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NBA Live 16

Platform(s): PlayStation 4, Xbox One
Genre: Sports
Publisher: Electronic Arts
Developer: EA Tiburon
Release Date: Sept. 29, 2015

About Brian Dumlao

After spending several years doing QA for games, I took the next logical step: critiquing them. Even though the Xbox One is my preferred weapon of choice, I'll play and review just about any game from any genre on any system.

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Xbox One Review - 'NBA Live 16'

by Brian Dumlao on Nov. 30, 2015 @ 1:30 a.m. PST

NBA Live 16 is the latest installment in basketball franchise, featuring a physics-based player movement system giving you unparalleled control and best-in-class animation.

NBA Live 14 was pretty much a disaster. Meant as a comeback for the old series on the newest gaming platforms, the whole package fell flat in all possible categories. Producers issued apologies for it, and EA Access still doesn't have it in its back catalog of games. NBA Live 15 marked a major improvement to the series, with lots of good modes that were marred by spotty AI, unresponsive controls, and a general feeling that things were off. By all projections, NBA Live 16 should be a much more improved product that is finally a worthy contender to the crown currently held by NBA 2K16. Instead, the game is only a slight improvement.

The first time you start up NBA Live 16, things start off on the wrong foot. After getting past the title screen, you're asked to download the NBA Live app on your iOS or Android device to use the new version of Gameface. Older versions of the technology depended on system cameras or photo uploads to get the job done, but the ubiquity of smart devices means that more people can try it out, and it should be much more accurate to get your face on a digital character. The app is very finicky in terms of lighting and devices. You may be able to get this working on almost all versions of the iPhone and iPad (perhaps even an iPod Touch), but Android devices have some trouble. The Samsung Galaxy S4, for example, isn't allowed to download it, but the Nvidia Shield Tablet is completely fine. Once you get the app, the actual process of taking the picture is easy, but the system fails to construct a face unless lighting is optimal. You basically need to do this in pure daylight to make it work.


Whether or not you choose to use the Gameface feature, you're whisked to a fictional NBA Finals matchup between the Cleveland Cavaliers and the Oklahoma City Thunder. Unlike last year's game, you don't get to play the whole match or even a quarter to learn the mechanics. Instead, you're tasked with passing the ball to cover star Russell Westbrook with less than two seconds on the clock. As soon as you get the ball, you fire a shot from behind the arc, giving you a glimpse at the new shooting meter. Once you let go of the shot button, the game moves to a cut scene of you draining the three and giving OKC its first NBA Championship before transitioning to the title screen. What you have, in essence, is a slightly interactive title sequence, and considering the long load time in the transition from Gameface notification, this tiny slice of gameplay feels like a waste of time.

Before you reach the main menu, the game attempts to download updates to give you the most current roster. Unlike past iterations of the game, these updates took quite some time to install. Even on a good connection, you could hear half of the game's soundtrack before you finally control the game again. Since these are the first things that the player experiences upon booting the game, it leaves a terrible impression.

The menu gives you a decent selection of modes. The standard Quick Game for online and offline are here, with team selection limited to current NBA teams and the All-Stars from both conferences. Online performance remains solid, so beyond the fact that your opponent is neither AI-controlled nor present beside you, you won't notice a difference between playing offline or online. Dynasty mode is back, but aside from roster and logo changes for some teams, the structure and features remain largely the same. The same goes for Ultimate Team, which hasn't changed beyond updated card stats, new challenges and offline scenarios. NBA Rewind and Big Moments are also present. Finally, Rising Star plays out exactly like it did last year, with the only real change being that the rookies in the opening game are real ones from this season instead of those randomly generated by the game. As you can see, there's nothing major in any of these modes that makes it largely different from last year's offering.


While most of the modes haven't received any significant tweaks, the governing structure around them has. Instead of building up your levels via XP, you're given two forms of overall currency as you play the game. Your performance in any mode gives you reward points, and just about everything is counted toward this total — blocks, points scored, losses, wins, etc. — which you can use to buy new clothes and move sets for your player. Modes in which you can use your created character also give you points that can be used to buy stat upgrades. Not only are the stats more detailed this time around in terms of telling you what each upgrade is specifically improving, but there are also milestones that help you unlock new equipment and move sets.

