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Major League Baseball 2K11 Preview (Xbox 360)

MLB 2K’s journey during this console generation has been a tumultuous one. Nonetheless, the folks working on MLB 2K did not try to start over and escape from a past defined by missteps and barrel rolls (NSFW). Instead, they have buckled down and tried to fix what was undone during the early part of the generation.

It has not been an easy fix, but the developers working on MLB 2K11 clearly feel like this is the year where they can finally start improving and adding to the game rather than just fixing it.

Opening Day Once Again

When I first took the field, the first thing that stood out to me was the improved color palette. The saturation levels have been reduced on the field, which really helps to highlight the day games. MLB 2K actually is a really good looking game, but in the past it has been hard to notice because of frame-rate issues, or an excessive blur effect or an unrealistic color scheme. This year, at least for day games, the color balance seems to lead to a more realistic tone.

The “vistas” in the game are also as beautiful as ever. In general, 2K Sports does a great job of bringing you into professional sports venues, and this year is no different. While I can’t speak to the accuracy of each ballpark, the initial flyover and look at AT&T Park in San Francisco was a good reminder of what 2K does well.

Much has been said about the new player proportions in the game, and, for the most part, it’s justified. When I played with the Pirates, there was no mistaking Chris Snyder for anyone else on the team. He had a very thick lower half and just as large an upper body. Pedro Alvarez had a relatively thick lower half but a smaller upper body.

However, I did not agree with how someone like Jose Tabata looked. He has massive legs in real life, but that did not really shine through here. Essentially, I think there are more varied body proportions present here, but it’s on the developers to select the right shape for the right player.

The player faces in the game have also been reworked, but these were less impressive, at least when it came to a couple of the teams that I saw. Basically, the player faces range from the spectacular to solid to downright bizarre. Andres Torres looked amazing. Brandon Webb looked solid. Jeremy Hellickson looked like some sort of red-haired mouth breather whose orange lips signified he had been sitting on the couch eating Cheetos all offseason.

In addition, Neil Walker had a buzzed haircut, which is just incorrect. It doesn’t seem like every young player was treated poorly because guys like Pedro Alvarez and Buster Posey looked closer to realistic, but perhaps 2K just did not have enough time to nail every player's likeness.

Swing and a Miss

First off, the new hitting camera is a brilliant tweak. It’s actually hard to explain why it’s so effective, but how the ball looks as it comes off the bat just brought me so much further into the experience. It’s like some sort of magical angle the developers found that makes you just want to hit the ball so you can watch it fly into the outfield. It has gameplay relevance as well because you immediately know where the ball is probably going, which will be very helpful if runners are on base.

If you have not played MLB 2K in a while, it will probably help you appreciate what has been done with the actual hitting engine this year. I say that because the hitting “windows” in the game are more defined, and so a bad player is more apt to see many of these new hit types -- chopper, pop out or a slicing foul ball to name a couple -- than someone who still has a rhythm for hitting. (For the unaware, a "window" is basically short for the timing of when you swing the bat in relation to the ball coming towards the plate.) For the most part, I could really understand why I hit the ball the way I did, and these windows really helped to create something that felt closer to an organic experience.

On the negative side of things, I still saw some questionable things, which hopefully will not crop up too much in the final game. For starters, Sean Rodriguez took Scott Olsen deep to the opposite field. Now, I am a huge Sean Rod fan, and he does mash left-handed pitching, but he does not hit for a ton of power from the left side. Even with the short porch in right field at PNC Park in Pittsburgh, I felt it was a bit peculiar that Rodriguez hit a no doubter that way. That being said, the guy I was playing against was only power swinging, and the pitch was on the low and outside corner, so at least Rodriguez just went with the pitch.

Beyond that, the only major beef I had was when one Pirates batter swung at a very high pitch, and it somehow was a high chopper off the bat. (People who watched the gameplay video probably noticed something similar happened in it.) Again, though, I suppose that type of thing does happen from time to time in real life.

Bring the Heat

While the pitching mechanic itself seems relatively unchanged, the surrounding elements certainly seem different. First off, yes, not every pitch on the corner is called a strike anymore. This was immediately noticeable and immediately appreciated.

Beyond that, emotions do run high on the mound. After Olsen gave up the aforementioned home run to Rodriguez, he was immediately flustered. This, to me, was awesome to see. Anyone who knows Scott Olsen’s past knows he’s not the most well-balanced player.

