Gaming: “MLB 11: The Show” Is a Thing

The image you see above these very words is the computer-generated likeness of Minnesota catcher Joe Mauer, and it (i.e. the image) is relevant to these pages not merely because Mauer has redefined the use of sideburns in American culture, nor for the fact that he’s served admirably as a spokesman of MLB: The Show, but because Mauer himself has just today (maybe) been announced as the poster boy for the 2011 edition of The Show, as well.

If you want a review of the game, you’ll have to read every last one of Jon Robinson’s words on the matter. In the meantime, though, here are some of those words, regarding one of the game’s biggest changes — i.e. analog controls for almost errything.

Boom, blockquote:

The biggest change to the game comes with the addition of pure analog control. That’s right, buttons are about as hip these days as players wearing stirrups, so Sony has finally changed the control scheme for hitting, pitching and throwing to be all analog-based (although if you want to play old-school and use buttons, you can still find last year’s controls in the options menu).

[…]

What this means is for hitting, gamers pull back on the stick to start the batter’s stride, then push forward to swing the bat. This is all about timing, since if you start your stride too early, pause, and then swing, your stride will be off and you’ll lose power. Start your stride too late, and you’re going to be behind on the ball when you finally swing. It takes a few innings to get used to, but by my second game, I hit a few homers and felt comfortable enough to start really enjoying the new approach.

Hitting, if I may editorialize briefly, is routinely the hardest aspect of baseball to represent ably in a video game. The question is always one of how to simulate the experience of actually batting within the constraints of the controller. Make it too hard, and users will lose interest; make it too easy, and users will lose interest.

Is the analog stick the key to this? I’m skeptical — for now, at least. Furthermore, as Robinson notes, the velocity of pitches is determined by the speed at which one pushes forward on the analog stick. Generally, I’m hesitant to get physical with my controllers on account of it seems to hasten their destruction. And while — as you might expect — I’m compensated handsomely by FanGraphs Dark Overlord David Appelman, I see no reason to ask unnecessary questions of my bank account.

Luckily, no handwringing is necessary so far as any of this concerned, however. For, as Robinson notes, the option to use last year’s controls still exists.

For the rest of the experience, I’ll entrust you, once again, to Robinson’s review. In the meantime, here are three more screenshots from the game. The third one, in particular, is notable, as it implies that Raul Ibanez is capable of beating a batted ball to the fence.

H/T: 7 Train to Shea





Carson Cistulli has published a book of aphorisms called Spirited Ejaculations of a New Enthusiast.

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Sean
13 years ago

Looks great…but the one thing I’ve been clamoring for ever since EA lost their MLB license — complete (or at least close to complete) minor league rosters! There’s a real sense of realism lost when you’re looking to call up a prospect in franchise mode, and you find that 75+% of the players don’t have real-life counterparts.

Teej
13 years ago
Reply to  Sean

From what I understand, minor leaguers who have never played in the bigs aren’t members of the players union, so their names aren’t part of the licensing deal. But Operation Sports and other groups create full rosters every year with real names for all the minor league guys, and you can download them for free through the game. It’s pretty awesome.

Tom
13 years ago
Reply to  Teej

There are also people who release rosters that have been updated with all the minor league players that are downloadable in the Show Online section.

Now, if they just provided some support for Fangraphs, stack tracking your franchise teams would be pretty freaking awesome.