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The game was developed by EA Sports and released on October 31, 1999. Don Poier is the play-by-play announcer with on color commentary. A release of the game for the Game Boy Color was cancelled. The game features Michael Jordan in his first official appearance in the series. The PC version of the game introduced EA's «Face in the Game» feature, allowing players to use custom facial photographs on created players. It was also the final NBA Live game released for Nintendo 64. NBA Live 2000 is followed by NBA Live 2001. Take on Legendary NBA Players: All-Star teams from each of five past decades. Play with the Legends 1-on-1 or 5-on-5. Play with Michael Jordan: Go 1-on-1 in a street court duel or play him on a Legends team. Enhanced Player Animations: New in-game speech; hear on-court player reactions. High fives, knuckle touches and more. Deeper Franchise Mode: Full NBA draft and total team management. Face in the game: Download your, or any face onto a player model and play with the pros. Create a whole team of you and your friends. The PlayStation and PC versions of the game featured several licensed songs: George Clinton — Mothership Connection (Star Child) Naughty by Nature — Hip Hop Hooray Rahzel — All I Know Rahzel & The NBA Live Orchestra — Shakn' the Floor Run-D.M.C. — Don't Stop. NBA Live 2000 was the first game to include legendary players, including Michael Jordan who made his first (official) appearance in the series. One-on-One Mode made its debut in the game. The game saw the debut of Face in the Game which gave players the opportunity to import a photo to be used as a cyberface for a created player. The first (and last) game to feature the team of Don Poier and Reggie Theus on commentary. 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NBA Live 2001 just isn't a rewarding game. Both veterans of the long-running series and newcomers will pick out more and more irritating flaws as the number of games played begins to mount. Even though the NBA Live brand name has been around for going on a decade now, it's never quite captured basketball as well as it could, or as well as some of the early efforts promised. Last year's title was arguably the best ever, though, a fact that magnifies the shortcomings of the new game and makes one think that some sort of opportunity has been squandered here. . Okay, It's Just Getting Older. Gameplay issues, many of which were rectified or seemingly on the way to being rectified last year, strike the gamer like a Karl Malone forearm to the face right after the tip-off. The NBA Live series has always featured slightly wonky player movement more akin to boots on ice than sneakers on parquet. Last year's game introduced some refinements to this ongoing problem. This year's game takes us almost back to square one. It's as easy as it ever was to unintentionally go out of bounds or simply lose control of your player and the ball for a moment or two. There's just an awkwardness to all motion that makes it difficult to really get into the action and really feel like you're taking part in a basketball game. From showtime with the Answer to hitting the playground with Vince and Julius. Computer AI seems dumbed down. The PC drops the ball in virtually every area. Substitutions make no sense at all - be sure and turn off auto-substitution immediately. My starting point guard Steve Nash once took a foul five minutes into the first quarter and didn't return until the third. Thankfully, the CPU is just as hard on itself. The computer's Shaquille O'Neal once vanished from a tight contest with seven minutes to go and never returned. These are isolated incidents, but similar ones happen consistently through each and every game. All CPU-controlled teams employ a standard, dishwater dull offensive scheme that emphasizes ball control. Conservative is the watchword here. You'll want to scream after a few games of seeing your adversaries do nothing but walk the ball up court, over and over again, in all circumstances. The lineup, the score, the time remaining on the clock---none of this seems to matter a whit. I've seen the computer lazily in-bound the ball, then wander up the court and not even get a shot off in the dying seconds of a two-point game. Needless to say, witnessing something like this can destroy all of the preceding fun. Situational play also doesn't seem to get in the way of the computer's preset game plan. Hang back on killers like Kobe Bryant and Allen Iverson and they'll usually just sit there, idly dribbling and waiting for the shot clock to tick down to five or six seconds before attempting to score. This dreary pace seems to have been implemented to keep scoring down. You can now play a full 48 minute game and end up with final tallies that are dead-on duplicates of what you'll see on ESPN Sportscenter. In the short season I just wrapped up with my redrafted LA Lakers, I never once scored more than 113 points. However, I did count around 164 yawns per game, so keep in mind that there's some trade off here for statistical accuracy. And Maybe a Little Sleepy. Rebounding is another serious issue. In many ways it's almost a game killer, since even the most patient gamer is likely to be driven momentarily mad by it on occasion. Why? Well, simply put, rebounding doesn't work. The ball comes off the rim and the board at weird angles. You