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    <title>SB Nation User Blog:  Jaerbesan</title>
    <link>http://www.sbnation.comhttp://www.sbnation.com/users/Jaerbesan</link>
    <description>Posts made by Jaerbesan on SB Nation</description>
    <item>
      <title>MVP NCAA 2006
</title>
      <link>http://www.minorleagueball.com/2006/1/20/144112/963</link>
      <author>Jaerbesan</author>
      <pubDate>Fri, 20 Jan 2006 19:41:12 -0000</pubDate>
      <description type="html">


&lt;p&gt;MVP NCAA 2006 Review&lt;/p&gt;&lt;p&gt;INTRODUCTION&lt;/p&gt;&lt;p&gt;Just so you know my perspective in baseballs games, I'll start with a brief introduction. &amp;nbsp;I love the pitcher/batter dual and want a fielding mechanism that's realistic. &amp;nbsp;When I play on the field I want realism, not gimmicks. &amp;nbsp;I follow the minor leagues and MLB. &amp;nbsp;I don't follow college ball, I hate the &quot;ping&quot;, and I don't know what makes one a redshirted freshman. &amp;nbsp;I know where Omaha is and that there's a big College World Series there every year, but I don't the format or history of the tourney. &amp;nbsp;I'm guessing that Texas won the CWS last year because there's some UT rube on the cover. &amp;nbsp;I don't know who that player is nor if I'm even right on the Texas thing and I don't care. &amp;nbsp;Get the point yet? &amp;nbsp;I don't know college/amateur ball, but I want an awesome on the field baseball game. &amp;nbsp;I enjoy sitting down on a cold January day or rainy July night and playing some ball. &amp;nbsp;If I'm going to take the time to play want to feel like I'm playing baseball, not some over-hyped arcade game.&lt;/p&gt;&lt;p&gt;Also, this review is for the Xbox version. &amp;nbsp;The game is available on the PS2, but not the Xbox 360 or Gamecube.&lt;/p&gt;&lt;p&gt;GAMEPLAY&lt;/p&gt;&lt;p&gt;My number one concern of any baseball game is gameplay. &amp;nbsp;If it doesn't play like baseball, I won't play it. &amp;nbsp;To me that's the physics, pitcher/catcher dual, fielding, and baserunning. &amp;nbsp;All other aspects of a game are important in their own right, but the on the field gameplay is what matters most to me. &amp;nbsp;I felt that MVP '05 was the best on the field game out there, so I'm using that as my frame of reference.&lt;/p&gt;&lt;p&gt;The physics engine appears to be the same great engine from last year. &amp;nbsp;Balls curve, dart, and drift the way they should at appropriate rates of speed. &amp;nbsp;No complaints here, it's top-notch.&lt;/p&gt;&lt;p&gt;The pitching mechanism is the same as MVP '05. &amp;nbsp;It's pretty good, but with room for improvement. &amp;nbsp;I like the whole mechanism up until the control/release point. &amp;nbsp;I've never really felt that I could translate how my pitch would be off-target if I missed the control marker on the way back through the pitching arc. &amp;nbsp;I know the bigger the miss of the marker, the wilder my pitch will be, but if I miss early or late doesn't seem to matter. &amp;nbsp;After reading about my review of the fielding system, it should make more sense why I think this last part of the pitching mechanism should be better defined. &amp;nbsp;Still, it's a good system for pitching.&lt;/p&gt;&lt;p&gt;The new Load and Fire (LnF) system takes some getting used to. &amp;nbsp;I dominated the hitting mini-game in MVP '05, in '06 with the LnF I looked like a high school benchwarmer. &amp;nbsp;After spending some time with it the system started to feel more natural. &amp;nbsp;I got into the habit, as one would in real life, to rock back (or load) when the pitcher was finishing his delivery. &amp;nbsp;It felt pretty good when I started roping some solid hits together in a game. &amp;nbsp;When I launched a three-run bomb in the bottom of the eighth while sitting on an inside fastball it felt soooooo natural I nearly cried. &amp;nbsp;Okay, maybe the crying is going a bit far, but the LnF system is a true innovation that should never go away. &amp;nbsp;Again, there is a learning curve that can seem annoying at first. &amp;nbsp;The reward in gameplay after learning the LnF is huge.