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As we await the return of spring, baseball fans wonder what suprises a new season will bring. Building off the excitement of probably the single greatest postseason in baseball history, video game fans are once again looking towards the annual release of a new crop of baseball games and the innovation and improvements they bring. MLB12: The Show is one of those titles and some would argue the best baseball series fans should experience (and perhaps the single best sports video game title available).

The driving force behind a title with such critical acclaim primarily is due to the stellar gameplay that offers a realistic recreation of the sport of baseball. As some sports games continue to toe the line between arcade fun and simulation, MLB: The Show consistently sides with the simulation side of sports gaming. The development team’s focus on a true-to-life digital offering of the sport continues to reel gamers in with an experience that requires very minimal adjustments and that tradition is even more noticeable this year.

Pitching

New this year is a pitching interface, aptly named Pulse Pitching. This mechanic comes into play once the user selects a pitch. Offering a beauty in its simplicity, players will be faced with a pulsating circle that can be moved around the strike zone and must attempt to press the X button at the smallest possible size. The size of the circle indicates the zone in which a pitch will cross the plate. This user-defined area is not the only possible result however; you will find your pitch randomly travels out of this selected zone, all based on pitcher ratings, situation, etc. The maximum and minimum size of this zone also varies, so the ability to pinpoint your pitches was never a concern.

Having spent a little over a week now with this mode (between November and January) I have to admit that it was extremely well done. It reminds me much of High Heat Baseball’s pitch result where you would throw to an area and your pitch would land in different areas from the user-selected zone. This takes that concept a bit further however as you can specify just about an area in and around the strike zone.

There are some things I would like to see in this mode, such as the ability to select the amount of effort. Currently this is done for you. It does not in any way detract from the mode but I still would like to see it and without a visual cue (similar to Classic pitching). The developers wanted to make the mode user friendly and succeeded. With that said, I will be using this mode for pitching this year. It is extremely well done.

Hitting

Hitting finds the inclusion of Zone Batting plus Analog as a new option this year. While analog hitting was introduced last year, some fans asked for the ability to move where the bat will swing through the zone courtesy of the Left Stick. Well, this year that wish was granted – and boy is it difficult! Thankfully there is a slider for timing your step so you can make this option easier or more difficult. One thing to note is how the developers listened to the feedback and now offer it as an option.

As I am sure you have read, the ball physics were completely redone this year. The impact this has on the game is monumental – I can’t stress that enough. Balls react off the bat with a sense of realism missing from MLB: The Show games in the past. This is one of those things where you never realized just how big an impact it made until you see it in its new iteration. Pitches up and in are no longer blasted for opposite field homeruns – you either turn on the ball or hit a flare to the opposite field. And this is just one example – many more become noticeable as you play over time.

Hit Variety continues its yearly evolution in this series. If you have not noticed, our trips to community day have helped the game benefit from an increased variety in each of the past 2 years. This year is no exception. In MLB10, hits down the line were finally realized thanks to the discovery of a long-time bug in the game. In MLB11, high choppers were added allowing for some interesting plays in the infield. In MLB12, line drive gappers and flares are now a thing a beauty. Gone are the hits to the gap where the corner outfielders would cut the ball off at a high rate. Their normal position was moved just enough to the foul lines to eliminate this as a result of a great interaction between Chris Gill, Lead Gameplay Producer and myself and nemesis04. It pretty much sums up the benefit of such an event as gave examples back and forth as to how the change can benefit everyone. This still will allow for hits down the line to fall into the corner, something that was a concern. Fielders were also slowed up a bit to allow hits to drop in over fielder’s heads – late game defensive substitutions are especially key now more than ever.

Fielding/Throwing

Fielding feels very responsive and more accurate thanks to subtle changes in animation speed and selection. Bunts are no longer a gimme as gone are the glove pickup, pump and throw animations from the catcher and pitcher when there is a sense of urgency. Dives are now possible all over the field, not just near the diamond; outfielders have more opportunities to dive and it shows. This is all in part to catch animations not triggering as early as they did in the past. I still would like to see the scenario where your infielder dives over a ball cleaned up. As it is, diving for a ball you MAY have reached results in you going over the ball when one would expect the fielder to smother the ball. Fielders also bobble the ball much more now. You still see throwing errors a bit more than fielding errors (I saw this with analog fielding and rushed throws) so I would like to see a few more. Regardless, there are REALLY nice situations that arise, such as a bad hop coming up on routine ground ball and “eating up” the fielder. Take out slides are certainly in the game so expect to be able to break up the double play. Catches by the first basemen are better; not as all over the place as in years past. However, they could offer a bit more routine chest catches instead of the side and high ones. As an aside, I did make this incredible catch at the wall to rob a homerun that resulted in the room letting out a universal “OH!” – I don’t think any game has ever captured this better.

