Home
Major League Baseball 2K9 REVIEW

Major League Baseball 2K9 Review (Xbox 360)

March 3, 2009 was supposed to be a day of triumph for 2K Sports. The final chapter in a three-year development cycle that started with MLB 2K7.

Each new edition was to be another layer of bricks built upon the initial foundation, remaking the baseball video-game genre as we knew it. MLB 2K9 was to be the shining star at the top of a glorious skyscraper of baseball awesomeness.

As they say, "the best laid plans of mice and men."

Instead of being the final chapter, MLB 2K9 once again marks a new beginning for the franchise. Visual Concepts has once again taken over development of the series -- the studio had previously been separated from the baseball series for several years.

As for the game itself, many aspects of it are actually fun and exactly what you would expect from a big-name title. The franchise mode is deep and does a good job telling a story about the day-to-day life in the MLB (post-patch at least, more on that later), and the new "Real-Time Atmosphere" does a great job of making you feel like you are watching the game on live TV.

While the online features do not include an online franchise, up to 30 people can compete in a league with a fantasy draft and trades included, and the "Living Rosters" are a great new addition for those who love having up-to-date rosters.

Put those items together with extra goodies like 2K Reelmaker, Home Run Derby and 2K Share, and you have plenty of solid additions to the game.

But the game is hurt in the one area it cannot afford to be: on the field.


Unfortunately, MLB 2K9 doesn't quite get the game of baseball right.

On the Field

The biggest problem with MLB 2K9 is that, sadly, most games play out like a high-pitch summer softball league game, and not like a showcase of some of the finest baseball professionals in the world.

I am not talking about one of those softball leagues with equipment rules either. I am talking about one of those leagues where all the players have $500 NASA engineered bats.

Computer-controlled hitters hack away at almost anything near the dish and make a ton of contact in the process. In fact, during about a week of playing MLB 2K9, I can count the number of strikes called looking on two hands. Called third strikes are an even rarer commodity -– nothing less than a perfect pitch will ring up a hitter on default sliders.

Now, you can artificially work the count by throwing balls to boost the pitch count. Nevertheless, the stark reality is that hitters work the count to try and get a pitch they like, which is not the case in this game. The same goes for the A.I. when it pitches. I could take two strikes in hopes that the A.I. throws a ball, but why not swing away when I know there is little to no chance of being walked on the default sliders.

Couple this free-swinging attitude with tons of long balls and a lot of offensive fireworks, and the softball league analogy holds true.

Looking back, I did sort of know something was up when I scored six runs in my first MLB 2K9 game. Sure, one of those runs was of the old-school, manufactured variety, but it was followed by a three-run homer and a two-run homer.

All told, I had more than 10 hits in my first MLB 2K9 game, which is completely out of character for me.

With any new baseball game, I tend to follow the same path. I get thumped 5-0, 6-1, 7-2 as I try to get my timing down and learn the nuances of the game. However, I never remember turning on a ball and hitting a monster home run less than an hour after turning on the game.

The pitching system this year also feels uninspired. The default "hold and gesture" is just a neutered version of the pitching system MLB 2K8 pioneered last year -- that while new and innovative, some felt was too hard.

So this year 2K put the same system in, but without the final hold, while also removing any indication of how effective your pitch actually is. Did you do the pitch gesture the right way? Who knows. The same problem is there if you use the classic pitching system.


Getting hits in MLB 2K9 is easier than ever.

 

As a comparison, if you are pitching with a meter, you get instant feedback telling you how effective a pitch was. If you hold a button too long on the way up, you usually know before the ball is thrown. If you hold it too long on the way down, you know before the ball is thrown. Last year you knew how effective your pitch was as well because the game showed you.

This year, though, you find yourself trying to guess how close to perfect that last pitch was. It really makes it tough to get your timing down on pitches when you have to guess where the top and bottom limits of the system are.

Fielding is also an issue. While play in the infield is pretty solid -- sans the moments when your first baseman does not touch the bag when catching a ball -- the outfield is an adventure. Your players will regularly slow down for no apparent reason, as if they suddenly have lead in their cleats. They will also routinely misplay balls that should be easy outs.

