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Triple Play 2000 (PC) ReviewRelease Date: Spring 1999 Background Info
Letting it happen to you twice, I would say. And, EA Sports has done it again. They fooled me last year with the beautiful, but profoundly flawed, Triple Play 99. They've gotten better, though. It took me much longer to see the problems with this year's edition, Triple Play 2000 (TP2K).
Graphics : 95
Are the graphics perfect? Of course not, or I would have given them 100. Stay with the tour, sparky. The crowds are just as blah and stretched-2D as ever. Also, with all the graphical power available to them, you would think EA could fix two really annoying problems. First, they could make the players' names fit on their jerseys without distortion. Second, they could remember what their coaches told them growing up and only hit with the label facing up. The only time the label (or brand) on the bat is facing correctly is when a player squares to bunt. When they are in the box, ready to hit, the brand is plainly visible in the behind-the-plate view. I've actually looked into this, and hitting with the label up is not an old coaches' tale-it really makes a difference. The label is placed so that if you hit with it up, you will be avoiding the weak part of the bat. Hit with it down, and you're guaranteed to break many a bat.
So, how does EA pull this off? Having the label visible while you're in the box, yet also visible in the proper location when you square to bunt, that is. Easy-they cheat. Try it out. Get your hitter in the box. Note the location of the label on his bat. Square him around to bunt...and watch the label! You should be able to see it "jump" from one side of the bat to the other.
OK, so this is total nitpicking. Doesn't affect the gameplay, nor does it detract from the fact that this is the most graphically impressive baseball game I have ever seen.
Audio : 60
The opposition throws a breaking ball, low and away, and I swing and miss. "Slider, right down the middle," the announcers proudly proclaim.
Ground ball which the second baseman dives for and misses. "That was a frozen rope into right-center." On a ball that hit the ground before the pitcher's mound and never stopped rolling.
Mark McGwire knocks one out of the park for the only run of the inning, and the next batter makes the third out. "They really earned that run there, with a good old-fashioned hit and run to bring the run in," says the announcer. Perhaps they should have mentioned on the box that Ross Perot's running mate, Admiral Jim Stockton, was doing the play-by-play on this year's game...
Interface/Options : 60
My major concerns about the interface involved trying to control one team through an entire season. First of all, there's no way (that I could figure out, at least), to sim all games on a day except for those involving your selected player team(s). It's really annoying to have to go into each scheduled game and choose sim, when you know it could just be a simple option. Secondly, the control keeps switching. Even if you have been controlling the same team throughout a season, when you come into the interface to play that day's game for your team, TP2K strangely defaults to having the home team be the one that is controlled-and by the mouse, to boot. So, what do you as a right-thinking American do? You drag the gamepad controller icon over to your team (the visitors). This, unfortunately, doesn't fix the problem, as the game still thinks the home team is being controlled by the mouse. This is unforgivable. I controlled the same team, in the same manner, throughout a season, yet I had to keep selecting the team I was going to control and how I was going to control them.
One other thing: TP2K includes an awesome feature which allows you to create your own players..."awesome," that is, if you can ever make it work. Every single time I tried it, I ended up having to reboot. Not a shutdown-reboot, but an actual hit the reset button to stop the awful, looping sound reboot. After four or five of these, I gave up.
Gameplay : 80
The runners on the basepaths are total morons. I cannot tell you the number of times these Einsteins broke for the next bag on a fly ball directly to an outfielder. Not only have they never heard of tagging up, they've never heard of going half-way without committing to the next bag. I got a little better at calling them back the more I played, but I couldn't shake the feeling that it wasn't a skill I actually wanted to have. The runners should know better-I shouldn't have to stop them each time.
On the flip side, the runners weren't aggressive enough sometimes in situations that absolutely required it. I had runners on first and third, for example, and the runner on third sat and watched as the infield turned a double play! Didn't even try for home. That's absurd. When the relay goes to second, the runner should at least stunt towards home, if not break outright.
It was also way too easy to pick runners off, especially at second. It was way too hard to pitch efficiently, however. At first I attributed this to the inherent weakness of the St. Louis Cardinals' pitching staff, but after switching to the Yankees and seeing the same problems, I realized it was something in need of correction and not an accurate simulation. For one thing, I could not successfully throw an inside-and-low curve. I got jacked for more home runs than I care to mention trying that. It didn't matter how well I had set up the hitter (not too well, in most cases, given their eerie ability not to be fooled by any junk), that inside-low curve probably resulted in a home run 60% of the time, and a base hit about 20% of the time. I find it hard to believe that a big-league curve, breaking down and in on you, is going to result in more home runs than general, "getting-jammed" grounders to the infield.
Difficulty : 75
So, I will just leave you with the observation that I wish there were a level between Rookie and Pro, as I killed every team I played in Rookie, yet had difficulty even getting three outs in Pro. This is more due to difficulties with the pitching portion of the game than with the fielding and throwing portion.
Overall : 79
Oh, well, I guess one out of three ain't ba...wait, it is kind of bad. Hence the score of 79.
I will point out that EA deserves some credit for marketing this as a fun, arcade baseball game. I don't think too many Baseball Mogul fans will pick this one up by mistake. Perhaps marketing is moving in the right direction, after their horribly misleading campaign for Nascar Revolution, which they sold hard as a simulation trying to attract the Nascar 2 fans of the world although the game was by no stretch of the imagination of simulation of anything. I would like to say that the marketing of TP2K is a positive sgin that we will be seeing greater honesty from EA's ads in the future...were it not for the presence of a Nascar Revolution demo CD in the TP2K box. Things that make you go hmmm.
Reviewer's Equipment
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