Tag Archive: sports


THE BUZZ: Sony announced today that the 2011 Gold Glove Winner at first base in the American League, Adrian Gonzalez of the Boston Red Sox, will grace MLB 12: The Show’s cover.

Gonzalez came to Beantown in the 2010-2011 off-season via a trade with the San Diego Padres and showed that the big market pressure would not faze him as he produced 27 HRs, 117 RBIs, and a .338 batting average in 159 games.

Gonzalez also marks the 3rd Red Sox to grace The Show’s cover in its 7th year after David Ortiz did it in the inaugural year of the franchise in 2006 and Dustin Pedroia did it in 2009. This selection also continues the trend that no outfielder or pitcher has ever graced the franchise’s cover.

EGM’S TAKE: This Boston bias that Sony is showing is a little ridiculous. Pedroia and Ortiz both made sense when they graced the cover, but Gonzalez will be lucky to even make the Top 5 in AL MVP voting after stellar years from guys like the New York Yankees’ Robinson Cano and Curtis Granderson, Toronto’s Jose Bautista, Texas’s Michael Young, the White Sox’s Paul Konerko, or Detroit’s Miguel Cabrera and Justin Verlander. Not to mention National Leaguers like Ryan Braun or Prince Fielder of the Brewers, Matt Kemp of the Dodgers, or World Series Champion pitcher for the St. Louis Cardinals Chris Carpenter, any of whom also would’ve been more than worthy to grace the cover.

Although Verlander was snatched up first by 2K and you wouldn’t want a pair of players from the same team to grace the only baseball games on the market so that eliminates Cabrera, there are still clearly better selections for the cover. Not to mention it is arguable that Gonzalez shouldn’t even have been in the Top 3 for the Gold Glove this year as he robbed players like the Yankees’ Mark Teixeira, the Rays’ Casey Kotchman, and Detroit’s Cabrera again, showing once more that offensive numbers somehow influence defensive awards. Heck, Gonzalez is barely in the Top 3 in the division when it comes to fielding and I’m tempted to put Toronto’s Adam Lind ahead of him.

All of this on top of the fact that he was part of the greatest collapse in baseball history blowing a nine game Wild Card lead with his Red Sox in the last month of the season.

The only explanation I might have is that Sony’s San Diego based studios have a soft spot for the guy for all the time he put in with the Padres and as long as he had a good year, this may have been planned ahead of time. It still seems fishy to me though when there are clearly better choices available to you.

What do you guys think of Adrian Gonzalez making the cover? Are you bigger fans of 2K or The Show? Is The Show showing a Boston bias? What other athletes may have been more deserving?

THE BUZZ: 2K Games announced today that their cover boy for MLB 2K12 is the front runner for the 2011 Cy Young Award and a strong candidate to be the first League MVP since 1992 to be a pitcher (Dennis Eckersley, Oakland Athletics), Detroit Tigers’ number one starter Justin Verlander.

“Justin’s amazing performance this season speaks for itself, between his second career no-hitter and leading the league in virtually every pitching category, I can’t think of anyone else but Justin Verlander to serve as the face of Major League Baseball 2K12, ” said Jason Argent, vice president of marketing for 2K Sports on the decision.

Verlander led the Tigers to the ALCS before falling to the Texas Rangers. In the regular season, Verlander led the majors with 24 wins against 5 losses with a 2.40 ERA this year in 251 innings pitched and an almost unheard of .920 WHIP. He threw four complete games, including two shutouts, one of them being his second career no-hitter.

“It’s a dream come true to be on the cover of Major League Baseball 2K12,” added Verlander. “I’ve worked closely with 2K Sports on the MLB 2K series since 2007, and I couldn’t be more excited to continue my relationship with such a great baseball game.”

EGM’S TAKE: Verlander is clearly one of, if not the most, dominate pitchers in baseball and was an easy choice to name him the cover boy for 2K. The big question that arises now though is who will grace the cover of MLB 12: The Show, which has emerged as the more quality franchise even though it’s a Sony exclusive, with Verlander off the table? To check out the reveal trailer for the game, scroll down!

What do you guys think Justin Verlander making the cover? Are you bigger fans of 2K or the Show? Let us know with comments below!

Blitz is back!

