![]() There’s the typical numbers like ERA, WHIP and OPS, but it even breaks down the batting zone into multiple sections, each containing percentages. Playing against a friend is the best way to enjoy it though, and the reason for that is each person can create his or her own profile that tracks performance - including records and statistical breakdowns, which can get fairly deep. The Life mode is one of the coolest modes you can find on the Wii. It still falls a little short of playing a human opponent, which is only possible by local play since there is no included online multiplayer - but for a game with so much under the hood, the omission is acceptable. The AI performs quite realistically adjusting the defensive set, stealing bases, throwing strikes AND balls, pitching out, deciding when to hit for power and contact, and making roster moves. The experience is all made better by the play of the computer. The only disappointing fact is that you can only play for 10 seasons, so if you are the type that likes to simulate through seasons real quick this probably will not cater to you as much. It’s a lot of fun and nearly gets as in-depth as a text-based simulator would, so it can eat up hours of your time. You control everything from trades, to drafting, to free agent acquisitions and player morale. The story is that you are a GM just hired by the organization and you have to create a winning product. ![]() Season mode is the game's version of a franchise mode and it does a good job including ideas from other games as well as elements from the Success and MLB Life modes. Everything seems to be determined by underlying statistics dictated by virtually everything that happens in the game, just like in real life. The manager’s trust would also fluctuate depending on a successful outing or not. After every start my development would change, with attributes moving up and down depending on performance. I also learned what it’s like to be dominant when I held the Royals to four hits and one run over eight innings. I played one game against the Rays where I learned what it felt like to get owned by a player, as Carlos Pena took me deep three times in one game. I really felt like a pitcher every time I took the mound. The game features all of the MLB stadiums.Īs far as playing with Joba Chamberlain, I could not wait for my next start so I could get out there and try to get a win. Once you pass your created player through Success mode he is then available to be imported into MLB Life or any created team in the game. One drawback is you really don't play defense (unless you're a pitcher) in the career modes - unlike MLB 08. The RPG elements help lead the game towards recreating the feel of a ball player trying to make his way up the system, or one that’s already made a name for himself and has to balance work and play. It is possible to fail the mode(s) so not heeding to all the needs of your character could be detrimental, basically serving as a grown up version of Tamagotchi. Managing hobbies and friends, plus purchasing cooler stuff, serves as much importance as dealing with energy levels, injuries, and roster spots. Speaking of MLB 08, the Success and MLB Life modes are very comparable to Road to the Show, but with more focus on life outside the diamond. I feel like I’m playing RBI Baseball for the Nintendo, but with the depth of an MLB 08: The Show. Between batters getting fooled on change-ups and then spinning around with boggle eyes, players committing errors and having big exclamation marks pop up above their head, or pitchers grabbing the rosin bag and drying their hands, it’s the little nuances that go a long way to making Power Pros appealing to everyone. The charm of this game cannot be mistaken. The graphics aren't lifelike, but they have a certain charm about them.
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