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NBA Live 2002
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| NBA Live 2002 | |
|---|---|
Cover art featuring Steve Francis | |
| Developers | PlayStation: NuFX Xbox/PlayStation 2: EA Canada |
| Publisher | Electronic Arts |
| Series | NBA Live |
| Platforms | PlayStation 2, PlayStation, Xbox |
| Release | PlayStation, PlayStation 2 Xbox |
| Genre | Sports (Basketball) |
| Modes | Single-player, Multiplayer |
NBA Live 2002 is the 2002 installment of the NBA Live video games series. The cover features Steve Francis as a member of the Houston Rockets. The game was developed by EA Sports and released on October 30, 2001, for the PlayStation 2 and PlayStation, and November 15, 2001, for the Xbox. This game was commentated by Don Poier and former NBA player Bob Elliot. It was a launch title for Xbox in North America and Europe.[citation needed]
Soundtrack
[edit]- Moka Only - Crunch
- Moka Only (feat Abstract Rude) - Rolling Along
- Swollen Members - Lady Venom
- Swollen Members - Deep End
- The Crystal Method - The Winner
Reception
[edit]| Aggregator | Score | ||
|---|---|---|---|
| PS | PS2 | Xbox | |
| Metacritic | 81/100[2] | 70/100[3] | 76/100[4] |
| Publication | Score | ||
|---|---|---|---|
| PS | PS2 | Xbox | |
| Electronic Gaming Monthly | N/A | 4.83/10[5][a] | N/A |
| Famitsu | N/A | 29/40[6] | 28/40[7] |
| Game Informer | N/A | 8.5/10[8] | 8.5/10[9] |
| GameRevolution | N/A | C[10] | C[11] |
| GameSpot | N/A | 7.7/10[12] | 7.7/10[13] |
| GameSpy | N/A | N/A | 60%[14] |
| GameZone | 8.5/10[15] | N/A | N/A |
| IGN | N/A | 7.6/10[16] | 7.8/10[17] |
| Next Generation | N/A | N/A | |
| Official U.S. PlayStation Magazine | N/A | ||
| Official Xbox Magazine (US) | N/A | N/A | 7.6/10[21] |
| X-Play | N/A | N/A | |
The PlayStation and Xbox versions received "generally favorable reviews", while the PlayStation 2 version received "average" reviews, according to video game review aggregator Metacritic.[2][3][4] NextGen said in its final issue, "This Xbox version of EA Sports' hoops series is basically the same game you can find on every other platform – in other words, chock full of uninspiring graphics, plodding gameplay, and clumsy controls."[18] In Japan, where the PlayStation 2 version was ported and published by Electronic Arts on January 1, 2002, followed by the Xbox version on March 7, Famitsu gave it a score of 29 out of 40 for the former,[6] and 28 out of 40 for the latter.[7]
Dan Elektro of GamePro's January 2002 issue said that the PlayStation 2 version "makes up for last year's missteps and then some. The gameplay finally matches the graphics, and the result is what basketball fans want and need in a PS2 game."[23][b] An issue later, he said that the Xbox version "sets a great standard for Xbox basketball",[24][c] and that the PlayStation version "comes packed with all the gameplay and features you expect: lengthy season modes, a 1-on-1 streetball mode with any player in the league, and create-a-player options."[25][d]
Notes
[edit]- ^ Three critics of Electronic Gaming Monthly gave the PlayStation 2 version each a score of 4.5/10, 6/10, and 4/10.
- ^ GamePro gave the PlayStation 2 version two 4.5/5 scores for graphics and fun factor, and two 4/5 scores for sound and control.
- ^ GamePro gave the Xbox version two 4.5/5 scores for graphics and fun factor, 4/5 for sound, and 3.5/5 for control.
- ^ GamePro gave the PlayStation version 3.5/5 for graphics, 3/5 for sound, 4.5/5 for control, and 4/5 for fun factor.
References
[edit]- ^ IGN staff (October 30, 2001). "Now Shipping for PS2". IGN. Ziff Davis. Archived from the original on October 21, 2021. Retrieved February 9, 2025.
- ^ a b "NBA Live 2002 critic reviews (PS)". Metacritic. Fandom. Archived from the original on October 22, 2021. Retrieved February 9, 2025.