really can't predict where it will end up, meaning that you're best off giving up on boxing out opponents and just jumping in a randon direction a moment after the shot is released. Even then, the opposition will come away with the ball most of the time because your computer-controlled players tend to just stand around and look at it. While all enemy players in the vicinity madly scramble to corral the loose ball, you're typically all on your own. This supremely annoying problem caused me to walk away from my gamepad more than once in the past few days. There's nothing as cool as setting up a game with classic rosters. There is also a scripted feel to most games. Even with the catch-up logic switched off, the CPU still manages to go on improbable runs. Your team will also hit cold streaks that, while somewhat realistic, seem planned and somehow forced. There's no real sense of being rewarded for a good play all the time. Hit a dry run, and you just know that you're going to miss that wide-open jumper from the low post, or that easy tip-in from right under the basket. Miracle shots from the computer tend to swish a lot more often than they should. I'm all for fairy tale endings, but I never, ever again want to see Bob Cousy score a one-handed three-pointer from center court with 0.3 seconds on the clock to win a game against me. There are only so many gamepads in the world, y'know. While all the big ticket items---such as 25-season Franchise mode, Internet play and EA Sports match-up support, the one-on-one playground option, and the inclusion of classic players such as Michael Jordan, Jerry West, and Larry Bird---are back for another kick at the can, a number of features have been mysteriously pulled this year. In-game saving is perhaps the most noteworthy victim. This absolute necessity---particularly for diehards who enjoy playing full 12-minute quarters---has been excised for reasons unknown, so pray that you don't get called away when your Grizzlies are on the verge of upsetting the Lakers. Zzzzzzzzz. EA Sports doesn't skimp on the presentation. This is the best-looking NBA Live title ever released, though the differences are becoming more and more subtle as the years go on and the evolution of processing power seems to plateau. The crowd and stadium graphics and animations are spectacular, and players like Shaq, the Answer, and the Mailman look like they stepped from the court to your monitor. This is one of those showcase titles that you want to show off to your dad, your girlfriend, to the guy next door, etc. Audio isn't quite up to speed, mostly because of the lame play-by-play provided by Don Poirer and Bob Elliott. Both repeat themselves over and over again. I'd be hearing Poirer's "Count it!" in my sleep if Elliott's annoying canned observations like "they're trying to be too fancy," weren't already keeping me awake nights. Interplay between the players is just about perfect, though. Protesting calls and giving props for good plays at the free throw line adds a nice touch of realism to the proceedings. The soundtrack is also excellent, once again boasting a great selection of hip- hop and rap tunes. That "Gotta Get My Freak On" song stays in my head for hours after shutting down the game. Wake up. For all its warts, NBA Live 2001 isn't an unenjoyable game---but it is a very unfulfilling one. Those who've followed the series in years past can't help but be disappointed. There aren't any serious advancements, and it's obvious that a number of steps have been taken backwards. Some important features have even been pulled. Newcomers would be best off heading to the bargain bin and digging around for a copy of NBA Live 2000 . It's a better game, and you'll save enough money to treat yourself to a taco or two in the food court on your way out of the mall. Download NBA Live 2000 (Windows) It's almost twenty years ago now, but I remember like it was yesterday. A teenager in love. Ahem. A teenager tuning in to tape-delayed (damn you, CBS!) NBA playoff broadcasts late at night, keeping the volume on the old black-and-white 14-incher in my bedroom down low so my parents couldn't hear. Seeing Kareem and my beloved Lakers take on the likes of the Elvin Hayes-led Rockets and the Julius Erving-helmed Sixers. Ah, where have you gone, Maurice Cheeks? For the past decade, however, the NBA and I have been estranged. David Stern and his "market the stars, screw the game" approach left me cold. To me, basketball is a great team sport. Everyone on the floor has a crucial role to play. Seeing this ignored, first by the marketers, then by the spoiled brat new generation of players, turned the NBA into an afterthought. Now, thanks to two very good PC games, I might have to rethink that approach. The first salvo was fired by High Voltage and Microsoft when the two teamed up to release the truly excellent NBA Inside Drive 2000 late last summer. The second came just these past two weeks, when I spent a great deal of time with EA Sports ' NBA Live 2000 . What the former did to renew the pure sport of basketball in my eyes, the latter did to revive the moribund NBA through a killer blend of fun and challenging gameplay at least rooted in the real thing and an unprecedented show of glitz that even Mr. Stern has been unable to accomplish on TV broadcasts. Taken together, it all adds up to a lot of exciting entertainment and perhaps the best