The A.I. will make some wonky decisions in the field as well. Sometimes it will run the ball into second base while a player rounds third and heads for home, and sometimes it will not flinch as the ball sails right past it.

There also does not seem to be much of a speed difference between outfielders. Manny Ramirez seems to move just as quickly to a spot as Carlos Beltran does.

Again, cue the softball comparisons.

Throwing is also inconsistent. The game does not preload throws as much as it should, so you will find yourself throwing some floaters until getting the hang of the system. Holding the left trigger to make a quicker throw also takes some getting used to.

On the positive side of things, the biggest shinning star in all of this is the running system. Stealing is controlled by the left trigger. You tap it to take your lead and then hold it down until you are ready to take off for the next base.

Being able to lead off a base and tell your player when to take off gives you a ton of control. Things like delayed steals, better hit and runs, run and hits and other types of small-ball strategies are very viable as a result.

You also have two options for controlling runners when the ball is in play. You can use the right stick to tell a runner where his final destination is, and you can also use the triggers and bumpers in a fashion similar to previous games (advance all runners, retreat all runners, and so forth).

When you get good at it, you will be able to do things like tell a runner on second to head home, then control the hitter and wait to see if you should advance him to second or not, which will obviously depend on where the ball is thrown.


Make no mistake about it, the graphics aren't bad at all.  They just aren't spectacular.

Graphics and Audio

While the player models are not the best out there, the overall graphics in MLB 2K9 are impressive.

Stadiums feel bigger than life, and the lighting in this game is top notch. Where the game really shines, though, is with the "Real Time Atmosphere" feature -- essentially the cut scenes between the on-the-field action.

Whether zooming in on the face of David Ortiz as he steps into the box or showing Dusty Baker leaning on the dugout railing, the "camera work" adds a nice television-like feel to the game.

As impressive as the stadiums look, the crowds are equally unimpressive. While they do perk to life at some big points, usually late in the game, the crowd is usually pretty lifeless and just sitting around like bumps on a log.

And while Steve Phillips is not my cup of tea (Mets fan), him and Gary Thorne are a solid play-by-play commentary duo.

Another decent new feature is the postgame highlights. At first, it will seem like a great new feature because it will be fun to relive some of the moments once a game is over. After a while, though, you will realize that the highlights are fairly one-dimensional -- no clips of guys rounding third to score, no clips of outfielders showing off their guns to get a runner at home. You will see just three types of clips: hits/home runs, strikeouts, stolen bases.


Franchise mode is good if you can overlook the issues popping up.

Franchise

The franchise mode this year features most of the usual suspects you have come to expect –- trades, injuries, minor leagues, budgets, and so on -- and one of the major flaws in the mode has already been addressed via a patch (free agents should now be signed by teams instead of sitting in the free agent pool for multiple seasons).

A few new features, however, are sure to help keep your franchise going after you begin.

The addition of MLB.com, with headlines from around the league, should quickly and easily help players keep a finger on the pulse of every team in the league.

Free agency has also been reworked, providing a real system of negotiation between players and multiple teams. You are able to see what offers players have and are able to counter offer or pull out of negotiations as a result.

The draft, however, seems to be continuing the trend of "football offseasons" in baseball games where your high-profile draftees linger in the minors for a year or less before jumping to the MLB. As an aside, kudos for a very solid stat-simulation engine.

There are reports in the community of freezing issues within the franchise mode, but I cannot say I have had issues with them and do not know what exactly causes the issues either.


Playing online is doable this year, unlike last year.

Online Features

Sure there is not an online franchise, but you are able to get up to 30 friends in an online league and play out a season complete with playoffs (unfortunately flex scheduling does not appear to work right). You also have the ability to trade players and have a fantasy draft before you start a league.

Last year, MLB 2K8 was a disaster online. This year, online play still needs some improvement but it is at least playable. While the hitter and pitcher interaction is pretty solid, there are numerous and very noticeable slowdowns and lag issues when playing in the field. Also, for the sake of smoothness, the game forsakes one of its biggest strengths -- the camera work during the game. You also have the same problems with the gameplay that drag the experience down offline. In other words, tons of swinging for the fences and tons of contact even on pitches that only Vlad Guerrero has a chance to touch.