Even with all the safety precautions in the modern NFL, it’s usually the most brutal moments that permeate our collective memories. Whether we’re thinking back to fullback Jon Ritchie’s perpetually bloodied forehead or Hall of Fame linebacker Lawrence Taylor’s infamous leg-breaking hit on Joe Theismann on Monday Night Football, it’s this gridiron grit that draws us into the game. Of course, no one wants to really see anyone get hurt—except me, ’cause I’m sadistic like that—so what if we could get all the bone-crushing hits without anyone actually having their bones crushed? Well, it looks like a reinvigorated blast from the past may just have that fix we’ve all been waiting for.

The new NFL Blitz looks to return the franchise to its arcade roots, and from what we’ve seen based on our hands-on time, it looks like this was an easy score for EA. Aside from 30-yard first downs and 2-minute quarters, you’ll see post-play elbow drops, players launching themselves across the field like missiles to make unbelievable tackles, and guys just getting the ever-loving stuffing beaten out of them without a single yellow penalty flag in sight. Of course, the guys at developer EA Tiburon (the same folks behind Madden) are also offering some gameplay upgrades, like the collision system and each team getting their own individualized special play on offense in the universal playbook—like my New York Giants’ “Big Apple” play.  It’s all part of the new experience that is NFL Blitz.

And that’s really what NFL Blitz is stressing this time around—the experience.  With elements like the pregame fanfare and Blue Angels flyovers, along with legendary NBA Jam announcer Tim Kitzrow coming onboard to do play-by-play, the over-the-top arcade feel carries over into every aspect of the game. So, even when you’re not pressing buttons or “on fire,” you still get the feel of Blitz, even in the menus.

Speaking of menus, this definitely ain’t your daddy’s Blitz, because this new version includes countless game modes beyond your standard exhibition—and the biggest change probably starts with the customization features. We all like to play with our favorite teams, but we’re also probably painfully aware that many of them have at least one—if not several—deficiencies at key skill positions. Now, by earning Blitz Bucks via the online versus modes, like Blitz Battles against friends, or the Elite League (more on that in a bit) you can buy packs of football cards that feature cheerleader loading screens, cheats for classic features like Big Head mode, power-ups for online versus (again, more on that shortly), or actual players. Once you get a card of a player you’re looking for, you can go buy them and add them to a customized roster. Want Megatron—spectacular Detroit Lions wideout Calvin Johnson, for those of you not up on your football nicknames—to play in Chicago? Want punishing Bears linebacker Brian Urlacher to play on the Bengals? Or how about Colts QB Peyton Manning (pre-neck injury) to play for the Giants instead of brother Eli? You can carry this roster customization through every other mode, which really helps even the odds against some of your tougher opponents—or when taking on the Gauntlet.

So, I’ve mentioned Blitz Gauntlet a couple of times now, but what is it, you ask? Well, some old-school wrestling fans might know that a Gauntlet match is when one grappler has to take on all comers in several consecutive matches without stopping. In that vein, Blitz Gauntlet sees you taking on several teams in a row without stopping. The further you go, the more Blitz Bucks you can acquire to buy football packs. Beating Blitz Gauntlet is also how you unlock the special character teams you might remember from old-school Blitz—as well as a few new ones thrown in for good measure. Zombies, Spartans, Hot Dogs, Lions (as in actual lions, not the ones in Detroit), Bigfoot, and more will be available in your exhibition modes if you clear Gauntlet enough times.

But NFL Blitz’s biggest addition may well be its online versus modes and all their various nuances. The draw for many fans of the original Blitz was the competition factor—and being able to brag to your buddy about how awesome that last touchdown you scored was, or that he needs to get his crappy offense out of your house, because they’re not scoring in your end zone today, no way, no how. With the new versus online modes in NFL Blitz, you can talk trash across the country—or, if you’d prefer, join a regional Elite League broken down by state. The leagues offer various competency tiers as well, so you can advance or regress in different divisions based on your skill level.

Another interesting versus-mode wrinkle: the Mario Kart–like power-ups that you can choose to include in the on-field action, such as speed boosts for that extra “oomph” after your turbo bar runs out. Much like your player cards, these come in card packs—and you can play several at a time if you wish or stockpile them for those really high-ranking opponents. If you’re not much of a smack-talker but still love to win something for beating your competition, versus mode also includes an option to risk the cards you currently have in your collection. Lose, and watch as your online opponent sifts through your collection and takes your favorite power-ups or a key running back. Win, and maybe fill that void you’ve had at strong safety by picking your opponent’s pocket.

