PlayStation Pro 2.0 - ESPN NBA Basketball Review
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Developer:
Visual Concepts

Publisher:
Sega Sports

Genre:
Basketball

# of Players:
1-2

Rating:
Everyone

ESPN NBA Basketball
By: Ramon Vargas on December 24, 2003

Since Sega released the Dreamcast in September 1999, Visual Concepts has been developing mechanically and graphically superior renditions of the game of basketball with their NBA2k line than EA Sports has with the NBA Live series. This year's entry (dubbed ESPN Basketball, as part of the ESPN Sports line Sega has been publishing this year) brings gamers the NBA to their living rooms with improved and detailed graphics, new or updated game modes (an RPG mode!), and all 29 NBA teams and their arenas (just for good measure, the Charlotte Bobcats are included in anticipation of the 2004-2005 expansion).

Gameplay
The game brings with it a plethora of game modes to dig one’s teeth into. The expected Quick Game allows players to choose a home and away team that will duke it out in an exhibition game. Season Mode allows one to pick an NBA team and endure a grueling season (length can be determined at full season, half season, or a partial season). Options include a fantasy draft, which resembles the structure that the drafts on ESPN.com follow for their fantasy leagues. One can draft a brand new squad for any NBA team, or take their actual roster to the Finals. A pool of free agents is available to fill in voids opened by injuries throughout the season. Franchise mode associates full-length seasons, fantasy drafts, trades, and salary (point) cap into an in-depth, involved gameplay experience that can inadvertently convert any casual basketball gamer into a stat-nut as one makes the moves that will best suit the future of one’s franchise.

Players also hire coaching staff, trainers, and scouts. Highly skilled scouts will give you every bit of information necessary to decide which players to draft come draft time. A time limit hinders one’s opportunity to gloss over player information endlessly, so good scouts become important to producing young and skilled players. A trade block lets other teams know that the player is open to negotiation for player personnel—within a few game weeks offers from all over the league will abound. If players decide to simulate the season, the team’s game scheme is still in the player’s hands—board crashing, fast breaks, and outside/inside shots can be determined at the touch of the X button in the appropriate menu. Half court 1-on-1, 2-on-2, right on up to 5-on-5 full court street modes are available, including famous street battlegrounds such as Rucker Park and Venice Beach.

A new RPG game mode demands its own section—24/7 mode. Ever owned a Tamagotchi or played Animal Crossing for the Dreamcast? Then you’ve wet your feet as to what this mode requires. This mode allows players to design a street baller from head to toe (name, alma mater, head bands, arm bands, and shoes). Faces, muscle tone, hair style, and tattoos are all customizable. Players take their ballers to training camp, honing basic skills to gain a competitive level.

Exercises to increase defense, mid-range and long-range shooting, and lay-ups and dunks are available at the gym. Tasks like hitting 2 mid-range shots in a row without getting blocked get ballers attribute points. My Reinaldo Santana, hailing from University of New Orleans, has an 87 mid-range shot, 84 block, but couldn’t dunk a donut in a coffee cup. Dedication and time is required to create an all around, solid player. Then, one takes his player to the streets, challenging others to 1-on-1 with normal rules, only dunks, or only long-range shots, and with victories players gain items (clothes, head gear, etc) and cell phone numbers.

More importantly, ranking points with victories gain players prestige and eligibility to compete in more prestigious tournaments. When you need a partner for 2-on-2 matchups or training exercises that require a partner, dial up one of the numbers in your phone. Courts nationwide (driveway in Seattle, a lobby in Maine, factories, etc) set the backdrop for the matchups. The baller’s goal is to challenge and defeat the international boss characters. Daily maintenance is required—24/7 mode is tied in with your system clock, and certain skills deteriorate if players do not play with their character for long stretches of time. Unlockable courts, new gear to customize your baller with, and online capability also aid in making the 24/7 mode very compelling.