Analog throwing has been tightly tuned and what a difference does it make. The routine throw animations have FINALLY made it in on groundballs in the infield and are completely user controllable. A preloaded flick on the stick to the base with plenty of time to spare results in the fielder doing some nice pump and throws to get the runner. This did not result in the runner being safe, either; the correct throws were being played. A preloaded flick and hold resulted in a harder throw to a base. The system works how one would have expected it to last year so the refinements are welcome.

Others

Baserunning has not seen the improvements one would hope for considering the other areas advancing as much as they have. Runners still slide into bases when they should be making turns (such as a base where there is no play) and the lack of “rounding the base” animations at times look a bit un-natural because everything else looks so much better. It’s not the worst – just did not advance much. Maybe next year this area can receive the attention it deserves. On the other hand, stealing bases seem to be well balanced. Pick-offs do not happen too often and the CPU relents at times as opposed to previous years where it would throw over constantly. They also pitch out at times, which is nice to see.

Tags seem to be cleaned up a bit but I did see one instance where the ball beat the runner and fielder didn’t go straight to block the runner from the bag but rather choose to do a sweep tag. This was a sole instance but it is worth noting. There are completely new scenarios for catchers on a play at the plate. They do swipe tags and other animations that are new. Missing from what I experienced are the collisions during close plays. They may be there, but it was very difficult to trigger them.

I can’t help but focus on just how good the game has come together. There is this… synergy that is present with all of the changes that allow the game to feel different than before, but more importantly respect the game of baseball. In our short time with the game, I can’t even begin to point out all of the great scenarios that were a direct result of all the changes this year.

MLB12: The Show is shaping up to take the series to new heights while still staying true to their roots. The gameplay has a refreshing new feeling that will take center stage once consumers have a chance to try out the many changes seen this year. After experiencing what some will end up saying is the best playing game in the past few years of the series, this is one show you will not want to miss.

Game: MLB 12 The ShowReader Score: 9/10 - Vote Now
Platform: PS Vita / PS3Votes for game: 55 - View All
MLB 12 The Show Videos
Member Comments
# 21 metsfan4life1 @ 01/21/12 12:58 AM
Quote:
Originally Posted by DJ
Pared, good write-up, although as a fellow Mets fan, it pained me to see you write that opening. While the Rangers-Cardinals World Series was no doubt exciting, you (and I can't believe you overlooked it) failed to mention the awesomeness that was the 1986 Playoffs.

Both LCS series were off the charts and we all know what happened in the World Series.
Could not agree with you more! But I'm really excited about this game! Just wish we could see at least some more pictures..
 
# 22 abcabc @ 01/21/12 04:34 AM
are all the pitches and their movements as they arrive to the plate from the mound still the same as last years?
 
# 23 LastActionHero @ 01/21/12 04:39 AM
Great write up, I only thought the tag animations were totally redone and adaptive to the type of play this year...
Did you still see slides morph through tags Pared?

Thanks for all your work over there!
 
# 24 Bulls321974 @ 01/21/12 07:37 AM
What can I say? I wish it was March 6th already. I just can't wait to play this game!
 
# 25 brrmikey @ 01/21/12 08:18 AM
thanks for the write-up pared.

did you notice any change with the strike zone...it seems in '11 that "high" strikes were called just a tad bit too high? maybe a non-factor with the new umpire personalities

did you notice if pulse pitching / zone-analog modes can be played with "cursor off"?

did you notice if check swing checks by the umps are more accurate when they occur?

did you notice if the base runners icons at times still give away the fact that a home run has been hit, taking the drama away? of course no doubters are no doubters.

did you notice if pitchers (btp view) always actually grip the ball?

does the existence of the new true broadcast eliminate the out of sequence cut scenes? e.g. batter strikes out walks out of the batters box...next cut scenes, the batter takes off helmet and throws bat to end the ending but is closer to the plate then the first cutscene...sorry this may not be the best example of what i'm trying to ask

have you managed to see a multiple rbi homer in true broadcast mode? did it show the person who hit the hr round all the bases and then give his mates some dap at the plate?

i always think twice about trading in the previous year's version of the game for the new one...but always do and never miss the old one. scea really knows how to provide innovation w/o breaking/excluding things that work well and provide options to players. can't wait

thanks.
 
