The increased shift towards community involvement and interaction have paid dividends for several of the upcoming EA Sports titles. The first real development towards this was with the early community event for NBA Live last year. After proving to be a success it has led to events around games such as NCAA Football, Madden, and NHL where feedback could be taken early enough to be considered and acted upon. Now for a second straight year the NBA Live 09 community event offered the same opportunity at the same time.
Once again to preface everything to come this event takes place while the game is still very much in the development process. At this point it is normal to find bugs and tuning issues. What is great though is that those things can be pointed out and worked on. As I did last year I plan on comparing these thoughts to the final product in order to see how much impact the event had.
If I were to sum up my feelings on NBA Live 09 following the event it would be that there are a bunch of new, very exciting and fun additions to the game. However the overall gameplay still has several underlying issues that are difficult to ignore. The encouraging thing is that most of those were potentially fixable or improvable and there was no overriding issue that seemed to obscure everything else.
While at the event I got to take in the opinions of the other community members and found myself to seemingly be the least outwardly enthusiastic in general. Statements were made by some that the game had surpassed 2K and that’s not something I’m going to come out and claim. Feature wise that seems very likely however gameplay is always going to be subjective and certainly it was too rough to make that judgment already. On the other end of things I did leave extremely excited about Online Team Play, the NBA Academy, Pick & Roll Control, Lockdown Defense, and enhanced EASW video uploading options.
Of course much of the discussion around the game will have to do with the “ground-breaking” feature that is set to be announced until E3. Obviously I can’t speak to this feature, however I will say that literally two hours were spent explaining and displaying it. It is very much targeted to the hardcore crowd but should also have appeal for everyone else. Once this is officially announced we’ll be able to discuss the feature in greater detail than will be made available through the announcement or any media sites and I’ll be able to give my personal thoughts on it. I have also been asked to hold back on anything related to online play, which gutted what I could present for this initial hands-on report.
The NBA Academy was probably the area I was surprised most by how much I enjoyed and appreciated it. They originally had a list of 80+ possible scenarios to practice however could only get so many in. One that is lacking which would’ve really been helpful is free throw practice considering they changed the system this year. However I found great use for drills such as fast breaks since you’ve never really been able to practice those in the past. That should reflect directly in game situations now once you get comfortable with them. Others that I got into were pick & rolls, rebounding, and full five on five practice (which can include your own first team vs second team which is great for dynasty).
The Pick & Roll Control works really well and gives you an extra sense of control over the action. When you call for the pick a player automatically comes up to set it. This is supposed to be based off ratings and positioning on the court however it seemed like many times a player not well suited to be setting a pick would do it. The longer you hold in the button the different action the pick man will take. Let go quick and he’ll cut to the basket, hold it in longer and he’ll pop out for a jump shot. The meter that you can judge the timing off of wasn’t displaying correctly which made it more difficult to do what you wanted, but it was easy to tell this will be a popular feature.
Lockdown defense is pretty simple, you just body up on your man. It doesn’t necessarily lock you in though as you’ll have to react still to whatever move the offensive player makes. It makes it somewhat of a game within a game and definitely made playing defense more fun and gave the feeling that you can affect what happens much more than in the past.
Game presentation is very similar to last year. Starting lineup announcements are different and the game loads from the practice gym followed by a locker room fly through. The halftime and timeout cut scenes have not changed and post-game has the same highlight reel. On a positive note the Tip-Off is all new, displayed at a low closer upward angle. The default broadcast camera angle is a pulled a little farther out than last year and is slightly angled which was nice. I’m not sure I cared all that much for the spectators standing most of the time in the front row at the bottom of the screen though.
In a very welcome change the free throw system has an old-school feel to it. Gone is the right stick use which was a next-gen addition that never really worked well. Last year all I did was hit B to shoot it at the percentage of the player. Now there is a line displayed on the backboard with a sliver of white where you want to release the button. Hold it down and it’ll move to the right at a speed relative to the player’s free throw percentage and to a white area relative to it as well. From what I heard it was extremely difficult to make free throws with Shaq. Overall it seemed to be a fair system that produced realistic results and it was a relief to have a new system in place.
I speculated when a Superstar mode was stated to not be in but then Be a Pro was revealed with absolutely no specifics that it may turn out to be a one game experience and it is. That was somewhat disappointing but at the same time that’s what I expected. Everything from the camera angle to the success meter are the same as used in Online Team Play. It could almost be seen as a single player practice mode for OTP more than anything else.
As promised last year the FIBA mode has been expanded to 24 teams with the official rules and trapezoidal lane. The list of teams includes USA, Russia, Spain, Lithuania, Greece, Argentina, Slovenia, France, Turkey, Serbia, Germany, Italy, Croatia, Puerto Rico, Brazil, Iran, England, Australia. Somehow I missed noting six of the teams.
I really liked the quick play call with Y, and that the plays are listed with the name of the player it is called for. So I might hit Y and it would be “Durant Get Open”. Basically it would call a play for you and as soon as that player’s icon lights up you would want to pass it to him. What I appreciate about this is that I’ve always been distracted pulling up the plays and reading them. While doing that I’m not paying attention to the action on the court. Now I can run a play and immediately recognize what is happening.
The Hot Spots are represented better on the court. No longer is the court filled with colored sections when it is displayed. Instead the sections are “outlined” with the color. Much more visually appealing and less distracting.
A big issue I had last year was using one button to do two commands…alley-oops and direct icon passing. That has been addressed this year with the icon passing being the dedicated RB and alley-oops requiring the RB held in and a push up on the right stick. It felt pretty good to do but took some time to get used to.
Dunks are all new and very much improved. What we were told is that dunks used to be based on what the dunk contest did which was three separate motions and that just didn’t flow well together in games. Now though they are one full animation and look much more natural.
EA Sports World will offer the opportunity for video highlight and screenshot uploading. But the video uploading is better than has been for other games as you’ll have editing options such as being able to change the cameras (including a floating camera you can use to shoot from anywhere you want) and change the speeds. By placing markers in different places you can go through several cameras and speeds. The videos can run up to 25 seconds. Plus they’ll finally have sound!
Here is a list of areas that I had issues with. I discussed them with some of the producers at the event and passed them along immediately following the end of it. Considering the restricted amount of time we had with the game it results in various pros and cons. As a positive if I notice something after only a few hours than I feel adjustments may be necessary. Frustrations would only increase in magnitude the more the game is played. In addition to that if I identify something that quickly I suspect most others would too. On the downside you don’t get the opportunity to find all the problems and can’t be sure that you didn’t just experience an anomaly. The biggest thing for me was the poor passing and a feeling of not being control of the action at all times.
Feel free to comment with your thoughts, and if you have any questions or would like clarification please visit this forum thread where it will be easier for me to interact. Not nearly everything I learned about the game is covered in this writeup. Just know that I can not address anything online related or the huge feature that is waiting on the announcement. After a few days I will compile the information that comes out of that forum thread for an additional article.