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MLB 2K8 (Xbox 360) Review
Posted by Rod Oracheski on 04.05.2008



I have to admit, to start this off, that I'm only a bit of a baseball fan. To be more precise, I'm a conditional fan of the game. I'll watch the playoffs and I love watching it live, but you're rarely going to find me sitting in front of the TV watching a game during the regular season. Every year I hope the Blue Jays do well, but that's mostly because it was my late grandmother's favourite team and she was always so frustrated when they couldn't get it done.

That conditional love also extends to video game baseball - it has to have something going for it if it wants to hold my interest. Producer Ben Brinkman, who previously worked on the stellar MVP series, laid out several steps he wanted the 2K8 franchise to take - revamping the pitching, fixing the fielding, and tweaking the batting. Let's find out how that turned out, and see if 2K8 has what it takes.

Gameplay:

From the very first game played, you'll find that Brinkman's promise of revamped pitching controls was delivered on in spades. The new Total Control system eschews the use of the controller's face buttons almost entirely, relying on the right analog stick for pitch delivery.

To fire your first pitch, hopefully towards the plate, you check what the catcher is calling for. That's the first nice touch to the game - the catcher will actually call the pitch, the one-finger fastball, the five finger changeup, etc... as well as calling the location. If you missed the call, you can ask for the catcher to show again by clicking the left stick, or just check which pitch is highlighted in the menu on the left of the screen.

The catcher calling the game is, as I said, the first of the neat little touches the game has. Unfortunately it's also one of the first glimpses at the annoying little glitches that crop up. Occasionally the catcher will call for a pitch that you just shouldn't throw - setting up high and inside on a changeup, for example. You can reset his position by aiming to a more suitable location and hitting the A button, but it's not something that you should have to be on the lookout for when you're dealing with a MLB-caliber catcher.

The next step is actually throwing the pitch, and to do this you'll have to do the appropriate motion with the right stick in time with a meter. As an example, one of the easiest pitches to throw is the fastball (down, then up). To throw heat, you simply aim, using the left stick, towards the catcher's mitt. As soon as you begin the pitch motion, the pitching effectiveness and power meter appears.

The meter is a large circle, centered on your target. The meter starts out as a green circle with a white rim around it. When the pitching motion starts, another circle begins to expand from the center - racing to the outer rim (the windup point) as the green circle begins to contract. You need to hold the right stick in the first position until you're happy with the effectiveness of the pitch - shooting for the outer rim is perfect, and triggers a brief flash of white to let you know your timing was good.

Once the initial movement is complete, you perform the secondary motion. For the fastball, that means pushing the stick forward and holding it there as the circle contracts again. Once it falls back inside the still contracting green circle (the release point), let go of the stick and you'll perform the pitch.

The new system will take some getting used to, and a pitching tutorial can be accessed during any game by simply hitting the Start button and choosing Pitching Tutorial from the pause menu. Though it seems overly complicated, especially when throwing a slider (hold left or right, depending on the pitcher, then half-circle down and away from the original position) or slurve (hold left or right, then do a three-quarters circle down and away), it's really not that bad once you get the hang of it - particularly for long-time Street Fighter or Samurai Shodown players.

It's a definite plus that the system, once you've gotten the hang of it, lets you 'know' what kind of pitch you're throwing. If you mess up on the delivery, you'll get that altogether-too-realistic sinking feeling that comes with hanging one out there. That feelings doesn't come from a signal on screen, though missing the mark results in a red circle, but from knowing the feel of a good pitch - and knowing that wasn't it. It can be frustrating, but it's also very rewarding when you get into a rhythm.

If you're going to stick with the Total Control pitching system, you'll want to learn your pitches. How close you come to the proper gesture determines your speed and control, and it gets harder as your pitcher becomes fatigued - with the windup and release points getting smaller and smaller as you get more worn down. It's also harder to hit those zones when you're throwing pitches that you have a low rating in, though hitting the target on pay-off pitches will offer up a bonus to your rating.

The biggest, and perhaps the best, effect of the Total Control system is that you have to sweat each and every pitch in a close game. There's no more painting the corners perfectly every time, striking out hapless batter after hapless batter. If you get good, you can still groove pitches in there consistently, but it's considerably more challenging this time around. It's possible to get on a roll and send four or five batters in a row back to the dugout without a sniff of a hit, then get hammered for three straight and suddenly be so rattled you can't aim properly.

