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NBA Live 07
NBA Live 07
from Wikipedia
NBA Live 07
Xbox 360 cover art featuring Tracy McGrady
DeveloperEA Canada
PublisherEA Sports
SeriesNBA Live
PlatformsPlayStation 2
PlayStation Portable
Xbox 360
Xbox
Windows
Release
  • NA: September 25, 2006
  • AU: October 5, 2006 (PC)
  • EU: October 6, 2006
  • AU: October 12, 2006
  • AU: October 19, 2006 (X360)
  • EU: October 20, 2006 (X360)
  • KOR: November 8, 2006 (PSP)[1]
  • NA: November 15, 2006 (Mobile)[2]
  • JP: November 22, 2006 (PS2, X360)
  • JP: December 21, 2006 (PSP)
GenreSports
ModesSingle-player, Multiplayer

NBA Live 07 is the 2006 installment of the NBA Live series by EA Sports. It was released on Xbox, Xbox 360, PlayStation 2, PlayStation Portable, and Windows.

Cover

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NBA Live 07 features Tracy McGrady of the Houston Rockets as the cover athlete in most versions, but some international versions have players from those areas:

Features

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Players can create and name players which can be added to the roster. Players can also be upgraded to 99 using a special feature. Although the player can be named in any way, the commentator can speak out their last name if given certain names.

Teams can be unlocked by progressing through the game and completing unique challenges. The game features stars like Magic Johnson, Larry Bird, George Mikan, Wilt Chamberlain, and many others. They are all on one of the All-Star teams, which include the 50s All-Stars, 60s All-Stars, 70s All-Stars, 80s All-Stars, and 90s All-Stars. (The Legend Teams are not available for the Xbox 360)

The game features the voices of Marv Albert and basketball player Steve Kerr. This was the last NBA Live game to be released on the original Xbox. A PlayStation 3 version was cancelled because the design was progressed ambitiously.

Reception

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NBA Live 07 received "mixed or average reviews" on all platforms according to video game review aggregator Metacritic.[28][29][30][31][32] This marks the first time an NBA Live game has been rated in this majority. In Japan, Famitsu gave the game a score of all four sevens for the PlayStation 2 version; all four eights for the Xbox 360 version;[5] and one seven, one eight, and two sevens for the PSP version.[6]

See also

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
NBA Live 07 is a developed by EA Canada and published by under the brand. Released in late 2006 for platforms including , , , , PC, and mobile phones, it simulates the with licensed teams, players, and arenas, featuring of the as the North American cover athlete. The game offers core modes such as Dynasty, where players manage a team over multiple seasons including roster decisions and trades; quick exhibition matches; and NBA All-Star Weekend events like the Rookie Challenge, , and . It introduces Freestyle controls for intuitive player movements, with the version adding advanced features like Procedural Awareness for dynamic player interactions and Foot Planting Technology for realistic footwork and balance. International versions feature regional cover athletes, such as for Germany, for Spain, and and for France, highlighting European NBA stars. A planned version was ultimately canceled due to development challenges. NBA Live 07 received mixed reviews, earning scores ranging from 59/100 for the version to 69/100 for the , with critics praising graphical improvements and mode variety but criticizing inconsistent AI, clunky controls, and presentation issues compared to competitors like NBA 2K7. This entry marked the final NBA Live release for the original , amid a competitive sports gaming market.

