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

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Old 03-03-2009, 01:43 PM   #681
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Re: ***Official MLB 2K9 Retail Version Impressions***

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Originally Posted by Revelation
Has anyone tried the draft in franchise yet?

Perhaps Simballer could answer this question, but was just curious if the majority of players drafted are still under 6'foot, and have unusually high jersey numbers when signed (i.e. 99 and 100)? Was a big gripe of mine throughout 2K8.
You can change the height and uniform number in 2k8.I'm pretty sure you can in 2k9 too, but I heard theres a limit on how many players you can edit.
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Old 03-03-2009, 01:44 PM   #682
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Re: ***Official MLB 2K9 Retail Version Impressions***

For those who are getting the AI to look at strikes and are getting a reasonable about of K's: are you using the total control pitching or classic pitching?
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Old 03-03-2009, 01:45 PM   #683
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Re: ***Official MLB 2K9 Retail Version Impressions***

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Originally Posted by HK-47
You can change the height and uniform number in 2k8.I'm pretty sure you can in 2k9 too, but I heard theres a limit on how many players you can edit.
Yes you could. However it was very annoying having to manually edit almost every rookie that got called up because of their jersey number and height.

Was hoping this was fixed this year.
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Old 03-03-2009, 01:55 PM   #684
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Re: ***Official MLB 2K9 Retail Version Impressions***

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Originally Posted by ExtremeGamer
They definitely swing and are too agressive at the plate. But so was MVP 2005 I like the game so far, only one game in, but I'll be playing this as my main baseball game and will be liking it.
You were going to like it and endorse it before you even played it.
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Old 03-03-2009, 01:58 PM   #685
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Re: ***Official MLB 2K9 Retail Version Impressions***

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Originally Posted by nyisles16
For me, I play with all presentations, since I haven't made any adjustments to that yet . I have been "hurrying up" the in-between pitch sequences to get the batter back in the box..

Normally - took about 30-45 minutes for me
Cool. Nice to hear you can keep the presentations and have a game that takes less than an hour.

Boy, the impressions are much different from last year at this time when everything was about the frame rate problems.
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Old 03-03-2009, 01:59 PM   #686
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Re: ***Official MLB 2K9 Retail Version Impressions***

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Originally Posted by BigL
For those who are getting the AI to look at strikes and are getting a reasonable about of K's: are you using the total control pitching or classic pitching?
I am using total control pitching, and when I hit it dead on, I have more success. I havent tried using classic yet
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Old 03-03-2009, 02:00 PM   #687
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Re: ***Official MLB 2K9 Retail Version Impressions***

has anyone tried the custom music feature yet?

does it work correctly for both in game and in menus?
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Old 03-03-2009, 02:02 PM   #688
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Re: ***Official MLB 2K9 Retail Version Impressions***

am I right in assuming this is a pretty arcadelike swing and hit, pitch and hit low pitch count title? I'm trying really hard not to knock this game, but I'm still wondering if you can get more sim type battles at the plate on higher difficulties like hall of fame. Has anyone tried these yet? I had no issue getting called strikes in the demo. My main issue is its impossible to miss the strike zone or miss with the bat when hitting. the hit variety is there. the presentation is cool. the graphics might not be up to par with the show, but i really enjoyed the presentation and flow of the games presentation wise. my main issue between the lines and the gameplay and there were too many 1 and done type battles. there are no battles thats the problem. too many hits, too much contact. the ai is really scripted. not enough diversity with pitches out of the zone and swinging and missing etc......

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