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Review of Triple Play 97 on PlayStation, DOS, Windows

by Gemma Looksby Gemma Looksby photo Aug 2025
Cover image of Triple Play 97 on PlayStation
Gamefings Score: 9/10
Platform: PlayStation PlayStation logo
Released: 24 Aug 2025
Genre: Sports
Developer: EA Canada; Synergistic Software (PC)
Publisher: EA Sports

Introduction

Triple Play 97 arrives wearing a mullet and a glove: it looks unapologetically of its era, but it knows how to put on a show. Released by EA Sports and developed by EA Canada (with Synergistic Software handling the PC port), this follow-up in the Triple Play series was announced at E3 1996 and hit North American shelves on August 1, 1996. The PlayStation cover proudly features Hall of Famer Tony Gwynn - a classy way to sell you a baseball game while whispering, "we made sure the batting average is respectable." Critics at the time loved it: GameSpot and IGN both threw down 9/10s, AllGame handed out four stars, and PC Gamer later crowned it the 39th-best computer game ever thanks to its immersive, day-at-the-ballpark presentation. If you grew up wanting your baseball with polish, commentary, and a side of nostalgia, Triple Play 97 probably pitched to your sweet spot.

Gameplay

Triple Play 97 plays like baseball for people who want the sport without needing to memorize every coaching manual. At its core it's fast and playable - the kind of game that doesn't make you feel like you need a PhD in joystick wizardry to swing for the fences. On first impressions the controls are forgiving, the batting feels weighty enough to reward timing, and pitching gives you a satisfying mix of risk and reward. Fielding is competent and focused on keeping the action moving, which means fewer moments of staring at a fielder while they perform interpretive dance with the ball. The presentation is where Triple Play 97 tries its hardest to impress, and mostly succeeds. Men on the microphone (the two-man commentary that PC Gamer praised) add color, context, and the occasional chuckle-worthy cliché, making each inning feel like a mini-broadcast rather than a lonely pixelated scrimmage. Crowd ambiance, scoreboards, and cutscenes between innings are treated with enough care to make the whole experience feel like more than just controller inputs - it becomes a small theatrical production that you are invited to star in. Difficulty tuning and pacing lean toward accessibility, which is a nice break from sports sims that demand pixel-perfect inputs. This is a game you can hand to a friend and start a compelling matchup within minutes. Season and exhibition vibes (plus the implied roster presentation courtesy of the MLB license) give the game some structure without bogging it down in menus. The result is addictive: it's easy to lose track of time attempting one more inning, and by the end of a session you'll either have bragging rights or a convincing argument about how the CPU "stole" that run. If Triple Play 97 has any on-field flaws, they're mostly those of the era: occasional animation stiffness, and moments where the camera choices can make it hard to judge a diving catch like you're trying to read a map at midnight. Still, these are quibbles. The gameplay loop - pitch, swing, steal, celebrate or sulk - is satisfying enough that those little issues feel more like nostalgic fingerprints than deal breakers.

Graphics

IGN was pretty generous about the visuals, and for good reason: Triple Play 97 looks sharp for a mid-90s baseball game. Players are blocky enough to remind you this is still the PlayStation generation, but the art direction leans into clarity, colorful uniforms, and clean stadium backdrops so everything on the field reads instantly. Textures and polygons don't pretend to be modern, but the faces of the crowd, scoreboard details, and uniform colors pop with a kind of confident cheerfulness. The game's visual presentation is best appreciated in motion. Animations are purposeful - not Olympic-level fluid, but clear enough that you know when you've made a great play or choked on a throw. Camera angles are broadcast-style, which helps sell the illusion of being at the ballpark. Cutscenes and the overall UI present stats and replays with a polish that was often missing from other sports titles at the time, helping immerse players in the experience rather than throwing them into a cold field of polygons. A modern player might laugh at the polygonal shoulders and chunky helmets, but the charm is real: everything is tuned to be readable and exciting. The graphical choices support the game's main goal - quick, immersive baseball - rather than showing off raw tech. That design decision paid off, and reviewers noticed: when IGN praised the graphics, they weren't just being polite - Triple Play 97 manages to look good for what it is, and it uses its visual tools to enhance the feel of the game rather than distract from it.

Conclusion

Triple Play 97 is the kind of sports game that understands its job: be fun, be accessible, and let the TV-broadcast fantasy carry the rest. Between the two-man commentary, tidy visuals, and gameplay that hooks you into "just one more inning" territory, it's no wonder critics like GameSpot and IGN scored it highly and PC Gamer went so far as to rank it among the best games of its time. For modern players digging through retro bins or dusting off an old PlayStation, this one still holds up as a warm, well-produced baseball experience. If you want a baseball sim that's more about good times and less about spreadsheet-level obsession, Triple Play 97 will gladly charge the mound for you - then hand you a hot dog and a mic so you can act like a commentator while you win.

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