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Triple Play Baseball (PS2) ReviewBackground Info
Triple Play Baseball for the PlayStation 2 utilizes the heritage of the Triple
Play franchise and updates it for the 128-bit world of the PS2. But where we
have become accustomed to PS2 versions of PSX titles, Triple Play marks a
significant departure. While not as revolutionary as the transition of Madden
from the PSX to PS2, Triple Play stands out in its own right.
The press sheet promises things like new intelligence levels for throwing,
catching, and fielding. Basically better AI. It also touts an all new
pitching and hitting interface. There's better throwing logic with support
for the analog buttons. And of course there are the obvious graphical
improvements with better looking players and stadiums and even more animations.
The press sheet promises a bunch. Does it deliver?
Graphics : 85
The next graphical item to check off the list is the player. EA established
their own trend with Madden by making players look somewhat squatty. Nothing
has changed here. To me, players look like overgrown little people (or the
less politically correct midgets). Some body parts are too big for the smaller
heights, giving each player a funny appearance. Looking past the heights
you'll notice extensive detail. Uniforms look spectacular, and at the plate
you can make out every detail of the bat. While you can't read the bat logo,
it's pretty close. EA claims to have added facial textures to over 150 players
to give them lifelike appearance, and for many players you can definitely see
a resemblance to the real life players.
Animations are handled wonderfully. At the plate, Jeff Bagwell had his
characteristic bent-knee stance and would wag the bat close to the plate.
While batting, there are plenty of frames of animation to make for smooth
transitions. If hit by a pitch, players will toss a nasty glance towards
the pitcher. On the basepaths, players slide convincingly and will even kick
up some dirt. In the outfield fielding animations are pretty good. The
exception has to be with some line drives, where infielders can sometimes catch
a ball with their backs turned to the plate. Otherwise, the players scoop up
the ball and toss it over to the appropriate base. Throwing to first generally
yields a close-up view, adding to the TV style look.
One problem with the PSX version of Triple Play Baseball was fielding due to
the slowness with which the game transitioned from the batting to fielding
view. Fortunately those problems have been fixed. I've been playing much
better with the PS2 version of the game because of the snappier graphical
transition. What's odd, however, is that the PS2 version of the game has a
reduced camera selection. The PSX version has three fielding and batting
views. In the PS2 version, there is a single view for batting and for
fielding. The batting view is ideal, with the camera right behind the batter.
It provides a good view of the path of the ball and you can predict where the
ball will land. My only complaint with the fielding view is that at times
the ball will land in a gap in the outfield and neither outfielder can be seen.
EA and developer Treyarch should have done a better job here to zoom out to
at least capture the ball and one outfielder. In the infield the camera is
certainly acceptable.
Also gone is an excellent replay system. The PSX version of the game has an
incredible number of cameras. You can replay the action from the point of
view of any of the players or a few static cameras. Unfortunately Triple Play
Baseball for the PS2 has fixed replay camera views. You have no control
whatsoever.
Audio : 88
Listening past the commentary, you'll notice that the over-the-top whoosh sound
borrowed from the Tiger Woods golf games occurs less and less, thankfully.
This is due in part because a change in the hitting interface which restricts
power hits. The end product is a more realistic sounding baseball game. Balls
leave the bat with a crack, and only homers and deep flys near the wall will
generate that cartoonish whoosh. On infield throws you can barely make out the
thud as the ball hits glove. Likewise, the voice of the umpire can be heard
over the booth commentary and cheering of the fans.
Interface/Options : 85
Options which have been cut include the cameras from which to view the game
and fielding help. You can't select manual or auto fielding but must live
with the default fielding in the game. Also, there is a single batting mode
instead of the previous easy or hard modes. However, you can still cycle
options like difficulty (rookie, pro, or all-star), errors, and innings
per game.
One glaring omission from the season mode is the lack of injuries. To make up
for it, a generous general manager mode is included where you can create
players, sign free agents, make trades, initiate a pre-season draft, and
shuffle your lineup.
The statistical system appears up to snuff for the various teams in the league.
One oddity I noticed with the stats engine was when I viewed pitching stats
for league wide leaders. Remarkably, while wins were shown in the stats,
losses were not. I had to go to the team stats section to get loss records.
With the new AI I was actually able to record a few strikeouts, though my
players rarely walked. For the rest of the league, these categories had
realistic results. I simmed a 162 game season and the league leading stats
passed muster. AL MVP Manny Ramirez had a career long ball year. His league
leading 63 homers capped off a .312 season with 159 RBI's. Andruw Jones took
home the honors in the NL with a solid .324 average, decent homer (41) and
RBI (109) totals, but also a nice season on the basepaths (50 steals). Hideo
Nomo gets comeback player of the year award. His 19-6 record with a 3.19 ERA
was good enough to capture the Cy Young award. The Braves pitching staff again
ruled the roost. This time Kevin Millwood shut the league down with a 21-5
record and stately 3.00 ERA. The World Series champ ended up being the Blue
Jays. Additional simmed seasons produced similar numbers but with different
names.
