So it appeared that EA Sports only needed to make a minor adjustment to create the closest thing to NBA hoops perfection ever seen on the PlayStation. Basketball fans were ready for Live 2000 to be the equivalent of Michael Jordan leaping from the foul line and gliding in the air for a thunderous slam dunk.
Well, Jordan is back in video-game basketball in NBA Live 2000. That’s big news. But a few major gameplay flaws make NBA Live 2000 the equivalent of Jordan dribbling to the hoop and laying the ball off the glass for an easy two. Effective, but not what we expect from a superstar. NBA Live 2000 is a decent game that should have been so much better. Read on to find out why. Gameplay:
In honor of the fine author Joseph Heller, who died earlier this week, the gameplay in NBA Live 2000 is a Catch-22. It’s sort of a no-win situation. While EA Sports cleaned up the fatigue bug that wreaked havoc on NBA Live 99, a few other bugs were introduced into NBA Live 2000 that really hamper the gameplay.
These flaws are critical enough that they warrant immediate mention. First, there aren’t nearly enough fouls in NBA Live, especially at the default level. The computer-controlled team rarely fouls, even when the human player uses such foul-magnet techniques as pump fakes, stutter steps and crossover dribbles. Here are a few examples. I was fouled only once in the first six minutes of a game on the rookie level. I then played a full-length, 48-minute game between the Knicks, controlled by the computer, and the Nets, controlled by me. The Knicks were whistled for just nine fouls in a 48-minute game. That’s an absolute joke. Most NBA teams will commit between 20 and 30 fouls in a 48-minute game.
The frequency of both offensive and defensive fouls can be adjusted, but the foul totals aren’t even close to being realistic with the levels cranked to the max. For example, computer-controlled Orlando committed five fouls in a 28-minute game against my Minnesota team – with the foul levels at the max. And what’s worse, nearly every hand check by the human-controlled defender will result in a foul when the levels are turned all the way up. Hand checks are a way of life in the NBA, even with the new rules trying to combat them. So eliminating the hand check as an effective defensive tool, because the fouls must be cranked up for realism’s sake, really crimps this game’s style.
Another flaw is the offensive rebounding by the computer team. Quite simply, computer offensive players are Windex on the offensive glass, wiping it clean on many possessions. Seattle once pulled down 44 rebounds in a game against me, and 22 were offensive, even with my rebounding settings adjusted to automatically crash the boards. That’s extremely unrealistic and frustrating.
Shooting percentages also are polar, another flaw. Teams either light it up, shooting 50 percent or better, or they’re colder than International Falls, Minn., during a deep freeze. I finished some games with shooting percentages around 20 to 23 percent. That’s very unrealistic. Shooting is becoming a lost art in the NBA, but most teams still manage to shoot around 40 to 45 percent per night from the floor. The shooting percentages can be made more realistic by setting the shot control to mirror each player’s real-life shooting percentages. But that removes some of the skill from the game and makes shooting more of a statistical exercise. EA Sports should have honed the percentages better in the default, human-controlled setting. An occasional hot or cold night is acceptable. But not the polar swings that exist in NBA Live 2000.
Despite these flaws, there are favorable aspects of the gameplay in NBA Live 2000. First of all, the fatigue bug is gone. Players do tire and are substituted for fairly regularly by the computer. Subbing also can be done manually. The computer tends to wait too long to begin substitution, often not replacing any member of the starting five until about eight minutes into the game unless someone hits foul trouble. But once the substitution starts, it’s done on a regular and realistic rotation. Props to EA for listening to gamers’ constant pleas for a fix to the fatigue bug.
EA Sports also tightened the defensive artificial intelligence of the computer-controlled team. Games too often devolved into dunk fests in NBA Live 99, especially at the lower levels. While there still are plenty of dunks at the rookie level, it’s hard to drive the lane at will in the higher skill levels. That’s an appreciated improvement. Human players simply can’t nail the turbo button and coast to the hoop for a monster jam. In fact, the turbo button is used most effectively now on defense while trying to return an out-of-position player back to his correct spot.
Players also move realistically on offense and defense. On offense, power forwards and centers post up. If that’s unsuccessful, big men often will move to the top of the key to set picks even if the human player doesn’t call for one. Offensive players also will sometimes simply throw the ball away on passes, especially at the higher skill levels. The computer will find open shooters through screens and clever passing, especially at the higher skill levels. On defense, teams controlled by the human player will automatically double-team the CPU team’s stars if the automatic double-team option is activated. Defenders guarding against posted-up big men will shove their forearm into their opponent’s back, trying to push them out of the post. EA clearly paid attention to the details in its player movement AI models.