It also helps that the variable umpires means you'll have to feel things out at the start of a game with an unfamiliar ump. Some umps have incredibly unforgiving eyes - anything even partly out of the strike zone and they'll holler BALL. Others will call a strike on a pitch that's a foot below the strike zone, but call it tight on the sides. It can be frustrating when you're in a hole on a batter and can't get a close call to save your life, and there are times you'll swear that the ump has it in for you - but guess what? That's baseball.

Though I like it, if you can't get the hang of Total Control, hit up the options and switch back to the old-school button-mashing mode. In this mode, you choose the pitch and hold down the button to expand the effectiveness meter - when it's fully expanded simply release the button and it will contract rapidly. Hit the button one last time when it's in the release point and the pitch is on the way.

The Total Control system also comes into play in the field, where you'll use the right analog stick to choose not only the base you'll throw to, but the effort behind the throw. Hold the stick to the right, for example, to throw to first base. When you move the stick a meter will pop up over the fielder's head - an arrow pointing in the direction you're aiming the stick. The meter rapidly fills, with a green zone in the middle intended to be your release point. Hold it too long and you'll throw the ball in the dirt, but release too soon and you'll be tossing the ball high over the target's head. Pointing accurately is also important, as aiming off to the side will pull the fielder off the base.

The new throwing system is interesting, and while it works decently, it does make it harder to pull off the double plays that you'll need to succeed at higher difficulty levels. I noticed an increase in the number of errors when trying to preload throws to a base, especially where infielders are concerned, and though that might be realistic it's just not as much fun. If you get tired of using the stick to throw, you can once again hit the options to change back to hitting the buttons to throw to bases - B for first, Y for second, X for third, etc... While it's not as immersive as using the right stick, it is noticeably easier to pull off double plays when using the buttons.

The other major change to the fielding is to the ball location indicator on fly balls. If the fielder is facing away from the ball, running hard for the wall for example, you won't see where it'll land. The indicator only appears when facing the ball, which adds a small measure of challenge. It's another bit of realism that's perhaps unnecessary, but this one doesn't impact on your fun.

The Total Control system makes its final appearance in the batting - which isn't totally revamped from last year, though it does sport a number of positive changes and the moniker Swing Stick 2.0. Last year batting was split between contact and power, resulting in 95% of players hammering power every single time. This time around the contact and power tendencies of players are based on their stats, and batting is entirely based on timing your swing properly.

Though batting is 'just' a simple pull back, then push forward, though you can also roll the stick left or right to place hit to either field, there's still a learning curve to overcome if you want to employ all the strategy at your disposal. That starts with ignoring the batting section of the manual, where it says you can choose contact or power swings. You can't, just forget that part.

Instead, concentrate on learning the timing of your initial step (the pull back) - getting that down will go a good way towards improving your batting. You can also use the Batter's Eye before the pitch (click the left stick to view the Eye, then move it to guess pitch location) to improve your chances of a solid hit. You'll find a huge variety of hits this year, from choppers back up the middle to dribblers down the line, pop-ups to the outfield and home runs that were absolutely crushed over the wall.

Timing is the most important part of the batting process of course, and that's where practice makes perfect. You might also try adjusting the batting camera - some find the Tight Zoom camera helpful in their batting, and it worked out a lot better for me though your mileage may vary. There's a Home Run Derby mode, and that's probably your best bet for practicing.

In terms of gameplay modes, you get a good mix here. There's the standard Home Run Derby, as mentioned, though they cut out all the extraneous modes from last year and left us with a bare bones 'hit the ball over the well' derby. There's also exhibition, franchise, manager showdown, tournament, and situation. Franchise sees some revamping with the addition of a much more fleshed out minor league system, including 90 authentic minor league teams and 18 minor league stadiums.

The last major addition to the game is perhaps the most addictive - trading cards. The game shipped with 459 Series 1 player cards to collect, though 2K has promised we'll see a few updates throughout the year to add in new cards.