All in all, NFL Blitz looks to be back and be bigger than ever—and just in time for the real-life NFL playoffs. So, let the smack-talking commence!

What do you folks think? Are you excited for Blitz to be back? Were you fans of the original Midway versions? How about going back to the NFL license and moving away from Blitz: The League? Are you amped for the online play? Let us know your thoughts with comments below!

Will you hoist Lord Stanley’s Cup?

In many northern latitudes, folks are anticipating that first cool breeze in the fall—the one that signifies that the seasons have finally changed, and with it, the sports landscape. That feeling that tells you that, finally, it’s time for hockey again. But in case you can’t wait another month or so, EA Sports is looking to give you your hockey fix a little early with NHL 12.

As always, this season sees plenty of changes, but what’s interesting is that the little tweaks are probably just as big as the overall additions. Not to say that those should be taken lightly, either, though. New modes like NHL Legends—where you can draft a legendary player like Wayne Gretzky or Ray Bourque to your real-life favorite team and play as them like you would in Be a Pro—is a nice addition if you’ve got a childhood hero you want to take back out on the ice. Of course, it might be a little shocking at first to see someone like Jeremy Roenick on the New York Rangers or Chris Chelios on the Tampa Bay Lightning, but this is your chance to see what might’ve happened if your favorite player had donned your favorite team’s sweater.

And speaking of Be a Pro, that’s seen some additions as well. The inclusion of the Canadian Hockey League allows you to play in the CHL for four seasons if you wish, which adds a bit of an RPG feel as your coach assigns you tasks each game in order to progress through your respective organization. Of course, if you don’t want to put in the time and effort to work your way up the minor-league ranks, Be a Pro features a new wrinkle where you can select your favorite current player and play with them already on your big-league club. They still get tasks from the coach, though, and because they’re already in the pros, more’s expected from them—so doing poorly could get them sent to the minors!

Beyond these new modes, though, I didn’t know a hockey game could feel so good until I got my hands on NHL 12. The puck physics have become so realistic that you’d think you were watching an actual game as shots knuckle, deflect off players, or ricochet around the boards. And with the improved AI of all computer-controlled players, you’ll rarely see someone out of position—everyone plays their role, just like they do in the real game. On top of this, NHL 12 offers the ability to hit and interfere with goalies, giving you more influence in the crease than ever before. And you know what that means: goalie fights! Throw in breaking glass, checking guys into the bench, knocking off helmets after bone-crunching checks, or shrugging off checks from smaller players, retired numbers, and even the ability to stage the Winter Classic, and you can’t help but feel satisfied with most every aspect of NHL 12.

Aside from these tweaks to improve the offline modes, another fan favorite that’s been overhauled is the online Hockey Ultimate League. Multiple lineups, stars of the week based on live player stats, a versus mode featuring you and a buddy’s Hockey League teams, and much more have been added to make this month-by-month feature even more addictive for those wannabe GMs out there.

Really, my only complaints with NHL 12 arose in Season or Be a GM when the game didn’t recognize that the Rangers’ first two regular-season games were in Europe—and that the stats were so skewed that the Rangers’ offense was a 100. I love the Rangers, but even through the Broadway Blue–tinted glasses of a fan, I don’t see how adding Brad Richards and getting some guys healthy propels the team so far past last year’s squad.

When all’s said and done, though, EA Sports has gone above and beyond in this year’s effort to give us the best videogame hockey experience yet, and NHL 12 should be more than enough to keep hockey fans satiated all year round.

Summary: NHL 12 is the most complete hockey sim to date, and the effort shows from the smallest puck bounces to brand-new game modes.

  • The Good: Improved puck physics and AI
  • The Bad: Horribly inaccurate player ratings
  • The Ugly: NHL Legends in uniforms they don’t belong in

SCORE: 9.0

Originally Published: July 12, 2011, on EGMNOW.com

Lightning Strikes: Stamkos Broke Face in Playoffs, EA Using Better Picture

THE BUZZ: Steven Stamkos is an up and coming superstar, so it makes a lot of sense for him to be NHL 12’s official cover boy. The grit and determination he showed in Game 7 of the Eastern Conference Finals when he literally had his face broken by a puck off a slapshot and then came back in the same game and you can see that this kid is a perfect snapshot of “hockey”.