There are also a few really cool programming touches in the gameplay of NBA Live 2000. For example, I deliberately kept Jayson Williams of the Nets away from the opposing center but didn’t send Williams on a double team. He drifted around the lane, playing a loose zone. Bingo – the public-address announcer called out, “Illegal defense, New Jersey,” within about 10 seconds. I was blown away.
Another example came when I was playing with Sacramento against Seattle. I sent my point guard away from covering Seattle point man Gary Payton to double-team the shooting guard. Payton slid alone into the paint, and the shooting guard found him with a little entry pass, giving Payton an uncontested 10-foot jumper, which he nailed easily. It stinks to get burned like that, but it’s excellent programming.
Longevity:With the exception of the pitiful Supercross 2000, I could almost cut and paste the general longevity comments from all of my reviews of EA Sports games this fall into the analysis of NBA Live 2000’s longevity. Quite simply, this game is deeper than the Grand Canyon.
NBA Live 2000 features a stunning eight modes of play: Exhibition, NBA Legends, Michael Jordan One-on-One, Season, Playoffs, Three-Point Shootout, Practice and NBA Draft. There are arcade and sim styles in nearly every mode, and four skill levels in all modes. All NBA teams are offered, as well as classic all-star teams featuring players from the 1950s, 1960s, 1970s, 1980s and 1990s. Users also can create up to four custom teams. I think avid NBA fans could play this game every day until the release of NBA Live 2001 and not tire of a single mode of play.
The season mode is very rewarding and fun. There are three season lengths: Short (28 games), half (41) and full (82). All games can be simulated, allowing players to complete a full season without taking the time and abusing their thumbs and fingers through all 82 games. And statistics are prorated for all computer teams depending on the game length selected for the season. If you choose to play seven-minute quarters, the leading scorer in the league probably will average around 15 or 16 points per game. This is a nice touch that allows human players to keep a keen interest in the statistical races instead of being hopelessly behind in all categories except wins and losses because the computer’s stats are calculated over 12-minute quarters.
The draft mode allows players to choose their dream team and play general manager. But you’ll need to wade through the draft rounds while the computer teams make their picks, just like the real NBA Draft. The three-point shootout is mindless fun – target practice on the hardwood.
The NBA Legends mode is a fantastic addition to NBA Live. This allows players to create some dream matchups, such as Oscar Robertson guarding Michael Jordan or Bill Russell against Shaquille O’Neal. Great fun. And probably the most anticipated mode of this game was the Michael Jordan One-on-One, and EA Sports delivered. Any players from the NBA can be matched in a game of one-on-one on a playground court. Or human players can attempt to beat Michael Jordan. Beating Jordan unlocks a Legend player from the past.
Unlocking Legends through success against MJ is only the top of the key when it comes to the success-reward system used in NBA Live 2000. Various Legends players are unlocked for achieving certain feats, such as winning a regular game by 10 points or more. This feature will keep NBA Live 2000 fresh for many months, adding even more depth. Fantastic.
Controls:There are very few problems with the controls in this game. EA Sports has provided players with a plethora of moves for each player on the court, and that control setup is very well executed.
On offense, players can walk or run up the court, perform spin moves, crossover dribbles, fake moves, fake shots, back down toward the hoop, call for picks, perform stutter steps, throw alley-oop passes, jump, shoot and pass. Defensive players can attempt steals, hand check opponents, call for double-teams of certain players, jump and face up players they’re guarding. It’s a complete package. The circle, X, square and triangle buttons are completely mappable to different functions, and they can be programmed for independent functions on offense and defense. That’s a nice touch, especially considering 989 Sports’ Final Four 2000 always has a certain offensive and defensive function paired, regardless of which button you pick to perform those functions.
Another nice touch in the control scheme is the changing appearance of the circle or star icon under the human-controlled player. The icon pulses when the player is on a hot streak. It darkens when the player is fatigued. That’s a neat feature that provides information that could be crucial to victory. Vibration is well supported with Dual Shock controllers, as the controller will vibrate on thundering dunks or hard fouls.
I’ve seen some complaints on the Net about the menus in NBA Live 2000. I had no problem navigating them. Just press the circle button, and an icon-based menu of options appears in the left margin. The game setup menu appears right after the full-motion video start, and it’s easy to wade through. I also appreciate the random-team selection button. Sometimes it’s just plain fun to let the computer pick the teams and then play the game. The game is adjustable on nearly level, which is vital to try to combat the foul bug. Quarter length can be adjusted from two to 12 minutes in one-minute intervals. That’s very sweet. That said, it would be nice if timeouts could be called directly from the control pad like in Madden 2000 or NCAA 2000 instead of having to pause the game and hit timeout.
