Mvp 2004 game




















There are some other minor fielding irks. You can preload throws, but occasionally infielders stand motionless as if in a catatonia. This seems to happen mostly with double plays, especially with the second baseman. Usually DPs work fine, but there are those sore moments where it fails for no apparent reason. And, in the outfield, if you don't throw to the cut-off man, sometimes your throw will die reaching the infield and no one will seem to want to go get the ball, allowing for some rather lame triples and inside the park homers.

Of course, that's all forgotten the moment a fielder grabs a ball and bobbles as he takes steps to throw. The range of different fielding animations is so impressive, after over 70 games played, I'm still seeing new stuff come up from time to time. And to think, all of that isn't even the really cool new stuff for fielding. EA Canada added two smart additions worth noting.

First is the pop fly halo. On a fly ball a halo appears, about twice the width of a player, showing where the ball will land. Once you get your player in position, they lock into the halo. Move them forward, left or right and they will stay focused on the fly ball and take a step or two one way or the other. In this fashion, you can get under a fly ball, take a step or two back, and then move forward as you catch to use your momentum for a throw to home.

The most notable addition, however, is the Right Thumbstick control. When controlling any fielder, you can tap the Thumbstick left or right for a dive, down for a sliding catch always bad if you miss and the ball bounces past you , and press up to leap for a ball or perform a wall jump. The control is easy to get used to and worthwhile and once again, smart defense makes a difference.

If you dive for a ball with no one behind you and you miss, well, that's a bad thing for you. Even though players catch what they dive for more often than not in this game, it's still more of a risk with lesser fielders. Pitching Pitching functions much like last year and at first glance may appear unchanged.

However, the batting AI has been greatly improved so that eager batters will swing at balls out of the strike zone, especially on good breaking pitches, and will even take some pitches on a count.

The pitch meter remains and works just as before where you hold down the button during your windup to power the effectiveness of the pitch, release for the delivery and hit the button again to mark accuracy. This year fatigue seems to be more of a factor, so that you are forced to sacrifice some effectiveness as a pitcher gets tired in order to keep your accuracy, but that creates a very accurate arc for pitchers.

No one seems to get tired too early or last for too long. The big addition this year is mound visits. Not only can you send the manager to the mound for a conference, it actually has an affect on the game. Of course, a mound visit gives your bullpen more time to warm up, but it also can benefit or harm your current pitcher on the rubber. Depending on the pitcher and the situation, going to the mound results in a loss of stamina, a boost of stamina think of it as settling down a pitcher , or offers no change either way.

This isn't a random thing, though. If it's the fourth inning of a game and Pedro gives up two singles and you wander out to the mound, he'll become very upset and lose a chunk of stamina. Not wise. However, come to Pedro in the eighth with the game on the line and he may get a small boost.

Of course, as we know from recent history, that doesn't mean Pedro will close the deal. That stamina boost can be a big help when a pitcher is getting tired.

Player management is a big part of the improvements across all of MVP , not just in pitching and defense. The pitching and fielding aspects make for a very immersive experience.

Is it the perfect piece of baseball realism? No, and it doesn't matter when a developer makes it feel like baseball. Batting Like pitching, on the surface batting seems only marginally changed. Based on timing and the push of the Left Thumbstick, it's the ball physics and pitching AI improvements that make batting more realistic than in Big flies are possible on low or high pitches, even pitches out of the strike zone.

You'll see balls get pulled deep into the stands and line drive homers to the opposite field. What type of hit you get is dependent on a number of factors including the batter's ability, pitch location and type, what type of swing you go for push down and away to try for an opposite field grounder or push up and towards the batter to try and pull one , and timing.

The numerous variables lead to just about every hit possible in baseball -- Nubbers, the Baltimore Chop, scorching liners, bloopers, broken bat singles, ropes, big fly homers and even surefire triples that die in Mike Cameron's glove. Putting the ball in play is a good idea, because there's a special humiliation for missing a pitch in Get a wiff and a Picture-in-Picture window pops up showing a better angle of your slow-mo air strike.

Playing alone, the PIP can be helpful to show where your timing is off, but playing with a buddy earns an extra level of ridicule as you are shown repeatedly swinging too early on his changeup or going fishing for an eye-high slider. Hitting is frustrating at first and may try the patience of more casual fans. It takes about ten games or so to truly understand the mechanics and get a hang of maximizing your swing.

It's a decent batting system and I'm glad there's no "power swing" button as I've never been a fan of those. The only real gripe I have is that you can pretty much hit any pitch in the strike zone.

That's not to say that you will timing can be tough or that those hits won't be made for outs, but it's a little too easy to get a piece of the ball. Baserunning Last year, EA had the smart idea of putting a PIP window showing the baserunners so defense and offense alike could see where every runner was with the ball in the outfield. That PIP is back and controlling players is easy enough thanks to the clearly-labeled windows, but, as with everything else, EA has raised the bar for My favorite addition this year across the entire game is the ability to control a baserunner's slide.

Using the Right Thumbstick, you have six options. You can push up for a head first slide and go up-right or up-left to slide to a specific side of the bag. This is perfect for close plays at a base, because you improve your chances of being safe with a smart slide.

By pushing down you do a feet first slide and down-left or down-right lets you hookslide. Nothing, however, compares to coming to the plate. Push up if the catcher is trying to block the plate and you'll attempt to jar the ball loose. The collisions are enough to make Ray Fosse wince. Sure, you could always break up a double play with a slide in baseball games before, but being responsible for the act makes it much more satisfying. Sliding is so much fun that, I have to admit, I slide all the time.

