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NBALIVE.TXT
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1995-05-29
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GAME REVIEW - NBA LIVE 95 from Electronic Arts
>
> Finally, basketball fans have a program to get excited about.
> Electronic Arts, well known for their NHL and John Madden series of
> titles, have brought hoops to the PC with the release of NBA Live 95.
>
> NBA Live is the latest in a string of titles that began with the
> release of Lakers vs. Celtics over 7 years ago. While the original has
> seen yearly updates produced for the Sega and Super Nintendo home
> systems, the PC user has been left in limbo for nearly a decade.
>
> NBA Live 95 is much more than simply a PC translation of the Sega
> version of the game. EA has done and excellent job of utilizing CD ROM
> technology to create a game that has both flash and substance. From
> the opening sequence, in which viewers are treated to full-screen
> footage of NBA stars in action, the quality of this product really
> shines-through. Continuing further into the game reveals a depth which
> has little parallel in the PC sports gaming crowd. Full NBA rosters
> are included, with the exception of two all-stars who have chosen to
> sell their likenesses to other hoops programs, and a third who did not
> un-retire in time. However, being under contract with Electronic Arts,
> Michael Jordan may yet make an appearance if the programmers so desire
> to issue an update. Nevertheless, even the latest transactions
> (Drexler to Houston, Gugliotta to Minnesota) are reflected in the
> game's rosters. Each player has no fewer than three high-res, SVGA
> images on the disk, which are presented at different times throughout
> the game.
>
> Game-time reveals a myriad of play options. Heading the list is the
> type of game to be played. Among the choices are exhibition play, a
> full or partial NBA season., or one may choose to jump right into the
> playoffs. Rules are customizable, right down to whether or not you
> want the refs to call "3 seconds" or not. Other options either the
> computer or the game player control which shots go in (based upon
> either actual player shooting stats or how long the joystick button is
> pressed), sound effects & music, slow motion slam dunks, crowd
> animations...you get the idea. Any of the 27 NBA teams may be used
> when playing a game. There are even 4 blank teams to which players can
> be copied to form all-star teams. These all-star teams are only
> available in exhibition play.
>
> Trade options allow the movement of players from one team to another.
> Before deciding on a trade, there is an option to compare 2 players on
> the screen at once. You can scroll through the dozen or so skill
> ratings of both players, or even compare stats if a season is
> currently running. The only drawback is that there is no computer GM
> overseeing the trading. Player movements are exclusively at the
> disgression of the user. Once a team is selected, we are treated to a
> look at the skyline of the host city, player introductions, and a look
> at the strengths & weaknesses of each team. Again, all of these images
> are in beautiful SVGA, lending to the TV style presentation.
>
> Two views are available of the actual court. There is the standard
> view from the video game versions, which displays about 1/6th of the
> court at a time. The graphics are more detailed than any previous home
> version, and the stadiums are downright gorgeous. The feel of the game
> is immeasurably enhanced by allowing one to distinguish between a game
> being played at Boston Garden, versus one at Madison Square Garden.
> The second view is an SVGA display, which fist nearly all of the 90'
> worth of court on your monitor at once. This image will appear choppy
> on some 486's, and is not recommended for monitors under 17".
>
> The action on the court is largely determined by the offense and
> defense set for each team. On offense, there are several alignments
> available from the HIGH-POST that UCLA made famous, to the TRIANGLE
> that brought 3 championships to the city of Chicago. Within each set
> are a number of plays that may be run when inbounding the ball. If you
> do not have any loyalties to any particular offense, there is an AUTO
> mode which will keep them changing, according to the circumstances.
>
> Unfortunately, this AUTO mode is also the key to one of the game's
> biggest pitfalls. Whenever the computer-controlled team falls behind
> by 10-12 points, it will slip into the 3-POINT offense. When in this
> offense, typically the guards will end the possession by shooting a
> 3-pt shot about 80-90% of the time. While it is an inconvenience, this
> quirk can be overcome by assigning a specific offense to the opposing
> team for the game. The back of the manual lists 2 offensive sets which
> are suggested for each team. Making this change allows for closer
> scores and a more challenging game. There are different sets on the
> defensive end, as well as an INTENSITY setting. Tougher play at the
> defensive end means that players will have to be rested more often in
> the game, and they will be prone to foul trouble. The actual gameplay
> is the closest thing most of us will ever come to "running" with the
> pros. The players are not programmed to simply perform based upon the
> skills of the game player. Other hoops translations would have you
> believe that you could make Ed Nealy into an all-star if he took
> enough shots. NBA Live uses a detailed skill rating system to evaluate
> the talents of each player. John Stockton and Dennis Rodman will excel
> in their respective areas just as they should.
>
> The "signature moves" which EA made famous are not as prevalent in
> this game. Don't expect a sure 2 on a Charles Barkley "monster dunk"
> whenever you need it. This sacrifice was necessary in order to
> maintain the game's realism. Post-game reports bring one of the best
> stat screens I have seen. The scroll bar allows access to over a dozen
> stat categories. Players can be ranked according to their performance
> simply by clicking on the column header. And, the program will even
> name a player-of-the-game. On the downside, EA has limited sound card
> support on NBA Live, leaving many owners with no sound throughout the
> game. The Pro Audio Spectrum 16 card seems to be the big culprit. EA
> has disclosed a solution that has worked for some PAS16 owners, but
> not others (see this month's "Letters to the Edge.") There have also
> been some problems with game card compatibility, which leave owners
> unable to calibrate their game pad. Be sure to check the box panel for
> supported equipment, or you may be disappointed. Electronic Arts had
> not yet decided as of this writing whether support would be added for
> additional devices.
>
> It is difficult to communicate the true excellence of this product,
> because there is nothing to compare it to. While it does not have the
> depth of some of the sports sims hitting the market in recent years
> (career play, drafting, etc.), NBA Live does exactly what it sets out
> to do. It is an arcade game, pure and simple. Despite some of its
> fallbacks, NBA Live is simply one of the most enjoyable sports titles
> to hit the shelves in years.
>
> Rating: **** (out of 5)
>