The Living Rosters will keep you up-to-date not only with player transactions, but also Inside Edge information. There is already a roster update available that includes most of the recent transactions.

You also have the ability to share rosters, sliders and created players online. 2K Sports Reelmaker also allows you to put together highlight reels and share them online.

Other online features include leaderboards, home run derbies and card battle games.


MLB 2K9: Not so bad, but far from great.

Final Thoughts

Overall, I was pretty disappointed with this offering from 2K Sports, especially when I consider where the franchise probably should be at this point in the life-cycle.

The secondary features are great and add a ton of life to this game, but it is going to take a ton of slider jockeying or a patch to get the play on the field to match up with these secondary features.

On the Field: Too much offense, too many swings that make contact and some wonky outfield A.I. and movement hurt the on-the-field experience.

Graphics: Nice cut-scenes and close-ups give the game a nice television feel. The stadiums are very nicely lit. Player models are a bit on the average side.

Sound: Nothing to write home to mommy about. Crowds are usually pretty dead, except at limited points later in the game.

Entertainment Value: The on-the-field action really hurts this game, which has other features to bring you back for more. Unfortunately, it all kind of falls apart on the diamond.

Learning Curve: Most veteran baseball gamers will jump right in and start smacking the cover off the ball. It will take a few games to get over habits from older games (right stick for sliding as an example). Pitching is tough to get a feel for because there are no visuals to show you how successful your last pitch was.

Score: 6.5 (Decent)


Major League Baseball 2K9 Score
Stadiums, cut-scenes and atmosphere are good.
Lots of online community features.
Base running is new, fun and exciting.
Gameplay-wise, almost everything needs work.
Feels like a game of softball, not baseball.
Player models are mediocre.
6.5
out of 10
Major League Baseball 2K9 Videos
Member Comments
# 61 allBthere @ 03/05/09 11:31 AM
Quote:
Originally Posted by Pared
Well, IMO, you can't review a game on slider changes because they are very objective.

Not everyone who posts in the forums are the only guys who read these reviews. Others get home from work, read the review, then decide to buy the game. They might not even have the time to make the necessary changes; They just want to put the game in and play. I know a lot of guys like that... and a lot of guys that will scour the internet for the "best sliders evah!"

You can mention there are sliders... probably even go as far as to say they can help some of the issues out of the box... but you can't give the game the benefit of the doubt if upon loading up you have to plan to fix issues in the game. That's backwards thinking IMO.

For good measure: Chase, you suck at life.
if you don't have time to mess with sliders at all, you probably don't have time to play a true-to-life 3 hour game either.
 
# 62 allBthere @ 03/05/09 11:37 AM
Quote:
Originally Posted by Pared
That's fair enough... but don't you think it's unfair not to hold the developer to task for not making these "necessary" adjustments in the first place?

If someone has to buy the game, then out of the box, up the power to get proper stats for HR's... why can't you hold the developer responsible for not doing the same?
what's 'necessary' though? If you boot up the game with a buddy and play it it's going to be a fun action-packed game w/ each guy hitting a couple of dingers etc..
That's why there maybe should be some slider pre-sets w/ a default to what i think would be the most popular being 'fusion' which would be sim/arcade combo.
The sliders are the for you to customize your game experience. Perhaps the sliders are better the way they are by default than the opposite? If someone want a quick game and doesn't have time for franchise and slider tweaking - if it was the other way around, that guy would have to do a bunch of slider tweaking...the way it is now, only the harcore sim guys do.
 
# 63 Pared @ 03/05/09 11:43 AM
Quote:
Originally Posted by allBthere
what's 'necessary' though?
That's exactly my point, and why I put it in quotes.

How can you review a game, expecting the reviewer to be level in how reviews this game compared to other sports games, and expect them to factor in that sliders can "fix" a game for them?

Does that make sense?
 
# 64 teebee @ 03/05/09 11:45 AM
I can't get visions of Pepsi and State Farm insurance out of my brain after playing a few games of 2k9, anyone know why?
 