After the home run, there was a cut scene that showed a visibly upset Olsen on the mound, and while trying to pitch to the next hitter my pitching cursor went haywire. Obviously, not every pitcher will respond this way after giving up just a single home run early in the game, but Scott Olsen probably would on most days. Hopefully, the addition of the new “pitcher control” slider (controls accuracy of pitchers) and “pitcher composure” slider (controls emotions) will only further highlight the differences in control and fortitude of the pitchers in the game.

Lastly, the pitching just seemed smoother. However, I also readily admit there may be a bit of a placebo effect going on here because, in general, the game looks smoother in action. Regardless, the feeling of more fluid gameplay probably has something to do with the addition of more transitional animations that help to tie together various animations in the game.

In short, pitching has become the strongest part of MLB 2K's gameplay in recent years, and it seems to be getting stronger this year.

Gunned at the Plate

Much of the focus was on fielding this year, and the early returns are very exciting. I feel that the ultimate goal of a fielding engine that works is one that includes danger and definition. The game has to have a clearly defined and understandable fielding mechanic; the game has to define and identify who is or is not a good fielder; and the game has to promote an uneasy feeling in your gut in certain situations.

The two fielders I saw in MLB 2K11 that I want to highlight here are Adrian Beltre and Neil Walker. While watching Adrian Beltre in the field, it’s immediately noticeable that he is a good fielder capable of amazing things. When he cleanly picks up the ball in his mitt on a routine grounder, his massive green bar immediately tells you he is pretty decent in the field. The tweaked fielding mechanic allows you to easily plant your bar in the green zone to make a good throw. And Beltre nonchalantly guns the ball to first just to make sure you know he has a cannon as well.

Neil Walker, on the other hand, just learned the second base position last year. On a somewhat routine play, he had trouble gathering the ball into his mitt as it bounced more towards his chest. This meant the play at first would now be closer than necessary, and his shorter green bar made it doubly clear that he was not on Beltre’s level.

Visually, a lot of what goes on helps to promote a fielding “caste” system as well. Last year, someone like Neil Walker would have just hustled after a grounder in the hole before pulling up short and staring at it once he had no shot at the ball. This year, someone like Walker lunges for the ball and tries to at least get a glove on it. On the other hand, someone like Beltre dives and tries to make a throw from his knees to save the day.

Fielding is not a glamorous aspect of baseball in video games, but it has certainly been overlooked over the years. If what I saw was any indication, it seems like that is finally starting to change.


Final Thoughts

I wanted to save this example for the final portion of the preview because I think it helps to highlight some of the biggest improvements in MLB 2K11.

At the plate, a Texas Rangers batter pulled the ball down the line at AT&T Park. Off the bat, I thought the ball was gone, but the new camera angle, and the fact that the game did not give away whether the ball would get out or not, helped to build the suspense. My first instinct ended up being wrong, and the ball ended up bouncing just short of the wall.

At this point, Pat Burrell came into play. The lumbering left fielder had done just an awful job of tracking the ball, and he had misread how the ball would bounce off the wall -- the AI Burrell must have thought the ball was going to bounce further off the wall than it did. He didn’t sprint towards the wall to get the ball on the warning track, but rather sort of trotted at a leisurely pace.

Now, the above example might be too subtle for some to appreciate, but others probably realize how important a play like that is to a baseball game. It’s plays like the above that make you want to keep playing. It’s plays like the above that make you want to build your team a certain way. It’s plays like the above that capture that moment of suspense that defines baseball.

Here’s to hoping there is plenty more of that in MLB 2K11 when it hits store shelves on March 8.


Major League Baseball 2K11 Videos
Member Comments
# 21 tmac55 @ 02/28/11 01:48 PM
Thanks for the good read Chase !! Excited for this demo to drop tomorrow
 
# 22 tistethebeast @ 02/28/11 01:53 PM
awesome preview chase. how did mccutchen look?
 
# 23 johnnyg713 @ 02/28/11 02:05 PM
Quote:
Originally Posted by ChaseB
In the outfield you have to start moving immediately. In the infield, I guess the AI pushes you in the right direction at the start like other baseball games. But automated how? There are errors now so it's not like you can just push towards the base and have no fears.
That was what I was referring to. I remember 2k giving the explanation that they made the ball speed coming off the bat more realistic so it would be almost impossible for the player to react to the ball in time for the infield to make the play so they put in the "assist". I loved in 2k8 you can take the infield assist off and make the play yourself (mainly because the ball speed was much slower and you had time to react).

In 2k10 I felt playing the infield was mostly; YOU make the pitch, WATCH the ball get hit as your fielder makes the play and then YOU make the throw to first.
 