WHAT WE KNOW: Stamkos is quickly becoming a player to watch for hockey fans. After a slow start to his career, Stamkos exploded in his sophomore and junior campaigns for a combined 96 goals, averaging a goal every 1.7 games. Along with this, he shared the “Rocket” Richard award (most goals in the NHL) with Sidney Crosby in the 2009-2010 campaign, was the third youngest player to have 50+ goals in a season behind Wayne Gretzky and Jimmy Carson, and led his team to a Game 7 in the Eastern Conference Finals this year. Hockey has a new face and it resides in Tampa Bay.

WHAT IT MEANS: The boys from EA Canada, which is located conveniently a stone’s throw from Vancouver, may be holding a grudge in not putting Boston goalie Tim Thomas on the cover. Considering that EA’s big new feature for NHL 12 is being able to hit the goalies and have them fight each other, not putting the one who won the Cup, the Cup MVP, and the Vezina (best goalie in the NHL) on the cover doesn’t make a whole lot of sense otherwise.

Originally Published: June 28, 2011, on EGMNOW.COM

TRY CONQUERING A MOUNTAIN WHEN THE MOUNTAIN FIGHTS BACK

From the second you start playing SSX, you know you’re in for a wild ride. Using Google Earth and various other mapping technology, SSX paints a 3D globe while highlighting some of the world’s biggest peaks like Mt. Everest or K2. After selecting your mountain, you then enter into one of three game modes that revolve around the game’s theme of “Race It, Trick It, Survive It”.

The first two games modes are standard to a SSX game and deal with racing to the bottom of the mountain or getting the highest score possible by pulling off insane stunts. With some crisp graphics and the fact that you can perform a trick or grind anywhere leaves these modes with so much new potential. “It really speaks to our physics system that allows you to trick off anything, ride anything, and do things you’ve never been able to do before,” said SSX Producer Connor Dougan in regards to pulling off stunts in the game.

But the third mode, titled “Deadly Descent”, offered so much more in terms of testing your ingenuity and boarding skills. Likened to a boss battle where the mountain took center stage with each battle revolving around a particular element of being up in the mountains. The one we saw featured a beautifully rendered avalanche, that almost seemed alive as it kept reaching out to swallow our boarder whole, which we of course had to outrace to the bottom in order to win. This mode provided a completely new twist on not only the franchise, but snowboarding games in general. I’m looking forward to catching some fresh powder when SSX drops in January 2012.

Originally Published: March 8, 2011, on youtube.com/RCars4885

I come to you once again with your weekly geek fix from my mother’s basement! This week’s episode sees me review Batman Beyond #3 from DC Comics and MLB 11 The Show for the PS3. My hot chick pick of the week is Jayonna Fabro and this week’s theme is The Ice Titan theme from Castlevania: Lords of Shadow by the Bratislava Symphony Orchestra.

Originally Published: March 8, 2011, on Original-Gamer.com

I had a chance to catch up with some of the folks from SEGA and get my hands on several titles at their annual Sega Spring Showcase in New York City. The first of the titles that I had a chance to look at was Virtua Tennis 4. I went hands on with the PS3 3D version, but it will also be available for Xbox 360 Kinect, Nintendo Wii, and PC on May 10, 2011.

Originally Published: February 26, 2011, on PlayerAffinity.com and Original-Gamer.com

Most of us single guys out there (and maybe even some of us with significant others) saw only one significance with February 14th this year: Pitchers and Catchers are officially reported. And with the crack of the bat and the smell of fresh cut grass soon to be once again bombarding our senses, we know that baseball season is right around the corner.

Something else that’s right around the corner that also comes as a harbinger of the upcoming glorious baseball season is Sony adding another chapter to their premiere baseball series MLB The Show.

MLB 11 The Show will hit store shelves on March 8th, 2011, and so as spring training really starts to get underway, I had a chance to talk with Jason Villa, the Senior Producer for MLB 11 The Show, about just what will separate this year’s version from previous incarnations and just who The Show predicts will win it all this year!

