MLB 12 The Show Hands On – Day 2 – Road to the Show

I’d say that about 90% of what I do in The Show every year is within the “Road to the Show” mode. While many changes were implemented last year, this year is all about polish. All of the great changes last year are still here, but if you’re a veteran of this mode, you’ll notice that many items have been tweaked, making it even more enjoyable while also being a bit more accessible to newcomers.

First-off is the “good hit” and “bad hit” choices the AI makes for each of your at-bats. The system is still very flexible and takes the situation into account more than “did you get a hit or not” as in previous years. Also, for those that may have missed it last year, in situations like an ordered hit and run, you aren’t penalized anymore, and instead the challenge is cancelled. This was really frustrating in previous years, as you’d be penalized for missing a Hit & Run by no fault of your own, because the pitcher threw an unhittable ball into the dirt. Now, the system takes factors like that into account, which means you may even be awarded some training points even if you don’t fully succeed in the task.

The big changes this year are that now, when you start out you’re the top prospect for the organization in whichever position you start, so you don’t have to grind so much from starting as a substitution up to a part-time starter and so-on. We figure that I played around 18-20 hours of RTTS during this week, in which I built my first player and used him for about 6 hours, then created a new player for the remainder of the time. My first player was pretty solid, but lacked consistency, and with him I didn’t get past June before we had a new build to try (which in this instance meant that I had to create a new player, as this one wouldn’t work on the new build.) The 2nd player had great pop right away, but not much in terms of Home Run power (I ended the first season with 14.) With the help of the new Baseball physics (seriously, it changes the entire landscape of the series) I racked-up an impressive set of numbers, with a slugging percentage of around .560 and a batting average at around .320 to .340 for most of the summer.

You start out in AA as usual, and within about 3 months I was called-up to Triple-A, then was traded to the Colorado Rockies association, where I ended my first season in AAA. Along the way, I was chosen for the Double-A All Star Game, but I tanked that game at 0-4, which was pretty disheartening. I played about a month into my 2nd season, but before I got there, I have to say that simming the off-season has been sped-up significantly, which was noticeable immediately to anyone that was paying attention. It may not sound like a big deal, but in years past, when I simulated the offseason, I could leave to make a sandwich and still have time to eat it before it would finish. This year the process takes mere minutes, which is awesome.

Additionally, training has now been rounded-out with fielding, so now all 4 key aspects of the game of Baseball are represented in training (Running, Fielding, Hitting, and Pitching.) The training has definitely been tightened up as well, but can still become very challenging at higher levels. I will admit that I do tend to skip training, but my player did well enough that I earned enough training points to compensate.

Options are still there to only run the bases when you’re the lead runner, all of the time, or not at all. These types of choices extend to frequency of fielding etc, and really move your season along.

Keep your eyes right here for my next report which will cover the PlayStation Move controls and the PlayStation Vita version.

Written by Glenn Percival

Glenn Percival

Just a guy that loves games, movies, Golf, Football, and Baseball.

Editor-in-Chief, Video Producer, and whipping-boy

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