# 24 munky1307 @ 02/28/11 02:08 PM
Everything written about this game is sounding more and more positive. Thanks for a good write up Chase. The examples you use really help give a sense of a good game with the small details.

Have you seen a real time injury or error in the game yet that surprised you?
 
# 25 johnnyg713 @ 02/28/11 02:18 PM
Chase I also want to point out what was said about fielding last year in the OS Review on MLB 2k10.

Quote:
No Field of Dreams

If there is an area of gameplay that is the weakest, it is the fielding. First, it seems like the infielders get to just about everything. Balls up the middle are about the only kind of grounder that gets through for a hit. Even when playing as the Phillies, my beloved "rock" Ryan Howard over at first base was making graceful and spectacular plays. There does not seem to be enough variety when it comes to fielding ratings/skill. Even lowly relief pitchers catch or field just about every come-backer with lighting-quick reflexes.

I know this has been addressed this year.

And, because the action in the infield happens so quickly, the computer assistance seems to handle the largest part of fielding. In most cases, you take control of the infielder just as the ball is getting to him -- just in time to throw and that is about it. The outfield is not quite as "automated" as the infield, which makes sense since you have a longer amount of time to make the play.

This is what I was referring to earlier.

On top of the super-human infielders, there is also the rocket arms of the outfielders. I think part of the arm issue might be field size -- the fields feel a little small (or the players a little too big). Regardless, while I have thrown a few batters out at first on what should have been singles, the AI has not yet rung me up in that way. I also have been able to score from second on a single so the outfielders do not always gun you down when going for an extra base. I do think some of the complaints by the masses may be a bit overstated, but outfielders' arms certainly are a issue that cannot be ignored.

Hoping this is addressed this year as well


This perception that arms and gloves are overpowered is also supported by the statistics. There simply are not enough errors in this game, an issue that is made more apparent by defensively inferior players making spectacular plays in the field.

We know this has been addressed as well
Not too sure if your writing the review on 2k11 but I hope you guys can refer back to these major concerns many of us had with 2k10s fielding.
 
# 26 BigBlue @ 02/28/11 02:25 PM
Chase,

With respects to hitting, did you notice if check swings are in the game? :-)

I think the fact that there is no talk of a release day patch is very encouraging!

BigBlue
 
# 27 DJ @ 02/28/11 02:26 PM
This game sounds promising; I really hope it lives up to all the positive previews it has received. I'm looking forward to trying out the Demo tomorrow, that's for sure.
 
# 28 ChaseB @ 02/28/11 02:31 PM
Quote:
Originally Posted by tistethebeast
awesome preview chase. how did mccutchen look?
He's got the dreads in the game this year, thought he looked good. Not sure if his batting stance is 100 percent accurate but he definitely got some love from 2K.

Quote:
Originally Posted by johnnyg713
That was what I was referring to. I remember 2k giving the explanation that they made the ball speed coming off the bat more realistic so it would be almost impossible for the player to react to the ball in time for the infield to make the play so they put in the "assist". I loved in 2k8 you can take the infield assist off and make the play yourself (mainly because the ball speed was much slower and you had time to react).

In 2k10 I felt playing the infield was mostly; YOU make the pitch, WATCH the ball get hit as your fielder makes the play and then YOU make the throw to first.
Right, yeah I didn't feel like I was useless in the infield. Like I said in my example, I lunged towards a ball with Walker through the hole, and the appearance of bleeders and choppers led to more situations where the IFers had to make things happen on their own.

Quote:
Originally Posted by munky1307
Everything written about this game is sounding more and more positive. Thanks for a good write up Chase. The examples you use really help give a sense of a good game with the small details.

Have you seen a real time injury or error in the game yet that surprised you?
Just saw one bobble error, otherwise no injuries etc.
 
# 29 ChaseB @ 02/28/11 02:33 PM
Quote:
Originally Posted by johnnyg713
Not too sure if your writing the review on 2k11 but I hope you guys can refer back to these major concerns many of us had with 2k10s fielding.
As for cannon arms, hard to say at this point. However, there is arm strength slider at the very least.

Quote:
Originally Posted by BigBlue
Chase,

With respects to hitting, did you notice if check swings are in the game? :-)

I think the fact that there is no talk of a release day patch is very encouraging!

BigBlue
I did not check swing during my time (or try), and I've said before I'm awful at check swinging with analog controls (in both baseball games).
 
# 30 swaldo @ 02/28/11 02:33 PM
Nice preview, I'm really getting excited for this game. I can deal with funny looking player models because all the important areas got some major work. Well, I do hope they take a good look at the choppers from high swings and possible opp field power issues. Thank God we dont have to put ourselves in training to win a million bucks with a crappy game!
 
