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OS Scores Explained Super Mega Baseball Overview (PS4)
Pros
Simply a fun game of baseball; Outstanding pitching and hitting interface; Graphics are vibrant and captivating.
Cons
Only four total stadiums; Lacks game modes; No true multiplayer.
Bottom Line
A good arcade baseball title, one of the best of its kind in several years. Worth a look if you like fast-paced baseball action.
7
out of 10
Super Mega Baseball REVIEW

Super Mega Baseball Review (PS4)

If you’re an older sports gamer, than you probably have fond memories of past baseball games such as Ken Griffey Jr.’s Winning Run, R.B.I Baseball (Classic version) and Baseball Stars. What do all of these games have in common? Well, that would be a simple, engaging, and fun approach to America’s past time. While games like this are a rarity these days, the ambitious developer, Metalhead, aims to bring a small piece of that era back, with Super Mega Baseball. Did they succeed?

GAMEPLAY

As with any sports game the gameplay is incredibly important, even for the an arcade game such as Super Mega Baseball (SMB). If you’re wondering if the gameplay will make you feel the need to blow in the cartridge to make it work again, the answer is yes. In almost every way possible, Super Mega Baseball draws an inspiration from all of the titles mentioned before, and more. The gameplay offers a simple approach, but yet has a certain depth to the strategy required to be successful on the harder levels.

Batting

The hitting interface is once again, you guessed it, simple in its approach. It offers the basic hit X, Square, or O for normal, power, or bunt. If one is inclined to use the analog stick for the same purposes, Metalhead has you covered. Although the approach is simplistic in nature, it does require the user to have a keen eye, and understand the strike zone. If you try and pull an outside pitch, chances are you’re going to hit a weak ground ball to short or third, or throw a lazy popup in the air to the infield. Although an arcade game by nature, the physics that SMB brings to the table is a baseball simulation at its core, and requires a sim style approach to match, unless of course you’re playing on the lower difficulties.

Pitching

As much as we loved the hitting in this game, the pitching interface is one of the finest we have ever been privy to using. If you have ever played the Ken Griffey or Power Pro series, then you will feel right at home. Once you select your pitch, you are then required to place a location reticule in your desired location. After you have done that, a sort of gravitational icon appears and it is incumbent upon you to place that icon as close to the center of your location reticule to achieve full pitch effectiveness. While it may sound a little over the top, trust us when we say it is outstanding, and we hope other baseball titles will make this an option moving forward.

Fielding

The fielding in SMB is similar to the pitching in the fact that once the ball is place, your player will gravitate towards the general direction of where the ball will be landing. Think of it as semi-assisted fielding, but it does give the user the option to take full control to run faster, dive or jump, and throw the ball to the location of choice. The first time you make a diving grab at short, or rob a would-be homerun, it will feel like a well earned accomplishment. The fielding may not be as fun or intuitive as the hitting or pitching, but that doesn’t mean it’s boring, because it’s not.

MODES

This is an area that SMB struggles a bit, as it only offers up two modes: Season and Exhibition. While season mode does give the user the option to choose a season length, difficulty, number of innings, it is simply one season and you’re done. With that said, SMB does offer deep stat tracking, which is a huge plus, and the user can customize each team member, both in looks and namesake, but that’s as deep as the well runs. The stat tracking and customization options are a very nice inclusion (ye,s we are looking at you R.B.I Baseball 14) but for some that are hoping for a career, multiple-season or online league modes, you might be a bit disappointed. We would also be remiss if we didn’t mention that while there is no true online multiplayer in SMB, it does offer couch co-op seasons and exhibition.

FINAL THOUGHTS

Although Super Mega Baseball may not be as deep a game as some are accustomed to, it absolutely shines in the gameplay department. It’s simply an arcade baseball game with simulation roots, that will have one wanting to play it again the minute you stop playing it. If you’re looking for a fun baseball game that you can finish in about 20 minutes to get you through the doldrums of winter, Super Mega Baseball should be perfect for you.