# 65 allBthere @ 03/05/09 12:17 PM
Quote:
Originally Posted by Pared
That's exactly my point, and why I put it in quotes.

How can you review a game, expecting the reviewer to be level in how reviews this game compared to other sports games, and expect them to factor in that sliders can "fix" a game for them?

Does that make sense?
I don't really get it. I'm saying to people it isn't broken, and that if sliders can make the game more to your preference - that should be factored in.
We are talking about videogame baseball, and your idea of what bliss is like will differ than mine.
I feel like the point of the review was to dock major points for the game not simulating real life baseball extremely closely - right out of the box.
I think your argument against mine is that the game is fundamentally 'broken' in certain aspects - is that right? And that sliders can band-aid those aspects and that the consumer shouldn't be expected to have to fix those issues himself..at least I think that's where you're going.
I'm just saying this is all very subjective and I'm not convinced that the game has to be extremely sim right out of the box to get a good score.
I think it's a great 'fusion' of sim, especially with my current sliders and I'm very happy w/ how it's playing now. I could list stats like my team BA or pitch count and things like this. I'll have lower walks (taken and given) and pitch counts - but everything else is very believable and my games only take 40-45 minutes.
 
# 66 Trevytrev11 @ 03/05/09 12:55 PM
I still don't understand the 3 hour game comments. Real baseball games are three hours mostly due to stuff that happens when the ball isn't even live.

Baseball games are slow because coaches take 2 minute mound visits, pitchers take several minutes to walk to the mound, talk to the coach and warm up. In a nine inning game there are 17 times times the teams have to switch sides (excludes the top of the 1st). This alone is a 2-3 minute process each time. Hitters step out of the box between every pitch. Pitchers gather themselves between tough pitches or when they get into tough jams. Catchers calm down pitchers. Coaches argue with umpires. Players argue with umpires. etc. etc.

All of this stuff is the reason games take forever in real life...in a video game all of this stuff takes seconds or no time at all.

Of course higher pitch counts are going to increase game length, but more so is whether or not you want to see every replay, every cut scene, etc. If you hit a in between pitches, you can throw pitch after pitch after pitch with almost no time in between and get through games with realistic walk and pitch counts in not a whole lot of time.

My average 2K8 game length is about 40-45 minutes or so and I works counts every chance I get and get the AI to throw 120+ pitches a game.
 
# 67 shy1011 @ 03/05/09 01:30 PM
Quote:
Originally Posted by Pared
That's fair enough... but don't you think it's unfair not to hold the developer to task for not making these "necessary" adjustments in the first place?

If someone has to buy the game, then out of the box, up the power to get proper stats for HR's... why can't you hold the developer responsible for not doing the same?
Every one is different as far as how they want to play with sliders. Not everyone is going to agree no mater what sliders the development puts as default.
 
# 68 kicker @ 03/05/09 02:04 PM
Quote:
Originally Posted by BlyGilmore
IMO you can't review games based on what sliders may or may not do. Not everybody wants to sit there for hours fiddling with sliders trying to figure out what works - and IMO they shouldn't be expected to.

Besides, sliders should be for tweaking game play. IMO gamers shouldn't be counting on sliders to fix game play.

You should be getting at least decent game play right out of the box.
Hmmm..took me exactly 1 minute to download and load sliders off of 2kshare that makes this game play a great brand of Baseball.

2k games ALWAYS need slider adjustments, why this isn't factored into a review is beyond me.
 
# 69 Pared @ 03/05/09 02:21 PM
Quote:
Originally Posted by allBthere
I don't really get it. I'm saying to people it isn't broken, and that if sliders can make the game more to your preference - that should be factored in.
We are talking about videogame baseball, and your idea of what bliss is like will differ than mine.
I feel like the point of the review was to dock major points for the game not simulating real life baseball extremely closely - right out of the box.
I think your argument against mine is that the game is fundamentally 'broken' in certain aspects - is that right? And that sliders can band-aid those aspects and that the consumer shouldn't be expected to have to fix those issues himself..at least I think that's where you're going.
I'm just saying this is all very subjective and I'm not convinced that the game has to be extremely sim right out of the box to get a good score.
I think it's a great 'fusion' of sim, especially with my current sliders and I'm very happy w/ how it's playing now. I could list stats like my team BA or pitch count and things like this. I'll have lower walks (taken and given) and pitch counts - but everything else is very believable and my games only take 40-45 minutes.
Yes, that's exactly my point. Even so, compare it to other games released in the past. Graphics and presentation withstanding, the core depiction of baseball warrants the comments in the review.

