I haven't played it, but I like the idea and the philosophy behind it. Some people are mad because you can't aim where you are hitting the ball, like you can in MVP. People confuse where a player hits the ball with where they want to hit the ball. In real life no team averages 2 productive outs a game. Its actually closer to about 1 a game. These productive outs will occur whether you want them to or not. People also think because there are 9 zones in The Show that you can influence where the ball goes like you could in MVP, and thus it will be the superior system to 2K8's. In MVP where you aimed influenced where the ball went and how hard you hit it. It kind of worked against itself in that way, and thats why I think The Show's system is better in theory. I think aiming where the ball goes actually takes away from the realism. People that think otherwise and think that you can do this in The Show just have it all wrong. Aiming in The Show only affects how hard you hit the ball. The Show does have some cheesey button press to influence a fly ball before the pitch, but like I said I really don't see the reason. You will advance a runner if you mean to or not, and probably do it a realistic amount of times if you try or not. Its not as if you can't wait for a low pitch and swing early in attempts to pull a ground ball. I think people read into how much a player meant to sacrifice fly like they can just swing at any pitch and just swing differently so they hit a long fly ball.
There are instances where a player may take something off their swing, just a little bit, in order to make contact and advance a runner, I'll concede that, but that is such a minor nuance that until the system is at least perfected in the most basic of senses that we shouldn't even be concerned over such things.
The bottom line is, as long as the difficulty is good, its fun, it looks realistic and produces realistic results it will be a good hitting engine. I think this is the best possible way to go about making a non-cursor hitting engine. Take some of the focus off all the pre-swing requirements, make it about focusing on timing and what pitch to hit. Its tough enough for an engine to produce realistic pitch counts, walk and strikeout rates when you have the user not only worrying about if the pitch is a strike or not, but which of 9 zones is it going to land in and then on top of all of that getting the timing right. Instead, pull out all that junk, make the timing the most important thing (up the difficulty if necessary), fully analog and make the only other thing the user has to worry about is if it is a strike or not. Let the power be based solely on pitch location and attributes.
There are instances where a player may take something off their swing, just a little bit, in order to make contact and advance a runner, I'll concede that, but that is such a minor nuance that until the system is at least perfected in the most basic of senses that we shouldn't even be concerned over such things.
The bottom line is, as long as the difficulty is good, its fun, it looks realistic and produces realistic results it will be a good hitting engine. I think this is the best possible way to go about making a non-cursor hitting engine. Take some of the focus off all the pre-swing requirements, make it about focusing on timing and what pitch to hit. Its tough enough for an engine to produce realistic pitch counts, walk and strikeout rates when you have the user not only worrying about if the pitch is a strike or not, but which of 9 zones is it going to land in and then on top of all of that getting the timing right. Instead, pull out all that junk, make the timing the most important thing (up the difficulty if necessary), fully analog and make the only other thing the user has to worry about is if it is a strike or not. Let the power be based solely on pitch location and attributes.
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