It’s been a couple of days since I finished up Triple Play 2000, yet
it’s time to hit diamond once again. Stepping up to the plate for
the second inning, Hardball 6 2000 Edition. The Hardball series has
had a rich and prosperous history on the PC, and this year’s
edition is probably best classified as an enhanced version of
Hardball 6, released last year. The 2000 edition includes an
improved pitching AI, up-to-date team rosters, current 1999
schedules and updated statistics based on the 1998 season. While
the Hardball series has been extremely successful in the past, this
year’s edition seems to be a can of corn.
When you first load up Hardball 6 2000 Edition (Hardball from this
point onward), you get the immediate feeling that the graphics
don’t match the likes of Triple Play 2000 or High Heat Baseball
2000. The menu system, while pleasant, doesn’t have the same
pizzazz as it’s competitors. They seem very basic and plain. When
you first take to the field, you’ll also notice that the 3DFX mode
isn’t up to par with Triple Play 2000, High Heat Baseball 2000, or
any other baseball title for that matter.
The player models are rendered fairly nicely. Unfortunately, the
main downfall is that they all look the same. You can’t tell one
player from another, apart from the color of their skin and the
uniforms they wear. There is no individuality whatsoever, and this
takes away from the game quite a bit. The stadiums are also
sub-par when it comes to detail. Each stadium is recognizable and
dimensionally accurate, but there’s no detail in the structure.
When at the plate looking out towards center field, banners and
structures beyond the outfield wall look blocky. The texture of the
ground isn’t very realistic either. Both the infield and outfield are
incredibly flat with little or no detail in them. The artificial turf is
much the same. The level of the graphics becomes especially
noticeable when you hit a foul ball. At this point, you really get a
good look at the crowd and dugout graphics, which seem to have
been completely left out. The graphics is definitely an area that
needs improvement. If they could add detail to the stadiums,
playing field and the players themselves (especially in determining
one player from another), it would be much more pleasant to look
at.
Unfortunately for Hardball fans, the sound hasn’t improved much
over the years. The commentary alone, by Greg Papa, leaves
much to be desired. I always wondered why they got rid of Al
Michael’s voice in this department. Although the timing seems to
have been improved, the quality hasn’t. The announcer talks in
monotone most of the time, and his comments have little variation.
You can really notice the problems when Greg announces the
pitch count. "One (stop) ball, and (stop) one (stop) strike." It really
becomes annoying after awhile. I would love to have heard some
color commentary in the game as well. All commentary surrounds
the current gameplay. That’s not a bad thing, but some quirky facts
here and there would liven it up. Luckily for us, the crowd noise
and sound effects are pretty good. Whether it’s the crack of the
bat, or a collision at home plate, it’s all done well. Most
importantly, you can turn off the play-by-play commentary and still
enjoy some good sound.
Hardball offers an exhibition mode, a regular season mode and a
pre-season mode. The pre-season mode is just a fancy way of
putting together some teaching tools, including a home run derby.
Beginners will definitely want to try their hand at some fielding
practice and some long ball hitting before starting up a normal
game. The reason I say this, is that Hardball 6 is more simulation
based then say Triple Play 2000. In Triple Play 2000, a sinker has
no meaning whatsoever. It doesn’t sink, and it can be cranked out
of the park as easily as a fastball could. In Hardball, a sinker
actually sinks, making it a little more difficult to hit. This is a prime
example of the difference between the Hardball series and the
Triple Play series. Triple Play aims at an arcade crowd, whereas
Hardballs aims at the simulation crowd.
Hardball’s regular season mode includes everything Triple Play
2000 does and more. Besides offering the normal 25 man starting
roster, you’ll also have a dozen minor leaguers at your disposal in
case of injury, or in the case you want to make a deal. Other
features in the season mode include consecutive season play with
an amateur draft between seasons, all 30 Major League teams and
every MLBPA player. A custom league and schedule generator
and updated 1999 player rosters are also available. What does this
add up to? A great baseball simulation. It’s certainly deep in that
respect, but shallow in others.
The controls in Hardball are the same as the previous editions.
Why fix something that ain’t broke? It’s a simple yet effective
control system, that allows you to handle your hitting, base
running, pitch selection, field positioning and other strategies
without having to exit to other menus. There are very few camera
angles in Hardball 6 2000 Edition. This is another area I’d like to
see them work on. You can view the game from behind the plate
or behind the pitcher, but you can’t adjust the height of those
angles.
So what can you expect in respect to gameplay? You can expect
to actually be able to strike batters out with the right pitch
selection. The sweet spot isn’t as large as in Triple Play, so you
won’t see as many hits. Hitting is much more realistic, so you won’t
see players clobbering 100+ home runs in one season. Fielding
ground balls is much easier in Hardball, but fielding fly balls is
atrocious. There is no way of judging the height of a fly ball hit to
your outfielders, and it can become a circus out there if you aren’t
used to it. When players hit a home run, they actually round the
bases (round being the key word there) rather then stopping at
each bag and making perfect 90 degree turns before proceeding to
the next base. Pitching control is at a premium in Hardball. By
moving a cursor around the plate, you can actually pinpoint where
you want to throw the pitch, as long as your pitcher has good
control. Basically, what you’re getting here is a much more
realistic baseball simulation then you would in the Triple Play
series. Unfortunately, it’s not very pleasant to watch or listen to.
It doesn’t get much smoother then Hardball 6, though, when it
comes to multiplayer action. You can play via Internet, serial,
modem and LAN connections, and the fact the graphics aren’t
superb allows for a lag free game of baseball.
So what’s the scouting report on Hardball 6 2000 Edition? It’s a
veteran player whose skills seem to be deteriorating with each
new season. It’s a game in need of a face lift, an injection of
sound, and a tweak in gameplay here and there. When it comes to
baseball simulation it doesn’t get much better, but when it comes
down to an overall baseball experience, this edition is near the
bottom of the lineup. The competition out there is fresh and up to
beat with today’s technology. We can only hope the makers of the
Hardball series can salvage the legacy they created.