I slide into first, slide into second even when unnecessary. Of course, every slide brings the possibility of an injury, but call me a maverick. AI All these great additions would be dashed if the AI sucked. It's AI that seems to always plague baseball games in some way and, unfortunately, MVP is no exception. Overall the AI is improved over last year, particularly in terms of pitching and batting.

Even the baserunning is smarter. Runners will take off on your mistakes and slower runners will think twice about taking an extra base when Ichiro is fielding the ball. There are some very good situational choices as the AI always knows the right time to walk a batter or try a sac bunt, but some of the managerial choices are consistently poor. It's the bottom of the fourth inning, I'm down two runs and the pitcher's only thrown 40 pitches, yet, almost every time, the CPU warms the bullpen.

Granted, they never replace the pitcher quickly, but why are they warming pitchers in that situation? It makes no sense and it seems to always happen in low-scoring games and in the fourth inning. The other, bigger annoyance, is that closers are almost always mismanaged by the CPU. It will be the ninth inning and the CPU is up one run. It's a no-brainer that the closer should pitch the ninth, but often a middle reliever starts the ninth and the closer comes in for the final out, if he comes in at all.

That's just stupid. For a game that does so much right, there are several repetitively bad AI decisions that disrupt the good vibes. Were they busy testing substances instead of this game? That's a pretty obvious flaw, but it appears not to have been caught. The flawless baseball game has yet to be made, and this, along with some other minor AI hitches hold back what is otherwise a brilliant on-field experience. Assorted Goodies Okay, so there's already a big list of good things that clearly make MVP Baseball one of the better baseball games in recent memory, but there are a few other hodgepodge pieces to add to the delight.

MVP comes loaded with a slew of game sliders that allow you to adjust just about every single gameplay aspect. A few minor tweaks can add a bit more difficulty to baserunning or pitching.

That kind of control is always welcome. And if you disagree with a player's ratings, you can now edit their name, attributes, and appearance. Though Barry Bonds can't be in any baseball game this year , you can edit his replacement in name, skill, and look to be as close to Barry as possible.

By joining Download. This second edition of MVP Baseball improves quite a bit from its first release, fixing glaring omissions such as bull-pen pitchers and coaching visits to the mound, and completely revamping the hitting system. The pitching-and-defensive system is tighter as well, with a console-style control scheme that's much more enjoyable with a game controller.

The demo only allows one three-inning game between the Red Sox and the Yankees, but it's a good introduction to the gameplay mechanics. Unfortunately, management-simulation features are only available in the full version. The graphics and audio in the game are fantastic. Giants announcers Duane Kuiper and Mike Krukow offer fantastic play-by-play commentary, with detailed info about each player. The atmosphere of the crowd also is impressive and realistic.

Customizable replays show the nitty-gritty details, and MLB superstars have their own signature home-run celebrations. The unique pitching system uses a well-designed meter for gauging accuracy and location, but a dual-analog controller is essential for any success hitting or fielding. The left analog stick controls your players' movements, while the right-analog stick which can be simulated with the Shift key plus directional buttons on the keyboard performs dives and jumps when fielding, initiates advanced sliding techniques on the bases, and aims your bat at the plate.

Using the Pure Swing System to direct your swing is impossible without a controller. Although the game loses some points for antagonizing gamers sans controllers, the strong graphics, quality gameplay, and excellent attention to detail earn the demo high marks.

Free YouTube Downloader. IObit Uninstaller. Internet Download Manager. Advanced SystemCare Free. VLC Media Player. MacX YouTube Downloader. Microsoft Office YTD Video Downloader. It's just way too easy to throw the ball where you want it. There's also a severe lack of steals.

In fact, after 30 or so games the CPU has attempted a grand total of two. Add in that the CPU will never, ever try a hit-and-run play and the game loses some of what makes baseball special -- there's no tension when a runner like Ichiro is on base.

You know he isn't going to run, so why bother even holding him on first? A common problem is that the CPU will allow its pitcher to bat in the bottom of an inning and then yank him at the top of the next inning before he's even faced a batter. Things like this really take the shine off what is otherwise a highly enjoyable game. EA Canada spent an awful lot of time adding a smorgasbord of features to this year's Dynasty mode even though the rosters are ancient -- dated January 15th.

On paper, it's enough to make a baseball fan's heart explode with anxiety. Just how ambitious is it? It allows you to manually play your minor league games. Drew Henson, for example, is on the Clippers roster at third base.

You can even play spring training games to see how your youngsters perform against big league competition. During the season, a league news page presents you with interesting nuggets of information such as if there's a disgruntled player in your clubhouse or if another team has placed a player on the trading block.

While some of the info is kind of useless the team scout reports are a waste of time the news screen does an admirable job of sucking you into the league's world. Sadly, while Dynasty mode is filled to the rim with features, it's almost unplayable in its current state. First, the stats are a little iffy to say the least. If David Wells wins the Cy Young Award in with the Padres with a record then pigs are due to start flying any minute. In fact, many low scale teams do quite well in MVP The Reds, for instance, are a perennial pennant winner despite the fact that their pitching staff is downright horrid.

It just doesn't make any sense. Stats are a subjective thing, though; who would have predicted that the Marlins would win the World Series in ?

Unfortunately, the strange stats and results are only the tip of a Titanic-sized iceberg. There's no position player fatigue so unless a player gets hurt he's going to play a full games. The CPU roster management is laughably bad because each team carries 15 pitchers and ten hitters. It is inexcusable for a game with so much depth to screw something like this up.

Most CPU teams don't even carry a backup catcher.



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