
The beautiful thing about baseball (besides a nearly unending supply of hot dogs and beer) is its unpredictable wind of change. We're not talking about that 18mph gust that blows a foul ball fair. No, these are metaphorical winds that make champs out of last year's losers. Look at EA's MVP Baseball 2004. Not long ago their Triple Play series was the joke of Spring Training. But now it's like a whole new ballgame. MVP 2004 isn't perfect baseball, but there's no better animated title out there, and the gameplay is almost tough enough to end up on top.
While MVP 2004 boasts more changes than this year's Yankees clubhouse, the view from the mound reflects the fewest of these tweaks. The basic features appear unchanged -- a two-tap cycle uses one tap to wind a throw and a second to determine accuracy. It works well, and each starter's pitches are represented authentically.
Fatigue plays a much bigger role this year. A meter gives a constant heads-up on your man's status, and the accuracy meter wilts accordingly. Mound visits have been tuned so that they can be a boon or curse, depending on the pitcher and situation. Talking to Clemens while he holds an easy lead only pisses him off, but pull the same trick in the 7th during a tight stretch, and you might see a performance boost.
The batter's box feels much the same as last year's. Instead of a cluttered collection of batting options, a one-button swing relies heavily on timing. Pitches become fairly easy to call after playing a dozen games, and a pitch history can be called up at any time. With the timing down, EA's hitting becomes one of the easiest, yet most robust, systems available.
EA's right thumbstick control makes batting more complex for a player who wants additional depth. Learning the finer control points can really make a game, as would-be flyouts turn into singles and doubles cruise just over the fielders' heads. The control extends to base running; you can slide into second like an old-timer hoping for a contract extension with every hit. But showboating increases the chance of injury, so watch the theatrics when you're 40 years deep into dynasty mode.
Lifelike fielding has always been the Achilles' heel of every baseball simulation. MVP looks like a blossoming rookie this year, with control that trumps some experienced pros on the field. A pop-up circle shows where a player needs to be to make the easy out, reducing some fielding stress. And defensive choices actually matter this year, meaning substitutions can have an effect on play.
During plays, a throw meter runs from blue to red, indicating how fast and accurate a throw will be. Movement also affects performance, so take a second to get in a firm stance before throwing to first.
Fielding isn't without problems, however. Fast infield hits are nearly impossible for unseasoned players to nab, and even direct to fielder drives occasionally bobble out into the far field. While the AI is generally very good, at times it makes poor choices when priming players to run down long balls. A trigger tap can switch to a man in better position, but the damage happens fast. More tuning would have evened the pace of base running and field work.
If there's one area in which MVP can't be beat, it's player animations. From the plate to the mound and out into center, these guys move with jaw-dropping grace and fluidity. Double-plays look like textbook displays of motion, shortstops make amazing, yet appropriate catches, and pitchers react perfectly to near-misses with a line drive. The catalog is extensive enough to throw new sights at you 100 games in. The seamless blending keeps every player moving and the game as exciting as any playoff contention.
Incredible animations carry a steep price. While the game's stadiums are modeled with attention to realistic details, the overall effect is flat and not up to par. Crowds are substandard two-dimensional textures, and player faces just don't match their physical abilities. The contrast is a bit shocking, and considering the heft of a title like Madden, the uneven presentation is tough to take.
The lackluster stadiums are countered by fantastic crowd sounds. Cheers and applause swell during a successful inning, or crash to thunderous jeers when performance dips. Stadiums have location-specific chants that burst forth once in a while.
Going beyond straightforward ball is the very deep and satisfying dynasty mode, which plays out 120 years in the life of a team. Minor leagues are fully represented and playable, which is an amazing addition that makes trades and the push-and-pull between bush teams and the majors all the more addicting.
Players have feelings, too -- MVP uses a small range of smiley faces to represent the disposition of every player. Managing the team becomes a complex equation involving field time, contracts, bonuses, and prospects. Put players in positions commensurate with their salaries, or expect a brewing revolt.
We shouldn't have been surprised to see a game of this caliber come out of EA, but after the company's earlier forays into America's pastime, MVP 2004 is a supreme pleasure. There are still some rough edges in fielding and the AI routines, but overall MVP is worthy of its name, and an imposing challenge to Sega's dominance.
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Posted: 11 Mar 2004