 @ 02/18/14 05:59 PM
Quote:
Originally Posted by A_Quiet_Pro
The only thing I change in sliders is really is bump the human AI up a tad with hitting just to help a little, but that's because I move the pitch speed all the way up so a fastball is on me dumb quick. lol. (realism) But yes, as far as sliders go, not much need for tweaking... game plays amazing out of the box.
Normally all I do is turn the pitch speed down, and the contact up a bit. Otherwise I strike out 15 times a game. But even that didn't help with my sorry Yankees team last year. lol
 
# 303 thaSLAB @ 02/18/14 06:07 PM
Quote:
Originally Posted by Qb
Does dynamic refer to size/accuracy and how soon the indicator appears changing depending on the player's fielding ratings? Some really good ideas along those lines were kicked around here in the past...

Sort of. Tedus actually touched on it in his Taiwan preview thread. He said "Fielding felt more responsive" and "fluid" - that's what he was trying to describe.

Although it's a small bullet point on the fact sheet, IMO it's a game changer as far as gameplay goes. First off, the ball region indicator (the big shadow) OSD is now gone. It is now all handled with the ball location indicator (transparent baseball)... and it is more realistic (and fun) as a result. The reason why is the dynamic aspect of it. For the most part, there's no more running to a spot after the ball is hit and waiting for the ball to fall into your glove, repeat. You now have to adjust on the fly, up to the point when you catch the ball. So you can easily find yourself fighting the wind, or drifting back, back, back and running out of room and the ball lands over the fence/out of play. It really keeps you guessing up to the last second on some balls. There are still no doubters, but they are pretty much handled the way you would react in real life, which I think the new fielding cameras help with too.

I can't remember if it was ratings based or not (aside from the obvious fielder speed), but the wind/weather does play a part in how the ball moves. This was one of my favorite additions though.

Anyway, that's the gist of it. Hopefully I didn't butcher my explanation.
 
# 304 Factzzz @ 02/18/14 06:08 PM
Quote:
Originally Posted by MrOldboy
It hasn't been the dev team's choice to have the odd contract values as I remember multiple times over the years that it was said that the MLB or MLBPA license prohibited exact contracts. I'm not really sure what the new logic will do, but mimicking real life sounds good on paper.

I'd be surprised if it actually mimicked reality perfectly, but it would be awesome if players could start making 30MM and team budgets were more accurate.
Yeah and I know they aren't allowed to use exact numbers from real life but in prior years the contracts were at least realistic looking, you had players over 20m and things like that. Last year was the first year that the contracts were so low, and that was across the whole league. So with this improvement I'm not expecting exact numbers from real life, just a lot more realistic, because 16m a year being the highest paid player is by far too low
 
# 305 MrOldboy @ 02/18/14 06:16 PM
Quote:
Originally Posted by Factzzz
Yeah and I know they aren't allowed to use exact numbers from real life but in prior years the contracts were at least realistic looking, you had players over 20m and things like that. Last year was the first year that the contracts were so low, and that was across the whole league. So with this improvement I'm not expecting exact numbers from real life, just a lot more realistic, because 16m a year being the highest paid player is by far too low
I'm perfectly fine with suppressed values if players are correct relative to each other. I want the top player in the MLB to be the top player in The Show and a other players correct in there relative relationship to that player.
 
# 306 MLB Bob @ 02/18/14 06:24 PM
Quote:
Originally Posted by MrOldboy
I'm perfectly fine with suppressed values if players are correct relative to each other. I want the top player in the MLB to be the top player in The Show and a other players correct in there relative relationship to that player.
I kinda found in some cases this was the case and it was a detriment. The salaries were based on overall. Theres a little work around to make adjustments to some contracts that was in..

My issue was a guy like Mark Buerhle had a contract of 2 million or something..because it was based on his overall. Makes bad contracts kinda non existent because regressed players didnt have inflated contracts..took away from some of the depth. Im just curious how contracts will work now
 
# 307 Cavicchi @ 02/18/14 06:34 PM
Lots of goodies in that list, including editable potential--nice! I can see where franchise will have more meaning with the ability to edit potential. So if some "hot" prospect bombs in real baseball, or doesn't perform as expected, potential can be adjusted.