You gather up cards in the simplest way possible - just play the game. There are specific tasks to complete that will unlock a player's card - making a diving catch with Vernon Wells, for example - but you can also randomly earn Wild Cards (which turn into either a single player card or a pack of 10 cards when claimed) by performing basic tasks. Striking out batters or hitting a double give you a low chance of getting a card, 1% and 2% on Pro difficulty respectively, while pitching a shutout on Pro difficulty will net you a 30% chance of getting a Wild Card.

Collecting the cards does more than just feed your obsessive-compulsive urges, with cards holding the secret for unlockables, as well as being the foundation for a card-based baseball game. Unlockables (Uniforms, Teams, Stadiums, and Specials) are gained either by collecting a number of player cards (10 for Stadiums, between 5-10 for Teams) or picking up the Team or Stadium card from a pack of cards. Uniforms are unlocked simply by fulfilling the required task, as are Specials - though the only Special currently available is Big Heads mode.

Playing the game isn't the only way to obtain cards - you can also trade cards online, as well as buying new packs. To buy new packs, sell off duplicates in the Card Shop, though this option is almost painful due to the low prices paid for most cards. You can gather three levels of cards, you see, with each coming in Black, Gold, or Platinum editions. Black are common, with Gold uncommon, and Platinum the most rare - and the Card Shop buys cards starting at a mere 5 credits for Black versions. A pack of 10 cards? That will run you 500 credits... Painful.

You're more likely to earn Platinum cards at higher difficulty levels, and you're going to want to get as many Platinum cards as you can get your grubby little hands on if you want to do well with the card-based baseball battles. Platinum cards cost far less than the same card's Black counterpart, allowing you to build a far stronger team. Roy Halladay's Platinum card, for example, represents a mere $5.1 million hit on your budget, while the Black version is a $20.2 million ding - a significant savings, and shows how obtaining Platinum cards is a big part of creating a successful team.

Graphics

Though the overall graphics are a step back from 2K7, with quite a few textures seeming to taking a quality hit, there are quite a few improvements as well - particularly in terms of animation. There are a slew of recognizable batting and pitching styles, as well as a boatload of new fielding animations. You aren't likely to see the same throwing animation from your infielders more than once an inning, with everything from quick sidearm tosses to the 360º spin and throw. You'll even flip the ball up from the ground after a dive, if you're close enough to the base - though that's a dangerous throw to try. Nice animations can also be found on the bean-ball end of things, with a shot to the head yielding a dizzy-looking batter who has to stop and bend over, while catching them in the leg means they'll limp off to first.

Battling for the bases is better represented this year, with collisions between a sliding runner and unlucky fielder happening fairly often at second. There are also plate collisions, though it's not always the catcher who gets bowled over. There's also fielder on fielder crime, with some hellacious collisions in the outfield if you don't remember to hit the X button to call the other fielders off. These collisions, along with diving foolishly into walls, will cause injuries, so be careful out there.

Jerseys still flap in the wind, though that's been toned down a bit and now looks considerably more realistic, especially when running the bases. You'll also notice spurts of dust from impacts with the shale - even a ball bouncing across it will raise small plumes in its wake.

Players are a mixed bag - with some, mostly the stars, sporting very lifelike details. Some of the lesser known players, however, don't fare so well. When you go down into the minor leagues, it can get pretty generic looking. Some of the face and hair textures are downright poor, even compared to last year's offering. A strange place to step backwards in, with the importance that most gamers put on visuals.

Sound:

There's really only one way that 2K8's audio appears to have been improved over 2K7 - the crack of the bat. There are a bevy of bat-meets-ball effects, and they appear to cue up at appropriate times. You won't hear the massive crack of a sure home run on a chopper through the middle, for example.

Aside from that, it's pretty much the same audio from last year. Jon Miller and Joe Morgan return as the announcers, with almost no new lines. There's one or two that I didn't recognize, but you're largely going to hear the same lines from last year's game. Unfortunately, you'll often hear those lines at the wrong time, or hear them repeated - calling a shot through the middle twice, for example. That's one aspect of the game that really needs a revamp.

The crowd noises remain some of the best in the business, particularly the hecklers. There's also a decent assortment of music included, as well as the ability to use your own tunes if you'd prefer.

