MVP Baseball 2005 from EA Sports <<Page 1
Gameplay The gameplay in 2005 gives me this nostalgic feeling of High Heat.
No, this game might not be statistically perfect but there have been
many little tweaks as well as much need improvements in the gameplay.
Pitchers cover first, and fielders generally cover the bases. What does
this mean? It means you do not throw to the fielder, you throw the ball
between the fielder and the base so he can catch it in stride. You can
see the beauty of this not only when the first baseman has to make a
play on the ball and throw to the pitcher who’s running to first,
but also during double plays, and anytime a base is open and you throw
towards it. The AI for the fielders is better, last year when a ball
was booted or hit off the pitchers leg, it resulted in a hit way to often.
Now the pitcher and the fielders quickly go after the ball to make a
play. Also big plays and more precisely diving catches have been reduced.
In all the games I have played I have only seen two successful dives
in the outfield. Usually the fielder is there or gets behind it so it
doesn’t bounce to the wall. There is one thing that confuses me
though, when I throw to a base, instead of the cutoff man, the cut off
button can only be used a spit second after it leaves the outfielder’s
hand. So even though the pitcher or other able fielder could cut it off
they don’t. However all of this comes with a bug present in last
years game. Every once in a while the game will score an error when it
should have been a hit and vice versa. Fortunately in my experience it
has only happened three times in about six game played, but it is present.
In the batters box the “Pure Swing System” is back, but this time
the lefty bug was “left” behind. This year hitting is tougher,
but realistically so. Now you can move in the box, which means if you are getting
worked on low and inside, move away from the plate and hammer one. If your
cold zone is outside and that is where the pitcher is nibbling, hug the plate
as much as you can. While you do not have to move around in the batters box,
it is a welcome addition to those of us who want more control of the hitting
aspect of the game. Another addition to this years game is the “Hitter’s
Eye.” What this does is simulate the way a batter tries to read a pitch.
In real life batters try to find the seams of the ball, to see which way it
is spinning, so he can tell if it is a fastball, off speed pitch, etc. In a
video game it is impossible to see the seams so EA has introduced this feature.
What it does is color code the ball, so while the pitcher is winding up and
throwing you can tell what type of pitch is coming. If it is white a fastball
is coming, if it’s green it’s an off speed pitch. There are also
colors for breaking balls, sinkers, and knuckleballs. The coolest thing about
this is you can see how well pitchers hide the ball. On one hand it is very
easy to pick up Mark Mulder, whereas with Eric Gagne, you don’t see it
until it’s coming. But for me that is where it ended, as I found it harder
to bat when the ball was different color’s. Seasoned veterans at gaming
won’t need this edge, but it is a fun little feature, which luckily for
me can be turned off. This feature also comes with a replay so you can analyze
your swing. EA has also put in the ability to drag your bunts, yet another
way to give the user more control over strategy.
Also during batting you are able to protect the plate because EA put in a new
foul ball system, complete with a slider. Another small thing tweaked was check
swings. Last year if you tried to check your swing and hit the ball you where
dead in the water as the batter would sit there looking confused at to what
just happened. This year when this happens the batter ditches the bat and runs
for first rather quickly.
The pitching interface is the same as always. They made it a little harder
but for the most part it is the same. One thing this year is when you miss
your spot it doesn’t show where the pitch is going as much as it did
last year. In ‘04 many “hardcore” gamers, such as myself
were disappointed with the lack of walks. This year that has been fixed, well,
at least on the CPU end, while on the USER end they have made more of an effort
than last year. With the CPU you have a slider which dictates the number of
balls thrown, also there is a CPU pitch control slider, so you could make every
CPU pitcher Rick Ankiel if you wanted to. On the user end there is also a USER
pitch control slider as well as a pitch meter difficulty slider. Don’t
get me wrong these sliders work, just not as well as they should. As of the
time I am writing this review I have both sliders working as negatively against
me as they can, and throw one walk a game. But it is a start, and after higher
levels of tweaking everyone might find settings that works for them and at
least I am getting realistic pitch counts. I had Johan Santana at 50 pitches
after three innings. Also this year you have two type of pickoff moves. You
have a regular type and one which is risky, as in it gets there quicker but
it is less accurate.
On the base paths the game is pretty much the same, but it was fine the way
it was last year. You can now turn on an auto return on pickoffs option if
you do not want to have to worry about it.
Some other cool things about the on-the-field aspect of the game are
that this year you can argue as well as have your manager come out and
argue. You can
even heighten the intensity by mashing a button. All of that is a give and
take though, if you don’t get ejected the call might go your way next
time but if you are ejected you can no longer control substitutions and other
managerial appointed duties.
There are many sliders in this game and all of them work, the only problem
is there should not be restrictions, because so far I have four or five sliders
maxed out.
Now lets talk about the simulation engine. This year progression seems to
be fixed. Last year when a great pitcher retired another came into the league.
This year it is random, but the league totals look good even 10+ years in.
Players develop the way they should and someone with 90 power will usually
hit more homeruns than someone with less. But some players progress even
if
they don’t play, not a huge issue though. After a season statistics
are pretty much as they should be although stolen bases are a little high.
The
one thing wrong is it looks like walks are decided by the batters, not the
pitchers. So while pitchers have a little control on the number of walks
you wont see Curt Schilling type numbers.
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