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NBA Live 2003
View on Wikipedia| NBA Live 2003 | |
|---|---|
Cover art with Jason Kidd | |
| Developers | EA Canada NuFX (PS) |
| Publisher | EA Sports |
| Series | NBA Live |
| Platforms | PlayStation, PlayStation 2, Xbox, GameCube, Windows |
| Release | October 8, 2002 |
| Genre | Sports |
| Modes | Single-player, multiplayer |
NBA Live 2003 is the 2002 installment of the NBA Live video games series. The cover features Jason Kidd as a member of the New Jersey Nets. The game was developed by EA Canada and released on October 8, 2002, for the PlayStation, PlayStation 2, Xbox, and GameCube consoles and November 14, 2002, for Microsoft Windows. It was the last NBA Live game to be released on the original PlayStation but it makes its debut on the GameCube. The game includes a soundtrack, which is the first video game soundtrack in history to be certified Platinum by the RIAA, selling over 1,300,000 copies worldwide.[8]
Reception
[edit]| Aggregator | Score | |||
|---|---|---|---|---|
| GameCube | PC | PS2 | Xbox | |
| Metacritic | 82/100[37] | 80/100[38] | 83/100[39] | 82/100[40] |
| Publication | Score | |||
|---|---|---|---|---|
| GameCube | PC | PS2 | Xbox | |
| AllGame | N/A | N/A | N/A | |
| Electronic Gaming Monthly | N/A | N/A | 8.17/10[10] | 8/10[11] |
| Famitsu | N/A | N/A | 32/40[12] | N/A |
| Game Informer | N/A | N/A | 8.75/10[13] | N/A |
| GamePro | N/A | |||
| GameRevolution | N/A | N/A | B+[15] | B+[16] |
| GameSpot | 8.2/10[17] | 8.7/10[18] | 8.5/10[19] | 8.2/10[20] |
| GameSpy | ||||
| GameZone | 9/10[25] | N/A | 8.8/10[26] | 8.8/10[27] |
| IGN | 8.5/10[28] | 8.5/10[29] | 8.7/10[30] | 8.5/10[31] |
| Nintendo Power | 4.1/5[32] | N/A | N/A | N/A |
| Official U.S. PlayStation Magazine | N/A | N/A | N/A | |
| Official Xbox Magazine (US) | N/A | N/A | N/A | 8.8/10[34] |
| PC Gamer (US) | N/A | 63%[35] | N/A | N/A |
| Maxim | 5/10[36] | N/A | 5/10[36] | 5/10[36] |
The game received "favorable" reviews on all platforms according to video game review aggregator Metacritic.[37][38][39][40] In Japan, where the PlayStation 2 version was released on November 28, 2002, Famitsu gave that console version a score of 32 out of 40.[12] NBA Live 2003 was a runner-up for GameSpot's annual "Best Sports Game on PC" award, which went to Madden NFL 2003. It was also nominated for GameSpot's annual "Best Traditional Sports Game on GameCube" award, but lost to NFL 2K3.[41] During the AIAS' 6th Annual Interactive Achievement Awards, NBA Live 2003 received a nomination for "Computer Sports Game of the Year", yet ultimately lost to Madden NFL 2003.[42]
References
[edit]- ^ "NBA Live 2003". Gameplanet. Archived from the original on May 19, 2003. Retrieved July 30, 2024.
- ^ a b Dunham, Jeremy (October 3, 2002). "NBA Ship Dates". IGN. Retrieved July 30, 2024.
- ^ "NBA Live 2003". Gameplanet. Archived from the original on May 30, 2003. Retrieved July 30, 2024.
- ^ "NBA Live 2003". Gameplanet. Archived from the original on May 29, 2003. Retrieved July 30, 2024.
- ^ a b "2002 Releases". Eurogamer. Archived from the original on December 7, 2002. Retrieved July 30, 2024.
- ^ "Recent Releases". Gameplanet. Archived from the original on January 22, 2003. Retrieved July 30, 2024.
- ^ "NBA Live 2003". Gameplanet. Archived from the original on September 27, 2003. Retrieved July 30, 2024.
