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***Official MLB 2K9 Retail Version Impressions***

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Old 02-27-2009, 05:32 AM   #137
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Re: ***Official MLB 2K9 Retail Version Impressions***

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Originally Posted by kcxiv
So far from what i can tell, is when they get close to the ball, they do slow down in order to get in position to make the throw. I havent seen anything crazy yet.
I can live with that provided they dont let a catchable ball hit the ground like in the demo. In the sampling that you've seen, have they caught the ball??
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Old 02-27-2009, 06:01 AM   #138
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Re: ***Official MLB 2K9 Retail Version Impressions***

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Originally Posted by hoosier4974
I can live with that provided they dont let a catchable ball hit the ground like in the demo. In the sampling that you've seen, have they caught the ball??
I have caught everything so far. I just played a 12 inning game and i won with a walk off grand slam by Matt Kemp. 4-0 i won. My pitcher got on base from an error by the 3rd basemen. Furcal hit a blooper over the 3rd basemans head, then Pierre hit a grounder between 2nd and 3rd for Matt Kemps walk off Slam. Was pretty cool. He did a few fist pumps while rounding the bags. Team came out to great him. Nothing crazy, but it was alright.
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Old 02-27-2009, 09:43 AM   #139
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Re: ***Official MLB 2K9 Retail Version Impressions***

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Originally Posted by kcxiv
One thing i notice is when the pitcher falls apart late in the game they fall apart. THey start throwing all over the place. Beckett cant find the strike zone.
That is great news. SO if you leave the pitcher in too long, seems like there may be aheavy price. Will bring a totally new pitcher management aspect to the game compared to previous years I like it
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Old 02-27-2009, 09:52 AM   #140
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Re: ***Official MLB 2K9 Retail Version Impressions***

This is Scott Hemphill- Quietcool72 from Consolesports.net. Got my game yesterday.
(Any of you on last week's conference call might remember me as the guy who go the "Did the minors get more attention this year?" question towards the end)

Note: These impressions come from playing one game on All-Star. Yanks (me) vs. Orioles at the new Yankee Stadium.

First- let me get to the positives:

The game runs substantially better than last year. I saw no framey-ness like we saw last year offline. The usual 2K graphic polish is there in its glory, although it seems to me the player polygon count has gone down a bit from last year, perhaps to help performance.

The commentary is pretty good from Thorne & Phillips. Not stellar, but okay. I'm just always thinking hockey when I hear Thorne.

The 2K "dazzle" is in there, like fans catching fly balls and cutaways to actual coaches showing emotion about what's happening on the diamond.

Hit-influence is there, and it works better than in previous years (esp. when trying to influence a grounder/deep fly ball. More on this later)

New fly ball fielding perspective is pretty good for the most part..particularly for high fly balls, warning track shots, etc.- at least in terms of attempting to make the defensive play.

Now, a few negative thoughts.

*On All-Star, HR's still seem way too plentiful. There were 9 in my game, and way too many warning-track shots. Sliders will probably be needed yet again to tone that down. As stated before, hit influence is in there..but it might actually work too well. I shouldn't be able to regularly yank a down and away pitch to left field with such consistency as a right-handed batter (due to physics), and I also find that presing "UP" on the influence stick usually yields one of two results.

A. A Home run.
B. A warning-track fly-ball.

Also, with HRs.. many of them I coughed up were from low pitches. The AI seems to have an uncanny knack for taking plate-skimmers over the wall, which I find a bit questionable.

but compared to some things, those are just nitpicky gripes that sliders might fix...

..however.

I'm very concerned about fielding in this game. I saw about 5-6 rather head-scratching fielding problems in my first game. Needless to say, it was only one game, but having 5 such anomalies in one game isn't a good sign.

Example 1... had an Oriole player in a run down between 2nd base & A-Rod. The runner committed to 3rd and I got the ball to A-Rod very early. A Rod caught the ball cleanly and the runner ran(clipped) through A-Rod While A-Rod made no attempt to touch him with the ball. No attempt at tag, no collision despite the player's 3D mass going through one-side of A-Rod and out the other. It seems like there's no baserunner-fielder collision detection whatsoever (other than with the catcher), so I'm wondering if there's no hook slides this year that take out fielders on the bag?

Example 2....
My right fielder stood under a routine fly ball. He was on the icon to catch the pop up... and yet the ball fell harmlessly through his shoulder without him so much as raising his glove to try to catch it. Cost me a triple. I saw this happen to the AI too at least twice, where they are in good position, but make no attempt at a catch.