Ray Carsillo: The first thing most people notice with a game is the game cover. There’s always a lot of hype surrounding the cover athletes for sports games, but The Show broke the tradition of having a different cover athlete every year with this year’s return of Joe Mauer after gracing last year’s cover. Joe is clearly an elite player in the game, but what made you want to bring him back again?

Jason Villa: Well, to your point, Joe Mauer continues to be a driving force in Major League Baseball as the premier all around player in the game. Year in and year out, MLB The Show delivers the best baseball gameplay experience available, truly in a class of its own, so I could not think of a more worthy ambassador to once again represent the highest rated, best selling baseball video game franchise of all time.

RC: The first of the new features I want to delve into is the new Co-op mode. Baseball is probably the most individualistic of the team sports as the game revolves around the very base match-up of the pitcher vs. the hitter. How was it that you were able to integrate a co-op mode and explain how it works?

JV: Yes, I agree that the one-on-one element between the pitcher and the batter is probably the most important element of the game. If you have a Roy Halladay on the mound, sometimes you wonder if the fielders are even going to bother bringing their gloves with them out to their positions. But when you have a sport like baseball where only one team averaged a winning margin of over 1 run a game (Yankees +1.02), there is something to be said for the little things that come from good teamwork. A well timed hit and run, sacrificing a runner into scoring position, or hitting your cutoff man and him making a strong relay throw could really make a difference in a game. While our regular exhibition, season, and Road to the Show modes focus on what the individual can do, Co-op stresses the importance of playing more of a team game.

Co-op is set up to allow you to play 2 players vs 2 players, 2 players vs 1 player, or 2 players vs the CPU. When you first select to play Co-op, you will be given a variety of player control options. Defensively, you choose who will handle the outfielders, the infielders, the catcher, and the pitcher. With the pitcher, you have an option to alternate, meaning you will switch control each inning between the two teammates. Offensively, you also have the choice to give all the hitting to one teammate or alternate each at-bat. When you alternate batters, whichever teammate is not at-bat, will be responsible for controlling the base runners if there are any. At the beginning of each at-bat, a Player Control OSD will appear from the scoreboard in case you need a quick reminder of who is responsible for what. Although, we love to give everyone the ability to customize the control to their liking, we have defaulted the options to a way that best promotes the focus of playing as teammates. Without defaults, both teammates will be responsible for different parts of a relay throw from the outfield. Both teammates will be responsible for different parts of a sacrifice or a hit and run. Co-op adds a new level of realism that exists in baseball by making more than one person responsible for making smart decisions on a single play. It also adds a new level of trash talk as well when your partner fails to deliver. Hopefully it doesn’t ruin friendships.

RC: Baseball video games do a great job of eliminating a lot of the inherit downtime that occurs in the game, but are you afraid of co-op players getting bored incase there are three ground ball outs in an inning and they’re playing the outfield or they choose to play as the 4, 5, 7, and 8 hitters in a line-up and their friend starts the game off by going down 1-2-3?

JV: When we initially started designing this mode, we considered this question a lot. This is how the idea of alternating came about. Instead of allowing the user to choose specific batters to control in the lineup, choosing to alternate means if you are not batting, then you are on-deck. You will never have to wait more than one batter to participate. And even more importantly, if you are on-deck, you are controlling the base runners so you may still be busy. As for fielding, we divided up the responsibilities as much as we could while still trying to keep the user from feeling uninvolved. But you are right, there is only so much we can do. If the pitcher dominates, the fielders aren’t going to see much action. But that is baseball. Fortunately, that option to alternate the pitching helps with this as well.

One cool element that you might not be aware of is that we have given the users the ability to “call off” a teammate. Let’s say that there is a shallow fly ball to left field and the SS is chasing it down. If your teammate in LF is within range and has a play on the ball, he can take control of the fielding responsibility with a simple button press. We set it up to work how it works in real baseball. Infielders can call of the pitcher. Outfielders can call off the infielders, but not the other way around. Just another smaller detail that makes the game feel more realistic. It is going to be pretty tough to feel bored unless you change the settings to exclude one teammate from doing things. But with the default settings, everyone is going to have plenty of work to do.

RC: Moving away from the co-op, if you’re like me, you don’t want to be weighed down by your friends and will probably be playing more games versus people or the computer by yourself. For some of us Show veterans though, the control scheme this go around has changed and now features the Pure Analog Control System and is supposed to provide the most accurate experience to date. Tell us how the Pure Analog Control System works and just what aspects of the game we can see this pinpoint accuracy in.

