Worst of all, the physical activity requires one repetitive motion on one limb--I couldn't fling balls with my other arm once I got tired, and I found no option to pause. Add in the fact that I had to pitch three times just to fire off one shot at a point, and a stage can be absolutely exhausting. McAllister has a "Fatigue" gauge, which seems oddly out of place in a game that literally fatigues the player.
Multiplayer is essentially the single-player game, but side-by-side with a second pitcher. I could help my downed partner by sacrificing some health, and join in a shared Diabolical Pitch. Other than those minor variations, it's the single-player game with all of the weaknesses that entails, even if adding another player helps temper the accuracy problems by doubling the potential number of shots.
The game offers power-ups for factors like fatigue, health, score multipliers, and new Diabolical Shots, but none of them fix what really ails the game. Its primary input method simply doesn't work consistently enough to match the challenge. It makes the experience an annoying slog, and I doubt I'd have even bothered to finish it if not for the review.
Diabolical Pitch strikes an interesting tone, and may have made a decent creepy diversion if not for the serious flaws in its control mechanism. The game has a solid conceptual foundation, but whiffs so badly on the execution that I cannot say I enjoyed it, nor can I recommend it.
McAllister's 'hit by pitch' count increases