NBA Live 97
PlayStation Review from the Net
Oh, lordy! This is NBA ShootOut with all the features we wanted from the previous year's NBA Live '96. It's what everyone fondly dreamed of last year: ShootOut-quality graphics and sound, and NBA Live '96's playability and features. It's here, everybody. It's here. This game is so comprehensive that it outdoes, easily, most every PC basketball game in completeness. I don't know where to start. I'll just tell what it doesn't have -- the kitchen sink. You think I'm kidding, but.... The gamespeed, upon viewing it for the first time at the store, seemed somewhat slow. But when I got it home, it played fast -- sorta view-dependent, the speed is; at the store, the view was really close in -- a fairly unusable view, but it's neat regardless. Lemme run down a couple of features at this point: - 44 create-player slots which are *very* dynamic -- created players have actual names and numbers on backs - fully saveable configurations, moreso than last year's - many new dunks, very well-animated ones *VERY* - huge playcalling system which is like last year's, but more dynamic - many, many more actual players in this game than in ITZ 2, including many rookies who actually have a picture (Marbury, Iverson, and so on)!!! - a menu system which I believe is the simplest and easiest of any sports game to date - extremely variable height and skin color (many shades!), as well as facial hair and body weight - polygons which don't break up at all, best I can tell, even when zooming way in, which you can do - a dynamic auto-replay *option!* and instant replay which is the best of its kind, dramatically improved over even last year's, which was quite nice - EA's sweet hot-streak flash indicator now also goes darker as player becomes more tired (they also slow down, duh) - very impressive statistics, especially in-game updates -- e.g., scoring run updates (by time or points, varies)...I kid you not! - what I feel is a superb (superior to any before it, IMO) fouling system, which is on a gradient and what you would expect in a real game, when you're in 'sim' mode -- player shooting style varies! - a Player Highlights feature which has superb audio clips of interesting accomplishments in so-and-so's career, including awards granted in High School and College (about 3 different clips per player - *very* professionally done, too) - exceptionally hi-res. graphics with notably smooth framerate! - can pick and choose which aspects of in-game coaching you wish to have control over versus be automatic -- you can pick and choose what you want and don't want control over: it's all saveable, too! - decent announcing and commentating, though sparse, as you'd expect from such a smooth looking and playing game, due to RAM limitations; players' names are announced more or less excitedly, depending on how impressive their scoring effort was (!!), and player subs. are often announced, as well as fouls; also, certain play situations are commented on, but not every time, thank god -- seems more free form that way, of course - player attributes manifest themselves in visible ways which actually make each stand out from the other, can you believe it?! - loading times are extremely short, being almost nil in-game, all the while music plays in the background (good stuff which isn't on a 2 second loop, ala ITZ2), and, somehow, background art is vibrant and photo-real - there are multiple instances of statistical milestone-referencing; this is the something which, along with all the other stuff, pushes this game into the stratosphere, making it without any even *remote* peer - I sense no 'skating', but I'm sure *someone* will -- player legs move in a way which makes them seem to cover the appropriate amount of ground - the players animate closer to human-like than I've seen in a sports game with polygonal players (or otherwise, given this level of detail) - 3 levels of difficulty, with the first one being easy enough that I could win the first game I played as the Timberwolves against the Bulls; however, the harder levels *requre* smart passing and playcall variation. My ratings for NBA Live '97: GRAPHICS: 9.5/10 *would've been 10/10 but players lack the facial uniqueness of ITZ 2's player features (but still look cleaner and more life-like, no question about it); the hi-res poly players, crowd, stadiums, and floors are the best I've seen in a basketball videogame, yet the frame rate is still as smooth as a game like PS Doom, in most views. SOUND: 9.0/10 *crisp, unfaltering (from what I've heard) voice of Vancouver's announcer! Player names called in multiple ways, depending on how impressive a player performs! Ocassional context-specific comments which seem to be a natural part of the experience PLAYABILITY: 9.5/10 *controls are responsive and varied depending on player skill (!!), and the passing game has really impressed me with its speed and execution; very intuitive to me, though I owned last year's Live '96, so this might explain my ease with it REPLAYABILITY: 9.5/10 *it's got that special feel, and I've played way to many games to mistake it -- this'll be played about 4X's as much as Madden '97, and I adore that game To those of you know how rabid I was about Madden '97, I'm impressed with this title doubly, which means that most of ya will think that it's *okay*. :-D Happy gaming! ----------------------------------------------- Rick Brown brow0130@gold.tc.umn.edu -----------------------------------------------
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