Example 3....
I can cite about 4 incidents of my 1st baseman simply stepping his toe off of the bag while catching routine throws to first for what should have been easy outs. Sometimes it didn't even look like his foot was at all off the bag, but the ump called safe each time. This was extremely frustrating as it happened three times in a row in the 11th inning on routine grounders where Jeter would field the ball, and my second baseman would simply take a step towards the accurate throw towards him, and leave his foot off the bag by an inch or less. It loaded the bases on 3 infield grounders. I was not a happy camper. I can understand this if I threw wild & high at him and he had to jump off the bag to make the catch, but that wasn't the case. He'd just step off? Perhaps that's the penalty for not throwing a perfect "in the green" throw (in terms of the meter) but the throw was to the 1st baseman's glove.

Example 4....
I got greedy on the basepaths and started to send everyone home on a warning track shot. Damon headed from 3rd to home, and another baserunner headed from 2nd to third. This was a mistake on my part because the AI recovered quickly and got the ball to 3rd. I panic and send everyone back (dumb) and my runner heading back to 2nd gets tagged out, and Damon is in no-mans land between 3rd & home. At this point, I say the hell with it and send Damon home anyway and try to take out the catcher and jar the ball lose. I fail, AI gets a double play. That should of been the 3rd out. However... I notice I have another at bat after the play, and Damon is back on 3rd like nothing happened? Its as if he went back in time and never got tagged out by the catcher. That's kinda big.

Now, I don't mean to go all "Simon Cowell" on the game after one sitting and one complete game, but that's a disturbing amount of "technical mess things" to happen in my one and only hour with the game. More later today (after work)
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Old 02-27-2009, 10:14 AM   #141
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Re: ***Official MLB 2K9 Retail Version Impressions***

Quote:
Originally Posted by kcxiv
So far from what i can tell, is when they get close to the ball, they do slow down in order to get in position to make the throw. I havent seen anything crazy yet.
Hopefully then it isn't an issue in the retail version because in the demo it's very annoying and totally looks rediculous, IMO.
Also can you see if when players are walked or HBP do they go into a fast forward animation. In the demo I hit a batter and when he went to fist base it looked like someone hit the FF button while he was jogging to first base.
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Old 02-27-2009, 10:18 AM   #142
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Re: ***Official MLB 2K9 Retail Version Impressions***

One thing I really noticed was the "fade out" between half innings. It's like the game is getting ready to go to commercial, and then cuts to black..and a few seconds later, the game comes back with the other team on the field and in position.

The cut to black- in a video game- is really akward IMHO. (However, it does remind me of the Sopranos series finale...but I digress.) It's just weird.

Nothing serious, of course, but a black "cutaway" to a commercial that doesn't exist just doesn't really work well in the video game presentation world. (Adding fake commercials probably wouldnt' be the answer either..) but the current "fade to black" is a really awkward presentation transition.

Also, some of you have asked if the "forced fielder slow-down" is in the retail game like it was in the demo. Yes it is, and it seems to be very selective on the part of the AI. Thankfully, I've only seen it with fly balls (not grounders) ..but even at that, it has cost me some hits. When that happens, its usually because the outfielder was having to haul butt to get to the ball-landing icon, and it's going to be close... but the game forces him into a slow jog as he gets within five feet of the ball-icon. That is often the difference between making the catch and extra bases for the baserunner. Happened twice (for me) in my game. I'm wondering if forcing that fielder into a dive cancels that out.
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Old 02-27-2009, 10:18 AM   #143
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Re: ***Official MLB 2K9 Retail Version Impressions***

Quote:
Originally Posted by quietcool72

Now, I don't mean to go all "Simon Cowell" on the game after one sitting and one complete game, but that's a disturbing amount of "technical mess things" to happen in my one and only hour with the game. More later today (after work)
I got inspired by your last few sentences. This is what Simon would have done after playing the game you just had:
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Old 02-27-2009, 10:23 AM   #144
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Re: ***Official MLB 2K9 Retail Version Impressions***

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I got inspired by your last few sentences. This is what Simon would have done after playing the game you just had:
Heh, pretty much.
I really want to like this game, and I'm hoping game 1 was an unfortunate freak-show. Granted, it was a long extra-inning game, but there were way too many head-scratchers for comfort...particularly in the realm of fielding and baserunning.
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