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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
# 81 jmik58 @ 01/24/12 10:36 AM
Quote:
Originally Posted by Pared
Did you skim my writeup? I didn't even proofread it in an attempt to have it posted earlier for you guys.



I misinterpreted your statement. I guess that's just me being over-analytical.

When I think of a hit "dropping in" over someone's head, I think of a blooper "dropping in" over an infielder in the shallow outfield.

Thanks for the info, good to hear there's a sliver of hope. Considering that nemesis saw some concerning things I'll hold out too much excitement.

Hearing the changes in ball physics and possible improvements on nerfing the outfielders on deep balls; I'm starting to lean towards the positive side on '12.
 
# 82 Pared @ 01/24/12 10:53 AM
LOL

Nem was like a kid in a candy store. You're right - you are being over-analytical.
 
# 83 EnigmaNemesis @ 01/24/12 10:54 AM
Quote:
Originally Posted by Pared
LOL

Nem was like a kid in a candy store. You're right - you are being over-analytical.


We all were. Such bliss!
 
# 84 sbmnky @ 01/24/12 06:28 PM
Quote:
Originally Posted by nemesis04
I have done one the past two years but Pared did one this year and did not think we needed 2 game-play threads. I thought I would answer questions this go around. Maybe I can do a summary of all the questions answered?
Nem, how did you adjust to dual analog hitting? Did you find yourself using it more than RS analog only?

Nem/Pared, Is the new default camera the "Catcher" preset for '12? I'm trying to adjust the view in '11, but the depth of the pitchers doesn't appear to align. What were your observations/thoughts regarding pitch speed in '12 - faster, slower, or the same?
 
# 85 thaSLAB @ 01/24/12 06:41 PM
Quote:
Originally Posted by sbmnky

Nem/Pared, Is the new default camera the "Catcher" preset for '12? I'm trying to adjust the view in '11, but the depth of the pitchers doesn't appear to align. What were your observations/thoughts regarding pitch speed in '12 - faster, slower, or the same?
Correct. You now have "Catcher" which is the new default (from the screenies), and "Catcher Classic" which is the default catcher's cam from previous years. The new cam can be replicated in '11 as well.

Pitch speed is a tad slower in '12.
 
# 86 sbmnky @ 01/24/12 06:55 PM
Quote:
Originally Posted by thaSLAB
Correct. You now have "Catcher" which is the new default (from the screenies), and "Catcher Classic" which is the default catcher's cam from previous years. The new cam can be replicated in '11 as well.

Pitch speed is a tad slower in '12.
Thanks for the info - I'll keep tinkering.

What are your thoughts on the new hitting controls?
 
# 87 stealyerface @ 01/24/12 07:27 PM
Okay, question for the Analog Pitching crowd here at OS.

I know the Pulse Pitching is the new broom that sweeps the best, but were there any updates and/or tweaks to last year's Belle of the Ball?

Namely, did they refine the Analog Pitching so that there were the same type of factors for wildness, perfect pitches, etc.. that there are for pulse Pitching?

Also, if one chooses to use Pulse Pitching, how would one put a little more, or take a little off a pitch? One of the great thing about the analog scheme of last year, especially playing with your buddies, was that you could throw a two-seamer at 91mph, then you could come back to the same two-seamer at 88mph by starting the motion a little sooner than the yellow line of demarcation at the bottom of the pitching meter.

I am not sure how one would accomplish changing speeds within the pitches with the pulse pitching, unless the large-small pulse not only replicated the accuracy, but also the speed... I think this would be a major oversight into a nuance of the game if you could not control the speed of your pitches, based on the pressing of a button for the accuracy portion.

I am not thrilled with the idea, if it indeed is as I state, that you are unable to, as the user, dictate the "oomph" you want on the ball, and losing the dynamic of the risk/reward for such pitches as missing spots, throwing a hanger, or risking greater stamina loss by choosing the speed of your pitch.

TLR.. I do not want Lester's 2 seamer to always be 90mph, or "random" less my input as such does not matter with the Pulse Pitching. Thoughts?

~syf
 
# 88 WarningTrackPower @ 01/24/12 08:08 PM
SYF, I'm with you on wanting to know if any changes have been made to the analog pitching as well. I'm hoping it's a little easier to throw outside the strike zone. Trying to throw a backdoor slider is difficult, at least for me, because the angle that you have to push up on the joystick is very hard to hit. Basically I hope the edges of the strike zone have been pushed a little inward on the analog meter. Maybe the fact sheet will shed a little light on this.

As for the pulse pitching.. I believe Pared said in his write up (first post of this thread - last paragraph under pitching) that you are unable to control the amount of effort when pitching with this mode. Hope that answered your question.
 
