NBA Shoot Out 97
PlayStation Review from the Net
First of all, the code: when highlighting Difficulty in Game Options, press L1, R1, L2, then R2. If it worked you'll immediately see another level of game difficulty: Super All-Star Difficulty. Now the comments about this game, which was underhyped, I thought, and which has left me pleasantly surprised: This game is a cross between ITZ2 and NBA Live '97, essentially. The players move similarly to ITZ's same, feeling more solid than NBA Live '97's players. The game physics are meatier in this same sense also: players can have balls bounced off of them and can get physically blocked in traffic by another body, unlike in NBA Live '97. The player animation is very fluid (and there seems to be a lot of it, though perhaps not as much as in NBA Live '97), similar to last year's version. However, this year the players don't have that odd gait which made the original game somewhat laughable. Dunk animations are especially impressive, just as they were last year. However, and maybe it's just me, there seem to be many more of them (the package says 7 but they seem to look a little different every time, or maybe depending on who does the dunking). Remember last year's dunks? I sure do -- they seemed to get *really* repetitive, even after a few first time viewings. Not the case with this year's dunks. Player graphics are quite nice. Player bodies look more like their real-life counterparts than in Live '97. However, the bodies do seem a little less crisp, though much more detailed, up close (you can only get close enough to notice this difference in Manual Instant Replay mode, so it must be irrelevant for gameplay purists). The jerseys look nice but lack names on the back (the names which track on the floor are more than adequate, and I'm being too picky with this). The player faces are very clean looking, with an overall quality which tops any basketball game to date ... you'll have a good taste of what I mean the first time you pan in on the The Dream or The Admiral or The Worm or The Glyde (sic). :-D The L2 Passing Icon feature is *really* easy to use, and liberatingly innovative. I really appreciate this feature in Sony Sports Interactive Studios' games ... they lead the way in dynamic gameplay these days, that's for sure. When you press L2 the four button symbols pop up above the other fours players -- just press the appropriate button and it'll go to the corresponding player. Or just pass in the traditional way, ala NBA Live '97. The Create Player feature is welcome, although it is like chewing on cardboard compared to the fruit-flavored explosion of NBA Live '97's same. Really, the same holds true of this game's entire front end: it's functional and not annoying; it's just not dynamic and user-friendly. It's a minimalist design, I'd say. Load times are minimal, noticeably so, compared to NBA Live '97: but both games have little or no in-game load time, so that's nice. Unlike NBA Live '97, this game suffers from no slowdown during in-game play. This is refreshingly noticeable after having played so much of NBA Live '97. There's *no* load time when subbing in and out, but it's also mildly cumbersome, given the tiny print at the bottom right hand corner of the screen which indicates stamina levels; NBA Live '97 uses a list feature, making subbing comparably more efficient -- but both of these games are infinitely better in this regard when compared with the horrrendously-conceived menu system of ITZ2 (Konami puts *no* stock into front end and menu options presentation, that's pretty obvious). Travelling through in-game menu options is not anywhere as intuitive as it is in NBA Live '97, but it's not very bothersome either. The overall in-game presentation is a very good one, arguably better than NBA Live '97's. Stats for particular players, along with their photo, are regularly popped onscreen at appropriate times; there's an optional on-screen overlay which goes in the upper left-hand corner -- this is a very cool addition; dynamic stamina bars at the top of the screen are also exceptionally conceived and executed: these meters go up and down, true, but they only go as high as your current stamina will allow (this is brilliant design, as it conveys both temporary stamina and general fatigue all at once!); the end of quarters brings the user to a quickly accessed screen of a select few team stats, with a decent number of player stats available at halftime and at game's end. The announcer is effective -- he announces player names with a variety of emphases, and with NO slowdown (he speaks like all voice data is always accessible, which is refreshing, after spending a lot of time with the stilted NBA Live '97 announcer), and he frequently refers to players by nicknames, which is something the original Shoot Out did but not as well. And he doesn't limit naming players to only when a score is made! He