The 3DO Company's High Heat Baseball series has recently been rooted firmly on the simulation end of the virtual baseball spectrum. The series' identity has been defined by its meticulous attention to the smaller details of the game of baseball. High Heat Baseball 2003 for the Sony PlayStation 2 keeps that lineage intact and even manages to improve upon the formula with revamped graphics, new game modes, enhanced audio commentary, and a few specific tweaks to gameplay.
Here's the pitch. Generally, baseball games are defined by the gifts, or lack thereof, of the pitcher/batter interface. When controlling the pitcher, you will be given the option to select a specific pitch, such as the fastball, sinker, change-up, curveball, and the all-new cut fastball--the repertoire of the pitchers in the game are matched to their real-life counterparts. After selecting a pitch, a second menu lets you select whether you want to throw a ball or a strike. Even if you select to throw a strike, you may end up pitching a ball outside of the strike zone. This is because the effectiveness of a pitch depends on a location you select with either the analog stick or the D-pad, as well as the accuracy of that particular pitcher.
Here's the catch (hopefully). On the batter's end, High Heat Baseball retains essentially the same system found in previous games in the series. As the batter sets into the box, you can select to bunt by pressing the triangle button on the PS2 controller or by swinging away. The swing can be controlled, as the batter can take an inside-out swing, turn on the ball, swing high, and swing low. It also must be noted that each of the batters in the game has his own cadences, which are similar to those of his MLB counterpart--High Heat baseball does a great job of mimicking specific batting stances for individual players.
Although the pitcher/batter interface retains many of the traits from previous games in the series, there are quite a few enhancements in High Heat Baseball 2003, the most notable of which are the new game modes. Aside from the returning exhibition, all-star game, and season modes, the game now includes a home run derby, batting practice, stand-alone playoffs, head-to-head challenge, and create-a-player. A fantasy draft is also included as an option at the beginning of the season. In terms of gameplay depth, the home run derby and create-a-player modes probably have the biggest impact on the game. Up to four batters can compete at once in the home run derby mode--a human player can control each batter. Prior to the start, you will have the option of selecting the number of pitches thrown per at-bat. The create-a-player mode lets you custom-design your own Major League star by tweaking such general options as name, height, skin color, and origin, as well as performance-based statistics such as batting stance, arm strength, speed, fielding range, pitches, and more. Additionally, using the game's player editor, general, and performance-based statistics for existing MLB players can be tweaked at will.
This high level of customization transcends down to the actual gameplay parameters as well. In the game's tuning menu, you will be able to customize the effects of each player's ability based on his real-life statistics, as opposed to your own skill level. So, for example, setting the batting to simulation means that the player's statistics, rather than your own skill level, will affect the outcome of any given swing. At default, all of these balance settings are set halfway in a perfect balance between simulation and player's individual skill. The default setting generally works well in gameplay terms, as power hitters such as Barry Bonds and Luis Gonzalez are able to knock it out of the park with far greater frequency than contact hitters. Perhaps the frequency of home runs should be toned down a bit in the final product, as we regularly found ourselves hitting four or five home runs a game, particularly when playing with some of the power-hitting teams. Aside from the tuning menu, other gameplay enhancements include the addition of analog controls, extra free agent players, and injuries.
Go Tony! Despite all the new modes and gameplay tweaks in High Heat Baseball 2003, the primary focus of the development team was in improving the game's graphics. This extra attention to detail is prominently seen in the game's smoother animation. The use of motion blending in between animation sequences means that the players have smoother movements, and as a result, the gameplay is much more fluid. For example, relay throws and turning double plays is now a breeze. The quick control response and tighter animation means that the pivot at second base is superquick, as the fielder steps on the bag and rotates his body to make the throw to first in one fluid motion. Improvements in the game's frame rate further enhance the smoother transition sequences between animation routines.
The texture detail in the game has also improved, but at this point, the game still doesn't match the visual detail of the competing product. This is particularly true in the game's stadium designs. The grass and dirt textures have a tendency to blur when seen up close. Additionally, although the stadiums contain a good amount of geometry, the stands lack realistic depth and the crowds are lifeless sprites. For example, Pac Bell Park in San Francisco has a walkway along the right field line that looks out over McCovey Cove. In High Heat Baseball 2003, this is filled in with rows of seats and is not nearly as wide as it is in actuality. In most other areas, High Heat Baseball pays close attention to the details but falls short in terms of the stadium designs. Hopefully, these issues will be dealt with before the game's release.
In terms of audio, the game's commentary has been revised. The announcing is more attuned to the action on the field. So, for example, the announcers will reference previous at-bats for individual players, make comments on pitcher performance, and analyze team strategy, along with the usual ball/strike calls and scoreboard updates. In terms of ambient ballpark sounds, the developer promises that in the final version of the game, you will be able to hear hecklers in the crowd, venders, stadium announcers, batter walk-up music, and organ cheers. However, in our latest build, we encountered only weak hand-clap cheers and stadium announcers.
The developers at The 3DO Company have gone through great efforts to improve upon last year's game. There are a variety of welcome new modes of play, enhanced graphics, and various new options in terms of specific gameplay options. Additionally, although it plays similarly to last year's game in terms of mechanics, the new smoother animation helps in speeding up the gameplay considerably. At this stage, it seems that with further polish in the graphics department, High Heat Baseball 2003 could seriously challenge its competitors on the PlayStation 2 for the throne of ultimate baseball simulation.