&lt;/p&gt;&lt;p&gt;The big change made to the fielding system is the &amp;nbsp;Precision Throwing Control (PTC). &amp;nbsp;Last year you held down the button to power up the throw. &amp;nbsp;If you over-powered your throw could be off target. &amp;nbsp;The PTC uses the right analog stick to replace the button system. &amp;nbsp;After fielding the ball a diamond appears under the player. &amp;nbsp;Pointing the right analog stick towards a base begins the PTC mechanism. &amp;nbsp;A green accuracy marker appears around the targeted base on the diamond under the player (size dependant on player attributes). &amp;nbsp;The power-up meter starts from the opposite side of the diamond and your goal is to release the stick when the meter reaches the accuracy marker. &amp;nbsp;If you are short, the ball can sail high. &amp;nbsp;If you are too long, the ball can go in the dirt. &amp;nbsp;How accurately you initially to point the stick towards the base also determines if your throw goes to the left or right of the bag. &amp;nbsp;The PTC seems complicated and I guess it is. &amp;nbsp;But like the LnF for hitting, once you get it down it seems quite natural. &amp;nbsp;I really enjoy going to the left as SS to scoop up a hard grounder and then throw across to first. &amp;nbsp;When I miss the marker or bag I can tell before the ball goes five feet. &amp;nbsp;It's pretty cool.&lt;/p&gt;&lt;p&gt;The Hitter's Eye seems to have been tweaked a bit and better aligned with the batter's eye attribute. &amp;nbsp;Sometimes the pitch is half way to the plate before the color flashes. &amp;nbsp;With better hitters the color can be spotted while the pitcher is still in the windup. &amp;nbsp;I like this tweak.&lt;/p&gt;&lt;p&gt;Baserunning is a weak point of mine. &amp;nbsp;I really haven't got into any particular system. &amp;nbsp;MVP does a good job at what it tries to do; leading off, stealing, and sliding. &amp;nbsp;My sore point is knowing when to advance or hold back. &amp;nbsp;I lose a run or two just about every game because I get the baserunning wrong. &amp;nbsp;Someday I'll learn...I hope.&lt;/p&gt;&lt;p&gt;I summary, the new features are really cool once you get them down. &amp;nbsp;To me, they really improve the gameplay and make everything seem more realistic. &amp;nbsp;After just a couple of games I feel like these innovations are worth the purchase of the game. &amp;nbsp;If these new systems don't seem interesting to you, or if you want to give up learning them, you can revert to the MVP '05 control system. &amp;nbsp;In my opinion, if you're going to turn off these features then you need to be a hard-core college ball fan to enjoy this game. &amp;nbsp; &amp;nbsp;&lt;/p&gt;&lt;p&gt;GRAPHICS AND AUDIO&lt;/p&gt;&lt;p&gt;The graphics are just like last year's. &amp;nbsp;Obviously, there are new stadiums and they look nice. &amp;nbsp;There are no realistic player faces, as one might expect. &amp;nbsp;The player models are pretty much the same as '05 with the exception of all players being 18-23 year old, skinny college kids (go figure). &amp;nbsp;Yet, not everyone looks the same. &amp;nbsp;I read on mvpmods.com that there are over 1,300 face models. &amp;nbsp;Some other graphic improvements include a dynamic scoreboard and changing skyline. &amp;nbsp;As the game progresses the skyline changes to match the time of day. &amp;nbsp;Starting a game at 5 PM will being with day light, shift to dusk, and end under the lights. &amp;nbsp;It's a minor thing, but still pretty cool. &amp;nbsp;Same for the light rain that shows up some days. &amp;nbsp;&lt;/p&gt;&lt;p&gt;The announcers are what everyone would expect. &amp;nbsp;The color man, Kyle Peterson, is rarely heard. &amp;nbsp;I like that because the color scripts tend to get old after a while in other games. &amp;nbsp;Since you don't hear him often he doesn't get old...yet. &amp;nbsp;The field sounds meet expectations. &amp;nbsp;The music tracks are okay, I guess, if you are into hard/alt rock (I can tolerate it most days). &amp;nbsp;Thankfully, EA finally figured out how to have custom soundtracks. &amp;nbsp; It's nice to be able to hear songs I like instead the same ten songs I only marginally like over and over again.