MLB 2k10 is a better game. MLB 2k11 is too broken to be considered a good game.

User Rating: 4.5 | Major League Baseball 2K11 X360
If theres anything that bothers me about new video games, it's when the old game is better than the new one. This especially bothers me when, not only are new features bad, but things from the old installment of the game that worked fine, no longer work properly. (This has been a problem since MLB 2k8, when rain delays, ejections, arguments, and pretty much all player models and animations were removed from 2k7 to 2k8.) For example, pitching in MLB 2k10 worked fine. Now, in 2k11 no pitches go where they are aimed, regardless of the pitch meter. Even perfect pitches go nowhere close to their intended spot. The other huge area where this is noticeable is the base-running. There was absolutely nothing wrong with the base-running mechanics in 2k10. In fact, it was one of the only video games I have played that didn't have a 2-3 second lag when runners were told to turn around. Well, guess what 2k decided to add in 2k11... a 2-3 second lag when runners turn around. Also, there seems to be some sort of glitch with rounding bases because of this. In 2k10, it was easy to round the base and immediately turn around. In 2k11, when I stuttered at 3rd on a deep hit to the outfield, my runner actually ran a third of the way back to second, and then cut across the infield to home.....
Another problem with this game is that it is way too easy to get hits. The actual difficulty of the game can be set to be harder, and games can be lost, but I've yet to play a game where the final score was less than 6-5.
When I bought this game, the real motivation behind buying it was that 2k10 lacked any real stamina or injury features. 2k11 was advertised as having a fully functional injury system and stamina that mattered, complete with pitchers having stamina that is related to an ideal number of pitches that they are allowed to throw. The idea is that if you pitch pitchers over their ideal number of pitches a lot during the year, they become prone to injury. This is indeed in the game, but means nothing. You can pitch a pitcher as long as you want (just like in 2k10) and essentially for all 162 games of the season with no penalty. At least in 2k10 you could "pretend" that players couldn't play, because the stamina rating was shown, and would drop, but it just wouldn't mean anything. In 2k11, the rating stays at 100% for the entire season. So, no more pretending that Pudge Rodriguez needs a rest when his stamina is at 67. The most frustrating thing about this is that all of this is fully functional when simulating in franchise mode, but not when you actually play the game....
Injuries have been added which is one of the two good things about this game. The only problem with them is that they happen way too often, regardless of the injury frequency setting, and they tend to happen to pitchers way too frequently as well. I played 3 straight games in which my opponents starting pitcher was injured in the first 3 innings. The injuries are fairly legitimate, meaning that when a player gets hurt, it's usually on a play that could actually cause an injury. For example, I just lost Rick Ankiel when he dove for a ball in center, and I lost a pitcher (surprise) when he slid into first. However, don't be expecting any indication that a player is hurt other than a message that says whoever it is is hurt.
The only other good feature about this game is the throwing meter. The new improved fielding and throwing meter works exactly how it is supposed to. It causes players who have low accuracy ratings to have smaller sweet spots to hit on the meter, causing them to throw poorly. This means that a player like Ian Desmond, who led the league in errors last season with 43, no longer makes perfect throws to first. Instead, he may bobble the ball, and then throw it into the dugout. Which is about right for him. On the contrary, it is very easy to throw a rope with a player like Jonny Damon, and nail a runner at home. The new fielding animations are good, but it makes it a bit tougher to turn double plays. The fielders set rather than just flipping the ball around the horn.
Now, just to be picky, attendance doesn't matter in this game. I'm not even asking for a fluctuation in attendance during franchise mode, because that is way out of 2k's league. However, its a little hard to grasp when the Florida Marlin's have a sold out stadium, including the outfield seats all around the stadium, or the Tampa Bay Rays have a full house. Also, it's a little hard to take it seriously when Nationals Park is full.
Also, ejections, rain delays, and arguments are still not in the 2k baseball games. I could even accept this if the other features were good, but they're not. So once again I find myself asking why they felt the need to remove the best features of their game from their series. Even back when EA sports made baseball games, 2k destroyed them in realism. Now several years later 2k is struggling to make a realistic baseball game.
What saddens me is that MLB 2k10 is a fairly decent baseball game. I've always said that MLB 2k10 with errors, injuries, a stamina feature that worked (and if you want to be picky, rain delays and ejections/arguments) would be the perfect baseball game. 2k succeeded at adding injuries and errors to 2k11. However, the stamina still doesn't work, the realistic feel to baseball found in the old installments of the 2k franchise is still missing, and they changed fundamental things about 2k10 that made it a fun, playable, baseball game. Bottom line, 2k11 feels broken, and is broken in many ways. It is full of glitches, and features that simply do not work, much like the "injuries on/off" button in MLB 2k10. If you have MLB 2k10, don't waste your money like I did.