OFFICIAL NBA Live 18 Thread | Available Now

I agree 2k has gone downhill since 2k11 but after playing live 16 I will still choose 2k 15 10 times out of 10. Live js getting close tho and I can't wait till they take the next step. 2k servers are so trash. I haven't played online sinfe 2k13 and even then jr was less than 10 games.
 
I agree 2k has gone downhill since 2k11 but after playing live 16 I will still choose 2k 15 10 times out of 10. Live js getting close tho and I can't wait till they take the next step. 2k servers are so trash. I haven't played online sinfe 2k13 and even then jr was less than 10 games.

How can you say that? 2k improved every year in gameplay and last year made a big jump in visuals.
I dont get the 2k hate especially when live 16 looks and plays like crap. I really dont have to say anything, the reviews will speak for themselves when these games come out.
Watch live get a 6 and 2k get at least an 8.5
 
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This looks awful. They need to scrap the engine completely

2k has slipped I'll give you that ..but it's still miles ahead of this
 
2k made a jump in visuals? Yea a jump backwards 14 looked way better than 15.

Honestly it feels like 2k is in the same spot Live was before they fell off the cliff pumping out the same thing and expecting people to buy it.

2ks game modes are dry as hell

Myplayer gets boring after the 2nd season

The player customization is AWFUL

If Live is decent gameplay wise I'm copping I just need something different than 2k
 
I've never finished a season in My career cause its so dumb and frustrating and it's actually my favorite mode. With these comments you can tell who's a stan and who isn't dudes really in here saying 2K didn't suffer a visual downgrade from 14 to 15 ? :rofl: I have both on PS4 and Xbox One and it's jarring to say the least. Court lighting, skin shaders, crowd, uniforms, toned down sweat, etc. 2K's player model's are bigger and the court is smaller which results into poor spacing. Idk how some you can say 2K15 is a better looking game than 2K14 or even live 15 for that matter. If you actually played the game you would see all the things live 15 did well on a graphical level. The court, player faces, crowd, camera cuts (especially the free throw cut which looks damn near lifelike) ),uniforms, etc are all higher quality than what 2K HAS BEEN putting out. My only gripe with Live has been a few funky/animations and weird physics due to the new engine. I also cannot stand the way the net looks that's some real PS2 **** that needs to be changed. We'll see at gamescom if 2K has upped it's visual quality and most importantly it's gameplay
 
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I've never finished a season in My career cause its so dumb and frustrating and it's actually my favorite mode. With these comments you can tell who's a stan and who isn't dudes really in here saying 2K didn't suffer a visual downgrade from 14 to 15 ? :rofl: I have both on PS4 and Xbox One and it's jarring to say the least. Court lighting, skin shaders, crowd, uniforms, toned down sweat, etc. 2K's player model's are bigger and the court is smaller which results into poor spacing. Idk how some you can say 2K15 is a better looking game than 2K14 or even live 15 for that matter. If you actually played the game you would see all the things live 15 did well on a graphical level. The court, player faces, crowd, camera cuts (especially the free throw cut which looks damn near lifelike) ),uniforms, etc are all higher quality than what 2K HAS BEEN putting out. My only gripe with Live has been a few funky/animations and weird physics due to the new engine. I also cannot stand the way the net looks that's some real PS2 **** that needs to be changed. We'll see at gamescom if 2K has upped it's visual quality and most importantly it's gameplay


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2K has not improved every year, if anything its become stagnant since 2K11

and they've been hiding behind dumb features like Jay-Z, ultimate team and other **** that has nothing to do with gameplay.

and now they got Spike Lee directing Myplayer 
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at the end of the day, I hope both games are good so as a consumer I can finally have a choice.

That last vid above, some of the animations look off still...it looks better but hopefully as the months go by that continues 
 
When Kyrie was bringing the ball up court around 1:08, dribbles between the legs, it looked so fluid. I'm liking the movement mechanics so far.

Plus the ESPN graphics are wavy. That's what I love about EA Sports games. They have the rights to that stuff. Makes it feel official.
 
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[h2]NBA Live 16 Preview[/h2]
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  Submitted on: 06/25/2015 by Chase Becotte
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When a game starts from the bottom like NBA Live did two years ago, it’s easy to say it’s improving year over year because it’s hard to really fall any further. At the same time, on some level it might be fair to say “it’s easier to go from bad to average than average to great.” Still, right now as I take a step back and look at what NBA Live 16 is trying to pull off this year, it finally brings about a level of excitement that has not existed with the franchise in many years.