Quote:
Originally Posted by shy1011
Every one is different as far as how they want to play with sliders. Not everyone is going to agree no mater what sliders the development puts as default.
That's my point. Not sure if you were agreeing with me or what.
 
# 70 Trevytrev11 @ 03/05/09 02:38 PM
Quote:
Originally Posted by kicker
Hmmm..took me exactly 1 minute to download and load sliders off of 2kshare that makes this game play a great brand of Baseball.

2k games ALWAYS need slider adjustments, why this isn't factored into a review is beyond me.
I just don't see it as the reviews responsibility to make the game playable, it's the developers. What about last year when 2K share was unavailable? How much time should he spend tweaking until he actually reviewed the game? Slider threads are already started and they will continue to be tweaked for weeks and/or months to come.

I wouldn't expect Consumer Reports or JD Power to take a brand new car and then tweak parts of the engine, etc. before the review the car...they review what they get from the manufacturer.

Sliders are meant to tweak the game so that people can tweak the game based on their preferences and abilities not to overhaul the way the game plays...if this becomes the case, it is the fault of the developer and no one else.
 
# 71 BlyGilmore @ 03/05/09 02:53 PM
Quote:
Originally Posted by kicker
Hmmm..took me exactly 1 minute to download and load sliders off of 2kshare that makes this game play a great brand of Baseball.

2k games ALWAYS need slider adjustments, why this isn't factored into a review is beyond me.
Point blank, gamers should not need to put the extra time and effort into going out and finding sliders, or playing with sliders themselves, to get a passable game of baseball.

I stand by my statement - sliders are for tweaking and perfecting. They are not for fixing flaws the developers should have fixed on their own.

I cannot think of another product people can spend their hard earned dollars on where people make excuses for it being broken just - because you have the option of fixing it yourself.

Would you tell somebody who opened up a brand new Dell to crack open the case, grab a their soldering iron (yeah i spelled that wrong sliz) and fix it themselves?

"Come on! That loose chip isn't Dell's fault! Just spend the next hour putting it back in place and you'll be fine! Crybaby!"
 
# 72 Muskrat @ 03/05/09 03:05 PM
I am not a sim fanatic, just a baseball fan...and I am having fun with the game on the Pro setting "stock" sliders. As I get better and destroy the computer, I will start moving the sliders until I am ready to move up to the next difficulty level.

From a "casual baseball gamer" perspective, the only glaring issue is the 1b leaving the bag...which I have eliminated by letting the meter move into the red when throwing to first..not a singe problem unless the meter goes full red..

Personally, I find the menus more cumbersome and confusing than any of the gameplay.

I see where the "sim crowd" is coming from...but to the best of my recollection with regards to most baseball games, they are set out of the box for casual gamers and provide the sliders for tweaking by the hardcore fans. To me, this is what 2k9 does...
 
# 73 Muskrat @ 03/05/09 03:09 PM
...and from a 'casual' standpoint, I like that the cpu doesn't let a strike arbitrarily go by (ie: 1st pitch strikes). I've never understood why, when most pitchers throw strikes on the first pitch, more batters don't exploit this. If I want a strikeout, I have to really work for it (9 games in) by throwing some balls to set up strikes, I have 25 K's now in 9 games (yeah, 3K's per game is low...I'm still learning).
 
# 74 Trevytrev11 @ 03/05/09 03:17 PM
Quote:
Originally Posted by Muskrat
...and from a 'casual' standpoint, I like that the cpu doesn't let a strike arbitrarily go by (ie: 1st pitch strikes). I've never understood why, when most pitchers throw strikes on the first pitch, more batters don't exploit this. If I want a strikeout, I have to really work for it (9 games in) by throwing some balls to set up strikes, I have 25 K's now in 9 games (yeah, 3K's per game is low...I'm still learning).
Just because a pitch is a strike doesn't neceassarily mean it's a good pitch to hit. Most pitchers don't just toss fastballs down the middle on their first pitch and then batters just take that pitch. They attack the edges of the zone because they know hitters are looking for a pitch they can drive, which is usually something over the heart or middle of the plate.

