Tuesday, December 9, 2008

MLB Power Pros: Extras

If this were an infomercial, this would be the moment where I'd say "but that's not all!" There is so much content jammed into Power Pros it's not an exaggeration to say there's something for everyone. Take for instance the collector. While you play through full games in Season Mode, finish Success Mode or compete in the Home Run Derby, the game awards you Power Major Points. These can be used to buy a variety of upgrades, stadiums, uniforms, pitching and batting stances, and baseball cards. The cards include basic statistics, pictures and a short description of the player's career as seen from the Japanese perspective. Getting everything is a major challenge and amounts to hundreds of hours of gaming.


MLB Power Pros Various


While you are playing, the game keeps track of every pitch and the stat fiend can have field day with the various reports. I know I like to pitch a breaking ball down for the first pitch. The Profile section of the game has reports that tell me not only the exact percentage of my first pitches that are breaking balls, but what the batter did with those pitches. Every record, including various achievements, are tracked constantly. At the end of every game, you have the option to review each pitch. Can't remember if your game-winning homerun was off a hanging curve or a meaty fastball? Look it up! During season mode, you can see player statistics updated play by play. My only disappointment is there's no way to calculate advanced statistics like WARP and Runs Created. If only I could save the numbers to my computer...


When you are ready to step up your game (by taking control of fielders for instance) Practice Mode puts you through rigorous training. Every aspect of the game can be drilled until you have down. You can take batting practice against real or generic players pitching one or a variety of pitches. There's a pitching drill where you aim for a specific location. Fielding can be either on randomly hit balls or balls on a manually set trajectory. Base running practice covers the basics of moving from one base to another, but is very thin. Then there are general offense and defense sessions where there are no outs and you try to score or prevent runs. Each practice can be set in specific game conditions and use any control setup. It's an ideal way to improve your abilities.


Somewhere, no doubt, there is a group of friends looking for a round robin competition offered in League Mode. Until the game can be played online, those guys will be the only ones using it. They will also be good candidate for the Arrange Team mode, which give players total control over a team to be customized. Besides the obvious ability to add and remove players, players can change the colors of a team's uniforms, alter name and location, pick a home stadium and so on. Custom teams may then be used in other modes.


Fans of particular players have quite a bit of control over how they look and act on the field. Most characteristics may be edited down to the color of a player's bat, glove, and wristband. (The Japanese seem to have an unhealthy obsession with wristbands.) Abilities may be changed as well at the cost of a unique band on the player's nameplate. If you are willing to enter painfully long passwords, it's possible to exchange players with others. But passwords do not transfer from one version of the game to another. One thing that can't really be changed is the pronunciation of a player's name. Or rather the name can be changed, but only to a name that has already been recorded. So Barry Bonds will always be announced as "Great Gonzales".


The only reservation I really have is that the 2008 version is already out and the 2009 version is coming soon. Both games seem even better than the 2007 version and neither will are be overly expensive. Given that the game has been under development since 1994 in Japan it's already pretty well polished, so if you find a copy in the bargain bin it will be well worth your while.

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