- ^ a b "NBA Live 2002 critic reviews (PS2)". Metacritic. Fandom. Archived from the original on June 25, 2022. Retrieved February 9, 2025.
- ^ a b "NBA Live 2002 critic reviews (Xbox)". Metacritic. Fandom. Archived from the original on October 26, 2021. Retrieved February 9, 2025.
- ^ Kujawa, Kraig; Hager, Dean; Leahy, Dan (January 2002). "NBA Live 2002 (PS2)" (PDF). Electronic Gaming Monthly. No. 150. Ziff Davis. p. 216. Archived (PDF) from the original on March 31, 2023. Retrieved February 9, 2025.
- ^ a b "NBAライブ 2002 (PS2)". Famitsu (in Japanese). Enterbrain. Archived from the original on October 23, 2021. Retrieved February 9, 2025.
- ^ a b "NBAライブ 2002 (Xbox)". Famitsu (in Japanese). Enterbrain. Archived from the original on October 21, 2021. Retrieved February 9, 2025.
- ^ Leeper, Justin (December 2001). "NBA Live 2002 (PS2)". Game Informer. No. 104. FuncoLand. p. 92. Archived from the original on September 15, 2008. Retrieved February 9, 2025.
- ^ Leeper, Justin (January 2002). "NBA Live 2002 (Xbox)". Game Informer. No. 105. GameStop. p. 86. Retrieved February 9, 2025.
- ^ Dr. Moo (November 29, 2001). "NBA Live 2002 - PS2". GameRevolution. CraveOnline. Archived from the original on April 14, 2003. Retrieved October 20, 2021.
- ^ Dr. Moo (November 29, 2001). "NBA Live 2002 Review (Xbox)". GameRevolution. CraveOnline. Archived from the original on September 11, 2015. Retrieved October 20, 2021.
- ^ Ahmed, Shahed (October 31, 2001). "NBA Live 2002 Review (PS2)". GameSpot. Fandom. Archived from the original on January 31, 2005. Retrieved February 9, 2025.
- ^ Ahmed, Shahed (November 19, 2001). "NBA Live 2002 Review (Xbox)". GameSpot. Fandom. Archived from the original on November 21, 2001. Retrieved February 9, 2025.
- ^ Bub, Andrew S. (December 25, 2001). "NBA Live 2002 (Xbox)". GameSpy. IGN Entertainment. Archived from the original on January 12, 2005. Retrieved April 29, 2015.
- ^ Code Cowboy (November 21, 2001). "NBA Live 2002 Review - PlayStation". GameZone. Archived from the original on June 8, 2008. Retrieved April 29, 2015.
- ^ Zdyrko, David (November 1, 2001). "NBA Live 2002 (PS2)". IGN. Ziff Davis. Archived from the original on August 11, 2024. Retrieved February 9, 2025.
- ^ Boulding, Aaron (November 20, 2001). "NBA Live 2002 (Xbox)". IGN. Ziff Davis. Archived from the original on October 21, 2021. Retrieved February 9, 2025.
- ^ a b "NBA Live [2002] (Xbox)". NextGen. No. 85. Imagine Media. January 2002. p. 35. Retrieved October 20, 2021.
- ^ Zuniga, Todd (February 2002). "NBA Live 2002 (PS)". Official U.S. PlayStation Magazine. No. 53. Ziff Davis. p. 117. Retrieved February 9, 2025.
- ^ Zuniga, Todd (December 2001). "NBA Live 2002 (PS2)". Official U.S. PlayStation Magazine. No. 51. Ziff Davis. p. 169. Retrieved February 9, 2025.
- ^ "NBA Live 2002". Official Xbox Magazine. Imagine Media. February 2002. p. 75.
- ^ Schkloven, Emmett (December 4, 2001). "'NBA Live 2002' (PS2) Review". Extended Play. TechTV. Archived from the original on January 21, 2002. Retrieved October 20, 2021.
- ^ Dan Elektro (January 2002). "A Return to Form for NBA Live 2002 (PS2)" (PDF). GamePro. No. 160. IDG. p. 122. Archived from the original on February 7, 2005. Retrieved February 9, 2025.