JV: Pure Analog Pitching allows users to control pitch height, location, and velocity with the right analog stick. Pulling down on the right analog stick begins the pitcher’s delivery as a ball icon moves gradually downward towards a yellow line that represents your ideal pitch height. Time it such that you push the stick upward at precisely the time the ball icon hits this yellow line. Inside-outside pitch location is a result of the direction you push the right analog stick up. How hard you flick the right stick up will determine how much effort the pitcher will put into the throw. Your timing, accuracy, and speed are all taken into account when delivering a pitch with Pure Analog Pitching.

To use the new Pure Analog Hitting system, simply pull back on the R-stick to stride and push forward in the direction of the incoming pitch to drive through the ball. Be sure to time your stride just as the pitcher releases the ball, a poorly timed stride will result in a less powerful swing. Don’t try to hold you’re stride back just waiting for the pitch – you’ll loose power! Time it like a real swing and begin your stride as the pitcher’s getting ready to deliver! Getting that solid hit has never been so rewarding!

Pure Analog Throwing offers a new way to experience fielding in The Show, as you can now control both the accuracy and power behind your throws. Push the analog stick towards any base to release your throw, or hold L1 while pushing the stick in any direction to throw the ball from the outfield to the cutoff man. Holding the stick longer will put a little extra mustard on the ball, but make sure to keep your throws accurate by pushing the analog stick in a straight line. Keep in mind that you can adjust Analog Throwing difficulty to make your experience more enjoyable. With a little practice, you’ll be filling up your trophy cabinet with gold gloves in no time!

RC: Speaking of the controls, MLB The Show 11 is compatible with the PS Move controller, but only in the HR Derby mode. Why limit the Move to only the Derby mode?

JV: The PS Move is going to be a big part of our plans going forward, but it will take some time to make sure it works the best it can within all areas of gameplay (batting, pitching, fielding, base running) and at the high level that we expect from our features. For this year, however, we were only able to include Move functionally with Home Run Derby.

RC: A returning feature and a staple of the series, Road to the Show, comes with a complete facelift, which is saying something considering how it is already one of the most in-depth experience simulators out there. What new features did you add this year to Road to the Show while also maintaining a balance with the authenticity and detail that the mode is known for?

JV: We started out this year’s design by looking at what we had already done with the mode, and what areas we felt maybe were lacking or needed the full facelift. After analyzing the mode, we determined one area that needed a tweak was the create player process. We’ve heard lots of community suggestions regarding creating more realistic player abilities right out of the gate. This was the overall goal we had when creating the new interactive create player sliders. We evaluated the types of skills player posses, and determined that most skills come at a price to another. This was the approach we took for the new sliders. So if you want to create a power hitter, your sacrifice comes from your initial contact abilities. Or for pitchers, establishing yourself as a control pitcher comes as a sacrifice to your initial movement. While we created this new system, we also kept in some of the old elements that limit your abilities based on position as well. So if you want to create a fast catcher, he’ll be exactly that, not necessarily a fast player. Of course all areas are still trainable so even though you picked to be a power hitter, if you work on your contact over time, you can be a double threat.

From there we examined the advancement goal process and found that improvements were needed more-so than a facelift. We’ve altered our evaluation logic to now compare your stats versus the players around you. In the past, you were evaluated separately, but now you will be in full competition to the players around you. This opens up the ability to fast track to the MLB if you overachieve in an organization that may be lacking in your position, while it also means you can lose your spot if an up and coming player is playing at a higher level than you. Along with this addition, we’ve also adjusted our expectations to be more in-line with your abilities. The goals themselves are still challenging, but we’ve modified our expectations based on data from real players. Your target attribute levels are completely in-line with your real-life counterparts.

