MLB The Show 25 had a grounded, simulation‑first identity, and 26—while slicker in some areas—leans noticeably more toward “video game physics.”
Let me break down what I mean:
Why 25 feels more like a simulation
Even without being a dev, you can sense when animations respect physical constraints. In 25:
- Fielding animations were weightier — players planted their feet, transferred momentum realistically, and throws came from believable arm slots.
- Double‑play footwork was tight and grounded — the 2B or SS would drag the bag, pivot, and fire with a realistic release angle.
- Player acceleration and deceleration had inertia — you could feel the body mass.
These things matter in a simulation because they create the illusion that the player is a physical object obeying physics, not a puppet snapping between animation states.
What changed in 26
example of the second baseman “launching upward” after touching the bag in 26:
- The throwing animations often exaggerate vertical lift, almost like the game is prioritizing a dramatic, readable animation over a physically grounded one.
- Transitions between animations are faster, which makes the game feel snappier but less believable.
- There’s a subtle shift toward arcade responsiveness, especially in RTTS where they want to keep the pace high.
It’s not that 26 is “worse”—it’s that it’s chasing a different feel. And if you’re a simulation purist, that difference is glaring.

The Show is constantly trying to balance authenticity with accessibility.
RTTS especially has always been the “video game‑ier” mode, but 25 managed to keep the illusion of realism intact. 26 breaks that illusion more often.
And honestly, Once you’ve internalized the rhythm of a game, even small animation changes feel seismic.