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All Star Baseball 2002 (PS2) ReviewBackground Info
Acclaim has generated a decent amount of respect for their All-Star Baseball
franchise from the Nintendo 64. On the Pokemon- and Mario-dominated console
All-Star Baseball was one of the few bright spots for sports fans. The games
in the franchise, while flawed in some areas, were nonetheless worthy of your
gaming dollar. For its inaugural effort on the PS2, Acclaim attempts to
capture the same recipe which made them successful on the N64.
The one- or two-player ASB 2002 of course features every major league team. In
addition, Acclaim went the extra mile by supplying alternate and classic
uniforms. And of course you're promised improved graphics and animations. An
altered batting interface makes its way to the PS2, but for the most part the
game plays similarly to the older N64 version.
Graphics : 75
Unfortunately the graphics impact the gameplay in two areas. First, the
animations must be completed before you can throw the ball. You will miss the
occasional double play due to a slow animation sequence involved in the first
out. And each throw is a sort of lob rather than fast bullets to get the
second out. The other area where graphics affect the gameplay is with the
camera angle. The cameras are fixed in the game, and while the batting camera
is perfect, the fielding camera leads to frustration. As soon as the ball gets
in the field of play the camera shifts focus to the ball. More times than not
your player will be off screen. For a few seconds you don't know which player
is to field the ball and where he is. This makes line drives almost impossible
to field, and even balls hit to the outfield can be troublesome. Compounding
the problem is the inability to switch fielders. The game decides which
fielder should field the ball.
Audio : 82
Interface/Options : 90
In the quick play, exhibition, and series modes you can set additional options
including which stadium to play in, the time of day for the game, and the
weather. In all modes you can adjust options such as the batting interface
(whether or not to use a batting target), the pitching interface (pitch
location marker and strike zone outline), auto-positioning for fielders, and
manual or automatic control of fielders. It should be noted that while auto
fielding of your players gets rid of the camera problem, it makes the game a
bore to play.
Statistically ASB 2002 scores big. The stats engine is thorough with stats in
every imaginable category. I simmed a season and all the stats were
reasonable, although some of the players seemed to perform above their true
abilities. The stats are easy to track with the intuitive menu system.
Gameplay : 70
First the positives. I love the batting interface. I'm a big fan of batting
targets. If you watch real baseball (and even though I find it boring I do
watch occasionally) you'll notice that players have the ability to guide the
bat in the direction of the ball, whether there is break on the ball or not.
It is up to the batter to track the ball. In much the same way, the batting
target creates a challenge. In ASB 2002 you can move the target in the strike
zone as well as tilt the cursor up, down, left, or right. This lets you try to
pinpoint where the ball will go. The diversity of line drives, grounders, and
fly balls in the game is amazing. I've hit the ball to just about every area
of a stadium. The only negatives with the hitting interface are the inability
to move the batter in the batter's box and the sensation that you swing at the
ball once the ball has passed the plate.
Likewise, the pitching interface is pretty smooth. I know some sim lovers hate
the pitching target, but you really have to understand that most big league
pitchers, with the exception of the Astros' staff and Jose Lima in particular,
have exceptional control. Pitchers like Pedro and Maddux have the talent to
pitch to any location they desire. ASB 2002 mimics this trait well. You can
select a pitch location and let the ball go. For pitches with a little motion,
the final spot is off a bit, but in general the ball goes where you tell it.
To its credit, as pitchers fatigue they lose their control and balls rarely
land where you expect them. Unfortunately pitchers don't seem to lose velocity
as their pitch counts increase. Another negative is that AI players swing at
anything. After a few games I realized I could follow a pattern with every
batter. On the first pitch I'd pitch high and outside. Whiff. Next ball is
high and inside. Whiff. Finally, if pitching lefty-on-lefty or
righty-on-righty, a curve ball low and away usually netted a strikeout.
Otherwise, I'd just paint a different corner and hope for a third strike. I
routinely netted a dozen or more strikeouts a game.
On the basepaths, the AI runners are a bit confused. I have yet to see an AI
runner steal, and usually they make no attempt at extra bases or else they turn around
if a throw is made. For both the AI runners and your players, they jog along
the basepaths. I've actually thrown a few players out at first on balls which
landed in the outfield. And the lack of a sprint button means unbearably
slow fielders and runners. Likewise, throws are incredibly slow. Throws from
third to first take a leisurely trajectory no matter the situation.
Replay Value : 65
Overall : 78
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