Joeiss
08-03-2002, 07:58 PM
An Opening from Joe :
Steve Nash brings the ball up. He shakes and bakes and throws a hard pass to Tracy MacGrady. T-Mac fakes a pass to Jamal Mashburn, and drives to the net. Drawing the double team, T-Mac passes to Ben Wallace, who takes a shot from the elbow. Rebound by Keon Clark, and he slams it home! Boo-yeah! The Bulls win the championship!
Yes. It may happen one day. But why wait when I can just start a franchise in NBA 2K3? Oh yes, the unbelievable mode from last year's game is back, and it is even better than before. In fact, everything is back and is improved on! This game is not just a carbon copy of the last version like some sports games. This year's game features new lighting effects, player faces, franchise mode, create-a-player, official courts, street modes, plays, animation... I'll just stop here, because the list goes on and on.
NBA 2K3 will be released on October 22 at the price of $49.99 (79.99 CDN)
Call us jaded, but when we check out the latest version of a sports franchise, we tend to expect last year's horse with updated rosters and possibly a glossier coat. Certainly that's what we expected to get from Sega's NBA 2K3. Developed simultaneously for all three consoles, Sega's latest bball game boasts a surprising number of additions and some much needed fixes. If you figured NBA 2K3 was just going to be the some old thing, then you are as sadly mistaken as we were.
Visuals
The most noticeable change graphically is the specular highlighting. Each player is now lighted specifically by the individual stadiums, meaning that a game in Oaktown will look darker (the Warriors are afraid of bright lights) than a well-lighted stadium like the Air Canada Centre. As the game progresses, players get sweaty and therefore a bit more shiny. A change in camera angles brings a change in highlighting as all the lighting effects are done in real-time. All this helps make the game appear more realistic than previous iterations.
As if this weren't enough, Sega has done away with previous head models and come up with a new system. There are a variety of different head shapes and many players have multiple head- types. This means that one game Ben Wallace will bust out with the cornrows and the next he'll go full-on afro. Faces are not only more accurate (Iverson is dead on, right down to his weak little Aunt Thelma mustache), but are also animated. You'll see eyes blink, mouths curl into snarls, and even a sleepy-eyed look from Adonal Foyle.
Another nice touch is the new replay effects, which will be available only on the Xbox version of the game. Pixel-shader effects make the primary baller in the play stand out amongst the rest with color variations. It's quite sweet to see Shaq prominent in a shot where he denies Vince Carter of a lay-up.
The Street Mode, which was a big hit last year, has also seen some graphical improvements. The courts are more inline with their real-life counterparts and you can see much more of the peripheral environment. Weather effects have been added including rain, heat wave, and wind. Rainy courts see Metal Gear Solid-like footsteps and splashes from the ball pounding the blacktop. A heat wave will sap player energy and (for Xbox only) have a heat effect similar to the one seen in Wreckless. Windy conditions can be added to any other weather effects and will affect the environment. Trees sway in the background and even the angle of the rain is affected by the wind.
The Fixes
While the majority of NBA 2K3 was carried over from NBA 2K2, the team at Visual Concepts heard enough complaints and suggestions about that last game to warrant a few major and a few minor changes that will certainly be welcomed. There are actually three major adjustments that dedicated hoop fans should definitely appreciate about NBA 2K3: more realistic shooting percentages, more realistic goal-tending and improved fastbreak mechanics.
The CPU and human controlled teams as well, were able to shoot ridiculously high percentages game in and game out in NBA 2K2, especially jump shots. If you braved franchise mode you could easily set an NBA record for team shooting percentage for a season, that is only if the 28 other CPU controlled teams ahead of you didn't all beat you to it. Rather than simply lowering shooting percentages for every team in the game, VC chose to undo some of the defensive/offensive tinkering that lead to the situation to begin with. Now, the company is forcing gamers to actually create good shots whether they're on the perimeter or in the paint, rather than simply assigning probabilities based on the players involved and their talent levels. Shaquille O'Neal will be much more successful inside, but now it's because he can take advantage of more opportunities you create for him rather than because he's simply Shaquille O'Neal. Reggie Miller can kill you from behind the arc, but only if you create good shots for him. Shooting with Larry Bird with three guys on him will be bad news whether it's the CPU or your buddy controlling him.