Learning Curve – Not a difficult game, but will require some time to master the pitch and hitting interface.

Control Scheme – Simple and responsive

Visuals – Fun, cartoonish, and over the top – which is perfect for this game

Audio – Timely and accurate, and we love the quirky umpire voice.

Replay Value – Short on modes, and true MP could have added some much needed depth.

Score 7.0 (Good)


Super Mega Baseball Videos
Member Comments
# 121 Blzer @ 12/23/14 02:53 PM
Here are just some random notes so far (like how I did for LBP Karting... nothing organized in any way, just thoughts on paper). I'm sure I'll include more as I go.


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- Great variety of hits. Added fact that you can homer with the contact swing and the power swing doesn’t increase the trajectory angle, and the hitting model becomes very fair and not necessarily too choosey in one way or the other.

- No viable pick-off options or something to stop the steal. If somebody wants to steal, they will. You can pitchout with a fastball, but it’s just to throw fastest speed and know they won’t run in the end.

- No wild pitches, except balls blocked in the dirt. Finally saw my first bean-ball, though.

- This game needs separate difficulty levels based on different fronts of the game (pitching and hitting control as well as pitching and hitting abilities, for one).

- They tout that throws can be pre-loaded, but they cancel my pre-loads when I’m in the outfield time to time. Otherwise it works as advertised, but I kind of need certainties for a feature like this.

- I'm just super glad this game runs at 60 FPS and is essentially jaggy-free. It's one of those small things that could have easily gone overlooked, but Metalhead seemed to take that into consideration. The PS3 version has a few jaggies, but its framerate also seems to be very strong on there as well.

- Season games require nine innings, which is interesting because the main exhibition games go five innings by default. Games still last more than a half hour, or so I’ve noticed while playing even small ball games (4-1 and such).

- Only seen a few errors so far. No throwing errors in this game, but fielding errors (exclamation mark will go over the person’s head). What has really impressed me though is how the AI will sometimes misplay the angle in the outfield and it goes by them to the wall, instead of being perfect with it all of the time (I’m looking at you, The Show).

- No wind. Shame, nothing that can be done there really. This game has a little bit of hook/slice variety with hits, though every hit feels like it’s backspinned. Nothing with topspin where balls can fall fast, so the majority of line drive base hits really have the potential to be snagged by infielders if it’s hit on their line.

- Home runs are actually really nice, because the game is great at making them suspenseful. No landing reticles in this game, and the camera angle is just perfect for making you hold your breath for a while, on offense or defense. I actually even robbed a home run in this game, and let out a little “YAHOO!” to myself. Like I said, very rewarding and not too run-of-the-mill for being an arcade game.

- Bunts are popped up too often, though I’m guessing I’m getting under it with my cursor. Still, their pitcher is handling too many of my bunts via the pop-up and I’m unable to sacrifice very often.

- Baserunning mechanic is very good. I can tell exactly what’s going on with each player and control them very well. I also like how far they get off the bag on their own for fly balls and line drives, though if you don’t want to get doubled up you might want to start retreating them yourself.

- Pitching mechanic is rock-solid once I figured it out. It’s easiest using power pitching because when I let go of Square is when the reticle stops, so I can determine when I want to stop it. It just makes so much sense on how to use it, too… don’t even have to know what pitch I’m throwing, because I… well… I know based on how it’s going to break and using the right stick. I like that certain pitchers’ sliders break differently, too. I also like that pitching effectively super matters. I just hope it doesn’t become too overdominating on lower ego levels (mind you I’m 55 and sometimes feel like their offense can’t handle me).

- Tis game’s diving mechanic is terrific for the outfield, though spotty for the infield. In the outfield, they will slide when appropriate. In the infield, they will over-dive often and sometimes block it; unless you are a second baseman, that sucker will be safe to the bag.

- The point system (XP or whatever you call it) is so rewarding, especially when it has that arcade in-your-face flashy look to it.

- The AI sometimes leaves pitchers in too long. I saw a pitcher lose all of its mojo, stamina, etc. and was just walking the lineup meanwhile. Otherwise they switch when need be.

