PC GAMER (US)

BASES RELOADED

Franchise Mode gives SUPER MEGA BASEBALL 3 a deep, multi-season bench.

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Third baseman Bobby Bashe steps into the box, tapping home plate with the tip of his bat hard enough to make the camera shake. All season long, Bashe has been my best base-stealer (despite his chunky body) and one of the league’s leading home run hitters, capable of turning a close game into a rout with one big swing. I don’t know what I’d do without him on my roster, but I’m about to find out—this is the last game of his career.

The managerial aspects of the Super Mega Baseball series have always been a bit weak, but the outstandin­g new franchise mode in Super Mega Baseball 3 lets you tinker with your roster over multiple seasons, wrestle with a salary cap, and presents you with far more situationa­l decisions during individual games, as well as players like Bashe, who I’ll get to. Combined with several new on-field systems, Super Mega Baseball 3 has added lots of depth and careful decision-making both on and off the field, while still preserving the arcade fun of the earlier games.

You can’t trade directly with other teams in franchise mode, but you can sign free agents, kick players off your team, and best of all, develop your players’ skills and attributes over time. During the offseason, young players join the league and older veterans leave it—which is how I lose Bobby Bashe. At the end of my season he just straight-up retires at age 38, done with baseball for good. While that’s a major bummer for me, at least now I get the fun of hunting through free-agency for his replacemen­t with the $7.5 million his retirement frees up.

After each game in franchise mode you’re shown a handful of players eligible for developmen­t, and you can spend cash to tinker with their skills: Add a few points of hitting power, for example, or give a pitcher a bit more accuracy or velocity, sometimes at the cost of losing a few points from another skill. There’s also a small chance a player will develop a situationa­l trait during developmen­t. Traits can be good, like increasing the chance of contact when batting against left-handed pitchers, or bad, like a pitcher losing a bit of accuracy when they fall behind in the count. These attributes are small tweaks to a player’s abilities in specific situations, but they make a big impact on the managerial side of things.

HOME RUN

Player developmen­t also goes a long way toward giving your team some continuity and personalit­y. I signed a 20-year-old starting pitcher, Ned Cummings, to my custom team, The Owlbears. He was a real rookie, tagged with a C-rating, little velocity to his pitches, and not much accuracy. But over the season I’ve spent some cash to improve his arm a few times. He’s now a C+ player, which still isn’t great—but I plan to keep developing Ned and someday maybe he’ll be a star. The dream of taking a ragtag collection of marginally talented players and developing them into contenders, just like in the movies, is real in SMB3.

The on-field baseball sim has developed and deepened as well. It’s even more lively than in previous games thanks to the addition of wild pitches, passed balls, and dropped third strikes. In an average game there are more surprises and sudden scrambles for the ball, and a more robust base-stealing and pickoff system keeps me eyeing the baserunner­s instead of only focusing on the batter while I’m on the mound. And once again everything in SMB3 is customisab­le, right down to uniforms and the team logo.

Super Mega Baseball 3 is the series at its best. The on-field baseball sim is livelier than ever, and player developmen­t, attributes, and free agency gives you some real managerial decisions to make both on the field, over the course of a season or seasons, and even during the offseason. SMB3 may superficia­lly look about the same as SMB2, but it’s a whole new ballgame.

There’s also a small chance a player will develop a situationa­l trait

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