There are hitters who will take 99% of the time regardless of the pitch and location and there are some that will swing at almost anything, but most hitters go up and look for a pitch in a location to drive when the count is even or in their favor (approach changes when they have two strikes)..most hitters hit fastballs better than any other pitch (it's straighter) and therefore more often than not will sit on that pitch when the count is even or in their favor. If they get it on the first pitch, they will jump on it, but if it is something else, they will lay off. This is what the game does not do. They will swing at bad strikes because it's a strike instead of because it's a pitch to drive.

Hopefully that makes sense...A slider at the knee's on the corner is a pitchers pitch because it's tough for the hitter to hit solid. It's not a pitch many guys can drive on a regular basis. So why would a hitter continue to swing at that pitch?

I don't think strikeouts is the issue...the hitters swing and miss. It's the fact that they swing at everything and every count, which makes pitch counts and the batter vs. pitcher experience unrealistic.
 
# 75 Trevytrev11 @ 03/05/09 03:21 PM
Quote:
Originally Posted by Muskrat
Iand provide the sliders for tweaking by the hardcore fans. To me, this is what 2k9 does...
Unfortunately for one major aspect of the game, slider tweaks do not work to allieviate the problem.
 
# 76 Muskrat @ 03/05/09 03:33 PM
Quote:
Originally Posted by Trevytrev11
Just because a pitch is a strike doesn't neceassarily mean it's a good pitch to hit. Most pitchers don't just toss fastballs down the middle on their first pitch and then batters just take that pitch. They attack the edges of the zone because they know hitters are looking for a pitch they can drive, which is usually something over the heart or middle of the plate.

There are hitters who will take 99% of the time regardless of the pitch and location and there are some that will swing at almost anything, but most hitters go up and look for a pitch in a location to drive when the count is even or in their favor (approach changes when they have two strikes)..most hitters hit fastballs better than any other pitch (it's straighter) and therefore more often than not will sit on that pitch when the count is even or in their favor. If they get it on the first pitch, they will jump on it, but if it is something else, they will lay off. This is what the game does not do. They will swing at bad strikes because it's a strike instead of because it's a pitch to drive.

Hopefully that makes sense...A slider at the knee's on the corner is a pitchers pitch because it's tough for the hitter to hit solid. It's not a pitch many guys can drive on a regular basis. So why would a hitter continue to swing at that pitch?

I don't think strikeouts is the issue...the hitters swing and miss. It's the fact that they swing at everything and every count, which makes pitch counts and the batter vs. pitcher experience unrealistic.
I understand what you are saying, and it makes sense, but why should the AI not swing at a slider on the outside edge on the first pitch but then swing at the same pitch later in the count. I get that later in the count, say 0-2, you would have to swing at that pitch, as you are protecting the plate...I just don't have as big a gripe about swinging at strikes...again, this is from a casual fan who is not looking for a picture perfect recreation of the season. I want to see one of my guys with a .410 average, another with 80 home runs, and maybe yet another with a stolen base per game (that will never happen..I don't steal)...you get the point.

I at least understand the griping about the pitch counts and aggressive AI more than the people who have their panties all in a twist because the batting helmets are wrong or this jersey or that jersey isn't available.
 
# 77 allBthere @ 03/05/09 03:39 PM
Quote:
Originally Posted by BlyGilmore
Point blank, gamers should not need to put the extra time and effort into going out and finding sliders, or playing with sliders themselves, to get a passable game of baseball.

I stand by my statement - sliders are for tweaking and perfecting. They are not for fixing flaws the developers should have fixed on their own.

I cannot think of another product people can spend their hard earned dollars on where people make excuses for it being broken just - because you have the option of fixing it yourself.

Would you tell somebody who opened up a brand new Dell to crack open the case, grab a their soldering iron (yeah i spelled that wrong sliz) and fix it themselves?

