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The Sports Desk – The MLB The Show 17 Road To The Show Rundown

MLB the Show 17 is almost out (March 28), and developer San Diego Studio has been saving some tantalizing new details about this year's Road to the Show mode until the end. This year gamers make important decisions for their created player through dialog interactions with GMs, advisors, coaches, and the media in new locations such as the team clubhouse and lockerroom. This journey from the minors to The Show is called Pave Your Path, and even has narration to give it some context and gravitas.

This week's Sports Desk not only discusses Pave Your Path, but also new details about Franchise mode, and includes a conversation with San Diego Studio community manager and game designer, Ramone Russell. Brian Shea and I grill Russell about Road to the Show, Franchise mode's player quirks, and much more in a special Sports Desk video.

During a recent Twitch livestream, the crew at San Diego Studio showed examples of some of the different conversations players encounter and the consequences they create. One such important moment takes place after you're drafted and you're talking to your new GM. Throw around some attitude, and the GM may reconsider not only drafting you, but refuse to sign you. This means you may go back to a junior college for a year, get older, and possibly affecting your standing in next year's draft. On the flip side, you'll end up with a new organization and some training points earned in the interim.

Apart from the different places Pave Your Path can take you, there are no blind alleys. In the livestream the team showed off a situation where their Road to the Show player had pissed off the brass with his general bad attitude, but after some conciliatory talk and the intervention of the players' college coach, the player was back on the opening day roster. However, this wasn't before he had a sitdown with the team manager, and it was clear the team was going to keep an eye on him. Some situations in the mode are more passive but just as important. A rousing speech by the manager, for example, may give your RTS player a double XP boost for that day.

Not to be left out, the game's Franchise mode (offline) also has a big addition of its own: player quirks. Quirks are player labels that not only let gamers know what he's capable of, but some of them even effect that player's PCI (plate coverage indicator), giving them a little bigger sweet spot. There are 20+ quirks in the game, such as Breaking Ball Hitter, Fighter (the player plays better in the ninth inning and beyond), Platoon (the player excels against a particular handed pitcher), Knee Buckler (that pitcher has a good breaking ball), Control Artist (this pitcher can limit his walks), and more. Some quirks turn on/off based on that player reaching certain attribute thresholds, but others have been applied directly by the development team.

Between Franchise mode's quirks and Road to the Show's Pave Your Path, this year's MLB the Show has some tentpole features that should elevate the game and make it stand out.

For more on MLB the Show 17 – including gameplay details and more on Franchise mode's quick manage and critical situations features – check out our Franchise mode tour with Shea and Ramone Russell, as well as this previous Sports Desk entry.

We Discuss MLB The Show 17's Road to the Show and Much More With Game Designer Ramone Russell

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Missed some of the previous Sports Desk entries? Take a look at the past installments via our Hub page by clicking on the banner below.

Have a suggestion or comment? Put it in the comments section below, send me an email, or reach me on twitter at @mattkato.

 

MUTANT FOOTBALL LEAGUE SNEAK PEEK CODES

Last Sports Desk featured an early look at Mutant Football League, and we were fortunate to have some codes for a sneak peek look via Steam of an early slice of the title. Those codes have gone out to a few random, lucky commenters, and I've sent those out via the Game Informer profile conversation system. So check the "Conversation" tab at the very top of the page at your login profile to see if you're one of the recipients.

Thanks for visiting and commenting! 

 

THE TICKER
A quick rundown of some of the sports news from the week.

Take a Look At Super Mega Baseball's Extensive Customization Features 
For more on the game, be sure to check out our previous Sports Desk coverage.

The Golf Club VR Review – Searching For That Perfect Swing 

www.GameInformer.com – The Feed

The Sports Desk – The MLB The Show 17 Road To The Show Rundown

MLB the Show 17 is almost out (March 28), and developer San Diego Studio has been saving some tantalizing new details about this year's Road to the Show mode until the end. This year gamers make important decisions for their created player through dialog interactions with GMs, advisors, coaches, and the media in new locations such as the team clubhouse and lockerroom. This journey from the minors to The Show is called Pave Your Path, and even has narration to give it some context and gravitas.

This week's Sports Desk not only discusses Pave Your Path, but also new details about Franchise mode, and includes a conversation with San Diego Studio community manager and game designer, Ramone Russell. Brian Shea and I grill Russell about Road to the Show, Franchise mode's player quirks, and much more in a special Sports Desk video.

