Time Played: 14 Hours
Amount Completed: One, Sixteen Game
Season, Plus Two Best-of-Three Playoff Series
For
devotees of baseball, Super Mega Baseball: Extra Innings
(henceforth referred to as SMB) is one of only four
(non-simulation) baseball games available in Steam's expansive
catalog (14,957 games). These are the only games in which the player
controls characters swinging a bat, pitching a ball, and running the
bases. SMB shares this small identity with Baseball Stars
2 (a port of a game from 1992),
and R.B.I Baseballs '15 and '16. According to Steam's
review system, SMB is the best choice. Baseball Stars
has only 10 reviews, even though it re-released over a year ago,
while both the R.B.I. games suffer from abyssal ratings on a
system that rewards too many games with Overwhelmingly Positive
reviews (see: One
Finger Death Punch).
SMB renders baseball
cartoonishly, trying to imitate the goofy (and excellent) Backyard
Baseball, while claiming tight controls and realistic game-play, like R.B.I. (or MLB
2K10, which is the most recent baseball game I've played. It
was on Steam, but is no longer for sale). For this review I played
the shortest possible season (sixteen games), and to play another, or
continue the first into a second season, contingent upon its ability
to deliver enjoyment (later to discover: continuing into a second
season doesn't work as one might imagine).
Before beginning a season, spend some
time examining the teams before choosing one, because it's the only
choice to make. Perhaps it's obviously inferred by the abnormally
short season: there is no trading. Nor does the game include an
option to draft players, like Backyard Baseball. Instead each
team includes twelve fielders, three starting pitchers, two relief
pitchers, and one closer. Fielders have five skills which are
self-explanatory: Power, Contact, Arm, Fielding, and Speed. They,
along with Pitchers, also have Mojo. Each game, fielders and
pitchers begin with a certain predetermined amount of Mojo, which
increases as they perform well, and decreases as they do poorly. A
better Mojo increases the other skills temporarily. In addition to
the other skills, Pitchers also have Velocity, Junk (movement), and
Accuracy. Apparently, SMB was modeled after the National League, so
pitchers bat. Pitching stamina is not a skill, but is determined by
whether the individual is a SP, RP, of CP. All pitchers of the same
type have the same amount of stamina as each other. In easier
difficulties, SPs have enough stamina to pitch a complete game
without too much difficulty, while RPs should be limited to three
innings every two games, and CPs can pitch an inning a game.
Difficulty in SMB is determined by EGO.
Players can adjust EGO on a scale from zero to a hundred. The game
begins the player around 15, where the player will regularly win
games 30 – 0. At this level of play, fielders will catch fly balls
automatically, the computer won't hit anything (no matter how bad the
player pitches), and the player's
bat will always move to where the pitch is!
Fortunately, one is able to change EGO after each game. At
first, anxious about adjusting EGO too quickly, I increased it by two
after a game, sometimes five. By the end of the perfect season (all
wins), EGO was set to fifty-five, yet at this EGO, the last two games of
the season were close: the finale, an 1-0 extra-innings victory. But
for the playoffs it only fair to increase it one more time, to sixty. Of the three main activities; pitching, batting, and
fielding, batting transformed the most, especially from 55 to 60. At
this difficulty, while the aim of the batter still moved toward the ball,
the player needed to take control. The automatic nature of lower EGO
leads to poor conditioning, which must be unlearned at higher
difficulties. Pitching became more difficult as well, but not in
such an obvious way as batting. Fielding required some control of
the player, but fly balls were still mostly done by the computer.
Considering how much is automated at
fifty EGO, its still surprising (considering what else wasn't
included), the game includes a CPU v CPU mode where the player can
watch two AI's bat it out.
SMB's decision to try to find
the space between Backyard Baseball and realistic baseball
(like 2K or RBI) is like the argument between The Federalists and The
Anti-Federalists of the United States over federalism. There is no
good middle ground, and here SMB fails. While it does offer
in-depth stats (though still short of
Out
of the Park Baseball's inexhaustible
bounty), it does not allow the player to view the stats
of the other teams, by which a valuable strategic option is denied.
This is especially egregious for the playoffs. Players are even
prevented from viewing the most basic stats of a game, such as hits.
Stats are only displayed when a batter comes to the plate.
Characters are described by baseball
cards, with bars indicating their relative strength in each of the
skills. Yet they also have a numeric value (zero to hundred), but
this is awkward to locate. These skills are improved, not across
seasons, but over a single season, by hiring trainers. Each fielder
or pitcher has slots (on their baseball card) labeled Gear, Trainer,
Coaching, and Style. Each trainer has three bonuses which can be
placed into character slots. A trainer provides bonuses like +3 Arm,
+5 Power/+3 Contact, or +10 Mojo/+3 Junk/-3 Accuracy. The interface
for deciding which player can benefit from which trainer, before
hiring the trainer, is both obtuse and confusing, which seems to be a
trend with SMB's layouts. It's not that the screens are
difficult to navigate. Instead, it feels as if important information
is spread across five different screens, which the player needs to
search through to make the correct decision, instead of the relevant
information being on the same page.
But if the game isn't serious enough,
it isn't silly either. The names attempt amusement, but instead seem
mindless at best and inane at worst. Whatever the name, SMB's
Donk Oh and Muffin Studwick haven't an ounce of personality compared
to Backyard Baseball's Pablo
Sanchez or Angelica Delvecchio. In SMB each character
is as exciting as a poorly rendered pasteboard cartoon. And why is
everyone, including the women, adjusting their crotch as they step
into the batters box?
In spite of everything, SMB has
some real strengths. Pitching and batting are both quite enjoyable,
especially at higher difficulties. This game is undoubtedly fun when
played as a single exhibition game, but for many players (or at least
myself), the lack of a serious Season is a serious injury. Seasons
lack the strategic aspect that baseball requires: no trades, not
enough pitchers, can't see the other teams' stats, and an awkward
training program.
So, if you're looking for a game to
play with friends, or a exhibition experience, its definitely worth
it, but if you're interested in baseball game for all seasons, let
this one fly by.
As a final note, the pre-intro screen,
which shows the developers name (Metalhead Software) is incredible
loud and unskippable. It feels like it lasts an eternity.
Regardless of the player adjusts the in-game volume, this will always
be earsplitting loud! You've been warned.
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