- Junkball pitchers don’t have enough on me. The problem really comes with the fact that it shows where the ball will end up, not where it starts (think All Star Baseball with that opposite effect).

- Fielding does a lot of things right with regard to proper base coverage, cut-off systems, backing players up, etc. It’s just a shame that a lot of small things are left in the dust to improper control.

- My pitchers (with low hitting attributes) seem to rack up pretty high batting averages. Aside from pinch-running, it makes it difficult for me to want to pinch-hit for them at times.

- I’m still not understanding the modifiers, coaching staff, etc. This stuff really just stresses me out looking at these screens sometimes.

- The biggest hiccup with fielding is how the game selects your fielder. There are times when I feel my infielder has a legitimate shot at snagging a ball, and I realize they ended up choosing an outfielder for me. Goes right by my infielder, my outfielder is left diving, and you know the rest. They say that you can change your fielder by letting go of the left analog stick, and this is very wonky control. I see why they do it so the person you switch away from becomes an auto-fielder, but it causes some serious issues tracking a ball in the gap. Probably the biggest hassle I have to face with the game.

- I’ve only tested it a couple of times, but the CPU is not very good at getting me out in run-downs. I’ll try again later.

- The game is playable on Vita with Remote Play, but the nubby sticks and slight lag makes pitching the most difficult thing. Metalhead also made a very curious decision about putting R2 and L2 on the top left of the touchscreen instead of making it the full rear touchpad like most of my games make it. I have yet to perform a proper diving catch because of this. I actually leap when I dive very often.

- Speaking of which, anyone else so used to The Show still that when they’re trying to throw to second base or a cut-off person, they’re using some button combinations with the right analog stick? Many times when I try and throw to second, I find myself leaping over the ball. I guess it just takes some getting used to.

- I’m scoring a bunch of different ways. Base hits can get runners in, home runs, and plenty of doubles and triples as well. Hit result variety is truly the least of my worries, though I’d like to see where home runs come from the most in the lineup (if everybody can hit them, etc.). The CPU hit an inside-the-park home run against me, so I guess anything is possible.

- I’m just glad that I know I’m not getting to 99 ego anytime soon, though I’m trying to float around 60 right now and see how that does. But knowing I can’t yet “beat/master” the game because it is arcade style is a good feeling. There are a lot of other games that I can’t say that for (NBA Jam, for example).
 
# 122 nemesis04 @ 12/23/14 03:27 PM
Quote:
Originally Posted by Blzer
Spoiler
The game's strong point is definitely its season mode. Playing just single exhibition games makes it feel pedestrian in nature. Once you start unlocking modifiers and hiring coaches and applying, the player and game personality really starts to take off.
 
# 123 nemesis04 @ 12/23/14 03:50 PM
Also, the comments just above the game simulator when simulating are hysterical!
 
# 124 bcruise @ 12/23/14 06:05 PM
Quote:
Originally Posted by nemesis04
Also, the comments just above the game simulator when simulating are hysterical!
Yeah it reminds me of "Reticulating Splines"

Sent from my SM-G900P using Tapatalk
 
# 125 Blzer @ 12/23/14 06:27 PM
Quote:
Originally Posted by bcruise
Yeah it reminds me of "Reticulating Splines"

Sent from my SM-G900P using Tapatalk
What was that from? Sim City?
 
# 126 allBthere @ 12/23/14 07:38 PM
Quote:
Originally Posted by rspencer86
I think they needed to add more personality to the players. Select a few players on each team as the "stars" and make them a bit over the top when it comes to appearance, demeanor and skills.

Also, the teams all have different styles (speed, power, pitching, etc.) but I think they should have been exaggerated a bit more for variety's sake.
I agree. Some teams are more 'exaggerated' than others. Right now I'm focused on my Wideload team and because of the season progress MY team is at least getting that way. Arnold Schwartz now has 70 power, but I also have Usain Bolt with 70 speed and Grace Jones with 69 speed, so they both get subbed in most games when I need that speed. My pitchers are starting to change a lot as well, some leaning more towards junk and others speed. With Tong Po I can now pitch a 97mph fastball.