# 26 Armor and Sword @ 01/21/12 08:37 AM
Great write up.

Man.....they are going to do it again. Can't wait to play this game!
 
# 27 Stroehms @ 01/21/12 09:31 AM
Quote:
Originally Posted by EnigmaNemesis
No lag at all when we played. Was 1:1.
Things I need:

The Move
3D TV
PSP Vita


...all for The Show. LOL
 
# 28 Pared @ 01/21/12 09:52 AM
Quote:
Originally Posted by sbmnky
Nice writeup, Pared. Thanks for taking the time.

I was wondering if you played with analog hitting (RS only) and still witnessed good ball physics - your up and in example?

I thought '11 did a great job of making the user work the count to make good contact on the ball - I always had great success in sticking to a zone and waiting for a pitch. Do you find that '12 has amplified this because of the new ball physics? For example, do you find yourself taking more pitches in the zone in '12 than you did in '11?

Can the size of the pulse be modified?
I did NOT play too much with the regular analog, only the zone plus analog, which increased the difficulty enough to mention. Still, it will be a fun addition. I did not notice any change in the physics but to be honest I was not looking for it.

Quote:
Originally Posted by DJ
Pared, good write-up, although as a fellow Mets fan, it pained me to see you write that opening. While the Rangers-Cardinals World Series was no doubt exciting, you (and I can't believe you overlooked it) failed to mention the awesomeness that was the 1986 Playoffs.

Both LCS series were off the charts and we all know what happened in the World Series.
I have to take into account the Wild Card race in both leagues plus the last day of the regular season. Even as a Mets fan, I still think it was a better moment in time when you view it as a fan of baseball overall.

Quote:
Originally Posted by abcabc
are all the pitches and their movements as they arrive to the plate from the mound still the same as last years?
No - I'm glad you asked this. Some pitches look different, more specifically the knuckleball. RA Dickey's KB looks better and we made sure he had the correct top speed. The others look the same but the new camera angle (set by Ramone!) makes a world of difference.

Quote:
Originally Posted by LastActionHero
Great write up, I only thought the tag animations were totally redone and adaptive to the type of play this year...
Did you still see slides morph through tags Pared?

Thanks for all your work over there!
I didn't see any slides morph through - just that once instance where the swipe tag missed. I mean that has happened in real baseball (remember the play at home this regular season with... the Royals I believe?) but I know a gamer would be pissed based on the scenario I witnessed.

I also think some should be sped up a bit because a tag is one of the fastest things you will do as a play, almost even to the detriment of a catch.

Quote:
Originally Posted by brrmikey
thanks for the write-up pared.

did you notice any change with the strike zone...it seems in '11 that "high" strikes were called just a tad bit too high? maybe a non-factor with the new umpire personalities

I DID notice it looking a bit lower but it was a visual trick based on camera angle. The new umpires widen the zone a bit though and it is much better IMO this year. Although you WILL get calls going against you - but that's baseball IMO.

did you notice if pulse pitching / zone-analog modes can be played with "cursor off"?

Zone analog can but Pulse you can cannot. There would be no way of knowing how accurate you were on the button press.

did you notice if check swing checks by the umps are more accurate when they occur?

Yes, these were very accurate IMO.

did you notice if the base runners icons at times still give away the fact that a home run has been hit, taking the drama away? of course no doubters are no doubters.

Only on no doubters. Close HR's they were running around the bases. It seemed to be tied into the batter's animation.

did you notice if pitchers (btp view) always actually grip the ball?

Not sure what you mean.

does the existence of the new true broadcast eliminate the out of sequence cut scenes? e.g. batter strikes out walks out of the batters box...next cut scenes, the batter takes off helmet and throws bat to end the ending but is closer to the plate then the first cutscene...sorry this may not be the best example of what i'm trying to ask

I didn't see anything stand out that was VERY odd - although I did see one minor instance of what you mentioned. IMO this was a nitpick however.

have you managed to see a multiple rbi homer in true broadcast mode? did it show the person who hit the hr round all the bases and then give his mates some dap at the plate?

Absolutely - saw a ton including a double forearm high five on a 3 run shot.

i always think twice about trading in the previous year's version of the game for the new one...but always do and never miss the old one. scea really knows how to provide innovation w/o breaking/excluding things that work well and provide options to players. can't wait

thanks.
Answers in bold.
 
# 29 asu666 @ 01/21/12 10:56 AM
Please tell me my first hit won't roll under the outfield fence this year. That crushed me last year. MLB is the greatest sports series ever. I need my fix this year.
 
