Slumberland wrote:A little gripe with what EA baseball has become... I love that almost each step is interactive now, meaning that even a throw to first isn't simply a routine button press any longer, but one of the things I loved about High Heat was how it was incredibly deep but about as easy to pick up and play with a friend as it could possibly be. Unfortunately, when a friend ith no prior MVP experience is over at the house and we're looking for a game to pop in, baseball is sort of no longer an option because of the huge learning curve involved. Different difficulty levels for each participant is a nice inclusion to that end, but still... explaining High Heat to someone was only a shade tougher than explaining the controls to an NES baseball game, yet you'd still encounter so many great baseball situations.
B*tch-fest over. Great game.
I hear what you are saying, Slumberland. To me, it's a bit like the kick meter in EA's football games. Now, I am one who absolutely loved the mechanics and results (never the same kick twice!) of the old meter, the draw/fade, hook/slice element, the fact it was meant to be easier with less power than with max power. Unfortunately, it didn't quite make it because shanking kicks was far too easy to do. Sometimes when I tried to take a lot off to make it slower, I'd jump the gun and shank it badly.
When I first saw the videos of Madden 360, I was horrified by what looked like the ultra-simplistic, 'can never kick it any way but straight' NFL 2K style kick arrow. Once I got the game in my hands, however, I fell in love with the new kicking in Madden 360. They were able to retain the 'never the same kick twice' element of draws and fades, and yet with the new broken-down mechanic, they've made it nearly impossible to shank a kick. This means that beginners don't face a massive learning curve to avoid shanking (assuming they understand the concepts of the new meter), while experts can continue to push themselves to try longer and longer kicks. Extra points are almost impossible (
almost) to miss, but longer field goals tend to draw or fade outside the posts unless you nail all three segements. And that's as it should be.
And so it is with MVP. As they did with kicks in Madden some 5 years ago, they have brilliantly implemented a user-controlled system that generates infinite variety in throws, but it's too easy to throw balls away until you get used to the meter. Now, I'd rather have it this way than the old, 'roll of the dice behind the scenes to get an error' way, and I think it's great that you can play with the old way if you want to. I don't know the solution to the problem, but I'm glad they're not afraid of learning curves while still giving an you the option to make it simpler if you want to.
It's a tough problem, no doubt. The kind of problem something like the innovative 'driving line' in Forza was created to solve.