&lt;/p&gt;&lt;p&gt;Nothing spectacular for graphics and audio. &amp;nbsp;The graphics are still not as good as they could be, but passable. &amp;nbsp;The audio makes the grade.&lt;/p&gt;&lt;p&gt;CREATION CENTER&lt;/p&gt;&lt;p&gt;This is the Create-A-Team (CAT), Create-A-Ballpark (CAB), and Create-A-Player (CAP) area.&lt;/p&gt;&lt;p&gt;The CAP is similar to last year's model and accomplishes what one would expect. &amp;nbsp;If you've played any other EA games in the last year this is just the same as those systems. &amp;nbsp;It works and works well. &amp;nbsp;The one nice part is that you can create two-way players. &amp;nbsp;I can finally be the star SS and SP that I've always know myself to be. &amp;nbsp;Yea me!&lt;/p&gt;&lt;p&gt;The CAB is a bit more robust that last year's version. &amp;nbsp;You can select any MLB fence dimensions or make your own from scratch. &amp;nbsp;The from scratch angle takes a while, but at least you can do it. &amp;nbsp;Since all the ballparks are generic to me (including the real college parks), as well as appeasing to the eye, I used MLB dimensions with one of the 18 or so backdrops for my custom park. &amp;nbsp;Unless you want to recreate a particular ballpark I don't see the need to spend too much time with this feature. &amp;nbsp;Of course, if you're recreating your HS, Juco, or Div II school then this can be a pretty important feature.&lt;/p&gt;&lt;p&gt;I was pretty disappointed with the CAT feature. &amp;nbsp;You get about three dozen logos/nicknames to choose from and 60 jersey styles. &amp;nbsp;But you don't get to change the color scheme on the jerseys and the writing is so lame that I almost don't want anything on the front. &amp;nbsp;It's just black, block lettering that seems very out of place on the jersey. &amp;nbsp;EA should have added a couple font choices and colors other than black. &amp;nbsp;Or at least they could have developed writing that matched the logo. &amp;nbsp;This feature can really only be explained as a Year One version in a three year plan. &amp;nbsp;I think in the long run I'll pick a college instead of using CAT, thanks.&lt;/p&gt;&lt;p&gt;COLLEGE ATMOSPHERE&lt;/p&gt;&lt;p&gt;Again, I know little of what collegeball should be. &amp;nbsp;But I did at least expect some fight songs/chants and a more rambunctious crowd. &amp;nbsp;I feel like I'm playing with minor league teams. &amp;nbsp;Maybe selecting wood bats instead of metal helps with that shift. &amp;nbsp;That's fine by me. &amp;nbsp;But, I think collegeball die-hard will expect more.&lt;/p&gt;&lt;p&gt;DYNASTY MODE&lt;/p&gt;&lt;p&gt;Even with MVP's great gameplay there still needs to be a good dynasty mode to round out the game. &amp;nbsp;In the past, MVP has had issues with their dynasty mode; poor progression, poor CPU roster management, overly complicated monetary systems, and other issues. &amp;nbsp;I simmed 2+ seasons with my CAT, Northern Minnesota University Icebergs (aka University of Michigan - ranked #33). &amp;nbsp;I got a feel for some of the past issues, college dynasty features, and speed of seasons with this quick sim.&lt;/p&gt;&lt;p&gt;A big issue in the past has been player progression. &amp;nbsp;My initial impression is that this has been fixed. &amp;nbsp;There was variation during the season based on performance and potential. &amp;nbsp;The off-season changes also seemed to follow suit. &amp;nbsp;Some guys went up or down slightly while others had huge shifts (in excess of 25 points in some ratings). &amp;nbsp;It appeared to me to follow career potential, performance stats, and random chance. &amp;nbsp;I was pleased with what I saw.&lt;/p&gt;&lt;p&gt;CPU roster management still seems a bit off. &amp;nbsp;If you don't have many injuries or suspensions then this shouldn't be a problem for you. &amp;nbsp;Also, if you are more hands-on with your recruitment efforts, as you should be, then the roster management isn't tough at all. &amp;nbsp;There are only two lineups (RHP/LHP) and three starting pitchers. &amp;nbsp;That pretty much cuts the roster management duties in half from the MLB level.