Development

Production

NBA Live 07 was developed by EA Canada in , , as the 2006 entry in ' longstanding series, continuing the franchise's annual tradition of simulating professional gameplay. The project emphasized advancing the series through innovative design choices aimed at enhancing player engagement and realism. The game was first publicly announced at the in May 2006, where EA showcased early demonstrations during Sony's press conference, highlighting its potential as a launch title for the PlayStation 3. By late August 2006, previews of near-final builds indicated the core development was approximately 90% complete, allowing media outlets to test substantial portions of the title ahead of its fall release. A key aspect of production involved a complete overhaul of the and animation systems to foster a more dynamic and performance-oriented experience, with developers prioritizing athleticism and strategic depth in player behaviors. One significant challenge during development was the decision to cancel the planned version, originally intended as a system showcase. This move stemmed from the console's production delays, which shifted its North American launch from March to November 2006, compressing timelines and risking a rushed product given the ambitious scope of EA's PS3-specific features. An representative explained, "Our PS3 designs for are very ambitious and we did not want to rush the game this year," opting instead to redirect resources toward a more polished release in the following year's iteration. Development also incorporated platform-specific adaptations, with the (PSP) version receiving targeted enhancements like expanded Dynasty Mode and optimized controls for handheld play, as detailed in dedicated developer diaries. Similarly, the Windows PC port involved adjustments for broader hardware compatibility, including minimum tailored to contemporary PCs, ensuring accessibility across varied configurations while maintaining core fidelity to the console builds.

Technological advancements

NBA Live 07 introduced Procedural Awareness technology, a system designed to enable dynamic player decision-making by allowing on-court athletes to react realistically to surrounding scenarios, such as tracking the and adjusting positions accordingly. This innovation aimed to enhance immersion by simulating heightened , influencing behaviors like defensive positioning and offensive reads during gameplay. The game also featured Foot Planting Technology, which required players to plant and cut their feet when changing directions, eliminating unnatural warping and improving balance and realistic movement, particularly in the version. The game's animation system underwent a complete overhaul, focusing on more fluid and athletic movements to improve aerial interactions, including enhanced dunk animations and defensive maneuvers such as intensified lockdowns. Developers rewrote the core animation framework to center on athletic performance, resulting in smoother transitions for high-flying plays and contact-based actions that better captured the physicality of . AI enhancements in NBA Live 07 emphasized realistic team strategies and individual player behaviors, with a full rewrite of the underlying systems to promote smarter on offense and defense. This led to more varied tactical approaches, such as adaptive play-calling and improved teammate coordination, making matches feel more strategic and less predictable. Commentary was elevated through the integration of by and , who provided play-by-play and color analysis for all 5-on-5 games, including team- and player-specific insights to deepen the broadcast authenticity. Platform-specific optimizations were evident in the Xbox 360 version, which leveraged the console's hardware for advanced graphics capabilities, including higher-fidelity player models with visible sweat details and improved lighting to enhance visual realism over prior iterations.

Gameplay

Core mechanics

NBA Live 07 simulates the standard ruleset of the National Basketball Association, including 48-minute games divided into four quarters, fouls, timeouts, and violations such as traveling and double dribbles. Core on-court controls utilize the left analog stick for player movement and basic dribbling, with the right analog stick enabling advanced dribbling moves like crossovers and hesitations when combined with the Freestyle Superstar trigger for eligible players. Shooting is executed via a timed button press on face buttons (e.g., X on PlayStation 2), where release timing determines accuracy, while layups and dunks are triggered by separate buttons during drives to the basket; passing options include standard button presses for quick passes or icon-based selections for targeted throws to specific teammates. Defensive controls emphasize positioning with the left analog stick, raising hands via the right trigger to contest shots and disrupt passing lanes, alongside steal attempts with the square button and block jumps using the circle button, though the right analog stick is used less frequently for defensive maneuvers compared to offensive actions. The game's physics engine aims for realistic ball handling and player collisions, with the ball responding to bounces, spins, and deflections during passes and shots, while player interactions incorporate momentum-based contact that can lead to screens, charges, and post play jostles. However, collision detection often results in awkward overlaps or sudden separations between offensive and defensive players, contributing to less fluid interactions than intended, such as players warping positions during transitions from dribbling to shooting. Ball physics on rebounds and rim interactions sometimes appear unrealistic, with the sphere rolling excessively around the hoop in certain scenarios. AI enhancements, including rewritten decision-making algorithms, support these mechanics by improving offensive spacing and defensive rotations to maintain realistic flow. Game modes center on fundamental basketball progression without extensive customization depth. Exhibition mode allows for single, non-competitive matches between any two teams, serving as a quick introduction to on-court play. Season mode simulates a full NBA schedule of up to 82 games, progressing through regular-season contests, management, and standings updates leading to postseason qualification. Playoffs mode enables direct simulation of the bracketed structure, from conference semifinals to the , focusing on high-stakes elimination games. On-court presentation enhances immersion through dynamic arena elements, with crowd animations depicting cheering sections that react audibly and visually to shifts—such as erupting for home-team runs or quieting during opponent surges—without appearing as static cutouts. Halftime sequences feature menu overlays for substitutions and strategy adjustments, accompanied by brief arena entertainment breaks, though these are more functional than elaborate. Compared to prior titles like , the basic match flow benefits from rebuilt animations and pacing adjustments that slow down transitions slightly for more deliberate quarter progression, reducing the frenetic speed of earlier entries while preserving NBA tempo.