- ^ "NBA Live 2003 Soundtrack goes Platinum". GameZone. March 14, 2003. Archived from the original on October 5, 2008. Retrieved April 30, 2015.
- ^ Hoogland, Mark. "NBA Live 2003 (PS2) - Review". AllGame. Archived from the original on November 15, 2014. Retrieved April 30, 2015.
- ^ EGM staff (December 2002). "NBA Live 2003 (PS2)". Electronic Gaming Monthly. No. 161. p. 212. Archived from the original on January 12, 2004. Retrieved April 30, 2015.
- ^ "NBA Live 2003 (Xbox)". Electronic Gaming Monthly. No. 161. December 2002. p. 258.
- ^ a b "プレイステーション2 - NBAライブ2003". Famitsu. Vol. 915. June 30, 2006. p. 83.
- ^ Leeper, Justin (November 2002). "NBA Live 2003 (PS2)". Game Informer. No. 115. p. 119. Archived from the original on November 14, 2004. Retrieved April 30, 2015.
- ^ a b c Tokyo Drifter (October 8, 2002). "NBA Live 2003 (GC, PS2, Xbox)". GamePro. Archived from the original on March 16, 2005. Retrieved May 1, 2015.
- ^ Dr. Moo (October 2002). "NBA Live 2003 Review (PS2)". Game Revolution. Archived from the original on September 12, 2015. Retrieved April 30, 2015.
- ^ Dr. Moo (October 2002). "NBA Live 2003 (Xbox)". Game Revolution. Archived from the original on January 6, 2009. Retrieved April 30, 2015.
- ^ Varanini, Giancarlo (October 11, 2002). "NBA Live 2003 Review (GC)". GameSpot. Archived from the original on November 11, 2014. Retrieved April 30, 2015.
- ^ Varanini, Giancarlo (November 27, 2002). "NBA Live 2003 Review (PC)". GameSpot. Archived from the original on May 1, 2015. Retrieved April 30, 2015.
- ^ Varanini, Giancarlo (October 10, 2002). "NBA Live 2003 Review (PS2)". GameSpot. Archived from the original on June 18, 2021. Retrieved April 30, 2015.
- ^ Varanini, Giancarlo (October 11, 2002). "NBA Live 2003 Review (Xbox)". GameSpot. Archived from the original on June 22, 2021. Retrieved April 30, 2015.
- ^ Satterfield, Shane (November 3, 2002). "GameSpy: NBA Live 2003 (GCN)". GameSpy. Archived from the original on February 9, 2005. Retrieved May 1, 2015.
- ^ Fryman, Avi (April 9, 2003). "GameSpy: NBA Live 2003 (PC)". GameSpy. Archived from the original on July 1, 2015. Retrieved May 1, 2015.
- ^ Satterfield, Shane (November 3, 2002). "GameSpy: NBA Live 2003 (PS2)". GameSpy. Archived from the original on September 5, 2015. Retrieved May 1, 2015.
- ^ Satterfield, Shane (November 3, 2002). "GameSpy: NBA Live 2003 (Xbox)". GameSpy. Archived from the original on September 6, 2015. Retrieved May 1, 2015.
- ^ Surette, Tim (November 6, 2002). "NBA Live 2003 - GC - Review". GameZone. Archived from the original on October 30, 2008. Retrieved April 30, 2015.
- ^ Romano, Natalie (October 22, 2002). "NBA Live 2003 - PS2 - Review". GameZone. Archived from the original on December 31, 2008. Retrieved April 30, 2015.
- ^ Surette, Tim (October 28, 2002). "NBA Live 2003 - XB - Review". GameZone. Archived from the original on September 30, 2008. Retrieved April 30, 2015.
- ^ Boulding, Aaron (October 8, 2002). "NBA Live 2003 (GCN)". IGN. Archived from the original on March 25, 2016. Retrieved April 30, 2015.
- ^ Butts, Steve (December 3, 2002). "NBA Live 2003 (PC)". IGN. Archived from the original on September 21, 2015. Retrieved April 30, 2015.