&lt;/p&gt;&lt;p&gt;The seasons move quickly since there are only about 55 games plus or minus scheduling and tournaments. &amp;nbsp;It takes about an hour per season to sim depending on how involved you get with the recruiting. &amp;nbsp;Personally, I like that speed. &amp;nbsp;I'll play more actual games with my next dynasty, so it will take much longer to get through a season. &amp;nbsp;However, if I project a poor year or two with my school it is nice to know that the pain will be quick if I choose to sim.&lt;/p&gt;&lt;p&gt;The recruiting angle is very important since player turnover is relatively fast. &amp;nbsp;Seniors graduate, under-classmen can get drafted, and some players decided they're not playing enough and transfer. &amp;nbsp;After year one of my dynasty I lost all but 7 pitchers. &amp;nbsp;Since I hadn't spent my recruiting efforts towards my staff, it was a pretty thin season. &amp;nbsp;I had five pitchers unexpectedly leave my program (drafts and transfers). &amp;nbsp;It was all good in the end because I won the CWS after defeating #1 Pittsburgh 2-1. &amp;nbsp;Still, the thin staff was annoying and I learned my lesson about stocking up on positions when my starters become sophomores. &amp;nbsp;&lt;/p&gt;&lt;p&gt;High school and Juco prospects become interested in your program by your prestige level and by any contact you make with them through e-mails, phone calls, and visits. &amp;nbsp;You get recruiting points to distribute to promote you program to specific prospects. &amp;nbsp;Some kids are harder to attract than other. &amp;nbsp;Some you want nothing to do with, but they want to play for you; good thing they're easy to ignore and not sign. &amp;nbsp;The recruiting system is more in-depth than I think I can speak to at this point. &amp;nbsp;The one thing I do know is that it is very important to your success and it is very user-friendly. &amp;nbsp;I think EA did a pretty good job with it.&lt;/p&gt;&lt;p&gt;ONLINE PLAY&lt;/p&gt;&lt;p&gt;I did not fire up any online games. &amp;nbsp;I don't really get into playing online with people because I usually get paired up with some 12 year-old, foul-mouthed, punk. &amp;nbsp;I remember being that way at that age and I'm surprised anyone ever talked to me. &amp;nbsp;I also usually don't have an hour blocked for dedicated online play. &amp;nbsp;I played MVP '05 online a couple of times last year and thought it was okay with only minor lag periodically. &amp;nbsp;Thus, I can only imagine that '06 will be similar.&lt;/p&gt;&lt;p&gt;The cool online feature in the ESPN Everywhere. &amp;nbsp;After signing in to the EA server you get ESPN Radio updates every 20 minutes along with a game tracker at the bottom of the screen. &amp;nbsp;This is very, very cool. &amp;nbsp;If your console is not connected to a broadband stream you can opt for a dynasty score tracker along the bottom. &amp;nbsp;I imagine that this feature will only get better as the years go by. &amp;nbsp;&lt;/p&gt;&lt;p&gt;SUMMARY OF IMPRESSIONS&lt;/p&gt;&lt;p&gt;For $30 in the middle of January I think a baseball gamer can't go wrong with picking up this game. &amp;nbsp;There are some really awesome gameplay improvements. &amp;nbsp;The Load and Fire and Precision Throwing Control are beautiful additions. &amp;nbsp;As a fan of the game of baseball I can honestly say I don't miss the MLB license. &amp;nbsp;I played for with the minor league club in '05 anyway. &amp;nbsp;I like the short season and high turnover of the college game. &amp;nbsp;The dynasty mode is playable for a change.&lt;/p&gt;&lt;p&gt;I'll score the game an 8.75 out of 10. &amp;nbsp;Big pluses for LnF and PTC innovations, dynasty improvements, and ESPN integration. &amp;nbsp;Moderate minuses for graphics, CAT system, and missing on the college atmosphere. &amp;nbsp;&lt;/p&gt;&lt;p&gt;I expect that I'll seriously look at picking up 2Ksports' MLB '06 in March. &amp;nbsp;Until then, I'll be logging in many hours playing MVP NCAA '06.&lt;br /&gt;&lt;/p&gt;



  

  


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