- ^ Dan Elektro (February 2002). "NBA Live 2002 (Xbox)". GamePro. No. 161. IDG. Archived from the original on January 19, 2005. Retrieved April 29, 2015.
- ^ Dan Elektro (February 2002). "NBA Live 2002 (PS)". GamePro. No. 161. IDG. Archived from the original on December 16, 2004. Retrieved February 9, 2025.
External links
[edit]NBA Live 2002
View on GrokipediaDevelopment and release
Development
NBA Live 2002 was developed primarily by EA Canada for the PlayStation 2 and Xbox versions, under the EA Sports publishing label, with NuFX handling the PlayStation port.[3][6] As the eighth entry in the NBA Live series, it built directly on the foundation of NBA Live 2001, emphasizing enhancements tailored to next-generation consoles like the PlayStation 2 and the launch of Xbox to leverage improved hardware capabilities for more dynamic basketball simulation.[7][8] A significant production milestone was the inclusion of Michael Jordan as an official playable character for the first time since NBA Live 95, marking his return to the series as an active player with the Washington Wizards following his 2001 NBA comeback.[3] This addition extended to the game's rosters across all modes and featured Jordan on the cover art for the Japanese variant, replacing the standard North American athlete Steve Francis to appeal to regional audiences.[3] The development team integrated Jordan's likeness and attributes based on his Wizards tenure, ensuring his availability in franchise and exhibition play without relegating him to a separate legends roster.[3] Technical advancements centered on gameplay fluidity, incorporating hundreds of new motion-captured animations to create more realistic player movements and interactions on the court.[9] The AI saw substantial refinement, preventing unnatural player bunching during plays and enabling smarter defensive positioning and offensive decision-making compared to the prior installment.[8] Facial animations were also updated for greater expressiveness, while features like Jam Cam and Swat Cam introduced cinematic replays for highlight moments.[10] However, certain mechanics retained limitations, such as uninterruptible spin animations that prevented quick transitions to jump shots and occasional out-of-bounds errors during spin moves, alongside basic post moves that lacked depth in variety and responsiveness.[7][9] Roster assembly faced timing constraints with a September 10, 2001, cut-off date, leading to the absence of several 2001 NBA rookies who signed contracts after this deadline due to draft trades, negotiations, or international licensing delays.[11] Notable examples include Tony Parker, the 28th overall pick by the San Antonio Spurs who signed on September 21.[11] These omissions reflected the challenges of finalizing player likenesses and contracts in the fast-paced NBA offseason, though the game included other top draft picks like Kwame Brown and Jason Richardson.[11]Release
NBA Live 2002 was released for the PlayStation 2 and PlayStation on October 30, 2001, in North America, with the Xbox version following on November 18, 2001, shortly after the console's launch.[12][1][2] The game was developed by EA Canada and published by EA Sports, marking the series' debut on next-generation hardware while maintaining support for the prior PlayStation generation.[3] The standard North American and European editions featured Houston Rockets guard Steve Francis as the cover athlete, reflecting his rising stardom in the league at the time.[13] In a regional variation, the Japanese release instead showcased Michael Jordan in his Washington Wizards uniform, capitalizing on his enduring popularity in that market following his NBA comeback.[14][15] Platform-specific optimizations were implemented to leverage each system's hardware capabilities. The Xbox version, for instance, benefited from the console's superior GPU, delivering enhanced graphics with sharper textures, improved lighting effects, and support for progressive scan at 480p resolution, providing a more detailed visual experience compared to the PlayStation counterparts.[16] Marketing efforts were closely tied to official NBA licensing, with promotional trailers and commercials highlighting Michael Jordan's return to the league and the introduction of the deep franchise mode, which allowed players to manage teams over multiple seasons.[17] These campaigns emphasized realistic gameplay simulations and star-driven narratives to appeal to basketball fans amid the 2001-2002 NBA season.[13]Gameplay
Game modes