NBA Live released during the series' lengthy run. Gimmie the rock. First and foremost, NBA Live 2000 is jammed with options. Like all of the Y2K versions of the EA Sports line, the game features enough glitzy frills to make Elton John's fashion consultant jealous. Exhibition, Season, Playoff, Franchise, 3 Point Shootout, 1-on-1, Practice, and internet multiplayer modes are available. Games can be played using either Arcade or Simulation settings at four difficulty settings---Rookie, Starter, All- Star, and Superstar. Virtually every aspect of gameplay can be adjusted, from basics like quarter length through more specific items like Defensive Fouls, Injuries, Backcourt Violation, and the Shot Clock. As you might expect, the latest addition to the NBA Live family is very arcade oriented no matter what options you tweak. Gamepad skills are all-important, and an eight- or ten-button pad is a requirement here. These extra buttons allow you to pass, shoot, fake, pivot, hand check, jump, crossover dribble, face up on an opponent, and call plays. A few of the menu screens, including a frightening glimpse at my new look in the Player Editor. All players in the game can be edited, and new ones can be created if you want to add either yourself or a hot rookie that the designers missed to your favorite roster. Creating a player from scratch can be a lot of fun, thanks to added bonuses such as EA 's new Face in the Game technology and the presence of really goofy options like afros and every type of facial hair known to (skateboarding) man. Take a look at the character I created above, complete with spray-painted afro, James Worthy-inspired goggles, and facial hair unseen in North America since the Mod Squad was the hottest show on TV. I wanted to create a whole roster of these freaks and send them into Franchise play courtesy of the Custom Team option, but homebrewed squads can only take part in Exhibition, Season, and Playoff modes. Well, perhaps the world is better off. And I can insinuate my weirdoes into various league teams as free agents. One of the coolest new touches is the addition of all-star teams from the NBA's five decades to the standard roster of all the current NBA teams and players. Take the likes of Julius Erving, Jerry West, Wilt Chamberlain, , Larry Bird, , and, yes, even Michael Jordan into today's NBA, play a little one-on-one, or simply stage a "decade vs. decade" match to see which really featured the finest roundballers. The clubs are fairly complete, with one big exception: no Kareem Abdul-Jabbar. To a huge Laker fan, this is a major problem. Hopefully EA 's crack legal team will keep working to get his participation in next year's game. In the paint. On lower difficulty settings, gameplay is still rather simplistic. Rookie and Starter modes offer little challenge to even the most dexterity-challenged. Centers and star players dominate every match-up, and you can pretty much dunk at will with just a few minutes practice. Crank things up to All- Star or Superstar, however, and the situation changes considerably. At these levels, the game turns into real, competitive basketball. The difference between the latter two and the former is huge, sort of like that between the NBA All-Star Game and the final minutes of a playoff game. Defense is a main priority of the computer, and you have to work the ball around to have any chance of scoring, let alone actually winning a game. Using the tried and true Live strategy of simply driving the paint with a big man will typically result in a brick, blocked shot, or quickie turnover. Simplicity doesn't work. The down side to this is that you need to be particularly skilled with your gamepad to properly compete. Remember those crossover, fake, hand check, and face up buttons I mentioned earlier? Well, you need to master tham all now. Another big improvement is in fatigue ratings. While this function was essentially broken in last year's game, allowing the player to keep his starting five on the court for the full 48 if he so desired, such isn't the case any longer. Players get tired now, and substitutes have to be sent in. Bench strength means a lot here. Not having good sixth and seventh men can kill you if you're taking on a deep opponent. To me, this made the overall experience---particularly in Franchise play---much more realistic, as it related a good impression of the strengths and weaknesses of the real NBA rosters. Getting to see first-hand why the Lakers still aren't going anywhere without some serious dealing is a nice plus that shouldn't be underestimated. Speaking of Franchise mode, it's been completely overhauled this time out. Which is a good thing, because what passed for it in NBA Live 99 was ill-conceived and practically useless. You can now take the helm of your favorite team for 25 consecutive seasons, guiding your boys to either glory or a lottery pick. Bulls or Clippers, it's up to you. Well, it's not totally up to you. The PC is pretty astute in rating talent, so don't expect to be ripping off any rival clubs. Drafting is also a bit of a crapshoot, as can't miss top ten prospects sometimes do. All in all, everything is well done here, from the draft scouting reports of rookies through retirements. Yeah, jaw-dropping is an overdone phrase I'd rather not use, but my thesaurus can't come up with anything more appropriate here. Of course, there are a few flies