At my age, I really shouldn't get so excited, but can't help it. I know my doctor said I shouldn't be playing baseball at 72, but what the heck, what have I too lose at 72?!

Cavicchi waits his turn in the batter's box, and on the mound
 
# 308 MrOldboy @ 02/18/14 07:03 PM
Quote:
Originally Posted by MLB Bob
I kinda found in some cases this was the case and it was a detriment. The salaries were based on overall. Theres a little work around to make adjustments to some contracts that was in..

My issue was a guy like Mark Buerhle had a contract of 2 million or something..because it was based on his overall. Makes bad contracts kinda non existent because regressed players didnt have inflated contracts..took away from some of the depth. Im just curious how contracts will work now
That's not what meant. I'm speaking strictly of real life MLB players who currently have a contract going into 2014.

Kershaw makes 30MM in 2015 and Buerhle 19MM. I'm fine if Kershaw is dropped to 21MM ad long as Buerhle also has a relative salary of 12MM. That would go for any player, so if they're real life 2015 contract is 50% of Kershaws I'd want them to be at 15MM. Since contract values fluctuate, the annual average value of the contract would work fine. The contracts of San Diego made players would be static and not changeable.

The problem is this might go too far for San Diego to do, as it its still accurate, just everything is surpressed down to some arbitrary precentage. I have no idea wht their agreement states, this might be way over the line for them to do or maybe its perfectly fine.

I agree the current system is not good. But I feel like what's needed there is what everyone wants for many aspects of the AI logic. More variability and randomness. Teams should make more bad decisions, but also make some good ones. Maybe someone signs Aoki in 2015 when you'd expect him to regress, but they get luck and he doesn't and they signed a very undervalued contract. Maybe he has a good year and some team decides to give him 3 years, but he regresses hard and is dead weight.
 
# 309 MLB Bob @ 02/18/14 07:14 PM
Quote:
Originally Posted by MrOldboy
That's not what meant. I'm speaking strictly of real life MLB players who currently have a contract going into 2014.

Kershaw makes 30MM in 2015 and Buerhle 19MM. I'm fine if Kershaw is dropped to 21MM ad long as Buerhle also has a relative salary of 12MM. That would go for any player, so if they're real life 2015 contract is 50% of Kershaws I'd want them to be at 15MM. Since contract values fluctuate, the annual average value of the contract would work fine. The contracts of San Diego made players would be static and not changeable.

The problem is this might go too far for San Diego to do, as it its still accurate, just everything is surpressed down to some arbitrary precentage. I have no idea wht their agreement states, this might be way over the line for them to do or maybe its perfectly fine.

I agree the current system is not good. But I feel like what's needed there is what everyone wants for many aspects of the AI logic. More variability and randomness. Teams should make more bad decisions, but also make some good ones. Maybe someone signs Aoki in 2015 when you'd expect him to regress, but they get luck and he doesn't and they signed a very undervalued contract. Maybe he has a good year and some team decides to give him 3 years, but he regresses hard and is dead weight.
Ya i get ya...just scale everything and adjust the budgets for this as well. Right now its a little wonky and some teams have correct payrolls some teams dont. So if they scale the contracts they have to scale the payrolls..
 
# 310 MrOldboy @ 02/18/14 07:18 PM
Quote:
Originally Posted by MLB Bob
Ya i get ya...just scale everything and adjust the budgets for this as well. Right now its a little wonky and some teams have correct payrolls some teams dont. So if they scale the contracts they have to scale the payrolls..
Exactly, but I'd assume that would just come along automatically, even if it had to be done manually by the devs. But that will be hard with how much the Dodgers are spending. That's not even a joke, if they did go with the scaling system they'd have to give LA a gigantic budget to fit all the "scaled down" contracts.
 
# 311 nomo17k @ 02/18/14 08:01 PM
Quote:
Originally Posted by thaSLAB
Sort of. Tedus actually touched on it in his Taiwan preview thread. He said "Fielding felt more responsive" and "fluid" - that's what he was trying to describe.