# 30 DJ @ 01/21/12 11:19 AM
Well, we can agree to disagree on the playoffs, but that has nothing to do with the article.

Zone Analog sounded tough when it was introduced, and your article confirmed my suspicions. I am willing to give regular Analog hitting another try.
 
# 31 billyo @ 01/21/12 12:13 PM
How about balls hit off the pitcher, are they still happening alot or not?
Did you see a pitcher get injured? Thanks for your writeup!
 
# 32 spitoon @ 01/21/12 12:24 PM
I've read through several of these threads and maybe I've missed it, but did you see any passed balls/wild pitches? I think they were removed with the final patch to MLB11?

Thanks for the great read.
 
# 33 nemesis04 @ 01/21/12 12:28 PM
Quote:
Originally Posted by spitoon
I've read through several of these threads and maybe I've missed it, but did you see any passed balls/wild pitches? I think they were removed with the final patch to MLB11?

Thanks for the great read.
They were in the game.
 
# 34 Blzer @ 01/21/12 12:30 PM
Hey Pared, not sure which thread you're going through more, but since you were going to look for it as well, I was wondering if you saw those things about turning the ball cursor off for analog and pulse pitching that I was asking about earlier.
 
# 35 nemesis04 @ 01/21/12 12:31 PM
Quote:
Originally Posted by billyo
How about balls hit off the pitcher, are they still happening alot or not?
Did you see a pitcher get injured? Thanks for your writeup!
http://www.operationsports.com/forum...post2043288673
 
# 36 DickDalewood @ 01/21/12 01:21 PM
Quote:
Originally Posted by asu666
Please tell me my first hit won't roll under the outfield fence this year. That crushed me last year. MLB is the greatest sports series ever. I need my fix this year.
And after that one, fluke, glitch, you were done?

Yikes...
 
# 37 thaSLAB @ 01/21/12 02:25 PM
Quote:
Originally Posted by brrmikey
did you notice if pitchers (btp view) always actually grip the ball?
I think Pared answered everything in your post except this... I did check this, and YES they actually and accurately grip the ball for the selected pitch. The ball just popping in their hand from the glove is pretty much gone too.


Another cool thing, that don't think anyone has mentioned is the "force feedback" when you make contact with the ball. It is very noticeable and accurate for the different types of hit. It's also present when using the Move controller. Feels great, especially in homerun derby.


Sent from my PC36100 using Tapatalk
 
# 38 Blzer @ 01/21/12 02:29 PM
Quote:
Originally Posted by thaSLAB
Another cool thing, that don't think anyone has mentioned is the "force feedback" when you make contact with the ball. It is very noticeable and accurate for the different types of hit. It's also present when using the Move controller. Feels great, especially in homerun derby.
Are you talking about vibration? The only reason I turn it off in-game (especially with a regular controller) is because I don't want it turned on while pitching, because I think it starts to vibrate when I'm reaching the edges of the strike zone. If the two vibration types could be separated, then I would consider it for hitting.

However, how does it work for hitting? Does it vibrate more for solid contact? Because technically, when players hit the ball sweetly, they feel it less. Likewise, when you get jammed and break your bat, it stings like a... well, you know.
 
# 39 tnixen @ 01/21/12 02:29 PM
Quote:
Originally Posted by thaSLAB
I think Pared answered everything in your post except this... I did check this, and YES they actually and accurately grip the ball for the selected pitch. The ball just popping in their hand from the glove is pretty much gone too.


Another cool thing, that don't think anyone has mentioned is the "force feedback" when you make contact with the ball. It is very noticeable and accurate for the different types of hit. It's also present when using the Move controller. Feels great, especially in homerun derby.


Sent from my PC36100 using Tapatalk
That is so cool!

I always thought this would be a good way to use the rumble feature.

Just like in real life if you were swinging a bat you would feel it so why not with the PS3 controller also

Thanks for the info.
 
# 40 tnixen @ 01/21/12 02:31 PM
Quote:
Originally Posted by Blzer
Are you talking about vibration? The only reason I turn it off in-game (especially with a regular controller) is because I don't want it turned on while pitching, because I think it starts to vibrate when I'm reaching the edges of the strike zone. If the two vibration types could be separated, then I would consider it for hitting.

However, how does it work for hitting? Does it vibrate more for solid contact? Because technically, when players hit the ball sweetly, they feel it less. Likewise, when you get jammed and break your bat, it stings like a... well, you know.
100% agree with you on this!

I hope this is how it will be for the PS3 controller too.
 


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