NBA Fastbreak '98
Review from the Net
NBA Fastbreak 98 With so many similar sports video games being released today, it becomes difficult to determine which one deserves the crown. It only makes sense therefore to focus reviews more upon how a game (in this case NBA Fastbreak 98) sets itself apart from other video games of the same genre. Let me start by saying that NBA Fastbreak 98 is the best basketball video game available. What makes this game unique is its variety of natural-looking NBA athletic moves including driving to the basket, side stepping, running backwards, etc. The game also allows great control and it is easy to execute these spectacular moves. In addition, it uses real basketball coaching strategy to compete, superbly accurate stats, has an extensive playbook, several useful game views, and an exciting player introduction! Furthermore, characters look and perform like their real life counterparts! The one area that could have really set this game apart is better environment sounds. Nonetheless, the game does convey the feeling of actually playing in a real NBA game. While a rookie at simulation basketball, Fastbreak plays like an All Star veteran. -Graphics The graphics are stunning! One of the most impressive features of the game is its smooth and authentic motion capturing of real NBA athletic moves. Even little things such as point guards raising one hand to call plays, left handed shooters, and players limping when injured or slumping when tired are included to enhance the game. All these features combined are what help set this game apart. Unfortunately, the crowd graphics are very poor. -Realism This is the only game which showcases the impressive signature moves, dunks, and drives to the basket of All Star NBA players. The game also includes many NBA rules as well as basketball fundamentals. For example, players constantly move around attempting to get into their respective positions or set picks as plays are called. Ball movement by the CPU is also done very well to get men open. Each team further has team specific play sets used by their real life counterparts. Adding to coaching strategy, users have the ability to adjust game tempo on offense and pressure on defense. Realistic ball physics such as overthrown passes, overshooting, or undershooting the basket can be noticed as well. Turning to stats, player performances and ratings are actually based on the 96-97 NBA season. A forty eight minute game yields realistic team and player stats. Work has to be done however on CPU play calling during the final one minute of play. When on offense and leading, instead of spreading the court and running the clock out, the CPU attempts to move the ball up court and score as usual. When on offense and behind, the CPU does not hurry shots in order to preserve time, but instead continues to play as usual. Other than these shortcomings, the CPU adjusts well against your playcalling. -Sounds One area which needs improvement is the environment sounds. The crowd needs to elevate more in response to big plays or scoring runs by the home team. Sounds such as players colliding with the court or screaming for the ball would enhance the presence of being on the court. In addition, occasional music during key situations and a PA announcer would also add to the atmosphere. -Camera Viewing the action can be accomplished from eleven different camera angles, many with autoswitch and rotation ability. Some angles also allow a dynamic perspective that zooms in when the ball is in the key. -GamePlay GamePlay is another area which really helps this game stand out. This is the only game that allows such effortless control of side stepping, setting a pick, boxing out, calling for a shot or pass, or performing an assortment of drives to the basket. Although the default gamespeed closely reflects natural motion, it can be adjusted to the user preference. The action control interfaces appear well thought out. The ability to execute a desired action such as positioning to draw an offensive foul is unmatched. Rebounding on defense can be easily done without inadvertently shooting across court to your basket. This is a frustrating problem commonly encountered by many other games. Fastbreak offers an extensive selection of plays which can be called on the fly. Switching to the player closest to ball and blocking shots from behind or side are an unfortunate weakness. Chosen plays need to be displayed on screen whenever the user has play calling set on auto. This would help users unfamiliar with a play study how it unfolds. -Presentation Just prior to game tip off, players jog out onto the court one by one as they are introduced. This is an incredible sight especially when the home team is introduced while music is playing, cameras are flashing, and the crowd begins to roar. The atmosphere is further enhanced during the game as cameras flash from the crowd as the ball is shot. Ball possession is shown using a triangular cursor that is in my opinion too bright and distracting. Text alone underneath the ball carrier seems to be all that is needed. Unlike many games, Fastbreak chose grey text to identify players with the ball. It may not be a concern to many, but in my opinion, it reduces on screen distractions encountered by many other games. -Season League leaders, team standings, and league player awards at the end of a season all appear consistent with likely outcomes. -Options Practice mode is a great way for users to perfect their skills or simply go two on two against each other. -Errors Combined two point and three point field goals plus free throw totals do not add up correctly. -Summary The Bottom Line: Although ShootOut 98 and In the Zone 98 have not been released yet, they both will need to make major changes to catch this one. When compared to the newly released NBA Live 98, Fastbreak has far smoother motion capturing and a variety of easily executed athletic moves, offering true NBA style basketball. To credit EA, Live 98 however delivers better sounds -- "NBA style". Live 98 also has a three point competition while Fastbreak has a more useful two on two game. If you want fluid authentic graphics, great control, and realism then NBA Fastbreak 98 will not disappoint! It will be very interesting to see if Sony can top this one. My Rating: 9-1/2 out of 10. Wishes for next year include one player by position of the 50 Greatest NBA Legends, team colors worn by the crowd, and players reacting in frustration after missing crucial shots. Basketball video games are by far the most realistic attempt at simulating the actions and strategy required to compete in its sport. Football still needs to experiment more with directional and distance passing controls. To date, an artificial passing system using icons is duplicated by a majority of football games. After having done such an excellent job on Fastbreak, who knows, maybe Midway will take on this challenge.
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