The outfielders don't all have cannons for arms, and they throw the ball very realistically. Momentum, a concept absent from computer baseball games for a long time, has been modeled very nicely in High Heat 2002. Fielders don't stop on dimes when making running catches, and they generally take a few moments to gather themselves and make throws. This may be frustrating to folks accustomed to the bang-bang button mashing throwing model found in other games, as you can't count on the quick reaction that you can in other titles. High Heat 2002 is exciting because the game you see develop on the field looks and feels like the game of baseball.
Pitches look like they are supposed to look.
Batters will chase pitches outside of strike zones like they are supposed to. The way that pitcher fatigue is handled in the game isn't very accurate, but it is the only major realism flaw I can find in the product. The number of pitches that a pitcher throws doesn't determine his fatigue. The number of innings pitched determines this. AI managers will pull pitchers in the seventh inning that have only thrown 65 pitches.