- ^ Boulding, Aaron (October 8, 2002). "NBA Live 2003 (PS2)". IGN. Archived from the original on September 20, 2015. Retrieved April 30, 2015.
- ^ Boulding, Aaron (October 7, 2002). "NBA Live 2003 Review (Xbox)". IGN. Archived from the original on April 2, 2016. Retrieved April 30, 2015.
- ^ "NBA Live 2003". Nintendo Power. Vol. 163. December 2002. p. 214.
- ^ Zuniga, Todd (December 2002). "NBA Live 2003". Official U.S. PlayStation Magazine. p. 171. Archived from the original on March 29, 2004. Retrieved April 30, 2015.
- ^ "NBA Live 2003". Official Xbox Magazine. December 2002. p. 108.
- ^ Salkmoor, Bert (February 2003). "NBA Live 2003". PC Gamer: 76. Archived from the original on March 15, 2006. Retrieved April 30, 2015.
- ^ a b c Boyce, Ryan (October 16, 2002). "NBA Live 2003 (GC, PS2, Xbox)". Maxim. Archived from the original on October 17, 2002. Retrieved May 1, 2015.
- ^ a b "NBA Live 2003 for GameCube Reviews". Metacritic. Archived from the original on March 4, 2015. Retrieved April 30, 2015.
- ^ a b "NBA Live 2003 for PC Reviews". Metacritic. Archived from the original on May 20, 2015. Retrieved April 30, 2015.
- ^ a b "NBA Live 2003 for PlayStation 2 Reviews". Metacritic. Archived from the original on May 26, 2015. Retrieved April 30, 2015.
- ^ a b "NBA Live 2003 for Xbox Reviews". Metacritic. Archived from the original on September 29, 2015. Retrieved April 30, 2015.
- ^ GameSpot Staff (December 30, 2002). "GameSpot's Best and Worst of 2002". GameSpot. Archived from the original on February 7, 2003.
- ^ "2003 Awards Category Details Computer Sports Game of the Year". interactive.org. Academy of Interactive Arts & Sciences. Retrieved 8 August 2023.
External links
[edit]NBA Live 2003
View on GrokipediaDevelopment
Production team
NBA Live 2003 was primarily developed by EA Canada, the studio responsible for the core NBA Live series since its early installments, leveraging their established expertise in basketball simulations through annual iterations.[2] The PlayStation port was handled by NuFX, a specialist in console adaptations, ensuring compatibility with the original hardware.[10] As publisher, EA Sports maintained continuity across the franchise, overseeing licensing with the NBA and integrating consistent branding like the "It's in the Game" tagline.[11] Key leadership included Executive Producer Rory Armes, who guided the project's vision from EA Canada's Burnaby studio, drawing on prior NBA Live titles for authentic gameplay foundations.[12] Senior Producer Kevin Wilkinson managed overall production, coordinating teams focused on basketball mechanics and player authenticity.[12] Producer Gary Lam and Associate Producers Tim Tschirner and Sean O'Brien handled day-to-day operations, including feature implementation and quality assurance.[12] Development commenced shortly after the release of NBA Live 2002 in September 2001, spanning roughly a year to align with the 2002-2003 NBA season, with progress reports indicating active refinement by mid-2002.[11] A significant aspect involved extensive motion capture sessions to enhance player animations, capturing over 30 new rebound sequences along with updated dribble moves, post-score celebrations, and dunk variations for greater realism.[2] Technical oversight was provided by Senior Development Director Rick Leczynski and Technical Director Chris Welman, supported by lead software engineers such as Allan Johanson and Robert White, who optimized performance across platforms.[12] Art direction under Jim Perkins ensured visual fidelity to NBA athletes and arenas.[12]Key innovations
NBA Live 2003 introduced significant advancements in player animations through expanded motion capture techniques, capturing movements from two to four NBA players simultaneously to enhance realism in interactions such as posting up, pick-and-roll plays, and charges.[13] This approach resulted in over 30 new rebound animations, along with distinct passing styles, improved blocking mechanics, and additional data for dribble moves, celebrations, walking, running, and dunks, all contributing to more fluid and authentic on-court actions compared to previous entries.[2] The game featured notable improvements in artificial intelligence, particularly in defensive strategies and player decision-making, making gameplay more dynamic and challenging. Enhanced defensive AI allowed for better matching of offensive aggressiveness, with smarter positioning, trapping, and responses to plays, transforming the overall feel from NBA Live 2002 into a more simulation-oriented experience.[14] These AI upgrades emphasized realistic decision-making, such as improved rebounding logic and shot contesting, reducing exploitable patterns and promoting strategic depth.[15] Graphics received an upgraded engine that supported a consistent 60 frames per second across current-generation platforms, delivering smoother visuals and more detailed environments than NBA Live 2002.[13] This enhancement extended to improved crowd rendering with livelier animations and reactions, as well as finer arena details like lighting and textures, creating a more immersive atmosphere during matches.[7]Gameplay