On court, the controller scheme may take a while to tack down; but once mastered, it is very accessible and adequate. IsoMotion is Sega’s counter to EA Sports’ Freestyle control; moves executed with the right joystick are used to shake off a defender or sleekly split past double teams to open up shots (it should be reserved for quick and short guards, since big men are clumsy and have poor ball-handling). The play selection on court is limited—tapping the R2 button brings up only a 4 play menu, severely limiting team maneuvers and making the ones available limited. By tapping the triangle button, passing icons designated to the 5 players on court pop appear, allowing players to pass it precisely to the player who has the best shot open.

The free throw system is insanely difficult, but players can choose to let the computer take shots from the line. The mechanics on the court are impressive, definitely the best on the market currently. They can be incredulous at times, especially when 6’1 Hornet guard David Wesley beats Shaquille O’Neal or Yao Ming for offensive rebounds (which happened 4 or 5 times in consecutive games when I pitted New Orleans against L.A. and Houston).

Graphics
Fans of the series should expect fantastic visuals, and certainly they will be pleased. The new jerseys are accurate down to the little holes in them. The Cavs, Nuggets, and Rockets all sport their new tops and shorts. Player models are excellent, rendering veins and muscle tone breathtakingly. As the game progresses, players glisten with a film of sweat. Facial expressions include chewing gum, chatting amongst each other during timeouts, or yelling while throwing down a reverberant dunk. Visual Concepts modeled the NBA arenas and floors after their real-life counterparts, right down to the reflection of the players off of the hardwood.

The visuals (scoreboards, stat bars, etc.) are modeled after the "NBA on ESPN's" graphics, seen on primetime Wednesdays and Saturday nights. The set of Sportscenter (the anchor desk, that is) graces the background of the main menu. ESPN’s endorsement works in spades for the game’s presentation, as each game is displayed as if being transmitted on cable television, complete with half-time commentary, cuts to player celebrations, and post-game analysis (while showing shots of players talking on the bench, coaches discussing strategy, etc). sible and adequate.

IsoMotion is Sega\rquote s counter to EA Sports\rquote Freestyle control; moves executed with the right joystick are used to shake off a defender or sleekly split past double teams to open up shots (it should be reserved for quick and short guards, since big men are clumsy and have poor ball-handling). The play selection on court is limited\emdash tapping the R2 button brings up only a 4 play menu, severely limiting team maneuvers and making the ones available limited. By tapping the triangle button, passing icons designated to the 5 players on court pop appear, allowing players to pass it precisely to the player who has the best shot open.

The free throw system is insanely difficult, but players can choose to let the computer take shots from the line. The mechanics on the court are impressive, definitely the best on the market currently. They can be incredulous at times, especially when 6’1 Hornet guard David Wesley beats Shaquille O’Neal or Yao Ming for offensive rebounds (which happened 4 or 5 times in consecutive games when I pitted New Orleans against L.A. and Houston).

Sound
The menu music can be down right annoying. Tracks include the highlight music for Sportscenter, which is tolerable, but the hip-hop rhapsodies (of which there are maybe 4) get on one’s nerves quickly. The same music features on the street games, doubling frustration if one is having a bad 24/7 battle match. Commentary consists of Kevin Frazier running through the match preview--highlighting key players--, and of Bill Fitzgerald and Tom Tolbert providing play-by-play and analysis during the game. The commentary becomes tiresome, dull, repetitive, and putrid within the 4th game. It can also be flat out inaccurate (berating Baron Davis for taking a 3 pointer because "23 feet out is 22 feet too far away for him?"). Audio definitely is the biggest drawback to an otherwise excellent game.

Bottom Line
With a plethora of game modes (addictive ones at that), fantastic visuals, and realistic (but still enjoyable) gameplay, ESPN NBA Basketball is THE basketball simulation to get. Just don't forget to mute the sound when things aren’t going your way—annoying music and commentary hinder the game slightly. But, since the 24/7 mode could be its own full length game, the best deal and the best NBA experience lies within ESPN NBA Basketball.


© Copyright 2003 PlayStation Pro 2.0
Screenshots
Image 1
Warriors are down by five.

Image 2
Playing hoops in the driveway.
Image 3
Sinking free throws is not an easy task.

Gameplay 10
Graphics 9
Sound 4
Replay Value 10
Ingenuity 9
Overall Score 8.5