Speaking of the character creation system, it has gotten some bigger changes this time around. Before you start with the physical aspects, you get to choose your position and what kind of player you'd be in that position, with an emphasis on things like speed or shooting above others, for example. Each selection comes with some really good starting stats and a reasonable cap for each stat. While you won't be able to create a true character with 99s across the board, you'll start off with an average character ranked in the high 70s. Height and weight now play a part in those starting stats and stat caps, and while this isn't so strict that one inch pushes you from having a 90 to 95 cap on strength, for example, you can't create a quick-moving giant, either. Beyond that, the physical creation of a character remains the same as before, so you can choose from a number of premade facial templates if you don't opt to use your own face. The same goes for hair and facial features. They still look quite good, but you lack the ability to fine-tune things.

Your created character also plays a bigger role in the game thanks to the new Pro-Am online mode, which consists of two different game types. The first type lets you and nine other players go at each other in a quick game of 21 in some big playground courts, like the Hoop Dome in Toronto and Rucker Park. The second type lets you and four others take on a slew of AI-controlled teams at these parks, going through the ranks until you take on their champs. Both modes take a page from Rising Star mode in that they give you a rating on your teammate efficiency as you play, which affects your stat point earnings. The mode is a great addition to the series since it allows for quicker games, but the population count is pretty low. Luckily, the game always fills in AI players where real players are missing, so low interest from the public won't stifle this at all.


The gameplay is what separated it from its competition, and it is here where improvements really count. On this front, NBA Live 16 has seen some positive changes. The player AI is aggressive enough to the point where they'll attempt a rebound after a missed shot. Calling on the AI to perform a play is easy and effective, so you'll get a better lane to the hoop. The best addition is the shot meter, which is easy to read and gives you a shot percentage depending on where you are on the court and your player statistics. It even gives you other info on your shot, such as if you were guarded or took it off dribble. Compared to earlier systems, this is a very informative system and one we hope stays with the series from here on out.

On the other hand, there are still some lingering issues that need to be addressed. Though the AI is better on the defense, they still won't go for a steal or block on their own. Trying to do that can be futile, since you'll spend most of your time facing away from the player you're guarding and swatting at air, even though you were facing him just a moment ago. The physics are slightly overdone, so you'll slide all over the court or make elaborate blocking and stealing attempts with just a tap of the turbo button. Passing still suffers from the same issues as before, so it can be too flashy when you're locked on to a player or too imprecise if you're aiming freely. If you play a more defensive game, this aspect will remain frustrating.

Like the rest of the game, the graphics demonstrate a small improvement over last year's version. Though there are still a few players who look a little off, most of the major stars look like their real-life counterparts. The tattoos and sweat look great, and now, the jerseys even feature visible wrinkles to go along with their improved texture work. Crowds look like they're paying attention to the action, and the cases of model repetition are reduced. However, there are still some spastic movements that show up during a game, and players have a tendency to direct their actions at no one in particular or fail to connect with them if they're in the right place. The game may feature various cameras, but all of them somehow feel disconnected from the action. Also, the frame rate fluctuates quite a bit, creating a rather uneven experience. The close-up shots after big plays still have people standing in front of them, rendering what was supposed to be a dramatic shot rather useless.


Meanwhile, the audio seems to have regressed in quality. The commentary between Breen and Van Gundy is still fine at times, but the fluctuations in the tone and volume are more pronounced this time around. The same goes for Jalen Rose, with frequent pauses between phrases and even a volume drop when he appears during the Rising Star NBA Draft cut scene. The effects are good enough, but there were a few times when they disappeared completely, so the swish of the net and the slamming of the rim completely lack any punch. The crowd remains an excellent part of the package, though it's odd to hear them being raucous even when the home team is losing by a wide margin. The soundtrack is still stellar, with MICK curating a hip-hop-dominant medley of artists that you'll want to hear outside of the game. The randomization of the tracks could be better, as it often selects the same small subset of songs, making it seem like the soundtrack selection is small. It also doesn't help that transitioning into several different mode sub-menus causes the track to skip to the next song.

Compared to last year's iteration, NBA Live 16 is merely a slight improvement compared to that game's larger overhaul. Though the other modes have received little to no attention this time, the inclusion of Pro-Am injects some fun into the series. The presentation is fine, but the flaws are becoming more apparent as some elements remain unchanged. The gameplay still needs some work, especially on the defensive side, but at least those who lean toward offensive play have a few new weapons in their arsenal. The series still isn't a real competitor to the other basketball series, but the potential is there. How long it'll take before it reaches that potential remains to be seen, especially since we expected that to occur in this year's version.

Score: 6.0/10



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