"Come on! That loose chip isn't Dell's fault! Just spend the next hour putting it back in place and you'll be fine! Crybaby!"
the main difference is that 2k9 isn't broken...at least in my eyes. a typical game of mine I throw 85-95 pitches and the other team 95-120. That's not 'passable'? the game isn't for you...that's fine, but it's not broken imo either.
 
# 78 Pared @ 03/05/09 03:43 PM
Quote:
Originally Posted by Muskrat
I understand what you are saying, and it makes sense, but why should the AI not swing at a slider on the outside edge on the first pitch but then swing at the same pitch later in the count. I get that later in the count, say 0-2, you would have to swing at that pitch, as you are protecting the plate...I just don't have as big a gripe about swinging at strikes...again, this is from a casual fan who is not looking for a picture perfect recreation of the season. I want to see one of my guys with a .410 average, another with 80 home runs, and maybe yet another with a stolen base per game (that will never happen..I don't steal)...you get the point.

I at least understand the griping about the pitch counts and aggressive AI more than the people who have their panties all in a twist because the batting helmets are wrong or this jersey or that jersey isn't available.
Have you ever seen baseball? (I don't mean this with disrespect so don't read that sentence that way.) In baseball, batters take pitches down the plate all the time.
 
# 79 Muskrat @ 03/05/09 03:56 PM
Quote:
Originally Posted by Pared
Have you ever seen baseball? (I don't mean this with disrespect so don't read that sentence that way.) In baseball, batters take pitches down the plate all the time.

Yes, I have seen baseball...in fact, last year I only missed watching maybe 4 Cubs games on MLB.com (I live in New York..no WGN). I have been a baseball fan for over 20 years and understand that players take pitches. BUT player take pitches because they don't know what's coming, or maybe they do and have problems hitting that pitch or location, or they expect something easier to handle later in the at-bat. I get it. But taking a pitch is based on a human element. Taking a first pitch strike that you can hit, simply because it's "what you do", to me, has always seemed a bit silly. If you think you can handle the pitch, why not go for it? Now, from an AI perspective, the AI knows what you are pitching and whether they can hit it or not..after all, we are playing the AI's game, so the only way the AI will take a pitch it can hit is for the programmer to put into place something that stops the AI from swinging at first pitches...simply because in baseball, that's what happens.

It appears that there are mechanisms in place in the game to get the AI to not be as aggressive, and those mechanisms are simply not working, THAT is a problem that should be remedied. The AI is simply swinging at pitches that it can hit...I can't fault it for doing that, I can fault the programmer for improper implementation of mechanics that are in place to preclude this from happening.
 
# 80 Rocky @ 03/05/09 03:56 PM
Quote:
Originally Posted by BlyGilmore
Point blank, gamers should not need to put the extra time and effort into going out and finding sliders, or playing with sliders themselves, to get a passable game of baseball.

I stand by my statement - sliders are for tweaking and perfecting. They are not for fixing flaws the developers should have fixed on their own.

I cannot think of another product people can spend their hard earned dollars on where people make excuses for it being broken just - because you have the option of fixing it yourself.

Would you tell somebody who opened up a brand new Dell to crack open the case, grab a their soldering iron (yeah i spelled that wrong sliz) and fix it themselves?

"Come on! That loose chip isn't Dell's fault! Just spend the next hour putting it back in place and you'll be fine! Crybaby!"
Nobody is making excuses for anything being broken. If it can be remedied with sliders, it's NOT broken. Period. That's what they are there for. If you feel like the CPU gets too many hits, then lower the slider and there is no problem. That analogy is terrible for the simple fact that games which I think are unplayable without sliders (again NCAA Football 2009...much more unplayable than this game out the box, NBA2K9) are capable and in many cases, enjoyable to alot of people with default sliders.

Point blank, the issues that MLB 2K9 has (wonky fielding, AI not taking strikes, lack of customization) can't be fixed with sliders. But don't give this rationale that sliders are meaningless or you shouldn't have to adjust them. They're apart of video games just like Franchise, CAP, Editing Players, etc.
 


Post A Comment
Only OS members can post comments
Please login or register to post a comment.