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 PLATFORM: XBOX
THE HOOP AUTHORITY

aking a good hard look at last year’s game and listening to the feedback that it had accumulated from its fans, developer Visual Concepts went into this season’s release with the intention of tuning it to perfection. Seeing that the game already offered the most realistic playing experience, the widest assortment of franchise options, and an unparalleled depth within its revolutionary 24/7 mode, there really was little more that Visual Concepts could do.

With the competition focusing on how many windmills and double pumps can go into a dunk, Visual Concepts is looking at the little details. As a point guard brings the ball up court, you’ll notice that he is fully aware of where the defense is as he spins his body subtly and extends his free arm to protect the ball and keep his opponent in check. Additionally, players who get beaten by spin moves no longer resemble deer caught in headlights. They will cut back, throw out their arms, and do everything in their power to stick with their man. As fatigue sets in, keen eyes will notice that sweat stains appear on the jerseys.

Outside of the cosmetic touches, Visual Concepts has implemented a system that grants complete control over the flow of the game. At any point during play, sliders for offensive tempo and defensive pressure can be altered. By raising the tempo meter, your teammates will drive the lane and transition for fast breaks. For instance, not as many men crash the defensive boards as they are already breaking down court for the outlet pass. When you lower this meter, they will simply converge on the box. The pressure mechanic works similarly. When it is maxed out, your teammates will play tighter defense, giving the offense little breathing room to work with. When this meter is low, your players will stand back and play the passing lanes, hoping to intercept a pass. I didn’t know what to think of this aspect at first, but I soon learned that I couldn’t live without it. It really makes you aware of countering your opponent’s approach to the game (especially for multiplayer), and also allows you to turn it up a notch when behind or slow it down when protecting a lead.

Two aspects that I felt degraded last year were the loss of the post stance button, as well as the customization of the camera view. Hearing our cries, Visual Concepts has reinserted both features. Additionally, the player can now pick from four different options for shot direction, and tap into a new IsoMotion head fake for posting up. I also really like how you can subtly drift in directions when performing a jump shot. I don’t know how many times this saved me from a certain blocked shot. The new hop and spin step techniques also come in handy and show great balance with who can use them successfully. Some of the transition animations are a bit funky, and sometimes my teammates wouldn’t react appropriately, like blocking out rather than grabbing a ball two feet from their face.

Franchise mode shows even greater depth with weekly training and interaction with players. After a game, one of your players may want to have a word with you. When this happens, you’ll have to follow up with a response that can be good, middle of the road, or bad, which works based solely on your player’s personality. With a guy like Iverson, you never really know what to expect. Your input, and the way that training went, will directly affect the team’s chemistry. You can also hire supporting staff like dietitians, masseuses, master chefs, and player mentors.

Over 200 new unlockable items have been included into the street ball-like 24/7 mode. You’ll also get the chance to create your own shoes! Thankfully, the challenges in this mode are no longer so frustrating or time-consuming. Training is now formatted as two-minute matches opposed to playing to 21.

The changes are not as drastic this time around, but Visual Concepts’ efforts are just as praiseworthy. This is still the best playing, most rewarding, and realistic basketball game that money can buy.

  

MATTHEW KATO   8.75

On Xbox in particular, ESPN’s visuals give it the swagger of a king. Roll in the gameplay, and NBA 2K5 is a pretty tight package. I was most impressed with the on-court options. Charging is called less frequently this year, which means you really have to work your offensive skills to score. Thanks to the new IsoMotion moves, mid-air adjustments give you a wealth of options and the hop step is done just right. If there’s a fault here, it’s that, because what your guys do with the new IsoMotion is contextual, sometimes players will start animations you don’t want them to. Also, because charging isn’t as sensitive, a kind of "stone wall" collision can occur. Rounding out the gameplay highlights are the pressure/tempo strategy settings. 24/7 is back and still brilliant, but I’m undecided about player personalities in The Association mode, which can be unbalanced. On the other hand, simulating games via Full Authority is a lot of fun, and I suggest you take advantage of it, just like this title as a whole.

9
CONCEPT:
A tighter-playing game that focuses on the realism of the sport and ways to keep players coming back for more
GRAPHICS:
Transition animations are a bit off at times and the collision isn’t the best, but the details in the player models are superb and the 3D crowds look amazing
SOUND:
The commentary team calls a great game and the crowd reacts appropriately to situations
PLAYABILITY:
Polished heavily to allow players greater freedom on both sides of the court. 24/7 mode is not as frustrating, either
ENTERTAINMENT:
Doesn’t offer the flashiest of dunks, but it has everything else
REPLAY:
High

Neither game necessarily runs away with The Edge, but the graphical details in Xbox version are better. Furthermore, to view the halftime replays in the PS2 version, you’ll need to have the hard drive, otherwise you’ll just see still frame images. The Xbox is also the only place where you can create custom soundtracks.

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