Although it's a small bullet point on the fact sheet, IMO it's a game changer as far as gameplay goes. First off, the ball region indicator (the big shadow) OSD is now gone. It is now all handled with the ball location indicator (transparent baseball)... and it is more realistic (and fun) as a result. The reason why is the dynamic aspect of it. For the most part, there's no more running to a spot after the ball is hit and waiting for the ball to fall into your glove, repeat. You now have to adjust on the fly, up to the point when you catch the ball. So you can easily find yourself fighting the wind, or drifting back, back, back and running out of room and the ball lands over the fence/out of play. It really keeps you guessing up to the last second on some balls. There are still no doubters, but they are pretty much handled the way you would react in real life, which I think the new fielding cameras help with too.

I can't remember if it was ratings based or not (aside from the obvious fielder speed), but the wind/weather does play a part in how the ball moves. This was one of my favorite additions though.

Anyway, that's the gist of it. Hopefully I didn't butcher my explanation.
I wonder if this sort of "tentativeness" of the location where the ball actually drops has any effect on how CPU fielders move on the field. If they don't go straight to the catch region (like they do now), I think that would be a huge plus in my book....
 
# 312 Russell_SCEA @ 02/18/14 08:55 PM
Quote:
Originally Posted by lhslancers
Seems like they just added so much esp to the new console. I haven't heard about an option to have to manually return your runner back to the bag on pick off attempts.
You've always had the option to manually have him return to the bag. But once the pitcher starts his pickoff animation it's up to the players ratings.
 
# 313 Teigh Cubs Teigh @ 02/18/14 09:08 PM
Quote:
Originally Posted by A_Quiet_Pro
again, I know it's unrealistic to think we're gonna see a demo... but THIS is why I'd love to see one. With all the new improvements and changes, it'd be nice to get a feel for them b4 the season starts if u get what i mean. lol.
Not that I wouldn't like to see a demo (especially on the PS4), but that's what I use spring training for. I get into my franchise and keep going with spring until I get a feel for any changes or adjustments made that year.
 
# 314 pay26 @ 02/18/14 09:26 PM
Quote:
Originally Posted by Russell_SCEA
You've always had the option to manually have him return to the bag. But once the pitcher starts his pickoff animation it's up to the players ratings.

Russell, Custom Sound in Ps4? waiting for the patch out
 
# 315 ksig24 @ 02/18/14 09:34 PM
  • New overall and potential formula
  • Editable potential


This is going to be a very unproductive year at the office!
 
# 316 tnixen @ 02/18/14 11:00 PM
I wonder if The Show Live was improved at all?
 
# 317 NYJin2011tm @ 02/19/14 12:52 AM
Will Dynamic Difficulty be across all levels or just the low end easy levels?
 
# 318 Bobhead @ 02/19/14 01:29 AM
Quote:
Originally Posted by Russell_SCEA
You've always had the option to manually have him return to the bag. But once the pitcher starts his pickoff animation it's up to the players ratings.
I don't think it's fair to say "you've always had the option to return on pickoffs." That's very, very inaccurate.

You can only manually return to the bag before the pickoff is initiated, and it only works if you are fully back at the bag before the pickoff starts. The instant a human user presses the pickoff button, or the instant the CPU "decides" to use a pickoff, you are locked into place, and at the mercy of whatever animation and outcome the game decides for you.

There is currently no way to manually return on a pickoff.
 
# 319 LastActionHero @ 02/19/14 02:21 AM
Quote:
Originally Posted by Bobhead
I don't think it's fair to say "you've always had the option to return on pickoffs." That's very, very inaccurate.

You can only manually return to the bag before the pickoff is initiated, and it only works if you are fully back at the bag before the pickoff starts. The instant a human user presses the pickoff button, or the instant the CPU "decides" to use a pickoff, you are locked into place, and at the mercy of whatever animation and outcome the game decides for you.

There is currently no way to manually return on a pickoff.
I've been asking this for a long time. If they could at least give us the option to make it fully manual I'd be happy. I want to be on my toes while taking a lead and be fully responsible if I react in time or not. The reason this never makes it in is that it maybe gives you too much of an advantage and it wouldn't give realistic numbers.
 
# 320 SwedishTouch76 @ 02/19/14 05:10 AM
Does Bryce Harper have a beard in 14? Everyone has a beard now
 


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