However, this is not me saying “LIVE IS BACK!” or “WATCH OUT NBA 2K!” This is not a hype piece, but rather me saying it feels like Live is finally moving forward. The development team is adding and improving NBA Live now rather than just simply trying to create a functioning basketball game.

So with that in mind, here are my thoughts after playing six full games of NBA Live 16.   
[h3]Let It Flow[/h3]
What immediately stands out when you start playing the game is that the game is just moving and flowing way more than it has in the past. Guys do not simply stand around on offense, and dribbling and creating movement on the ball just comes together in a more natural way. In other words, it feels like five guys are finally starting to act as a unit without needing any heavy input from the user to create opportunities. 

The development team is promising to really improve and add unique sets to the game. In the demo, playbooks were not turned on, so the Warriors just had one basic set where Klay Thompson and Harrison Barnes would more or less come off a series of baseline screens and down screens. On the other end, Cleveland was built more around JR Smith moving off the ball and LeBron trying to get a dribble handoff of sorts. Even in this limited state, there was enough you could do with these basic sets to create some interesting halfcourt moments, but the real hope is that teams will actually feel different on the court when the game is released.

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Dribbling

Dribbling should be a strength for Live, and it’s starting to become one again. And I think it should be a strength because it’s a basic system where you use the right stick in a way that should feel normal to anybody who plays any other EA Sports games. There are layers of complexity below the surface, of course, but still it’s a system that’s easy to understand and fun to toy around with in isolation situations.

The biggest improvement to the dribbling comes in the form of the R2/RT modifier to create hesitation opportunities. It’s not completely unlike FIFA’s new feinting system that’s being introduced, but the point is it allows you to better size up opponents and then blow by them. By flicking the right stick different directions while holding R2, it can create chances for step backs, signature dribbles, blow-by opportunities, or a chance to simply dance around as you wait for a pick to be set. Live has really struggled to find ways to make players feel explosive off the bounce, but I believe this mechanic is now the best way to create those chances. 

Dribbling does not feel quite as fluid when you are simply trying to run the ball up the court or carve up the defense while at more of a sprint. If the game does a good job of taking you from 0-100 when at a standstill, it still feels a bit off when trying to take you from 0-60 and then 60-100 when trying to grab an outlet pass and fly up the court. And I don’t mean to say the pace of the game does not feel fast enough, because if anything the pace of the game maybe feels a pinch too fast, but rather it feels like the player with the ball is still struggling to get moving at points.

Pick and Roll/Dribble Handoffs

Something that also adds to the fluidity of this year’s game is the tweaks to the pick and roll, and the incorporation of dribble handoffs. It all revolves around using the B button or Circle button (depending on your console of choice), and since it all revolves around one button it makes understanding and using these mechanics simple enough to grasp. 

You can quickly toggle between a pick and fade or pick and roll now, and you still have the option to do a quick pick and slip by just releasing the designated button ahead of the pick being set. 

When it comes to dribble handoffs, the same rules apply as pick and rolls. You can more or less designate who you want to come get the handoff (it can be any of the four players, much like any of the four players can come set a pick), and then that player will sprint to you and come look for the ball. It creates some dangerous scoring opportunities, and it feels like a very worthwhile addition to the game. For example, when LeBron comes up to get a dribble handoff, each time you have to make a quick decision: either you’re going to trail him with the on-ball defender, or you’ll switch to the other defender already on the ball and try a hard hedge, or if it’s a big already up high then you can choose to sink deeper into the paint and just try to stop Bron from driving. Again, the dribble handoffs have the feel of a nice tactical cat and mouse game that changes based on the personnel involved.

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Shooting

Coming right off a dribble handoff, sometimes you might just take a dribble or two and then pull up. And what’s nice is that those pull-up jumpers do feel much cleaner this year. You feel the momentum and weight of the ball handler as he tries to rise and fire. The new shooting mechanics come in here as well because signature jumpers do have different timing windows, which will add a nice layer of difficulty. 

The big thing here is that it feels like those in-between animations that act as connective tissue between going from a dribble to a pull up have been cleaned up or added. In fact, it actually felt more natural and rewarding to shoot off the bounce rather than rise and fire from a set position on the baseline or wing. 

Passing

The fluidity of the game is also obviously impacted by passing. I have no issue saying the passing is improved in NBA Live 16. It can be done more quickly, and there is an element of pre-loading passes now to more quickly whip the ball around the perimeter. Still, passing does not quite feel as strong an element as it could be moving forward. 