# 89 Pared @ 01/24/12 08:53 PM
I talked to everyone about that ONE pitch - the slider. I sympathize with its lack of control. I think it just has a high degree of difficulty in terms of being able to pinpoint it, even with pitchers where it is their second best pitch. Plus when you miss, you often miss right down the middle of the plate, decreasing its effectiveness even more.

I was shot down by others though so... c'est la vie.
 
# 90 nemesis04 @ 01/24/12 09:00 PM
Quote:
Originally Posted by stealyerface
Okay, question for the Analog Pitching crowd here at OS.

I know the Pulse Pitching is the new broom that sweeps the best, but were there any updates and/or tweaks to last year's Belle of the Ball?

Namely, did they refine the Analog Pitching so that there were the same type of factors for wildness, perfect pitches, etc.. that there are for pulse Pitching?

Also, if one chooses to use Pulse Pitching, how would one put a little more, or take a little off a pitch? One of the great thing about the analog scheme of last year, especially playing with your buddies, was that you could throw a two-seamer at 91mph, then you could come back to the same two-seamer at 88mph by starting the motion a little sooner than the yellow line of demarcation at the bottom of the pitching meter.

I am not sure how one would accomplish changing speeds within the pitches with the pulse pitching, unless the large-small pulse not only replicated the accuracy, but also the speed... I think this would be a major oversight into a nuance of the game if you could not control the speed of your pitches, based on the pressing of a button for the accuracy portion.

I am not thrilled with the idea, if it indeed is as I state, that you are unable to, as the user, dictate the "oomph" you want on the ball, and losing the dynamic of the risk/reward for such pitches as missing spots, throwing a hanger, or risking greater stamina loss by choosing the speed of your pitch.

TLR.. I do not want Lester's 2 seamer to always be 90mph, or "random" less my input as such does not matter with the Pulse Pitching. Thoughts?

~syf
Analog pitching:

http://www.operationsports.com/forum...post2043290565
 
# 91 nemesis04 @ 01/24/12 09:07 PM
Quote:
Originally Posted by sbmnky
Nem, how did you adjust to dual analog hitting? Did you find yourself using it more than RS analog only?

Nem/Pared, Is the new default camera the "Catcher" preset for '12? I'm trying to adjust the view in '11, but the depth of the pitchers doesn't appear to align. What were your observations/thoughts regarding pitch speed in '12 - faster, slower, or the same?
I tried the analog with left stick aiming and it was pretty difficult. I am a zone guy though!

I believe that new hitting cam was adjusted from the wide hitting view! As far as pitch speeds go it was a little slower then past versions and at first I found myself ahead on pitches but adjusted after a few games. You can move it up to last years with the slider so most should be pleased!
 
# 92 nemesis04 @ 01/24/12 09:09 PM
Quote:
Originally Posted by Pared
I talked to everyone about that ONE pitch - the slider. I sympathize with its lack of control. I think it just has a high degree of difficulty in terms of being able to pinpoint it, even with pitchers where it is their second best pitch. Plus when you miss, you often miss right down the middle of the plate, decreasing its effectiveness even more.

I was shot down by others though so... c'est la vie.
Yup, eyes open wide when Pared throws the slider!
 
# 93 Knight165 @ 01/24/12 09:11 PM
Quote:
Originally Posted by nemesis04
Yup, eyes open wide when Pared throws the slider!
Friggin' slider.
Blow that $#!^ up!

M.K.
Knight165
 
# 94 thaSLAB @ 01/24/12 09:21 PM
Quote:
Originally Posted by sbmnky
Thanks for the info - I'll keep tinkering.

What are your thoughts on the new hitting controls?
No problem. As nemesis said, I think you need to start with the wide view in '11 to replicate the '12 default.

In a word, zone analog batting is: veryf'nchallenging!



Sent from my PC36100 using Tapatalk
 
# 95 WarningTrackPower @ 01/24/12 09:36 PM
Quote:
Originally Posted by Pared
I talked to everyone about that ONE pitch - the slider. I sympathize with its lack of control. I think it just has a high degree of difficulty in terms of being able to pinpoint it, even with pitchers where it is their second best pitch. Plus when you miss, you often miss right down the middle of the plate, decreasing its effectiveness even more.

I was shot down by others though so... c'est la vie.
Yeah I hear ya on this one. My main gripe is that I have a hard time getting the pitch to start outside of the zone because it's hard to push the analog stick that far over to one side. By no means do I want pinpoint control but I've had some 0-2 counts go wrong because I cannot throw far enough outside of the zone. Though, maybe that's just my user skill.
 
