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NBA Shootout 2000 (PSX) ReviewRelease Date: December 1999 Background Info
Presentation/Graphics : 80
Every basketball game these days seems to flaunt an unnaturally shiny court surface, and NBAS2K is no exception. I have to give 989 a bit of credit for attempting to break the mold of the generic, splotchy crowd texture map in this game. Of course, the PSX can only do so much, but it's nice to see the crowd represented as individual people (faceless though they may be) - I do take issue with the fact that they sway back and forth constantly in an eerie, unnerving way, but I can at least appreciate the effort.
Presentation/Audio : 60
The commentary is fairly lackluster, as well. The announcer calls the action with short, to-the-point phrases, and almost seems bored. I generally prefer a more sparse commentary, but the overall effect in NBAS2K is that it just feels unfinished. The aforementioned squeaks and such - the actual sounds of the game - are OK, if a bit muted beneath the roar of the ocean. (:))
Interface/Options : 70
Control schemes in basketball games seem to have reached a point where it's almost as though they're standardized through some government agency - pass, shoot, block, steal, jump, switch player, etc - play a handful of different titles and the buttons are probably mapped exactly the same. I like this, because it allows you to concentrate on how those controls actually perform, rather than shooting the ball from half-court like Meadowlark Lemon when you meant to just pass the ball in to the post.
And how do the controls in NBAS2K actually perform? A bit on the mushy side, but not too bad. Player movements feel a bit floaty, as does the pace of the game in general. The ball wafts lazily from player to player, and fast breaks seem to occur at a medium jog. There are also times when button commands to steal or switch players fail to register which can certainly lead to some easy baskets for the other team.
A feature that I love, in theory anyway, is the optional Touch Shooting. Pressing the shot button brings up a small, multi-colored meter - where the timing of your shot lands on the meter determines its chances of going in successfully. The only problem is that it gets a bit too easy to dial the meter in. In one game I went 10-12 for 3-pointers with my point guard in the first quarter. While it certainly is unrealistic for a player to take that many 3's in a quarter, it shouldn't be that easy to make them, either.
Gameplay : 70
Basketball is a game of scoring, and for the most part all basketball games play in a fairly similar fashion, so what sets one apart from the rest? Besides passing, shooting, and blocking with slightly different graphics, what makes one game good while another is average or worse? AI plays a big part of it, for sure, but judging how "real" the computer plays is almost as subjective as one's favorite team.
I would call NBAS2K's CPU opponents adequate, but there are also a few too many holes. I was able to take unchallenged 3 point shots almost at will on the first three difficulty settings. The AI is good at blocking you from driving the lane, and works the ball around fairly well when on offense, but it's far too easy to exploit shortcomings once you find them.
NBAS2K has the standard Exhibition, Playoff and Season modes, and other than that, the main draw (I guess) is a slightly amusing Create a Dunk mode, where you can adjust a player's limbs in as many awkward, painful-looking positions as you'd like during a dunk that you can then name and save to a memory card. In reality it sounds much cooler than it actually is, and after messing around with this feature for about fifteen minutes, I'd had my fill.
Replay Value : 75
Overall : 70
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