MLB 10 The Show Review


When the foundations are solid, there is not much else to do but build upwards. That was probably the mantra the SCEA San Diego dev team was reciting when creating MLB 10: The Show. After all, the game is the 10th iteration of the franchise, with a short development time. But that doesn’t mean there are not changes. Actually, No. 10 has some nice features added into the mix, and it has been graphically enhanced to create a more vibrant and compelling baseball game.

(It needs to be noted that this review was based on a debug, or test kit, review code of the game, which was unaffected by the problems currently plaguing PS3 retail units. Multiplayer connectivity to retail servers was not available.)

The game doesn’t actually hit retails until March 2, at which point the servers will be up for the multiplayer element, which features the ability for a 30-player season mode, also available in the franchise mode.

So, if you are a fan of the series (which happens to be the pre-eminent baseball franchise in release and is exclusive to the PS3), you want to cut to the chase and know what’s new. After all, baseball is baseball, and the game doesn’t have to be explained.

So let’s run down the list of some of the major new elements …

In the RTTS (Road to the Show) mode, players can take on the role of a catcher and call every pitch. This is akin to micro-management in real-time strategy games. It is immersive, but can be a bit overwhelming. Typically, players play one position and the game fast forwards to the next instance when that player is involved. Playing the catcher, though, means being involved constantly defensively. Sure, you skip offensive innings if not at bat, but you call each pitch and manage the infield with pitch out, intentional walks and pick-off throws. It sounds laborious, but actually this is a lot of fun – more so than playing a field position.

The setup is much like that for the pitcher, except you don’t have a velocity meter to play with. You call the pitch and the location. Training points are a bit tougher to come up with initially, and the games take longer to play through. Add to that the pitchers will tire and not hit the spots you are calling and it becomes a case of selective management. ("Hey, I know your arm is about to fall off so just pipe it! Let's try to get this guy out so we can go home!") Need that ground ball for a double play? Try something low, and if the batter is tattooing the heat, call for a slurve, a circle change, or another off-speed pitch. It’s tactical, and entertaining.



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