During a recent Twitch livestream, the crew at San Diego Studio showed examples of some of the different conversations players encounter and the consequences they create. One such important moment takes place after you're drafted and you're talking to your new GM. Throw around some attitude, and the GM may reconsider not only drafting you, but refuse to sign you. This means you may go back to a junior college for a year, get older, and possibly affecting your standing in next year's draft. On the flip side, you'll end up with a new organization and some training points earned in the interim.

Apart from the different places Pave Your Path can take you, there are no blind alleys. In the livestream the team showed off a situation where their Road to the Show player had pissed off the brass with his general bad attitude, but after some conciliatory talk and the intervention of the players' college coach, the player was back on the opening day roster. However, this wasn't before he had a sitdown with the team manager, and it was clear the team was going to keep an eye on him. Some situations in the mode are more passive but just as important. A rousing speech by the manager, for example, may give your RTS player a double XP boost for that day.

Not to be left out, the game's Franchise mode (offline) also has a big addition of its own: player quirks. Quirks are player labels that not only let gamers know what he's capable of, but some of them even effect that player's PCI (plate coverage indicator), giving them a little bigger sweet spot. There are 20+ quirks in the game, such as Breaking Ball Hitter, Fighter (the player plays better in the ninth inning and beyond), Platoon (the player excels against a particular handed pitcher), Knee Buckler (that pitcher has a good breaking ball), Control Artist (this pitcher can limit his walks), and more. Some quirks turn on/off based on that player reaching certain attribute thresholds, but others have been applied directly by the development team.

Between Franchise mode's quirks and Road to the Show's Pave Your Path, this year's MLB the Show has some tentpole features that should elevate the game and make it stand out.

For more on MLB the Show 17 – including gameplay details and more on Franchise mode's quick manage and critical situations features – check out our Franchise mode tour with Shea and Ramone Russell, as well as this previous Sports Desk entry.

We Discuss MLB The Show 17's Road to the Show and Much More With Game Designer Ramone Russell

(Please visit the site to view this media)

Missed some of the previous Sports Desk entries? Take a look at the past installments via our Hub page by clicking on the banner below.

Have a suggestion or comment? Put it in the comments section below, send me an email, or reach me on twitter at @mattkato.

 

MUTANT FOOTBALL LEAGUE SNEAK PEEK CODES

Last Sports Desk featured an early look at Mutant Football League, and we were fortunate to have some codes for a sneak peek look via Steam of an early slice of the title. Those codes have gone out to a few random, lucky commenters, and I've sent those out via the Game Informer profile conversation system. So check the "Conversation" tab at the very top of the page at your login profile to see if you're one of the recipients.

Thanks for visiting and commenting! 

 

THE TICKER
A quick rundown of some of the sports news from the week.

Take a Look At Super Mega Baseball's Extensive Customization Features 
For more on the game, be sure to check out our previous Sports Desk coverage.

The Golf Club VR Review – Searching For That Perfect Swing 

www.GameInformer.com – The Feed

GI Show – Ghost Recon, Mass Effect, Zelda Developer Roundtable

It's a big week for The Game Informer Show, as we try to wrap our minds around some massive new games. First up, Matt Bertz talks about playing a ton of Tom Clancy's Ghost Recon Wildlands alongside Andrew Reiner and Jeff Marchiafava. Then we're joined by Suriel Vazquez to talk about playing Mass Effect Andromeda with Andrew Reiner and how the game's first couple of hours are stacking up in anticipation of our upcoming GI Game Club. After that, Dan Tack talks about his Bostonian adventures and the highlights of PAX before weighing in on how the card game The Elder Scrolls Legends turned out.

After some great community emails, we get a new perspective on The Legend of Zelda: Breath of the Wild thanks to a talented group of developers. We're joined by BioShock's Ken Levine from Ghost Story Games, The Walking Dead and Firewatch's Jake Rodkin (also from Idle Thumbs and Important If True), ArenaNet's Aaron Linde, and Galak-Z's Jake Kazdal from 17-Bit to share their insight into Nintendo's monumental feat with the latest Zelda game.

You can watch the video below, subscribe and listen to the audio on iTunes or Google Play, or listen to episode 339 on SoundCloud. Also, be sure to send your questions to [email protected] for a chance to have them answered on the show and win a prize by becoming Email of the Week!