# 96 Cubfan @ 01/24/12 10:10 PM
How did the new default pitch speed vs last year feel?
 
# 97 DJ @ 01/25/12 09:36 PM
Quote:
Originally Posted by WarningTrackPower
Yeah I hear ya on this one. My main gripe is that I have a hard time getting the pitch to start outside of the zone because it's hard to push the analog stick that far over to one side. By no means do I want pinpoint control but I've had some 0-2 counts go wrong because I cannot throw far enough outside of the zone. Though, maybe that's just my user skill.
I'm not near my PS3 so I can't check, but is there an option to turn Rumble Feedback OFF when using Analog? I really think the Rumble effect of when you'd get to the edge of the strike zone would cause your controller to slightly drift back into the zone, thus making it really hard to throw a ball clearly out of the zone, unless you just pressed all the way to the L or R on the R-stick, but that would result in a wild pitch.

I think if there was no rumble feedback, we'd be able to place more balls outside of the zone.
 
# 98 DJ @ 01/25/12 09:39 PM
Quote:
Originally Posted by nemesis04
I tried the analog with left stick aiming and it was pretty difficult. I am a zone guy though!

I believe that new hitting cam was adjusted from the wide hitting view! As far as pitch speeds go it was a little slower then past versions and at first I found myself ahead on pitches but adjusted after a few games. You can move it up to last years with the slider so most should be pleased!
Yeah, Ramone confirmed that the new cam in 12 was based off of 11's wide view. Blzer posted a great replication photo in another thread, so if you're looking to test-drive the new camera (it's very close to what it looks like in 12), look at that photo when you are editing the camera in 11. I did it last night and man, I'm loving the new look!

Can't wait for 12 to get here.
 
# 99 WarningTrackPower @ 01/25/12 10:37 PM
Quote:
Originally Posted by DJ
I'm not near my PS3 so I can't check, but is there an option to turn Rumble Feedback OFF when using Analog? I really think the Rumble effect of when you'd get to the edge of the strike zone would cause your controller to slightly drift back into the zone, thus making it really hard to throw a ball clearly out of the zone, unless you just pressed all the way to the L or R on the R-stick, but that would result in a wild pitch.

I think if there was no rumble feedback, we'd be able to place more balls outside of the zone.
I happened to be playing as I read this, so I checked. You can turn vibration off, though it's not specific to the pitching and turns vibration of for everything in the game. I tried it with pitching and there's no "force field" when trying to place the ball outside of the strike zone. Good question because I never really thought to do this. The downfall is I like having the vibration on when running the bases so I know that the game "heard" me tell the runner to advance. One might suggest to just turn it on and back off again every half inning... but that's tedious.

However, what I meant about starting a pitch outside of the strike zone had to do with right stick, not the left. I find it hard to push the right analog stick up at such a drastic angle. Let's say for example the pitcher and batter are both right handed and I have an 0-2 count on the hitter. If I were to try and throw a front door slider, I'd have to basically throw it at the right handed hitter. Moving the right analog stick down and then way over to the right proves to be difficult for me and I'll probably hang this slider over the middle. Perhaps it's just my user skill that prevents me from doing this successfully..

I was actually hoping that the edges of the zone on the analog meter would be closer together, making it easier to throw outside the zone. By no means a deal breaker because I still have success pitching, but I like to intentionally throw off the plate to either side when I need to. Again, it might be my user skill with the stick.... not sure how others feel about it.
 
# 100 nomo17k @ 01/25/12 11:10 PM
Quote:
Originally Posted by WarningTrackPower
...

However, what I meant about starting a pitch outside of the strike zone had to do with right stick, not the left. I find it hard to push the right analog stick up at such a drastic angle. Let's say for example the pitcher and batter are both right handed and I have an 0-2 count on the hitter. If I were to try and throw a front door slider, I'd have to basically throw it at the right handed hitter. Moving the right analog stick down and then way over to the right proves to be difficult for me and I'll probably hang this slider over the middle. Perhaps it's just my user skill that prevents me from doing this successfully..

I was actually hoping that the edges of the zone on the analog meter would be closer together, making it easier to throw outside the zone. By no means a deal breaker because I still have success pitching, but I like to intentionally throw off the plate to either side when I need to. Again, it might be my user skill with the stick.... not sure how others feel about it.
This I guess is partly what makes it difficult to tune analog for everyone...

Personally I don't have much trouble inside (R vs R, from behind the pitcher), since my natural thumb movement is from 8 to 2 o'clock. But if I need to go outside, I just cannot move my thumb reliably from 4 to 10 o'clock.

I think there's some user skill factor in pitching to inside/outside wide off the strike zone, I believe you almost have to go more than 45 degree angle off the center axis to do this, and that can be difficult (for me at least). Narrowing the strike zone to analog mapping was an idea discussed earlier... I also hope there was something done on the issue, but some people don't appear to have problem (like nem), so who knows... it might be our thumbs who need some practice and exercise....
 


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