QBaller's Official NBA Live 08 (PS3) Review
The problem with Live 07 sucking so badly on every console (especially PC for us here) is that people don't give the next game a chance. I you like fundamental basketball games and do not like the "cheezing" (abusing exploits) from the 2k series, I suggest you try NBA Live 08. Yeah, I know what you're saying, "You're a moderator at the NBA Live Series Center Forums, you're just getting paid to hype this game". First, I would say it if I was getting paid, and I'm not. Second, I just want everybody out there (especially those who aren't able to buy the game yet) to be able to make a conscious decision on what game(s) to buy this year. I will keep 2k references to a minimum as there will be a comparison article to follow soon enough. I am reviewing Live 08 and Live 08 alone. Without further ado,
Gameplay
When you first load up the game, you get Gilbert Arenas in a practice arena. The beauty of this feature is that for 2k converts it allows the player to practice or just to mess around the game to get a feel for it. With the option to change players, it becomes an important tool to find your players' strokes and where they shoot the ball best from (the "Hotzones"). The ESPN Sportscenter audio clips that play in the background over your EA Trax are nice at first, but after you hear it once, you won't appreciate it being played over and over again like a broken record.
As you pick your teams, you realize that the selection of retro jerseys are non-existant, but it's only a minor issue. They allow you to select your starting lineup before you load the game. During the loading screen, you and your opponents/teammates get to answer 3 multiple choice trivia question. I really like this addition, as I have always thought of myself as someone with good general knowledge of the NBA. Marv Albert & Steve Kerr bring you the action again this year (and this will probably be Steve's last year due to his new GM job in Phoenix). The long-time arena announcer Al Murdoch announces the starting lineups and the game is underway.
The tip animations look a little funny, and if you don't know how to time it, it could take a few tries as they reset the ball if neither team tips it. The first thing you will probably notice is the amazing graphics of the game. Faces, jerseys, and courts are all top-notch as EA does every year. You will also note the pace of the game. It might be a little slow for many people's tastes, but you can always change that along with many other aspects of the game through the gameplay sliders. The 60 fps makes the game run very smoothly (if anybody's played Madden for PS3 vs Xbox360 can tell the difference).
The passing animations are a little better than previous versions of Live, but the one pass that ruins it for the rest of the passes is this high-arcing post-entry lob pass that takes a few seconds to reach your teammate. Passing with the X button takes some time to learn as the player may not always pass to the intended receiver (and at times may pass it to someone else no matter how hard to try to point the left stick to the guy you want). However, EA has added a white circle under the player who your player will pass to if you hit X, which is very useful on breaks and in traffic to get easy baskets and open cutters.
As you hit the R1 button to direct pass, you may accidentally alley oop for the first couple games you play. holding R1 will get you the direct passing icons (which I have always loved since Live 98). The alley oop animations can be a little weird at times, but if you connect you won't be disappointed but spectacular alley oops are very rare. However, the delay is a little burdensome and I hope they wise up next year and move the alley oop to L1, Hotzones to L3, and bring back the direct passing of say Live 06 on PS2.
Once you throw the ball down low, you have a few options. back him down with the L2 button frm which you can use the right stick to perform several post juke moves that are effective more often than not (I've determined about 60/40 or so). these moves are very important in drawing fouls instead of getting offensive fouls for bowling through the defender. Collisions down low are farily good and if you body up on a good low post scorer you will affect their shot.
If your man gets doubled down low or can't get an open shot, he can pass out to an open shooter. Which brings me to a "new" feature in this game. EA has implemented something that used to be an option in the past. "CPU determined shots" takes into account your player's shooting rating and how open he is and where he's shooting from into account and less on how well you released your shot (if they even use that at all). This has its pros and cons when compared to the old "User" setting. Of course, you won't have the feeling that you're controlling your own destiny and your own shot, but it is nice to be able to hit most open jumpers that you should be making. This game definitely rewards people for shooting jumpers, that move the ball for an open shot. This makes the game less dependent on a dunkfest/layupfest. Hotzones don't seem to affect in-game play as much, as the good shooters will still make their shots and the bad ones will still miss. You will notice that you shoot a VERY slightly higher percentage from the red zones.