New features

NBA Live 07 introduced an enhanced player creation system that allowed users to build custom athletes from scratch, including adjustments to physical attributes like height, weight, and , as well as appearance options such as skin tone, facial features, hair styles, tattoos, shoes, and accessories. Players could assign ratings across five skill categories—athleticism, outside , inside scoring, , and defense—with values ranging from 0 to 99, enabling the potential to craft superstars with maximum overall ratings through strategic allocation or by copying base stats from existing NBA players before fine-tuning. These created players could then be integrated into modes like Dynasty for long-term progression, where performance and training could further upgrade attributes toward elite levels. A key addition was the EA Sports Store, an in-game hub where players earned points through challenges and tasks—such as winning games, achieving high scores, or completing specific feats—to unlock cosmetic and gameplay items, including historical teams representing eras from the to the . For example, completing team-based objectives in exhibition or season play rewarded points redeemable for legendary squads like the East or West All-Stars, adding nostalgic matchup options without requiring external codes, though alternate unlock methods via NBA Codes were also supported for items like special jerseys and arenas. This system encouraged replayability by tying progression to skill-based accomplishments rather than pure simulation. Dynasty mode received significant expansions for deeper franchise management, including the ability to relive the with playable lottery simulations and interactive selection processes, alongside a new mid-season trade deadline for realistic roster adjustments. General managers could scout emerging college and international talent, negotiate multi-year contracts with performance incentives, and monitor team chemistry to influence player morale and output over up to 25 seasons. These features built on prior entries by emphasizing strategic decision-making, such as balancing salary caps and development paths for rookies, to sustain long-term engagement in building championship contenders. The PSP version featured tailored adaptations to suit portable play, notably the debut of full Dynasty mode with seamless file transfer via system link to console counterparts, allowing users to maintain ongoing campaigns across platforms. Controls were optimized for the handheld's analog nub and buttons, streamlining menu navigation and quick actions to accommodate on-the-go sessions without compromising core simulation depth.

Release

Platforms and dates

NBA Live 07 was developed for multiple platforms, including the , (PSP), original , , Windows, and mobile devices (). No versions were released for the or , as the GameCube support ended with prior titles in the series and the PlayStation 3 launched shortly after the game's development cycle. The game launched in on September 25, 2006, for the console versions (PlayStation 2, PSP, , and ). The PC version followed shortly after on September 26, 2006. The mobile version was released on November 15, 2006. In , releases occurred on October 5, 2006, for consoles, with the PC edition arriving on October 19, 2006. saw a unified rollout on October 6, 2006, across platforms. The Japanese release was delayed until November 22, 2006, limited to the PlayStation 2 and versions. NBA Live 07 marked the final entry in the series for the original , as subsequent titles shifted focus to next-generation consoles. Porting the game to the PSP presented challenges due to the handheld's hardware limitations, resulting in omissions like the ability to redo the draft in Dynasty mode and restrictions on Freestyle levels to only the basic "Star" tier, alongside adapted controls that required players to relearn passing mechanics. The PC version encountered development hurdles, including persistent bugs that impacted gameplay smoothness and required community patches for optimal performance post-launch.