Inadvertent goal-tending was one of the most frustrating parts of 2K2. In your zeal to grab a precious offensive rebound with a perfectly timed leap, far too often you'd end up touching the ball while it was in the cylinder. Your timed jumping skills will come in handy because now a leaping player will recognize if a shot has a chance to go in and wisely pull his hands away to avoid the penalty. How easy is this? If the shot caroms off the rim or backboard first, you'll still be right there for a putback or vicious defensive board. Now you'll be able to send Ben Wallace to crash the boards with reckless abandon knowing he'll know to leave well enough alone.
The fast break is more or less a product of the improved passing dynamic which is more or less a product of improved ball physics in NBA 2K3. Imagine this, the basketball actually has realistic physics that cause it to bounce, fly and move like a real rock. On the break this means players will make logical passes to each other based on the fast break situation. What was the point of having Andre Miller push the ball up the middle of the floor if Wesley Person, who'd have an open lane to the rim, would simply stop in place when the ball got to him on a spiffy bounce pass? Now, players will continue to fill the lane, like they teach you in seventh grade and ball handlers will make the best pass they can make given the situation and their talent level. This works for delayed fast breaks as well, when all 10 players are in the frontcourt but the defense hasn't had time to set up yet.
One last beautiful fix that will thrill you playground masterminds out there is the new "non-out of bounds" crossover move. Too often you'd have plenty of room on the sidelines for a quick shake and drive to the baseline, but the animation would carry you out of bounds much to your dismay. For NBA 2K3, anytime you put on a crossover move going away from the basket in any direction, the animation will quickly re-orient the player so that he is facing the basket and then initiate a special shake move. This is all done automatically and doesn't look like a conventional crossover move but more like a big dramatic playground setup and move. Using this move along the baseline should open up all kinds of possibilities for quick offense.
Continued in next post...
Steve Nash brings the ball up. He shakes and bakes and throws a hard pass to Tracy MacGrady. T-Mac fakes a pass to Jamal Mashburn, and drives to the net. Drawing the double team, T-Mac passes to Ben Wallace, who takes a shot from the elbow. Rebound by Keon Clark, and he slams it home! Boo-yeah! The Bulls win the championship!
Yes. It may happen one day. But why wait when I can just start a franchise in NBA 2K3? Oh yes, the unbelievable mode from last year's game is back, and it is even better than before. In fact, everything is back and is improved on! This game is not just a carbon copy of the last version like some sports games. This year's game features new lighting effects, player faces, franchise mode, create-a-player, official courts, street modes, plays, animation... I'll just stop here, because the list goes on and on.
NBA 2K3 will be released on October 22 at the price of $49.99 (79.99 CDN)
Call us jaded, but when we check out the latest version of a sports franchise, we tend to expect last year's horse with updated rosters and possibly a glossier coat. Certainly that's what we expected to get from Sega's NBA 2K3. Developed simultaneously for all three consoles, Sega's latest bball game boasts a surprising number of additions and some much needed fixes. If you figured NBA 2K3 was just going to be the some old thing, then you are as sadly mistaken as we were.
Visuals
The most noticeable change graphically is the specular highlighting. Each player is now lighted specifically by the individual stadiums, meaning that a game in Oaktown will look darker (the Warriors are afraid of bright lights) than a well-lighted stadium like the Air Canada Centre. As the game progresses, players get sweaty and therefore a bit more shiny. A change in camera angles brings a change in highlighting as all the lighting effects are done in real-time. All this helps make the game appear more realistic than previous iterations.
As if this weren't enough, Sega has done away with previous head models and come up with a new system. There are a variety of different head shapes and many players have multiple head- types. This means that one game Ben Wallace will bust out with the cornrows and the next he'll go full-on afro. Faces are not only more accurate (Iverson is dead on, right down to his weak little Aunt Thelma mustache), but are also animated. You'll see eyes blink, mouths curl into snarls, and even a sleepy-eyed look from Adonal Foyle.