The statistics are very deep in this game, in all modes. My only beef is the removal of minutes played and turnovers from the player stats. It’s nice to see how many minutes your horses are logging each game and also informative and enjoyable to determine the assist-to-turnover ratio of your point guard. No biggie, but it would have been nice to see those stats stay in the game.
There are only a few shortcomings with the control setup. First, human players must release the D-pad or left analog stick and hit the X button to perform a quick, basic switch of defenders. Why must the pad or stick be released? Why can’t players simply be switched like defenders in Madden 2000 or NCAA 2000? That split-second release of the stick can allow an offensive player to drive to the hoop or get position in the paint. I never understood the use of this control scheme in NBA Live 99, and I still don’t get it now. It’s very awkward. Sure, players can switch by using icon-based switching or the cool last-man-back button, but basic switching should be cleaner.
Regarding icon player selection, the icons that hover over each player when attempting icon passing or an icon-based defensive switch are too small. They’re very hard to see and sometimes blend into the surrounding court or crowd graphics. EA Sports should borrow 989 Sports’ idea of placing the icons in white shaded boxes under the players’ feet or develop another system. Placing small icons without a background above players’ heads doesn’t work.
A very minor quibble is the speed in which the cursor scrolls through the starting lineups for each team during introductions before heading right to the center tap. It makes it very hard to see matchups and to attempt to lock one player for the entire game. Sure, these functions can be done from the options menu, but why create the extra step? Slow down the cursor or eliminate the scroll altogether and let the user determine when the center tap starts.
Graphics:This game looks great on the court from an artistic standpoint. But it needs a little refinement once that artwork is put into motion.
EA Sports revolutionized sports-gaming graphics on the PlayStation with the introduction of face-wrap technology in NBA Live 99. Players no longer had generic, two-dimensional faces. They actually looked like their real-life counterparts. That technology has been refined even further in NBA Live 2000, as players have softer, more rounded facial features with blinking eyes and moving mouths. The face-wraps aren’t quite as sophisticated or realistic as the superb Knockout Kings 2000, but they’re still excellent. Remember, the artists for Knockout Kings 2000 only had to create faces for about 40 to 50 boxers. The artists for NBA Live 2000 had to create faces for every NBA player, a tall task. They did it well. Dr. J. even has the ferocious high-rise afro in the Classic Teams mode!
Players also are scaled proportionately. I loved watching 7-foot-7 Nets backup center Georghe Muresan stand next to tiny guard Elliott Perry. It was very realistic. EA Sports also gets the details right with players, such as Bo Outlaw of the Magic wearing brown-tinted Oakley goggles. Proper light shading also lets players show surprising muscle definition on close-ups and default camera angles. Very nice. Other details include players slapping hands before the center tap to start the game, teammates reaching over to touch the shooter’s hand after the first of two free throws, substitutes wiping their feet on the mat near the scorer’s table before checking into the game, and those same subs pointing toward the player they’re replacing when entering the game. Excellent detail all the way around.
The graphics on all the home courts appear accurate, and the first few rows of each stadium include dynamic fans that move during the action. The transition between the dynamic front rows of fans and the static remainder of the crowd is stark and awkward, but props to EA for attempting to put visual life into crowds.
Now for the problems. First, there are seven camera angles, but only the default press cam and the classic cam are really effective. The other camera angles lack depth or width perception, or in the case of the Behind angle, are too choppy.
Speaking of choppy, if the graphics in this game were the surface of a lake, some whitecaps would be forming. The framerate of this game stutters a bit too much. Players dart like water spiders when spinning or performing crossover dribbles toward the hoop. It’s nothing horrid, but it’s disappointing. EA Sports has spent considerable time and effort refining the look of the game. But all of that terrific eye candy becomes somewhat moot when the flow of the game is hindered by choppy graphics. Smooth framerate should be the foundation of the graphics in every sports game. The fancy artwork can be built upon that, not vice-versa.
Sound:The sound is very mediocre in NBA Live 2000. The on-court sounds are very realistic, and the hip-hop music is catchy and infectious. But the announcing and crowd noises are surprisingly flat.
Starting with the positives, the on-court sounds are excellent. Sneakers squeak realistically as players move around the floor, and the swish of the net on made shots and clunk of the ball hitting the iron on missed shots are spot-on. Players also grunt realistically when involved in hard fouls, and sometimes players can be heard chattering such phrases as “get back on defense” or “nice block” on the court.