To me, passing still feels a pinch slow when trying to ping the ball around the perimeter. Balls do not float as much as they did in the past, but I don’t necessarily feel like every pass has the right zip on it either. In addition, while you still always know who you will pass to based on the white halo under a player, I still feel most comfortable using icon-based passing. 

Defense and Physicality

Another aspect of NBA Live that has been talked about a lot in the past is this idea of “force fields” and the fact that it never really felt like players were actually interacting with each other on the court when they ran into each other. Improvements are being made here, but it’s probably the aspect of the game I’m most worried about at this point, which I’ll talk about below.

Off-Ball Physicality

So what is cool here is that Live is continuing to add more off-ball controls. You can bump cutters and so forth on defense, and you can also clear space for yourself on the offensive side before coming off a screen. 

This ends up actually being important at times because, using the Warriors as the example, you may want to switch off the ball and sometimes bump Klay when he tries running around the off-ball screens. It’s an added layer of strategy that exists now in NBA 2K and NBA Live, and it helps for those moments when you need to stop a money play.

Beyond that, I don’t know what Live’s new mode will be at this point, but a focus on this type of stuff really pushes the idea that it will be some sort of extension of using a single player. 

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Going To the Rim

Now here is where we get to the high highs and low lows. Live is touting a new physics system that’s based off real physics tying together with motion-captured animations. It’s a system they say they’ve worked on for two years. In short, this system is definitely helping in some regards, but it’s also not making me forget about some of the previous shortcomings either. 

When you attack the rim, it can lead to singular moments of visual brilliance or moments of abject failure. For example, there was a moment where I got the ball on the break with Harrison Barnes. It was a two-on-one and Barnes decided to just rise up on Tristan Thompson. Barnes collided with Thompson but still more or less climbed up him and hammered hard. It looked great, felt great and was a nice “wow” moment that showed off this new system at work. However, soon after LeBron James did a nice job blowing by his defender, only to get bumped a bit on the way to the rim before nearly trying to lay the ball up backwards. 

The point is things are looking better -- even amazing at times -- but it’s not like a switch was turned on and now everything is magically fixed. Like with anything else, this seems like a work in process. And hey, there’s still time. I know, for example, they have not even turned on certain animations yet -- in this case ones where you would usually catch the ball rolling to the rim with a big before going right up with it for a layup/dunk in one seamless movement -- because they were not ready as of yet.

At the very least, the development team is aware of the issues, so at this point I just hope they can clean up the animations relating to contact on layups and putback attempts.

Force Fields and Fouls

Regardless, it feels like “force fields” are very much less of a thing now. There is no secret wall keeping you from running out of bounds anymore. For example, I caught a ball out of bounds and also dribbled out of bounds. Both things were my fault, and it felt good to see that happen. 

At the same time, there’s nothing stopping defenders from being able to step up and body up players driving to the hoop. The help defense did not always feel as on point as it should, but there were great moments here as well. One that sticks out is on a Klay Thompson drive; Tristan Thompson got over and just absolutely annihilated Klay’s layup attempt with a swat off the glass, leading to a fast break going the other way.

I was also fouled on multiple occasions when rising up to take a shot. However, I still feel like not enough fouls were called when I drove to the rim.

Hitting the Glass

Rebounding is the last element that comes into play here. Again, it’s sort of a mix of good and bad. Last year, I think it’s easy to argue offensive rebounding was overdone. This year, it feels like boxing out is more easily done, but I feel like I trust the AI way more to box out and then attack the glass than I do a user. It could just be sample size at this point, but it just felt like when I would try and box out and then go get the ball, I would lose those battles far more often than the CPU would in the same situation.
[h3]Beauty of the Game[/h3]
NBA Live really does look impressive to me this year. It’s visually arresting, has a slightly subdued color palette that brings about a more realistic look, and it has an art style that is consistent with itself. Beyond the looks of the actual game, the UI is also more prominent this year (as it is in all EA Sports games this year) as the game is trying to teach you more as you play. I’ll talk more about both these elements below.

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How the Game Looks To You

From the moment the starting lineups screen pops up to the close-ups of the players after they score, I think this is a game that is really clicking in all areas. I can obviously only judge two teams at this point, but the face scanning seems to have paid off, and overall it’s hard to really have too many issues with how players are looking on the court.

What’s more exciting to me is that what’s still being promised to be in the game should help more. Players still were not emoting as much as you would like, but the Live team is saying they’re still just adding those emotional elements to the game. In addition, players will have their warm-ups on as they sit on the bench. And lastly, signature celebrations such as James Harden’s “stirring the pot” celebration should end up in the game as well.

