MLB 11: The Show First Look
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For this game, the pitching interface is already perfect, and as you said, the face buttons are taylor made for the bases in any baseball game.
If online play is anything like this year's game, both sides are locked into the same options.Comment
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I came.
I'm not too happy about the whole switching to the analog shit.
The game was perfect just the way it was.Originally posted by Leftwich 2-14-2009I wasn't comparing myself to Wildcard. I honestly don't think I could compare myself to God.
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They're not forcing you to use the analog controls, the option to use the face buttons will be in there
To be honest though, analog control was about the only saving grace for MLB 2k10.....I actually dug using it to hit and pitch.....after awhile using the buttons did seem kind of stale.....I'm excited to see how well SCEA incorporates it into their gameComment
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I like this:
Another cool aspect to the analog mechanic is the fact that the velocity of each pitch is actually determined by the speed with which you press up on the right stick. So if you're looking to add some extra oomph to a Matt Cain fastball, all you have to do is push up harder during your delivery. Obviously, if you're pressing up faster, it will be more difficult to pinpoint location at the top of the meter, but this really adds to the fun and complexity of the system. After a few innings, I had the new system down good enough to feel cocky, and then I messed up and gave up a 420-foot shot to Josh Hamilton. But this actually made me smile, since I knew I still had some work to do (and really, no one should be able to master a new pitching system that fast and I was stupid to think I could).
a camera editor that enables you to customize any pitching or batting camera to your own personal specifications. There are even the exact broadcast views for every MLB team so you can play the game as your favorite team from the exact same viewpoint you watch them play for real. Amazing.
updated Road to the Show career mode (Road to the Show 5.0). I created a shortstop, got drafted by the Rays and was off to my first game. New this year is the ability to turn assisted fielding off. That means when the ball is hit to you, the computer doesn't help you get moving in the right direction. It's up to you to generate the quick first step and get to the ball, making defense feel even more realistic. Other improvements include the ability to use "sliders" when creating your player in order to give him the abilities you want. So if you want a power-hitting third baseman, you can boost his muscles, but it will come at the expense of his speed. The mode also features enhanced minor league substitution logic, so now when your player starts out in development, he will get the chance to play the whole game -- the minor league managers will keep you in now in order to help develop your abilities. The advancement system has also seen a significant overhaul; player stats actually come into consideration more than previous iterations of the game. Your player will constantly be compared to the other players at his position inside the organization, so if you want to advance, your stats will have to be better than theirs. This comes into play in promotion as well as demotion; if the guy who is one level below you starts playing better, you might lose your spot on the roster.
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They're not forcing you to use the analog controls, the option to use the face buttons will be in there
To be honest though, analog control was about the only saving grace for MLB 2k10.....I actually dug using it to hit and pitch.....after awhile using the buttons did seem kind of stale.....I'm excited to see how well SCEA incorporates it into their gameComment
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