also will sometimes excitedly blurt out a player's last name when, say, they take a shot from the arc. So players are named by their last name, full name, and sometimes by a nickname -- and he varies, I believe, the way he says full names, depending on home or away, or something like that. On the topic of names and players, most players have pix, including rookies (yea!). Further, Jordan, Shaq, and Barkley are not in the game by name but have black Roster XPosition to replace them, thank god. Remember last year when those sillies made the Jordan replacement guy a little blonde-haired white guy, and Shaq a gigantic white bear-thing, as though that would throw off litigation? Not this year, thank god. Shoot Out '97 also makes use of a one-button, revolving set of defensive sets (only two) and offensive sets (about 8 or so, including Box, Hi-Lo, and even one called Alley-Oop), depending on whether your in offense or defense. It's not as expansive a set choice as NBA Live '97, that's for darn sure, but it's also not as confusing, so you decide which would be better for you; however, I should mention that Shoot Out '97 and Live '97's use of sets differ by more than merely complexity -- for Shoot Out '97, the set one is in is evidenced by a set indicator in the upper corner (uncluttered and unobtrusive, don't worry). There a couple of hare-brained elements to this game, but they don't annoy that much. One is the opening jumpball: you have to press 'X' to jump for the ball, but through the rest of the game otherwise jump by using the 'triangle' button; however, you can direct where you want to tap the ball with the d-pad, so that's a plus. The other bother is the confusability of moving through the menus of the Instant Replay feature, and the options screens in general -- they're inconsistent, meaning that in some places a button press will execute one type of movement through the menu, while other places the same button press will do a different thing, or nothing at all. Doggone it, programmers, if the 'triangle' button is for moving back through a menu, then make moving back through EVERY menu ALWAYS achieved by means of the triangle button ... in Shoot Out '97, they toggle the START button with the triangle button, and it'll lead to confusion for many users, I have no doubt. About the camera placement choices: they don't suit me the way NBA Live '97's do. Live's camera choices are MANY and dynamic: I can choose from about 9 views, all of which can be zoomed in differentially (within and without-arc); Shoot Out '97's camera placement are few and mostly static: I find myself wishing I could adjust the camera for closer zoom. But the views which are there are pretty functional, if not generally too zoomed out ... the programmers should've placed the cameras on a zoom continuum, ala NBA Live '97. Shoot Out '97 outdoes Live '97 in a special way: the animation-to-gameplay ratio, if there is such a thing, is very high. What I mean is that when a gameplay element is executed, the player/s associated with that element animates SPECIFIC to that element. For example, when a player fakes a shot, his hands animate in a way unique to the fake; or when a player blocks a shot, he actually swats at the ball (as opposed to Live '97's static jump animation for block attempts). This means a lot to me, and I can't exactly say why ... just that it does. Shoot Out has "special moves" for players, also. They are executed with the 'triangle' button. They look natural and do predictable things, unlike Live '97's auto-pilot special moves which are somewhat unpredictable. I haven't gotten too deep into the statistics feature of this game (sorry), having played mostly in Exhibition mode so far. However, the stats seem a little high in the rebound category (especially in offensive rebounds) relative to the other stats, but the shot percentage is noticeably lower than Live '97's unrealistically high team and player shot percentages, so I'm generally pleased with the stats in this game, and the proportion of gameplay elements which produces them (such as a realistic number of shot blocks per game, unlike in NBA Live '97). There are two strategy options which are handy: Double Team (ON/OFF) and Crash Boards (ON/OFF). The Double Team option *automatically* doubles the best man on the opposing team, which is kinda smart, if you ask me. And unlike the Crash Boards feature in Live '97, Shoot Out '97's really makes a difference in getting back to the other side of the court expediently. The Crash Boards feature of Shoot Out '97 leads me to another observation: Live' 97 has a schema for the opposing team which entails that the ball will almost ALWAYS be passed around in a predictable way to set up what really feels like a random shot opportunity, whereas Shoot Out '97 feels much, much more like a fast-paced basketball game ... you see, if you Crash Boards in Shoot Out '97, you