Alternate title: “The Search for the Flyin’ Hawaiian: Was It Worth It?”
Back when I discussed my early impressions of MLB The Show 22, my impressions were almost universally positive, including with the game’s primary online mode Diamond Dynasty. I had played a few matches and found the mode fun, but matches felt very one-sided, with most opponents sporting entire lineups full of diamond-rated players (and me sporting…well, Luke Maile and Luis Guillorme). With a vibrant (and high-priced) marketplace for top-tier players, the game’s M.O. seemed pretty obvious: Drive gamers to acquire better players using in-game currency, and in turn acquire in-game currency using actual currency. Microtransactions were (and are) the name of the game in modern sports titles, and I was determined not to spend a dime over the $60 I paid for the cartridge, even if it meant limping around with bronze-tier cards.
Then I discovered a special program being run by the game…and in turn, one player I really wanted to add to my squad:
I was a huge fan of Shane Victorino’s game in his heyday, and I just happened to have a massive hole in my lineup in center field (the game had given me Daulton Varsho, who was apparently actually a catcher). The bigger revelation, however, was this: The Victorino card could be earned through the special limited-time ‘Halladay and Friends’ online program, although it took 110,000 experience points to do so.
Thus, the question was raised: Could I add Victorino to my lineup at a cost of nothing but time, and would the game be fun enough to support earning 110,000 XP? I decided to spend a few days on the hard grind to find out. What I found was that the Diamond Dynasty mode was much deeper and richer than I had originally thought, with plenty of modes and rewards to keep players engaged and push them deeper into the game.
Ranked seasons are the primary draw of Diamond Dynasty, but a full 9-inning game is a long affair that doesn’t have the “one more game” magic that shorter games like Mario Kart 8 Deluxe or Splatoon 2 have. However, the game also features a whole bunch of special programs, most of which are not time-limited and most of which offer packs or specific players as rewards. The programs offer bite-size games called Moments, where you take control of a player or team to reach a simple goal (multiple hits, one home run, five strikeouts, etc.) within a small window of time (a few innings, or a game’s worth of at-bats for one player). For a relatively untrained eye like mine, this takes about 15-20 minutes at most (I thought Adam Dunn was supposed to be a power hitter!), and credits you a couple thousand experience points (or a few of whatever tokens you’re trying to earn) towards your current goal. This is where the “one more game” magic finally kicked in: You could play several of these games in quick succession, make substantial progress towards whatever player you wanted in a short amount of time, and have a ton of fun doing it!
In addition to your normal Diamond Dynasty team, you can also play Showdowns, where you draft a team from an initial set of players, then go through a series of challenges to gain players, abilities, and even progress towards a final objective, where you face down a boss character and have to beat them within a specified number of outs. (You can pull a Breath of the Wild and face the final boss immediately with your initial team, but it’s a steeper climb.) I didn’t find this mode quite as compelling between you don’t keep your team between showdowns (and you also have to pay an entry fee, although they’re not steep), but it’s another option that allows you to earn rewards that can upgrade your DD team.
Finally, one of the best things about active programs is that experience points can be earned through any mode, whether it’s related to Diamond Dynasty or not. Even if your Internet connection can’t support a full game, you can play game against the CPU using your DD team (or even an existing team roster!) and still make progress towards your goals. Making money might be the game’s main goal, but goal #2 is to keep you as engaged with the game as possible, and is willing to part with really good cards to do it.
So after five days of grinding, not only did I have my precious Victorino card, I had darn near an entire team of top players: Chase Utley, Carlos Delgado, Ryan Howard, Roy Oswalt, Cole Hamels, two players from other active programs (Babe Ruth, Bret Saberhagen), and two diamond players from the dozens of random card packs earned along the way (Ryne Sandberg, Kevin Gausman). Suddenly, I had a solid roster that could go toe-to-toe with other teams, and I hadn’t spent a cent over the game’s initial asking price.
The grinding also provided more insight into the game’s other aspects. For example:
- The graphics continued to impress and held up fairly well, but there were some moments with noticeable frame rate drops (cornfield closeups at the Field of Dreams were consistently slow), and some stadiums (*cough* Coors Field *cough*) would constantly glitch during scene transitions. Overall, however, the Switch continues to hold up well under the game’s pressure.
- Even with slowdown (and surprisingly, even in the face of online lag), the general gameplay went off without a hitch. Even if the game froze temporarily, the game still allowed you to execute at the plate and in the field without affecting the competition. As much as I’d like to blame my terrible hitting on the connection, the truth is that hitting a baseball in-game is just as hard as hitting a major-league pitch in real life (the difference between my online and offline stats is minimal, and you face harder/meta pitchers online).
In other words, I tip my hat to the Sony San Diego crew: They found a way to keep players playing without the experience wearing thin or getting old. In fact, it motivates players to seek out cards that they want, determine how to get them, and work towards earning whatever is necessary to do it. As an Orioles fan, I’m now eyeing cards for Jim Palmer, Brian Roberts, and Cal Ripken Jr., trying to figure out how to get them and diving into the modes that will make it happen. (I’m even thinking of making a DD meme team of players only named Kyle…) The game remains fun even though I’m still not very good at it, there are plenty of modes (short and long, online and offline) to keep things fresh, and there’s a path to competitive success online that doesn’t involve selling your soul for Shohei Ohtani.
So after all this rambling, is MLB The Show 22 officially worth buying? If you’re a baseball fan (and especially a longstanding baseball fan), I think you’ll find a lot to like here, and even if you want to be the best player on the planet, you can do it without significant financial investment, and while the time investment may large, you’ll still enjoy yourself along the way. Realistic sports games remain a weakness on the Switch, but games like this make me believe closing the gap with other consoles is possible, and I hope the relevant parties take the next steps to accomplish this.
As for me…honestly, I’m still having trouble pulling Maile and Guillorme out of the lineup. I mean, how can I pass up having Maile’s defense and Guillorme’s beard in the lineup? Sometimes it’s just about winning with you people you want on your squad, whether or not they’re considered any good.