How the Game Talks To You

The UI is more in your face this year. Live got some guff for not giving users enough tutorial elements when the game launched last year, and the development team is trying to rectify that this season. 

The bit that immediately sticks out is the UI prompts when shooting. To me, the UI is helpful but a bit confusing at this point. On free throw attempts, you’re shooting for 100 percent on the UI meter, but on regular shots, it seems 50 percent is more your goal. This 50 percent is based on shot quality as well as shot timing. Overall, it’s a good addition, but it’s just a matter of trying to explain these elements to users so they do not get frustrated.

The other element that is not there right now, but may end up in the game, are play art prompts on the floor itself. These may show up only for plays, or they may show up when sets are just automatically playing out. I think it would be a good addition if it makes it into the game (I always use play art at all times in 2K, for example), but we’ll see if that happens. 
[h3]Final Thoughts[/h3]
So at this point, it’s interesting to see how Live is coming together. As it’s the title furthest from being released among the EA Sports titles, it means it has the most time left to be improved. I did not talk about the post game, for example, because there is not much to talk about as of yet. The development team knows the post game needs to be improved, and they are promising they’ll be adding to it before launch, but as of now it has not gotten a major upgrade. So while I’m cautiously optimistic overall with this game, we also have to be aware that there’s still a hefty amount of development time left here as we move towards release. 
 
Not bad tbh .. seemed like they really tried to fix the " small things ".. Will buy when they go on sale
 
I'm just happy to have a choice this year. While 2k is the best representation we have for the sport, it does get stale after awhile. I will still probably end up with both, but this year I may just catch 2k on Black Friday instead of a day 1 purchase. They'll have at least one patch done by then :lol:
 
is everybody gonna post the same pic/video with the bynum at center court every other page? yall dudes be doing mad extra **** 4 nothing
 
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That video was classic gotta admit :rofl: :rofl:

I was a big fan of live 10, but haven't liked the newer ones yet. Def want to try 16
 
Looks real good. Definitely a discounted cop for me. 2K lost me when they didn't make the small but significant upgrades to MyCareer. The new storyline was coo but I wanted to change jerseys, socks, etc for a min. then they remove the calendar :smh:
 
[h2]  [/h2]
[h2]Improved Lighting and Visuals in NBA LIVE 16[/h2]
Posted July 2nd at 8:00am.

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SELF-EXPRESSION IN NBA LIVE 16

Basketball is a sport that is all about self-expression. Unlike other sports, fans are able to get an up-close and personal look at players. They aren’t covered with pads, helmets or heavy gear, so every expression is visible. That being said, it’s important to nail down each player’s likeness, attitude and emotion. 
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3D FACE SCANNING TECHNOLOGY

The first step in the process involves scanning all the players and coaches from the NBA. EA SPORTS invested in the scanning process nearly three years ago, and continue to refine this process. The more we have scanned, the better we have gotten at the process, and that leads to better, more lifelike results. 

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SCAN THE HOUSE AND EVERYTHING IN IT

But the scanning didn’t stop there. We got such great results with players, we decided to scan as many things as possible. This includes jerseys, accessories, shoes, socks, environments and more. That means the same level of detail seen on players is seen in everything else.

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EXPRESSIONS ARE EVERYTHING

Like we said before, NBA faces aren’t obstructed, so you are able to see each and every expression on them. Mad, dejected, thrilled, whatever they might be feeling, all of these emotions are easily distinguishable on players faces. With that said, the team focused on making sure their facial animations were on point.

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PLAYERS LOOK ALIVE

Another thing to note is that players don’t have that “dead” look in their eyes anymore. Since we completely overhauled the facial animation system, utilizing 100% accurate scan data, players behave and react more like their real-life counterparts. Now, there is more natural movement of the skin on top of the cheek, brow, chin and jaw bones. Now on to lighting…
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LIGHTING ENHANCES THE LOOK

The lighting system received a complete overhaul in NBA LIVE 16. Nearly every single asset in game was worked on or tweaked from a visual illumination perspective. A big part of this includes the color correction made across the board, which gives a more broadcast-quality look and feel to the visuals. 
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TEXTURES AND TONES AND EVEN SWEAT

Jersey colors and skin tones on different players are also much more accurate, resulting in better skin textures and sweat effects. This is the culmination of a three-year process to improve the visuals for the NBA LIVE franchise, and we are just getting started. Stay tuned in the coming weeks for something that will really show how much the lighting and graphics have improved.

For more information on NBA LIVE 16, make sure you hit us up on Facebook and follow us on Twitter.
 
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