better HURRY back down the court unless you want to be scored on by an opportunist fastbreak. Wrapping up, this game has some other goodies, such as a crowd which boos if a guy just sits there with the rock (I've seen this sort of booing at a game before, man), dunk replays, multiple difficutly settings (at least 4), an actual, functioning shot clock above the basket, and a this crazed nude woman who streaks across the floor at halftime. Okay, maybe I'm lying about that last option. All in all, I'd give this game the following ratings, as compared to Live '97: *Graphics: SO'97 - 9.50; Live'97 - 9.00 **Animation: SO'97 - 9.50; Live'97 - 8.50 Commentator/Music: SO'97 - 8.00; Live'97 - 7.00 FrontEnd + Pre-game Menu Options: SO'97 - 6.75; Live'97 - 9.95 Gameplay: SO'97 - 9.75; Live'97 - 8.35, and falling In-game Presentation: SO'97 - 9.00; Live'97 - 8.25 In-game Menu Options: SO'97 - 6.50; Live'97 - 9.50 Stats, Player Data, Player Mod.: SO'97 - 6.00; Live'97 - 9.85 Overall: SO'97 - 9.5; Live'97 - 9.5 * The former has more accurate players, while the latter has more accurate arenas [so'97/live'97] ** The former has higher quality, while the latter has higher quantity [so'97/live'97] [Further comments after more play]: First of all, I want to re-emphasize how much fun this game is for me! I spent about 15 minutes replaying Hakeem stealing the ball from the other team's lone Point Guard at halfcourt, then gliding through the air from the foul line for an unforgettable slam. Has anyone else seen The Dream's t-mapped face up close in Manual Cam mode? Geez, it's photo quality, really. Never seen nuthin' like it, man. :-) Secondly, I want to extend my impressions of this game into a couple of areas which I hadn't much exposure to the first time around. The statistics in this game are poor. One could make an argument that they're passable, but I'm unsatisfied with them. The League Leaders Feature only shows the top 7 players in 8 categories. This fumble goes beyond the rationalization: "Yeah, but the game plays well!" But at least the 8 categories can be highlighted and re-calculated individually, but it hardly matters with only the top seven players available for viewing. Furthermore, only one's chosen team (you can only play as one team per season) has viewable player stats. Stat tracking is oddly skewed, resulting in sometimes outrageous imbalances. For example, in a 9 minute quarter per game setup, the league leaders in shots blocked (including data from CPU-sim'd games) in my first season are averaging upwards of 10 blocks per game. Yet another example: league leaders in rebounds were averaging about 30 rebounds a game. The create player/trade/release/sign scheme of this game is also a poor demonstration of design. This game had a great many misplaced/missing players due to late season trades and so on, and making everything right was an exercise in tedium. Why? Because, among other things, the FA pool only fits about a dozen players, and the create player feature is of kindergarten-quality design (with the exception of an *adequate* attribute assignment component). Finally, each team cannot hold a full complement of players, so I've found, for example, that not every L.A. Laker can be on the team (sure, some of them are benchwarmers, but why should I have to leave them out?). I'm also disappointed in how the in-game menu selections don't save their path/position, ala NBA Live '97. For example, I'm bothered by the camera choice in Instant Replay mode is always reset to Manual Camera (my preferred viewing choice) through a four to five button + multiple d-pad presses path to get back to Manual Cam Mode for each new replay. I don't mean to tear holes in this game's design, as the gameplay is quite good. However, this game's minimalist design detracts from my ability to mesh with it in a personal way. I look forward to followup games from Sony Int. Studios which respect sports gaming enthusiasts desire for good stats (whatever happened to hierarchical stat presentation, ala Tecmo 16-bit?) and options. I also hope for the addition of components which further an intuitive interface, such as path-saving menus, and dynamically-adjustable configurations (place gameplay/menu configurations on sliding scales, for instance). Finally, I ask that programmers/designers get away from tricks and hidden gimmicks for *sports* games. Instead, make every option AVAILABLE ... and, most importantly, make them adjustable across a continuous dimension. This will allow for maximal personalization. I believe this is a major part of the magic behind people's enthusism for create-player features -- spread this magic over the rest of your game! ----------------------------------------------- Rick Brown, *formerly* at brow0130@gold.tc.umn.edu, currently in between addresses -----------------------------------------------
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