Another nice touch is the new replay effects, which will be available only on the Xbox version of the game. Pixel-shader effects make the primary baller in the play stand out amongst the rest with color variations. It's quite sweet to see Shaq prominent in a shot where he denies Vince Carter of a lay-up.
The Street Mode, which was a big hit last year, has also seen some graphical improvements. The courts are more inline with their real-life counterparts and you can see much more of the peripheral environment. Weather effects have been added including rain, heat wave, and wind. Rainy courts see Metal Gear Solid-like footsteps and splashes from the ball pounding the blacktop. A heat wave will sap player energy and (for Xbox only) have a heat effect similar to the one seen in Wreckless. Windy conditions can be added to any other weather effects and will affect the environment. Trees sway in the background and even the angle of the rain is affected by the wind.
The Fixes
While the majority of NBA 2K3 was carried over from NBA 2K2, the team at Visual Concepts heard enough complaints and suggestions about that last game to warrant a few major and a few minor changes that will certainly be welcomed. There are actually three major adjustments that dedicated hoop fans should definitely appreciate about NBA 2K3: more realistic shooting percentages, more realistic goal-tending and improved fastbreak mechanics.
The CPU and human controlled teams as well, were able to shoot ridiculously high percentages game in and game out in NBA 2K2, especially jump shots. If you braved franchise mode you could easily set an NBA record for team shooting percentage for a season, that is only if the 28 other CPU controlled teams ahead of you didn't all beat you to it. Rather than simply lowering shooting percentages for every team in the game, VC chose to undo some of the defensive/offensive tinkering that lead to the situation to begin with. Now, the company is forcing gamers to actually create good shots whether they're on the perimeter or in the paint, rather than simply assigning probabilities based on the players involved and their talent levels. Shaquille O'Neal will be much more successful inside, but now it's because he can take advantage of more opportunities you create for him rather than because he's simply Shaquille O'Neal. Reggie Miller can kill you from behind the arc, but only if you create good shots for him. Shooting with Larry Bird with three guys on him will be bad news whether it's the CPU or your buddy controlling him.
Inadvertent goal-tending was one of the most frustrating parts of 2K2. In your zeal to grab a precious offensive rebound with a perfectly timed leap, far too often you'd end up touching the ball while it was in the cylinder. Your timed jumping skills will come in handy because now a leaping player will recognize if a shot has a chance to go in and wisely pull his hands away to avoid the penalty. How easy is this? If the shot caroms off the rim or backboard first, you'll still be right there for a putback or vicious defensive board. Now you'll be able to send Ben Wallace to crash the boards with reckless abandon knowing he'll know to leave well enough alone.
The fast break is more or less a product of the improved passing dynamic which is more or less a product of improved ball physics in NBA 2K3. Imagine this, the basketball actually has realistic physics that cause it to bounce, fly and move like a real rock. On the break this means players will make logical passes to each other based on the fast break situation. What was the point of having Andre Miller push the ball up the middle of the floor if Wesley Person, who'd have an open lane to the rim, would simply stop in place when the ball got to him on a spiffy bounce pass? Now, players will continue to fill the lane, like they teach you in seventh grade and ball handlers will make the best pass they can make given the situation and their talent level. This works for delayed fast breaks as well, when all 10 players are in the frontcourt but the defense hasn't had time to set up yet.
One last beautiful fix that will thrill you playground masterminds out there is the new "non-out of bounds" crossover move. Too often you'd have plenty of room on the sidelines for a quick shake and drive to the baseline, but the animation would carry you out of bounds much to your dismay. For NBA 2K3, anytime you put on a crossover move going away from the basket in any direction, the animation will quickly re-orient the player so that he is facing the basket and then initiate a special shake move. This is all done automatically and doesn't look like a conventional crossover move but more like a big dramatic playground setup and move. Using this move along the baseline should open up all kinds of possibilities for quick offense.
Continued in next post...