The last big change in the mode is how we award training points. We’ve completely remodeled this area by creating a new Performance Evaluator system. This system analyzes your plate appearances, or batters faced, and then grades you based on a number of factors. The system looks at how many pitches you saw (or threw), the type contact of the hit, and the play result to then award you a grade and training points. Not only does it summarize the at-bat, but we also evaluate things during that at-bat to determine areas you excel or fall short in. We evaluate your swing timing, pitch recognition ability, percentage of strikes versus balls thrown, etc… and use that data to then trigger trainings. The training modes themselves have been overhauled as well to now focus on specific areas to improve on. As mentioned before, we trigger specific training types based on areas of the game you need to improve on. These trainings include contact, plate discipline, pitch location, specific pitch type trainings, a few others. The trainings also have levels of difficulty where you will start at level 1 and progress through the levels as you achieve the target success ratings.

A few smaller changes that add to the facelift of the mode include: New minor league playing time logic that focuses on developing your player. This means as a position player, the majority of your appearances will be starting and playing the whole game. Manager interactions have been updated to refine the logic for what is available and when, as well as the types of results you get should you initiate an interaction. A new playing time screen appears before each appearance to give you the ability to decide if you want to play that game or not. This screen lets you know if you are starting that day or not, and if not, it tells you the situation you are being brought into giving you the choice to play or sim that game. Finally, we removed the goals you would be given during the course of the game as simply these were just too obvious. You will no longer be told to take a strike, or drive the runner in. We felt these situations were just too obvious and disrupted the flow of the game.

RC: Another returning feature that will probably get a lot of diehard fans’ revved up is the return of the online leagues and this has also gotten an upgrade. Talk about what all those pseudo-commissioners will be able to tinker with in the revamped Online League.

JV: This year, we’ve finally been able to add and tighten up the loose ends we’ve been wanting to for years. Just to run down a quick list… New Create League process (with more customization), Leagues and Divisions (both able to be named), custom division amounts and sizes, ability to use a custom roster in leagues, CPU controlled teams (to fill up and play vacant spots), user management (to move users from divisions to others, set teams, etc..), Role Management (to give other users commish rights), ability to Reset and Simulate games, ability to change sliders and league settings throughout the league, and an all New Schedule Generator.

RC: Continuing with the online features, there is also a new mode called Challenge of the Week, that just in the title sounds a lot like the Left 4 Dead 2 Mutations. What exactly does the Challenge of the Week entail and give us a couple of examples of what players will have to do?

JV: Challenge of the week is designed to be a pick up and play, fast paced arcade batting skills challenge. The entire mode centers around a scoring system that rewards quality hits and increases in difficulty with each consecutive success. There is a Bonus system where users can gain momentum and/or point boosts for achieving them within a given time frame, the Bonuses change for each new challenge and are a key piece for success in Challenge of the Week. Each weekly challenge will be based on real events in the previous week of Baseball. For example, let’s say in the 2nd week of the season, Strasburg throws his first perfect game and he does so facing the Mets. In another game of the Nats/Mets series, Wright hits for the cycle. The next week you might see Strasburg face Wright with Bonuses for “cycle like” performance.

RC: What are some of the rewards players can get by completing these challenges? Is there a bank system that keeps tracks of how many challenges you complete? Are certain challenges worth more than others?

JV: The Challenge of the Week “weekly” prizes range from autographed balls/bats/jerseys to trips to a ML game of your choice. We also have a Monthly and two Grand Prize winners. Monthly winners are the combined total of a 4 week period, and the two Grand Prize winners are the totals of the 12 weekly scores. Our goal is to have each challenge VERY close in points each and every week.

RC: Now, something The Show has always been head and shoulders above the competition with has been the A.I. that it features, from Umpire Personalities, to proper situation intelligence from the CPU. This has also led to The Show making some great predictions for the season ahead. So, with spring training right around the corner, does The Show say the Philadelphia Phillies will be as good this year as they seem to be on paper and if not, then who is going to win it all?

JV: In all of my simulations, there are few surprises… Surprise 1: The Dodgers win the west / wild card around 70% of the time. Surprise 2: The White Sox are in the playoffs 80% of the time. Surprise 3: Ok, maybe this isn’t a surprise, but the Red Sox are GOOD. Philly beatin’ good!

RC: As a Yankees fan, that wasn’t what I was hoping to hear. Thanks to Jason Villa for taking the time to answer my questions. MLB 11 The Show will be available as a Sony exclusive for baseball fans everywhere on March 8, 2011.

Originally Published: January 18, 2011, on youtube.com/CGRUndertow

As a part of CGR Undertow, I reviewed Blitz: The League II for the Xbox 360 from the now defunct Midway Games.