NBA Live 2002 offers a variety of game modes that cater to different player preferences, from quick matches to in-depth simulations of professional basketball management. The core single-player modes include Exhibition, which allows users to play standalone games between any two teams without long-term consequences, simulating quick matches for casual play. Season mode enables players to guide a selected team through the full 82-game NBA regular season schedule, tracking statistics and performance across all 29 teams from the 2001-02 season. Playoffs mode focuses on tournament-style competition, replicating the NBA postseason bracket with best-of-seven series leading to the Finals. Additionally, Practice mode provides a training environment to hone specific skills such as dribbling, dunking, and shooting, serving as an introductory tool for mastering on-court mechanics. One-on-One mode offers individual duels on a redesigned street basketball court, emphasizing personal skill in head-to-head contests without full team involvement.[18][7] A standout addition is Franchise mode, which introduces a multi-year career simulation spanning up to 10 seasons, where players manage one or more teams with strategic depth. This mode includes comprehensive roster management features, such as signing and releasing free agents, executing trades, participating in the NBA Draft with randomly generated rookie classes featuring unique names, ratings, and scouting reports, and adhering to a points-based salary cap system modeled after NBA rules. Team progression is tracked through off-season activities like re-signing players and adjusting lineups, enhancing replay value by allowing long-term dynasty building and strategic decision-making that builds on elements from prior entries in the series.[18][7][3] Multiplayer support is limited to local play, accommodating up to two players in split-screen mode on console versions, enabling competitive matches in Exhibition, Season, or other core modes without online connectivity. Customization options revolve around team selection from the 29 official NBA franchises of the 2001-02 season, including rosters with real players like Michael Jordan on the Washington Wizards, and basic player editing that permits adjustments to attributes and appearances for personalized rosters. These features allow for tailored experiences while maintaining the authenticity of the league's structure.[18][3][7]On-court mechanics
NBA Live 2002 employs a control scheme that utilizes the left analog stick or D-pad for player movement and turbo sprinting via the R1 button on PlayStation 2 and similar configurations on other platforms.[19] Shooting is handled through button presses for jump shots, with animations that can feel excessively long for simple attempts, while passing is noted for its high accuracy, sometimes leading to overly precise outcomes.[7] Dribbling includes contextual moves like crossovers, which activate automatically based on defender proximity and court position rather than direct player input, and post play features spin moves and drop steps executed via the right analog stick or specific button combinations, though spin initiations are slow and drop steps can leave players vulnerable to open shots.[4] Post-up positioning is achieved by holding L2 and directing with the analog stick, enabling drop steps and spins in the low post for more controlled interior play.[20] The rebounding system sees improvements over prior entries, with enhanced boxing-out mechanics that allow manual positioning to contest boards more effectively, though securing rebounds remains challenging, particularly on defense, as the ball can pass through players unrealistically.[4] Contested rebounds emphasize player height and positioning, making it easier to grab boards when properly aligned compared to NBA Live 2001.[21] AI behaviors on offense and defense include automated play-calling and switching, but defensive AI often fails to adapt quickly, lacking effective zone defenses despite the absence of illegal defense penalties, which results in predictable man-to-man matchups.[4] Offensive AI executes basic plays, yet criticisms highlight exaggerated animations for moves like spins and occasional unrealistic shot timings that disrupt flow.[7] Visual player models feature updated likenesses for key stars, including cover athletes Steve Francis of the Houston Rockets and Michael Jordan of the Washington Wizards, reflecting their 2001-02 season appearances.[13] The game's rosters incorporate the 2001-02 NBA season details, such as major trades like Jason Kidd to the New Jersey Nets and Tracy McGrady to the Orlando Magic, alongside simulated injuries in season mode for realism.[22]Audio and presentation
Soundtrack
The soundtrack of NBA Live 2002 features a selection of licensed instrumental tracks, emphasizing hip-hop and electronic genres to provide an energetic backdrop for the game's atmosphere.[23] Primarily drawing from Canadian hip-hop artists, the music incorporates beats from Vancouver-based acts alongside American electronic influences, curated to align with the fast-paced nature of basketball simulation.[24][23] The full track list includes:- Moka Only - "Crunch" (instrumental)[23]
- Moka Only feat. Abstract Rude - "Rolling Along" (instrumental)[23]
- Swollen Members - "Lady Venom" (instrumental)[23]
- Swollen Members - "Deep End" (instrumental)[23]
- The Crystal Method - "The Winner" (instrumental)[23]
- Swollen Members - "Venom" (instrumental)[24]
- Hot Karl feat. Fabolous, Redman & DJ Clue - "Blao!" (instrumental)[24]