Marketing and cover athlete

The marketing for NBA Live 07 centered on leveraging the star power of prominent NBA players to align with the excitement of the 2006-2007 NBA season, positioning the game as an essential companion to the real-world league action. of the served as the primary cover athlete and spokesperson for the North American and several international versions, appearing prominently in advertising, packaging, and promotional materials to highlight his scoring prowess and athleticism. Regional variants featured localized stars to appeal to international audiences, including for , for , and alongside for , emphasizing cultural relevance in and endorsements. Promotional efforts included trailers unveiled at the 2006 , where EA showcased early footage of the game's next-generation features during Sony's press conference, generating buzz among gamers and media outlets. Advertising campaigns focused on McGrady's endorsement role, with TV commercials, online videos, screenshots, and podcasts featuring insights from picks to build hype around the game's Total Freestyle Control system, which enabled dynamic aerial dunks, blocks, and passes inspired by elite players' real-life moves. These elements underscored the game's emphasis on star-driven gameplay and authentic NBA simulation. EA partnered with the NBA and for endorsements and promotional tie-ins, incorporating player from league stars to enhance in-game animations and integrating ESPN content such as radio podcasts and broadcast-style overlays to immerse users in the league experience. Additional activations included the NBA LIVE tour with teams like the and , alongside the NBA LIVE Challenge tournament, to engage fans through live events and competitive play.

Reception

Critical response

NBA Live 07 received mixed or average reviews from professional critics, marking the first entry in the series to garner predominantly average ratings across all platforms. According to review aggregator , scores ranged from 59/100 for the version (based on 32 critic reviews) to 69/100 for the version (based on 14 reviews), with the PC version at 61/100, the version at 63/100, and the PSP version at 64/100, reflecting a consensus on solid fundamentals overshadowed by persistent flaws. Critics commonly praised the game's improved animations and aerial gameplay, which added greater authenticity and fluidity to on-court actions like dunks and layups. For instance, one critic review highlighted how the enhanced graphics and animations made the game look "unbelievably good," building on the series' visual strengths from NBA Live 06. GameSpot echoed this, commending the faithful replication of arenas, lively crowd animations, and the engaging slam-dunk contest mode for its depth and visual appeal. However, significant criticisms focused on inconsistent AI behaviors, a lack of meaningful innovation beyond visual upgrades, and widespread bugs that disrupted modes. IGN's review for the version described the game as plagued by "bugs and glitches" in shooting, team AI, and overall flow, rendering it "almost impossible to play" at times. noted the AI's defensive aggression but criticized its offensive predictability, with teams repeating the same patterns and failing to adapt, contributing to repetitive experiences. Platform-specific reviews highlighted variances; the Xbox version, scoring higher at 69/100, was praised for its Dynasty mode depth but still faulted for control issues similar to other versions. The PC edition at 61/100 faced additional criticism for technical glitches in online features. The PSP version was appreciated for its portability, enabling quick sessions of authentic basketball simulation, but faulted for imprecise controls and management issues. IGN scored the PSP edition 6/10, pointing to choppy gameplay, poor shot clock handling, and ball control problems that hindered the portable experience. Among notable outlets, awarded the Xbox 360 version 4.9/10, acknowledging some depth in Dynasty mode but ultimately condemning the technical instability. GameSpot gave it 7.1/10, praising the core mechanics' solidity while critiquing the lack of fresh content and repetitive structure compared to the predecessor.