Gameplay : 82
Equaling the batting interface, the pitching interface is a dream. First, you
select one of up to four pitches for a given pitcher. Next, you move an image
of the ball to select pitch location. If you get to the edge of the
strike zone, the Dual Shock 2 controller vibrates to let you know. Then, press
the X button to pitch. Triple Play uses the pressure sensitive analog buttons
for pitching. If you lightly press the pitch button very little strength is
put behind the pitch. If you press hard, the pitch strength meter fills up
completely. While a great concept, the interface needs to be worked a little.
I found it difficult to get anything but minimum or maximum power pitches.
Trying to pitch in the middle powerband was difficult. Finally, something
which is not documented in the manual is that there is pitching aftertouch. I
know what some of you are thinking - I can move the ball all over the map.
The aftertouch is really used for better ball placement. For example, if you
select a curve ball up high and start the windup, you can have the ball break
down and out by pressing the appropriate direction. The amount of break
appears to be a function of initial pitch location and strength. I tried a
few pitches inside with the intention of bringing it back in the strikezone.
All I got was a hit batter. I noticed the CPU using this aftertouch feature
as well. At the plate the ball would drop or break at times like a big league
pitcher can do.
The improvements made in the pitching interface makes the game more of a
simulation. You can now really set up batters. While I would prefer to have
a schematic showing batters' hot and cold zones, I'll add that to my wishlist
for the next version of the game. The interface is one notch below the
excellent pitching interface of All-Star Baseball 2001, which says a lot.
My big gripe with the PlayStation version of the game was the lousy control
in the field, due in large part to inaccurate controls and slow transition from
the batting to fielding view. All that has changed with the PS2 version.
EA has come on to something with throwing. They still use the X button in
combination with the stick or pad to throw to a base (I prefer a button for
each base), but this time around the game recognizes the direction much better.
The biggest improvement is that throws are pressure sensitive. If you tap the
X button, your fielding kind of tosses the ball to a base. If you press hard
your player whips the ball across the field. The pressure sensitive throwing
is a real nice feature that must be used wisely. Abusing it opens you up to
errors, as the likelihood of missing the ball increases with throw strength.
This is especially true when throwing from the outfield to home directly. Many
times the ball was thrown wide and an extra run would come in. You have to
utilize your baseball smarts and throw to the cutoff man in the right
situation.
At times fielding can still be problematic. While it is much improved, I did
find situations where my players would not make a play on the ball. There were
also times when the closest player wasn't always selected. Nothing is more
frustrating watching your second baseman or shortstop stand while a grounder
rolls by just a few feet away. I am disgusted when the CPU automatically
selects one of my outfielders to grab the ball. But the AI has been tuned
substantially to the point that the good far outweighs the bad. EA's press
sheet mentions the game has semi-automatic control, and this saves some
aggravation in the game. You still have good control over your players,
but EA includes a bit of a crutch in some situations. The mix makes
for a much more enjoyable game. The semi-automatic control means there is no
complete manual or automatic control in the game. Depending on how you like
your game, this can be good or bad. I personally prefer more control.
One thing I really liked about the PSX version of the game was the AI. The
CPU always made great baseball decisions. In the PS2 version, this appears to
be the case as well. While the number of situational bunts has decreased
(happened a little too often in the PSX version) the overall AI just leaves a
wonderful taste in my mouth. My games are clocking in between 45 to 60
minutes, and each game has been bliss. The reason is that this game really
gives me a sense of baseball. Some of the highlights include a game where
Griffey was on first base. I notice that he's taking an aggressive leadoff.
I zip the ball over to first and catch him heading to second. A quick flip
to second nails him. In reality a rundown should have occurred, but I wasn't
complaining. If the game melts down in one area, it is with rundowns. When
the CPU is in the field, they'll throw a couple of times in a rundown
situation. If you are patient you'll easily beat the rundown as the CPU team
basically gives up.
Another example of some solid AI is the time the CPU had men on 1st and 3rd.
The man on first steals. As soon as my catcher gets the ball the graphics switch
to a wider view. As my catcher gets up I see the man on third cheating towards
home. If I throw the ball he'll cross the plate, so I just hold the ball.
Then there was the time the CPU had men on second and third. The batter lines one
up the middle for a clear single. My centerfielder makes a good break on the
ball, picks it up, and rifles the throw home. The man on third retreats back
once he sees the ball come in. The ball takes a bad bounce and my catcher
misses it. In comes a run. The baserunning AI is some of the best I have
seen in a console game. When I was at the plate, I knew I was out for
sure. I popped the ball up in the infield and was shocked when the first and
second basemen ran into each other. The ball dropped to the ground and I was
safe. Then there are hit batters by both my pitchers and those of the CPU
team. Everywhere I turned I was pleased with what I saw. The most significant
AI flaw really is the aforementioned fielding problems, which occur less often
than previous versions of the game.
If there is one complaint I have with the gameplay, it has to be the bullpen.
The manual makes no mention of warming up relief pitchers. If you make a
substitution for a pitcher, it's immediate. The incoming pitcher has all his
stuff ready. Another omission is the lack of injuries. These problems
notwithstanding, Triple Play Baseball appears to be replacing my previous
all-time favorite console baseball game - Acclaim's All-Star Baseball 2001
for the N64. As I put even more time into the game, I'll update the gameplay
section if my initial impressions change. But after a dozen games, I like
what I see.
Replay Value : 90
Overall : 85
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