in the ointment. The pace of the game is too fast. The PC always works the ball quickly, running up the court and generally going on eight cylinders at all times. I'd prefer this to the often glacial pace of the real NBA these days, too, but this is still a little much. Players can get vertical in a hurry, and in a big way, resulting in far too many blocked shots. This can lead to a lot of frustration when first playing on All-Star difficulty, as it seems like most of your shots are smacked back in your face. It also results in a fair number of goaltending calls. Running still feels rather uncomfortably like gliding. As happens every fall when I get back into an NBA Live title, I spent the first couple of games just trying to stay in-bounds. Fouls aren't as numerous as they should be, even when the Defensive Fouls slider bar is cranked all the way to the right. Worst of all, I've experienced a number of hard crashes in the later stages of games. There's no warning, just a sudden sound loop and everything freezes. Defragging my drive and upgrading to SB LiveWare 3.0 hasn't helped, so I still go into the closing minutes of each contest with my fingers crossed. Overall, while the gameplay succeeds in almost every way, it never approaches the sim-like atmosphere of Inside Drive . The fun is there, but the serious nature of Live 's main competition isn't. I'm sort of at a loss to explain why this is. Perhaps the excessive, TV-inspired glitz gets in the way somehow. Perhaps the accelerated pace and rather simple-minded offense hamper the illusion. As only a fairly casual basketball fan these days, I don't know. But Inside Drive seems grittier and more authentic to me, a depiction of basketball, where NBA Live 2000 is a depiction of the NBA. This doesn't seem like much, but it makes a huge difference in how each game plays out. The chocolate Milky Way. In terms of visual presentation, NBA Live 2000 is unmatched. Animations are excellent, with everything from vicious jams to simply walking the ball up-court coming off as authentic as a TNT broadcast. Players also simply look the part, with faces and expressions taken from real life. Instead of that spooky old eterna-grin that everyone used to wear, they now grimace, trash talk, and celebrate. Close-ups interspersed with the action help accentuate just how good this game looks. A great play might be rewarded with a TV-style zoom in on the scorer as he heads back down the court to concentrate on defense. Going to the line always features an up-tight shot of the shooter, complete with his stats for the day. Unfortunately, as impressive as these little touches undoubtedly are, they also slow the game down. Shooting a pair from the line takes an eternity, with the camera focusing in on the player before each shot. The extended pause before the PC shoots, or before the player is allowed to shoot, is also interminable. On higher difficulty settings with fouls cranked up to a realistic level, this problem falls just short of maddening. It really interrupts the flow of the game. Hopefully a patch will be issued to speed up or at least allow us to click through these frill animations. In-game audio doesn't keep up with the graphics. Play-by-play, provided by St. Louis, err, Vancouver Grizzlies broadcaster Don Poier, consists of nothing but bland monosyllables raving about what just took place on the court. Color man Reggie Theus says practically nothing at all, usually confining his similarly brief commentary to introducing the stats between quarters. He's so rarely heard during on-court action that I at first suspected that a bug was shutting him up. Considering he's promoted on the back of the box, it's hard to believe that he's supposed to be this quiet. At any rate, it's a long way from the fantastic commentary heard from Kevin Calabro and Marques Johnson in Inside Drive . As disappointing as this is, it's almost mitigated by the incredible soundtrack of tunes featured in the front end. While the most recognizable track is Naughty by Nature's "Hip Hop Hooray," there are a number of other real gems. The original "Shake'n the Floor" performed by Rahzel and the NBA Live Orchestra serves as a great warm-up during the opening video, and the addition of George Clinton's "Mothership Starship Connection (The Second Coming)," a great early 80s sequel to "Mothership Connection (Star Child)." As one of two white guys in Ontario addicted to Parliament, thank you. Hard to think of better people to contribute to a game's musical score than Clinton and Bootsy Collins. Swish. As much as I hate to admit it, I installed NBA Live 2000 with a lot of preconceptions weighing on my mind. After enduring the boring jam-fests of Live s 98 and 99, and having seen what could really be accomplished in a basketball game in Inside Drive this past summer, I didn't have my hopes up. After two weeks spent playing the actual game, though, I'm more than happy to admit that I was wrong. This is a very entertaining look at NBA basketball that provides accurate play both on and off the court. It's still tilted toward the arcade side of the table, but this is balanced with a sensibility that seems based in the real world for a change. While hardcore basketball nuts might still be left unimpressed by some of the concessions to excitement over simulation, most of us will be having too much fun too care about finer details. | |