Hands-On With NBA Live 2008

We recently got an advance look at EA Sports's NBA Live 2008, which is due in September. We not only we battled it out on the virtual court with NBA stars Gilbert Arenas and Kevin Durant, who were there in person to promote the game, but we also got a chance to talk to developers about the complete makeover its popular basketball video game has undergone. According to EA, Live 2008 is a complete rewrite from the 2007 version and reflects the game publisher's desire to return the game to authentic and fundamentally sound play -- a philosophical return to roots, if you will.
To that end, EA gave NBA Live a top-to-bottom housecleaning that they claim will make gameplay as easy and real as possible, a lofty goal that we can confidently say they absolutely meet. First and foremost, 2008 runs at 60 frames-per-second and has all-new player locomotion, giving it smooth and responsive handling and a visual clarity not apparent in its 30-frames-per-second predecessors. EA also enlisted the consulting help of former NBA star Kiki Vandeweghe, who noted that real pros have moves and countermoves when dealing with opponents' defense, an idea which EA took to heart. In fact, of the four just-announced major additions to this year's NBA Live version – Quickstrike Ball Handling, Own the Paint, Hot Spots and Signature Go-To Moves – one is built entirely on this premise. Check out our preview of these new features below.
Hot Spots
This in-game, color-coded layout of the court lets you strategize what kinds of shots you can make with which players. Programmers took real ESPN statistical data based on every NBA player's shots-attempted and shots-made from different areas of the court. The court is divided up into different zones, which change color depending on which player is holding the ball and how well he can shoot from that spot. Red equals hot shooting, blue equals cold shooting, and yellow is so-so. Gamers can call up player's hotspots in the middle of the game by pressing just one button. Zone colors change depending on how well a player will shoot from a particular zone (think Bruce Bowen red beyond the arc on the baseline and Shaq blue from the foul line), which helps gamers pick the right player for each situation.
Our thoughts: Basketball fans will love this added level of color-coded analysis and information, while gamers can use the feature to play a better game.
Quickstrike Ball Handling
This easy-to-use feature allows gamers to perform cross-overs and through-the-legs and behind-the back dribbling by simply manipulating the analog controller. Not all players are equally adept at ball handling, though (Steve Nash versus Yao Ming, for example), so players are divided into three tiers. Tier 1 players like Nash have the tightest and most elaborate ball-handling moves, while Tier 3 players like Yao don't have as many moves to draw upon.
Our thoughts: While this upgrade adds some ease and extra reactive control to gameplay, it didn't strike us as particularly revolutionary. It is, however, a vast improvement over the complicated and cartoon-like Freestyle feature of previous versions.
Own the Paint
Post play has been taken to another level with this feature, which really seems to implement what Kiki had in mind regarding moves and counter moves. Whereas previously post play was complicated, now, for example, gamers can effortlessly simulate their player's reaction to the threat of a blocked shot or defender in their path. Gamers can simply tap on the shoot button to fake a shot, press the shoot button to attempt a shot, or tap and then press the shoot button to create a counter shot against their opponent's defense.
Our thoughts: This addition is off the chain and takes basketball gaming to new heights.
Signature Go-To Moves
Coming on the heels of last year's Signature Shots, this feature is totally contextual and allows players to call upon their signature move to escape pressure, giving them more opportuntities to scre. For example, using the Go-To move in a situation in which Tim Duncan is draped all over your Dirk Nowitzki will call up Dirk to do that crazy one-foot fadeaway in order to score. Programmers chose 40 players to whom they would give special moves, which come in handy when the game is really on the line and a virtually unstoppable bucket is needed (other examples include Kobe's fadeaway and Tony Parker's tear drop) . Like the other new features, it's easy to operate, just a combination of pressing the shot button and using the analog. In practice mode, you can see real video footage of the signature move as you're practicing the move yourself.
Our thoughts: This feature is the most effective in bringing realism to the game. You basically feel like Dirk Nowitzki when you're playing.
All in all, what we've seen of NBA Live 2008 gets our enthusiastic nod because it gives gamers the smoothest and most realistic experience we've seen in a while. We'll report back when we've seen more developed versions of the game.
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