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Our thanks to the talented Super Marcato Bros. for The Game Informer Show's intro song. You can hear more of their original tunes and awesome video game music podcast at their website.

To jump to a particular point in the discussion, check out the time stamps below…

3:20 – Tom Clancy's Ghost Recon Wildlands
18:45 – Mass Effect Andromeda impressions
34:40 – Quake Champions
39:40 – PAX's best indie games (Kingsway)
45:55 – The Elder Scrolls Legends
49:35 – Community emails
1:27:55 – Breath of the Wild developer roundtable 

www.GameInformer.com – The Feed

Early Zelda: Breath Of The Wild Concepts Show Link Without An Arm, Minish People, And More

This morning, Nintendo released a three-part, behind-the-scenes video series discussing the development of The Legend of Zelda: Breath of the Wild. Many of the details of the documentary were covered during Nintendo's GDC panel, like early ideas revolving around aliens, but there are a number of new details, as well as better looks at the game's early concept art.

The videos feature interviews with director Hidemaro Fujibayashi, technical director Takuhiro Dohta, art director Satoru Takizawa, sound director Hajime Wakai, and Zelda series producer Eiju Aonuma.

Development for the game truly began in the beginning of 2013 and the goal from the beginning was to break the conventions of the Zelda series. It was the team's motto. This is where the early ideas of alien invasion started, as well as the gif seen at the bottom of this page featuring Link outrunning explosions across a war-torn battlefield. Later in development, the team would take off a full week at a time to playtest the game. It's an atypical practice to devote so much time to playtesting, and it was one of many factors that contributed to the game's delays.

The video also offers a better look at Nintendo's internal 2D Zelda engine the team used to conceptualize concepts.

The game's art director also revealed that the general art design of the assorted Shiekah technology was inspired by the Jōmon period of Japanese history, which Takizawa says is an era few are familiar with.

Link and Ganon's designs were pretty straightforward, though some early concept ideas for Link show an older soldier missing an arm who can apparently change his arm to different weapons, like a cannon for shooting bombs.

Fujibayashi says Zelda was particularly difficult for the team to design and they were making changes up to the last second. They really wanted her to have a range of emotions. As an aside, Fujibayashi mentioned that in Skyward Sword, Link and Zelda could be seen as lovers, but here their relationship is more ambiguous.

Another last-second change is related to the game's boss character, the Hinox. You can actually see it is colored differently in some of the game's final trailers than it is in the final game.

The Guardians, Breath of the Wild's iconic and powerful octopus-like robots, have surprising beginnings. The team recalled playing the original Zelda and how large and imposing they felt, and they wanted to bring that type of enemy back for the new Zelda. Aonuma admitted, however, that he did not expect them to shoot lasers.

In terms of the enemies, Wakai also mentioned struggling with what sort of horn the bokoblins should use, saying that early on they experimented with them blowing a french horn to alert their peers, but someone on staff brought in a horn-shaped horn and its sound is the one that actually ended up in the game.

An abandoned concept for the game included small villages with Minish-like people. Fujibayashi expressed regret at not being able to include the concept in the final game.

According to Fujibayash, the game's size (which is 12 times the size of Twilight Princess' Hyrule) was based heavily on Nintendo's home city, Kyoto.

The sound design of the game focused more on the ambient noises of the world, with the music being more subtle and piano-focused. Wakai was nervous about making the score so piano-heavy, as Zelda orchestration has never relied on piano in the past.

For more on The Legend of Zelda: Breath of the Wild, you can find our review here. You can also click the banner below to access our month of bonus coverage from our cover story.

www.GameInformer.com – The Feed

GDC wraps up another great show and announces 2018 dates

After another fantastic show, conference officials confirm GDC and VRDC will be returning to the Moscone Center in San Francisco from Monday, March 19 to Friday, March 23, 2018! …


Gamasutra News

GI Show – Uncharted: The Lost Legacy Impressions, Nier, Zelda Roundtable

Welcome back to another episode of The Game Informer Show! On this week's podcast, Kimberley Wallace Elise Favis share new impressions of visiting Naughty Dog and checking out Uncharted: The Lost Legacy for our new cover story. Then we're joined by Javy Gwaltney to break down Middle-earth: Shadow of War and the rest of GDC 2017 experience. After that, Brian Shea explains the Nintendo Switch's Super Bomberman R and Joe Juba tells us why Nier: Automata is worth a look. After some great community emails, we have a six-person roundtable to discuss the first few hours of The Legend of Zelda: Breath of the Wild. We swap stories of our unique experiences in the beginning of the game and see how each of us fared with the various puzzles.