# 31 Marino @ 02/28/11 02:35 PM
Well, now I see why you have been neglecting us in KZ3. Good read though.
 
# 32 Ollienyy @ 02/28/11 03:16 PM
Can't wait, thanks for the great preview! It looks like it's going to be a fun time spinning the disc this year!
 
# 33 leafsfan17 @ 02/28/11 03:25 PM
Chase, has they fixed the glitch in Franchise where drafted rookies were placed on the MLB team immediately and caused the game to freeze in Franchise making the mode unplayable?
 
# 34 leafs nation @ 02/28/11 03:28 PM
do you guys know if there is dynamic attendance. I play with the Jays and don't really want to see a packed ballpark away from opening day unless i'm having an incredible season.
 
# 35 Money99 @ 02/28/11 03:30 PM
Great read Chase! Keep the info coming!
 
# 36 XBox_Roughneck @ 02/28/11 03:55 PM
Why doesn't anyone ever mention any commentary improvements? The announcing was one of the things 2K clearly had over it's competition. Listening to each game felt like a listening to a real ballgame.
 
# 37 therizing02 @ 02/28/11 03:55 PM
Thanks for the impressions Chase. Sounds like like some substantial improvements were made in this dev cycle.

I'd really like to get your thoughts on the CPU manager. How do they handle pitching changes? Did the use pinch hitters at the right time? Do they use the lefty/righty factor? Do they hit and run? Do they make late game defensive subs? Lastly, do a lot of the CPU hitters who have no business swinging at 3-0 pitches in the wrong situations still do it?

IMO, these are the things that are missing in video game baseball. The chess match that goes on in every game is the soul of baseball. With the exception of the majority of the text sims, I have yet to see this reproduced effectively in a video game. There is just way too much emphasis on graphics and animations

Lastly, do you think the Inside Edge part of the game has been improved on?

Thanks again.
 
# 38 TimeBombTown @ 02/28/11 04:22 PM
One thing I am incredibly curious to see if it has been fixed is pitcher substitutions. I think all 2k10 players know how ridiculously clunky the process was last year. For example, I would take Cain out of the game and sub in Nate Schierholtz to hit for him. Then, the next inning, there's Nate standing on the pitcher's mound with a prompt telling me to do something about it...which would never, ever happen in a real game. I'm sincerely hoping there is a way to pre-determine what pitcher will replace the hitter or if there will be a double switch and make things much more streamlined and realistic, because every time that happens in 2k10 it pulls me right out of the realism and is a hassle to boot.
 
# 39 ChaseB @ 02/28/11 04:35 PM
Quote:
Originally Posted by XBox_Roughneck
Why doesn't anyone ever mention any commentary improvements? The announcing was one of the things 2K clearly had over it's competition. Listening to each game felt like a listening to a real ballgame.
Sound was rather low on the games I played. Generally speaking, you're talking to a developer while playing during most of these things so sound takes a backseat much of the time.

Quote:
Originally Posted by therizing02
Thanks for the impressions Chase. Sounds like like some substantial improvements were made in this dev cycle.

I'd really like to get your thoughts on the CPU manager. How do they handle pitching changes? Did the use pinch hitters at the right time? Do they use the lefty/righty factor? Do they hit and run? Do they make late game defensive subs? Lastly, do a lot of the CPU hitters who have no business swinging at 3-0 pitches in the wrong situations still do it?

IMO, these are the things that are missing in video game baseball. The chess match that goes on in every game is the soul of baseball. With the exception of the majority of the text sims, I have yet to see this reproduced effectively in a video game. There is just way too much emphasis on graphics and animations

Lastly, do you think the Inside Edge part of the game has been improved on?

Thanks again.
I know nothing about any of that since just saw half of two games, no late-inning stuff.

As for Inside Edge, not sure what you want improved on. You can see hot and cold zones before each pitch if you want.
 
# 40 tvman @ 02/28/11 04:59 PM
Quote:
Originally Posted by ChaseB
Sound was rather low on the games I played. Generally speaking, you're talking to a developer while playing during most of these things so sound takes a backseat much of the time.



I know nothing about any of that since just saw half of two games, no late-inning stuff.

As for Inside Edge, not sure what you want improved on. You can see hot and cold zones before each pitch if you want.
I haven't played 2k ball game for a few years now so can you tell me if the hot cold zones change at all depending on the count? I really like that feature in PYS.
 


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