Sounds in the Michael Jordan One-on-One mode are superb and really contribute to the realism and immersive atmosphere. Players talk trash constantly, with such phrases as “Did I say you could shoot that?” from a defender after a block and “See ya” by an offensive player as he drives past a defender for an uncontested dunk. And the absolute best sound in the game is the shrill car alarm that sometimes shrieks in the background during one-on-one games. As a former resident of the car-alarm capital of the universe, Southern California, hearing that sound gave me evil chills.
The hip-hop soundtrack featuring tunes from Rahzel, Tzant, Naughty by Nature and Run-D.M.C. fits the urban appeal of the NBA well. I dislike hip-hop, but I found myself tapping my feet and singing along to these tunes after a while. That’s the ultimate compliment for any soundtrack, especially when the type of music isn’t your favorite. But I’m a big funk fan, so I was ecstatic that a George Clinton tune was included.
While the on-court sounds and music soundtrack are strong, the commentary by Vancouver Grizzlies play-by-play announcer Don Poier and TNT analyst Reggie Theus is weak. Poier is a bit too melodramatic, reviving his annoying cry of “Count it, baby” from NBA Live 99. In fact, his script has changed very little from NBA Live 99. It’s solid, as Poier’s commentary never lags behind the play. But his delivery is a little over the top for my tastes. Poier’s commentary falls between the brilliance of John Motson in the FIFA series – yes, I’m still fuming that EA Sports replaced Motson with the brutal Phil Schoen in FIFA 2000 – and the ridiculous melodrama and intonations of Jim Hughson in the NHL and Triple Play series.
The addition of former NBA star Theus as an analyst appeared to be promising, as one of the main audio weaknesses in previous editions of Live was the lack of a color man. Theus is a bright, interpretive analyst on television, so his insight really could have added another dimension to the sound of NBA Live 2000. Well, EA should issue an all-points bulletin for Theus. He simply is missing in action in this game. His main role in the audio is to introduce the starting lineups. Otherwise, Theus offers occasional benign comments such as “He’s really made a difference tonight.” In some quarters, Theus may talk only once or twice. Why couldn’t Theus offer more insight about each player or trends of each team? Analysts in every other EA Sports game offer such analysis. Even David Bailey in the horrid Supercross 2000 offers more insight than Theus. Such a waste by EA Sports. But there is one silver lining in Theus’ commentary. He occasionally will provide real-time statistical updates such as “Williams has just hit seven rebounds” or “Grant is the leading scorer with 14.” That’s excellent programming and a very nice touch. But it’s not nearly enough to convince me that Theus’ talent is used properly by EA Sports.
Thankfully, players don’t have to suffer through Poier and Theus. There’s an option in which players can switch to the arena announcer, who is excellent. His realistic calls sound just like the public-address announcer at a real NBA game and help make the game more of a realistic, immersive experience. I highly recommend this option.
The crowd sound is flat. The crowd simply drones throughout the game in a fashion very reminiscent of the infamous endless loop used in 989 Sports’ college and pro football games. There are occasional splashes of booing and cheering depending on the home team’s performance, but it’s nothing special. Crowd sound should include clapping along with the songs on the public address or the organ, or even such realistic arena-specific audio clips such as the howl of the Indy Racing car used at Indiana Pacers games at the Conseco Fieldhouse.
Overall:NBA Live 2000 is a good game. It’s deep, pretty and has some solid gameplay aspects. But it should have been a lot better.
EA Sports continues to tease and tempt pro basketball fans with its Live series. Just when it appears that the next incarnation of Live will be the ultimate, some game-killing or hindering bug rears its ugly head. And that’s been the case for the last few years. NBA Live 99 had the fatigue bug. NBA Live 2000 has the foul, offensive-rebound and shooting-percentage bugs.
While EA has produced a solid NBA title, the company should be held to a higher standard when it comes to pro basketball games. NBA Live is one of the flagship sports franchises of the PlayStation, one of the few sports titles entering its fifth edition. EA Sports has had more than enough time to perfect the gameplay of the Live series, but it has failed. Sports gamers can ruefully look at the nearly perfect AI of Madden 2000 – another long-running EA Sports series – and wonder why EA can’t get it right with Live. 989 Sports has had two years to hone the gameplay and graphics of its NBA Shootout series, as it never released a title last year. The time is absolutely ripe for 989 to knock the complacent NBA Live 2000 from its hoop throne. Time – and the quality of 989’s gameplay -- will only tell.
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