You can watch the video below, subscribe and listen to the audio on iTunes or Google Play, or listen to episode 338 on SoundCloud. Also, be sure to send your questions to [email protected] for a chance to have them answered on the show and win a prize by becoming Email of the Week!

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Our thanks to the talented Super Marcato Bros. for The Game Informer Show's intro song. You can hear more of their original tunes and awesome video game music podcast at their website.

To jump to a particular point in the discussion, check out the time stamps below…

1:40 – Uncharted: The Lost Legacy
12:50 – GDC 2017
34:18 – Super Bomberman R
40:40 – Nier: Automata
53:33 - Community emails
1:36:11 – Zelda: Breath of the Wild roundtable

www.GameInformer.com – The Feed

Capybara Partners With Cartoon Network For Video Game Based On New Show OK K.O! Let’s Be Heroes

Capybara, known for games like Super Time Force, Superbrothers: Sword & Sworcery EP, and the in-limbo Below, is partnering with Cartoon Network to develop a game based on a new(ish) show called OK K.O! Let's Be Heroes.

You can find screenshots from the game throughout this post, but immediately below, you will find the series' intro.

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The universe has existed as a series of shorts on Cartoon Network's YouTube page as well as a mobile game called OK K.O! Lakewood Plaza Turbo for some time, but is now becoming a full show premiering this summer and a larger game. It's unclear when the game will be be releasing.

The show, and coincidentally the game, follows a character named K.O., "an endlessly optimistic kid attempting to level up to be the best he can be in a dynamic universe of friends and challenging foes." The accompanying game will be a brawler with RPG elements.

 

Our Take
Nice to see a collaboration like this starting at the show's inception. Hopefully it leads to a better video game tie-in.

www.GameInformer.com – The Feed

A Video Tour Of MLB The Show 17′s Franchise Mode

MLB The Show 17 has been the only triple-A baseball simulation in town for several years now, but that doesn't mean the development team is getting complacent. In addition to new additions to Diamond Dynasty and Road to the Show, Sony San Diego Studio is adding Retro Mode, a nostalgic exhibition experience that recalls games from the early '90s. One mainstay mode that's receiving several new features in MLB The Show 17 is franchise mode.

Join Game Informer's Brian Shea and Sony San Diego Studio's Ramone Russell as they take a quick tour of franchise mode. 

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MLB The Show 17 hits PlayStation 4 on March 28. For more, check out Matt Kato's Sports Desk column dedicated to the game, as well as our discussion of Retro Mode on a recent episode of The Game Informer Show.

www.GameInformer.com – The Feed

One Life Left x GDC podcast: the cracks begin to show

Another day, another podcast—the One Life Left and Gamasutra crews team up for another day of great interviews. …


Gamasutra News

GI Show – Breath Of The Wild, Torment, Josh Holmes Interview

Welcome back to another episode of The Game Informer Show! On this week's podcast, Kyle Hilliard and Ben Reeves join us to finally rave about The Legend of Zelda: Breath of the Wild. There's a lot of swapping editors around in this episode, so after Zelda we're joined by Jeff Cork and Jeff Marchiafava to talk about the shallow pool that is 1-2-Switch, and Suriel Vazquez and Matt Miller drop in to explain why the setting and writing for Torment: Tides of Numenera make it a wildly unique RPG. After some great community emails, we're joined by Josh Holmes of Midwinter Entertainment to talk about leaving the Halo series and 343 behind to found a new independent studio.

You can watch the video below, subscribe and listen to the audio on iTunes or Google Play, or listen to episode 337 on SoundCloud. Also, be sure to send your questions to [email protected] for a chance to have them answered on the show and win a prize by becoming Email of the Week!

(Please visit the site to view this media)

Our thanks to the talented Super Marcato Bros. for The Game Informer Show's intro song. You can hear more of their original tunes and awesome video game music podcast at their website.

To jump to a particular point in the discussion, check out the time stamps below…

2:35 – The Legend of Zelda: Breath of the Wild
30:00 – 1-2-Switch
44:40 – Torment: Tides of Numenera
1:04:00 – Community emails
1:36:30 – Josh Holmes from Midwinter Entertainment
 

www.GameInformer.com – The Feed