Commercial performance

NBA Live 07 sold an estimated 2.34 million units worldwide across its platforms, based on data compiled by VGChartz. The PlayStation 2 version led with 1.30 million units, including 1.07 million in , while the PlayStation Portable edition reached 0.51 million, primarily driven by 0.47 million units in . The Xbox 360 port accounted for 0.47 million units, mostly in at 0.43 million, and the original Xbox version added 0.06 million. No reliable sales figures are available for the PC release. In its launch month of September 2006, the game performed strongly in , ranking 11th overall in NPD sales charts, with the edition at No. 3, at No. 4, and at No. 8 on their respective platform lists. Sales were more modest in , totaling around 0.08 million units across versions, and relied heavily on the portable edition for traction in . Compared to the prior entry, , which sold an estimated 2.95 million units globally (including 1.42 million on alone), showed a slight decline, partly attributed to intensifying competition from the series. Several factors influenced its market performance, including its release timing on , , aligning closely with the start of the in late October, which boosted preseason interest. However, the game's availability across five platforms—, , , , and PC—contributed to fragmentation, potentially diluting focus and marketing efforts amid the transition to next-generation consoles. Long-term, NBA Live 07 has no official digital re-release or availability on modern platforms, as delisted many legacy titles from online stores in the . Physical copies remain accessible via secondary markets like and Amazon, though availability varies by platform, with versions being the most common at prices around $4–$8.

Legacy

Series impact

NBA Live 07 represented a pivotal shift in the series' development direction, prioritizing visual and enhancements—such as improved player models and contextual movements—over deeper AI refinements, a template that carried into NBA Live 08. The game's rewritten AI system aimed for more realistic , but persistent issues with defensive positioning and tactical awareness led critics to call for substantial overhauls, which EA addressed in the successor by introducing features like enhanced and smarter passing mechanics. This entry also underscored EA's mounting competitive pressures against , which outperformed it in simulation realism and overall polish, eroding EA's long-held market dominance in basketball gaming. NBA Live 07's scores, ranging from 59/100 on to 69/100 on , paled in comparison to NBA 2K7's aggregates in the 80s, signaling a need for EA to recalibrate its approach to reclaim leadership. As the final NBA Live title released for the original , the game influenced EA's platform transition strategy during the shift to next-generation hardware, exemplified by the cancellation of its version to prevent a rushed launch amid ambitious design goals. This move allowed EA to consolidate efforts on and legacy platforms, paving the way for a more focused next-gen debut in 08 across PS3 and . NBA Live 07 contributed to the sports gaming genre through its Procedural Awareness technology, which enabled dynamic player reactions to on-court scenarios and advanced facial animations, elements that aligned with EA's broader push into procedural motion systems across titles. However, this innovation saw limited adoption in subsequent games, where later features like Player DNA in built indirectly on similar concepts without direct lineage. Ultimately, NBA Live 07 left no enduring innovations that reshaped the series' trajectory long-term, with its advancements largely viewed as incremental steps overshadowed by ongoing gameplay flaws and competitive shortcomings in later entries.

Community views

Upon its release, NBA Live 07 faced significant backlash from fans for its buggy gameplay and subpar execution, particularly on PC and Xbox 360 platforms. However, this initial poor reception contrasted sharply with a 2007 poll on the NLSC Forum, where the game was voted the second-favorite entry in the series, behind only NBA Live 2005. In modern online communities such as the NLSC, NBA Live 07 has garnered praise for its nostalgic appeal, with fans highlighting the engaging unlockables like the revamped Freestyle Superstars system that added unique Star and Superstar moves for player differentiation. The game's atmosphere, enhanced by integration featuring branded broadcasts and radio commentary, continues to be appreciated for immersing players in a simulated NBA environment. The PC version has sustained a dedicated modding scene, where community developers release patches to update rosters and improve compatibility, such as the Supreme Update Mod that overhauls teams, players, and graphics for contemporary play. These efforts, including ongoing roster updates from the NLSC, keep the game viable for enthusiasts. Retrospective analyses portray NBA Live 07 as a transitional title in the series, introducing procedural awareness technology intended to improve player reactions and situational decision-making, though its potential remained largely untapped due to overriding animation and physics flaws. Due to the absence of modern re-releases, community discussions often center on emulation and hardware fixes to access the game on current systems, with NLSC providing and performance patches for PC versions to address compatibility issues.

References

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