What I have no idea about is if the other teams progress during the season?

If not the next time I do a season I'll go with what I think is the worst lineup and customize them.

I have to say going with the action hero celebrities (with 2 exceptions; mike tyson and usain bolt) is super fun and entertaining, really glad I went with it.

Watching Van Damme devolope into an all-around contact/power/speed guy and having Dolf Lungren and Arnie go pure power is kind of awesome. Guys like Mr T, Uma Therman and Stallone are still finding their way. On the pitching side Michael Ironside is well rounded, and I have Bruce Lee, Chuck Norris and Deniro all becoming more distinct with Pai Mei the closer where I'm focusing him on pure velocity.
 
# 127 CMH @ 12/23/14 10:28 PM
The only confusing thing to me is I'm the grey dogs or whatever. I picked them because of high.speed but none of my guys seem fast enough to steal a bag. I'm always caught.

Is it just press the button and they go on the pitch?

sent from my mobile device
 
# 128 CMH @ 12/24/14 12:22 AM
Stole my first base. So I guess pitch speed and arm matter a lot.

sent from my mobile device
 
# 129 allBthere @ 12/24/14 12:59 AM
Quote:
Originally Posted by CMH
Stole my first base. So I guess pitch speed and arm matter a lot.

sent from my mobile device
running speed is a big deal too, my Arnie will never steal a base, he's too slow. Once you get above 50 and especially high 60s and 70s you can be a regular ... Usain Bolt on my team is at 72 now I believe, I'm on ego 58 and I'm stealing bases with him fairly regularly now. I'm going to keep spamming his upgrades to be speed based and see how high I can get him, plus their confidence helps too if it's high.
 
# 130 statnut @ 12/24/14 03:31 AM
Man I really hope this comes to the vita. Sounds awesome.
 
# 131 falcons2003 @ 12/24/14 10:52 PM
Enjoying the game, pretty fun. Playing with the buzzards who I think are defensive specialists, but I can hit pretty decent with them.

Has anyone seen a dive animation in the infield other then the full out dive? It seems there are some groundballs in the infield that are just out of reach of a regular fielding animation , but if I dive, The fielder over dives the ball and it ends up hitting them.
 
# 132 CMH @ 12/25/14 03:19 PM
The hackers are killing me. Can't play now. Tired of this nonsense.

sent from my mobile device
 
# 133 Blzer @ 12/25/14 03:23 PM
Quote:
Originally Posted by CMH
The hackers are killing me. Can't play now. Tired of this nonsense.

sent from my mobile device
Were you doing online play, or season? Is season affected in any sense, including XP?
 
# 134 nemesis04 @ 12/25/14 03:33 PM
I was playing season all morning. With PSN being down it just takes longer for the game to load but everything works.
 
# 135 CMH @ 12/25/14 04:06 PM
It won't open for me at all.

sent from my mobile device
 
# 136 nemesis04 @ 12/25/14 04:12 PM
Quote:
Originally Posted by CMH
It won't open for me at all.

sent from my mobile device
It will, it takes a little bit.
 
# 137 CMH @ 12/25/14 07:24 PM
Quote:
Originally Posted by nemesis04
It will, it takes a little bit.
It's completely locked for me. Psn won't connect but my Internet is fine everywhere else.

Can't even use netflix. Guess I'll play other games.

sent from my mobile device
 
# 138 Earl1963 @ 12/25/14 09:21 PM
What's going on with PSN? Is it just this game?


Sent using a telephone
 
# 139 oakevin @ 12/25/14 11:11 PM
Quote:
Originally Posted by Earl1963
What's going on with PSN? Is it just this game?


Sent using a telephone
Xbox Live and PSN got hacked.
 
# 140 Darkbandit @ 12/25/14 11:47 PM
Thought I was the only one having this problem with it being locked up. Was able to get on about 6ish but not at all now.
 


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