This is a site about Pro Yakyu (Japanese Baseball), not about who the next player to go over to MLB is. It's a community of Pro Yakyu fans who have come together to share their knowledge and opinions with the world. It's a place to follow teams and individuals playing baseball in Japan (and Asia), and to learn about Japanese (and Asian) culture through baseball.
It is my sincere hope that once you learn a bit about what we're about here that you will join the community of contributors.
Michael Westbay
(aka westbaystars)
Founder
Things I liked about Pawapuro 11:
-More high pop-ups behind home plate. I don't see many of these in Pawapuro 12.
-More high choppers in the infield. Again, I don't see many of these in Pawapuro 12. In Pawapuro 11, sometimes the ball will bounce so high that it will go over the infielder for a base hit. (Some guy on the Phillies got this sort of hit last night to continue his hitting streak.)
Things I didn't like about Pawapuro 11:
-**The pitching. This undoubtedly is the biggest improvement in Pawapuro 12.
In Pawapuro 11, as with many earlier versions, you aim your pitches with a mit cursor. This mit cursor looks like the catcher's glove and is much larger than the "pitch cursor" in Pawapuro 12.
I often felt like I wasn't truly aiming or spotting my pitches in Pawapuro 11. I would choose my pitch, try move the middle part of the catcher's glove to where I wanted the ball to go, and then pitch. The problem was, I often got the feeling that the CPU's A.I. had more of say in where my pitch wound up than I did.
For example, I'd throw sinkers high above the strike zone so that they would drop down into the top of the zone for a strike. I'd aim these pitches exactly the same, but these results I'd get were extremely varied.
**The results were so varied that they didn't just seem to reflect my particular pitcher's Control rating. The results really made it feel/seem like the CPU's A.I. was picking my spots for me just to keep the Ball-Strike Ratio and Pitch Count realistic.
I'm all for realistic stats, but NOT if gameplay or human-player control is sacrificed to achieve them.
The CPU pitchers in Pawapuro 11 also seemed to throw many more Balls. But many of these were what I would call "boring Balls." "Boring Balls" are Balls so far out of the strike zone that they are too easy to spot and simply take. There's absolutely no challenge to taking these pitches. And as the CPU throws more of them, they begin to fill the game with "dead air" or "down time."
In Pawapuro 12, by contrast, fewer Balls are truly easy to take. More Balls come much closer to being Strikes. You've got to pay full attention to nearly every pitch. And the few Balls that are easy to take are usually Mistake pitches (where the pitcher has an exclamation mark over his head).
Overall, Pawapuro 12's pitching feels more precise and is just more fun.
-Finally, the CPU's fastballs in Pawapuro 11 almost seemed TOO FAST. This problem was compounded by the fact that my batting cursor seemed to move SLOWER than it does in Pawapuro 12. Because of this, I found it much harder to win a game in Pawapuro 11 - even though I was using the exact same difficulty settings that I use in Pawapuro 12.
I hope someone finds at least some of this interesting and/or helpful.