Lasting Appeal:

While some of the gameplay modes won't give you much for extended playtime - namely Home Run Derby (it's far too easy to hit dingers here) and Manager Showdown (not much for options). Franchise should offer up some extended replay, however. The extensive minor league system provides a good amount of depth, though bugs can crop up to ruin your fun.

The trading card game, though it seemed silly prior to launch, offers up considerable motivation to keep on playing and get one more card, then just one more... If 2K keeps supporting the game with downloadable series of cards, it might well be one of the game's more popular features in the long run.

Fun Factor:

There's a little something for everyone here. Those that prefer arcade-style ball can adjust the sliders to make it a home run fest, while those that prefer it a bit more realistic can also get that out of it. The trading card game is surprisingly fun to get into, something I honestly hadn't anticipated.

The pitching scheme makes the pitcher-batter duel something really memorable this time around. Working a count to 3-2, then slipping a fastball by the batter is an exciting experience - something other baseball games have really been lacking. You can also really get into a groove, dominating opposing batters with pinpoint control for two or three innings, then have it all fall apart at the seams and wind up with a pitcher so rattled that it's nearly impossible to accurately aim. Such is baseball.

The 411:

It was hard to decide how to weigh in on MLB 2K8 because, despite playing a great game of baseball under it all, there are a lot of minor flaws that have a negative impact on the overall experience. Little things like the celebratory 'around the horn' not working 100% of the time, or home runs that fall through the upper deck - they seem like nitpicking, but it really takes away from the game. More serious, though strangely less annoying, is the minor slowdown seen when AI outfielders are about to catch the ball. The stuttering highlight package after the game? That was both serious and annoying. I didn't get caught by any bugs or glitches that directly impacted negatively on the gameplay, but so many small annoyances really add up.

Fortunately, at the heart of the package is a baseball game that works, and works very well once you've adjusted some sliders. It allows for far more of a sim-style experience this time around, which I enjoyed quite a bit. The right analog Total Control pitching and fielding clicked for me, though there are still the old-school button options for those that can't make the jump, and the duel between pitcher and batter feels authentic - not simplistic.

The small glitches and bugs dampen the fun somewhat, but there's a solid game underneath it all and that goes a long way towards buying 2K some leeway. There's a patch on the way that might help, but it's a shame the game shipped with all these small things marring an otherwise solid baseball title.

2K8 still lags behind The Show, particularly in the graphics department. Though 2K8 holds its own pretty well in the variety and quality of animations it's just not as crisp as the PS3-exclusive The Show. Perhaps the result of trying to hit every platform in existence? Maybe if they dropped support down to just the next-gen consoles, they'd have a better looking game - I don't know. I do know that 2K needs an answer in that department, because despite all the gamers crying 'it's the gameplay, not the graphics' it sure seems like a game that plays very well and just looks OK doesn't get the same level of buzz going.

In the end, 2K8 held my interest. I'm still playing - still collecting cards and building towards a card team that I'm proud of. 2K needs to step things up next year, there's no doubt about that, but they're on the right track judging by the year-to-year improvements. Stomp out the bugs and glitches, get the framerate under control, spruce up the graphics, and update the commentary and maybe it'll be a serious challenge for The Show next time around.

If you're a baseball nut with an Xbox 360, this is the only game in town and definitely worth a look. If you've got a PS3 though, MLB 2K8 probably isn't winning the pennant.



Graphics7.5A great variety of animations, but some poor textures bring it down. 
Gameplay8.5Total Control pitching is a great step forward, but some bugs need to be squashed. 
Sound7.0Good bat sounds and great crowds, but the announce team need to be brought back in to record new lines. 
Lasting Appeal8.5Franchise mode and card collecting - you might well be hooked. 
Fun Factor 8.0It's a pity that every game ends with a stuttering highlight package. Bugs reign in some of the fun. 
Overall7.7   [ Good ]  legend


Screenshots
All 27 MLB 2K8 Screenshots


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Comments (2)

 
online play is slow... very, very frustrating. baseball cards are fun but useless without online play.

Posted By: Tom (Guest)  on April 19, 2008 at 01:50 AM

 
 
online play is slow... very, very frustrating. baseball cards are fun but useless without online play.

Posted By: Tom (Guest)  on April 19, 2008 at 02:24 AM

 


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