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Home Run King March 15, 2002 - For GameCube owners, it seems there is All-Star Baseball 2003 and then there is everything else. Sega and developer WOW Entertainment have teamed to deliver an arcade take on America's favorite pastime in Home Run King in hopes of competing with Acclaim's simulation offering, and on some levels this new entry succeeds. Home Run King is generally fast-paced, easy to pick up and play and fairly pretty to boot, which should make it very appealing to the baseball passerby. However, the title lacks depth on just about every front, from the limited control mechanics to the lack of gameplay and management modes, and the visuals are hardly on par with other baseball offerings -- oversights that rule out the game to the hardcore audience. The Facts
Gameplay The batting / pitching interface couldn't be simpler. Different pitch types are selected by pressing in separate directions on the analog stick. Once a pitch is chosen, players have a second or two to align the ball where they'd like it thrown, and then a meter pops up that rises and falls. Pressing the A button when the meter is at its very top will throw the best pitch, and just the opposite. It's a design that's very similar to punting in a game like Madden 2002. Meanwhile, the batter can attempt to guess the pitch that is coming their way by similarly pressing into a direction on the analog stick. If the guess is right, the hitter's sweet spot will widen to reflect it and if it's wrong, the spot will dwindle. Guessing the pitch becomes part of the strategy, and even when players don't guess right they will at least know what's not coming their way, and thus are better prepared. The idea, in the end, is to align the batter's sweet spot box with the oncoming ball. At first, it's difficult to tell where the ball might be going -- there's certainly a process of familiarization involved, but like with so many games, once players realize what it is they need to do, executing on it becomes significantly easier. Though not nearly as intuitive as in other games, the interface works well enough. When players connect with a ball, they feel it, and indeed it's easier to slam one out than it is in the much more difficult ASB 2003 as this is clearly a batter's game. But there are some annoyances mixed in with the simplified setup. First, there's no way to direct the angle of the hit -- players can only swing and hope the ball goes where they want it to. Second, the time between pitches is downright frustrating -- longer than most simulation baseball titles, and there is no option to speed it up. This is also an apparent problem with the opening cinematics -- they drag on forever. Unlike Sega's World Series Baseball 2K1, a relative disaster in playability, fielding can be fully controlled by the player (or not, depending on preference) in Home Run King. Outfielders move quickly and swiftly, diving is intuitive mapped to the A button and functions good and proper, and throwing a player out is as simple as pressing toward the direction of the base and the A button. It should be noted that some rather improbable plays in reality are in fact quite possible in the game -- a double play, for example, from a pop-up to far-left field. But hey, it's arcade fun. Finally, running the bases is as simple as using the L and R triggers respectively. All of this works hassle-free and smoothly. The Player Create mode is useful, but not extraordinary. It serves up a pint-sized selection of different face-maps, along with several different facial styles, skin colors, body types, and such clothing and gear as long-sleeves colors, gloves, and baseball bats. Like much of the rest of the game, it gets the job done, but it's terribly deep. Graphics There are other welcomed additions too. The particle effects are up to par -- dust kicks up from slides, and when a ball is hit in the rain players will notice that water splashes from the field with its impact. It looks very soggy, just like the real deal. There are also some cinematic camera angles that work very well to highlight the play. The environments, on the other hand, could use some work. The fields always look a little too bright or a little too dark in color, the backgrounds are poorly constructed with blurry textures and the crowds are perhaps the worst we've seen in many, many months -- 2D-sprites and horrendously animated, they look like something from two generations ago. And for some odd reason, Sega has chosen to forego any real filtering, including mip-mapping, and as a result everything in the background as an edgy, jaggy appearance about it -- not especially pretty. Further, the camera occasionally shoots the action from baffling angles, which can be disorienting and close-up shots always seem to be jittery, as if conflicting with an invisible wall. At least all of this -- good and bad, runs in progressive scan mode for televisions that support it, though. We definitely commend Sega for taking the initiative to make its software compatible for the high-end player. Sound created by da biszy |