Wednesday, November 19, 2008

MLB Power Pros: Exhibition Mode

The battle between pitcher and batter lies at the heart of any baseball game and at the center of MLB Power Pros. For quick pickup games with a friend, against the computer, or a CPU vs. CPU demo, the place to go is Exhibition Mode. There you will pick two Major League teams (no Miis outside of Wii Remote mode) and play using traditional console controls. Personally, I find the GameCube controller more natural than the Wiimote/Nunchuk setup because all the throwing and running buttons are always under the thumb.


This is a cursor-control game, which means the pitcher picks a location and the batter tries to guess where the ball will cross the plate. If all goes well (for the batter), the sweet-spot of the bat will smack the ball for a hit. Missing the location will result in a variety of sub-optimal outcomes. For a long time, this was the traditional way to design an arcade baseball game and it has been derided for being unrealistic. More recently, games have used a timing based system that works like the traditional golf power slider control.


MLB Power Pros Various


Some people feel the cursor style puts too much control in the thumbs of the player. No pitcher has the pinpoint control and it's too easy for a player to get a perfect hit every at bat. I have MVP Baseball 2005 on the PC, which used a timing system, and I find MLB Power Pros more realistic. With Expert pitching, you have to time your release correctly in order to hit the catchers glove and turning off automatic lock-on makes batting more difficult. Further, each player has dozens of underlying attributes that alter his ability to respond directly to your controls. So a pitcher that lacks control will miss more often and a batter with poor contact skills will have a smaller sweet-spot.


For example, Johan Santana has a pretty good fastball, so it can be hard to make contact on strike one. If he throws it in the same location on the second pitch, the batter can be dialed in at take a good swing at it. Fortunately, Santana also has an A+ circle change that messes up a batter's timing. More often then not, the batter will have finished swinging before the pitch crosses the plate. A timing-only system would illustrate the value of a changeup too, but Santana also has an excellent slurve. In MLB Power Pros, a hitter who has been setup with a fastball will tend to swing over the top of slurve since the pitch starts off looking a lot like a fastball. A batter with good contact might be able to get enough of the pitch to foul it off, but it won't be automatic. The human player will need to recognize the pitch quickly and drop the bat a bit. There's just a ton of nuance in the cursor system that I never noticed in MVP Baseball.


As a batter, the strategy of "sitting on a fastball" makes sense. With the "Big Swing" option that reduces the sweet spot to circle, you have a good chance to drive a fastball in the strike zone. Once you get to two strikes, you can switch back to contact mode (the sweet spot becomes a teardrop with the point aimed at the handle of the bat) or try to foul off breaking stuff. With a home run hitter like Ryan Howard at the plate, it's easy to see why a hanging curve is such a big mistake—that sucker is gone. The two problems I have with batting are the inability check a swing and the difficulty drawing walks. The first is a minor annoyance, but its not a big deal once you get used to the idea. The second seems to be a function of the level of difficulty. In Normal settings with three balls, the computer pitcher bares down and throws nothing but strikes (which are often homerun balls). The computer gives up more walks with Expert and higher settings since it tends to work off the plate more. I'd welcome an option that makes the umpire's interpretation of the strike zone a little more fuzzy.


Games are played to completion pretty quick. Usually it only takes 20 to 30 minutes depending on how many replays you watch. Pitchers go into the windup almost immediately after the previous pitch is resolved and most of the cut scenes between plays can be skipped. There's no need to warm up relief pitchers, which might be unrealistic, but removes my least favorite aspect of real baseball: in-inning pitching changes. Plays end automatically once all baserunners stop moving and the ball is securely in the defense's grasp. Unlike more graphically intense games, foul balls are not loving tracked into the stands to show off details of the crowd.


Baserunning and fielding can be automatic, manual or semi-automatic. (Semi-automatic means you control lead runners and throwing while the computer manages everything else.) Manual controls are difficult and can be frustrating—nothing is more annoying than getting a made-to-order double-play ball that slips past an infielder and then rolls past an outfielder for a double. I also lose too many baserunners through forgetting they are on base during infield pop-ups. Better players might be able to control those aspects as well as the computer, but I don't think it's possible to do better than the automatic setting. Semi-automatic seems a good compromise.


Speaking of settings, there are far too many to go over in even an extensive review. It can be totally overwhelming, since it's hard to know what one particular tweak might do to the game. On the other hand, there's no real need to adjust the settings unless you want to. When you start up a game, each player can pick from Easy, Normal and Expert. The spread between the settings make games between unequal players (such as my son and I) competitive. Games can be shortened to 1, 3 or 6 innings to save time. Games can be played during the day or at night, fair or rainy weather, in MLB parks or a few imaginary parks, with many or no replays, and so on. Compared to other games, MLB Power Pros features only a limited number of camera angles, but the angles represented are quite pleasant.


Graphically, the game seems simple and cartoony. But there's a lot of attention to detail under the surface. For instance, balls hit out of Wrigley roll onto Waveland Avenue past speeding buses. (I'm pretty sure the street is closed on game days, but I appreciate the hat tip to quirky ballparks.) Afternoon games start out sunny, but the sun sets as the innings go by. First basemen toss underhand to pitchers covering the bag. Many, many players have unique stances and pitching forms. All the strange hairstyles and beards in the Majors are represented. Pitchers take uneasy glances over at runners on first and will pick up the rosin bag to calm themselves down. Balls take realistic trajectories off the bat. Runners from first try to take out the infielder covering second to breakup a double play. Catchers block the plate in a satisfying way. Every animation is smooth as silk. Pretty soon you don't see bobble-heads in the outfield, but baseball players.


I don't think anyone (except Konami) is satisfied with the sound. From the moment you load up the game ("MLB POWER PROS!!!"), you know this game tries to amp up the action with an excited announcer. The effect will be entertaining for a few games, but after a while, it gets old. While the play-by-play commentator (some guy named Jack Merluzzi), has a wide variety of lines, they don't always sync up with the action on the field. It's hard to figure out how these lines could be strung together on a single play: "And he was fooled inside. IT'S A HIT! He pulled it foul." It seems like something was lost in translation. Also both the stadium announcer and Jack screw up the pronunciation of player names, which many people find annoying. Personally, I find these glitches charming, but there's too much repetition in some of the more basic calls. Sports games in general are prone to this issue and it's not an easy problem to solve.


Exhibition Mode lays the foundation for most of the other modes. While it is fun to play a game or two on the side, it's even more fun to play games that matter in Season Mode. The little snippets of college baseball in Success Mode, which use the same basic game play, make for great season finales. When it comes down to the big Eckersley/Gibson situations, you want to know that everything hinges on a 3-2 backdoor slider. All in all, baseball has never felt more enjoyable for me in video game format than MLB Power Pros.

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