After your score, the game autoswtiches you to the PG, which I happen to like, in order to guard the oppposing PG that's bringing the ball up the court. By the way, stealing animations have been slightly limited to minimize inbounds stealing

. It should not be a chore to do something as simple as inbounding the ball or holding for the last shot or going for the 2 for 1. Anyways, I feel that steals and blocks are quite balanced this year. There's not too many "rips" and interceptions, but there's enough of them. Blocks are a little harder to do and sometimes there's a delay or if your opponent goes up for a dunk or lay up. This is necessary in my opinion in order to keep the game from becoming a block party. NBA players only get 1 or 2 blocks per game with 12 minute quarters so it but the game usually gets just under that average of blocks in a 5 minute quarter game. Taking charges is a little more difficult than years past (which was a feature I loved to exploit in Live 06) and double teaming by pressing right on the dpad twice is a little annoying. This can cause your D to respond slowly to a good player or an open player occasionally. Defense with the right stick is pointless now that "take charge" has been mapped to left and right on the right stick. I liked it better when steal was there. I could hold down and quickly move left or right ot attempt a steal. I use the L2 "defensive assist" occasionally now instead of the right stick.
The Dpad interface is a welcome addition, but needs a lot of work. It is possible, but difficult to call plays and make substitutions on the fly (which is very important in a basketball game in my opinion. pausing to sub is a little irritating). Calling timeout (and subsequently the end of a period) is finally an interesting part of NBA Live. It is perhaps one of the best parts of the actual gameplay for someone who likes the strategy of the game. If your opponent calls timeout, you can set your double team, pressure, and matchups. If you call timeout, you can dictate whether yuo want to hit the boards or go the other way. Also, a big thing is once you hit the select button, you have the option of calling a 20 second timeout or a full (which I have actually mentinoed numerous times in past NBA Live wishlists here at the NLSC. I would like to think I was the one that came up with the idea of distinguishing between 20s and full timeouts.)
The Quickstrike ball handling system is a new version of the old Freestyle juke moves. it's very similar but it has a few differences. The animations are a lot shorter, so you are able to string different juke moves quite easily.
There are a few issues with laying the ball up behind the backboard, dunking through the backboard, getting rejected by the rim and shots off the side of the backboard, but unfortunately, it is to be expected of "next gen" basketball. It doesn't happen too often, maybe once or twice in a whole game. But it's still there.
Fatigue and substiution patterns are improved a little bit this year. The secondary positions really hlpe the computer with the autosubs, but it does have its lapses at times (ahem, Sean Marks in for a fouled out Marion). The only problem is that for online games, fatigue has been disabled.
Presentation is still very good although you may get sick of Steve & Marv's ramblings about your favorite team's players quickly. Their commentary does not sound scripted at all which makes it very realistic to me. Plus, the occasional humor makes up for some of the repetitive nature of the commentary. I like Steve's admission that he used to play "matador" defense. I like the different stats that pop up from time to time and the Foul Trouble indicator is a very useful tool. The arena annoucer is a nice touch too. An addition from old-school Live, he gives you some useful bits of information that might not show up in a stat layer when you need it most. He tells who the foul was on, how many fouls they have, and how many team fouls you have.
Free Throw shooting with the right stick takes some getting used to, but the SixAxis shooting needs some work. *hint* I particularly enjoy intentionally missing the last free throw to the right as getting an offensive rebound on that side is a little easy if you know it's coming.
At times in a game, you will notice slight lags after a made basket. The game is saving the replay for the end of the game "Sprite Highlight reel" which is a nice touch. It replays all of the most spectacular moments of your game as you review the scoring breakdown and the box scores.
If you're looking for a game that plays fair and rewards fundamental basketball, then this game is for you.
Game ratings (from 1-10, 9 being NBA Live 2000 status)
Presentation: 8.5 (Marv & Steve still bring the game to life)
Graphics: 8 (Textures have always been a strong point of EA)
Sound: 7 (In-game sounds are average, EA Trax is decent, commentary is solid)
Gameplay: 7.5 (Good, but still has issues)
Replayability: 8 (Online games keep the game fresh, dynasty always gives you something to play for a while)
OVERALL: 7.75 (Good game to work off of for 09. Watch out.)
well, that does it for the gameplay portion of my review. Thanks for taking the time to get this far. I will add anything that I have left out. Dynasty and the Game mode reviews are coming soon, as well as (a less in-depth) 2k8 review and a 2k8 vs Live 08 article. keep your eyes peeled for those.