Core mechanics
NBA Live 2003 employs a standard control scheme for its basketball simulation, where the left analog stick handles player movement on the court, allowing for directional control during offense and defense. Basic actions are assigned to face buttons: passing is executed with the X button (on PlayStation 2 and similar mappings on other platforms), shooting with the Circle button, and dribbling maneuvers like crossovers with the Square button, while the R1 button activates turbo speed for sprinting. These controls facilitate fluid on-court navigation and decision-making, emphasizing quick button presses for passes and dribbles to maintain possession.[16][17] The game's shooting system relies on a timing-based meter mechanism for jump shots, where players press and hold the shoot button to initiate the animation, then release it near the peak of the player's jump arc for optimal accuracy. This release timing directly influences shot success, rewarding precise inputs that simulate real-world shot release points, while factors like defender proximity and player attributes further modulate outcomes. Layups succeed based on controlled approaches to the basket, player ratings, and defensive coverage, without a timing meter. For free throws, a dedicated T-Meter appears, requiring players to align a moving cursor in the center for made shots, adding a layer of precision to penalty situations.[18][17] Defensive mechanics center on reactive controls for steals, blocks, and coverage adjustments, using the Square button for poke steals to strip the ball and the Triangle button for blocks or rebounds during shot contests. Players can switch defensive assignments with the L2 button combined with directional inputs to track ball handlers or cutters effectively. The game supports both man-to-man and zone defenses, toggled via D-pad directions in the defensive playbook, where man-to-man assigns individual matchups for tight perimeter guarding, and zone focuses on area coverage to clog passing lanes and prevent drives. These options allow strategic shifts mid-possession to counter offensive plays.[16][19][17] Overall, the pace of play in NBA Live 2003 strikes a balance between arcade-style speed and simulation realism, with selectable Arcade mode accelerating action for quicker transitions and higher-scoring games, while Simulation mode enforces more deliberate tempo akin to professional basketball. This fast-paced flow promotes aggressive fast breaks and dynamic half-court sets, though some critiques noted it leaned overly arcade-like with frequent dunks and steals. The core mechanics are enhanced by the optional Freestyle Control system for advanced maneuvers.[17][20][21][22]Freestyle Control
Freestyle Control in NBA Live 2003 introduced a dynamic analog-stick-based system that allowed players to execute advanced offensive maneuvers using the right analog stick on dual-analog controllers, marking a significant evolution in basketball simulation controls. This system enabled on-the-fly execution of moves tailored to the player's current position and situation, such as dribbling or posting up, by interpreting directional inputs from the right stick to trigger context-specific animations.[23] For dribbling, the right analog stick facilitated crossovers by flicking left or right depending on the player's dominant hand—for instance, a right-handed dribbler performs a crossover through the legs by moving the stick left—while spin moves were initiated with a "J"-shaped sweep upward or directional rotations during movement. Hesitation dribbles were achieved by holding the stick in a direction and then releasing it, creating pauses to fake out defenders, and triple-threat stances allowed for jab steps or pump fakes via directional pushes on the right stick, setting up drives in one of eight possible positions before transitioning to a dribble. These inputs integrated seamlessly with core passing and shooting mechanics to maintain fluid gameplay flow.[23][24][25] In the post, Freestyle Control expanded options beyond basic positioning, with the right stick directing up-and-under fakes (such as faking right by pushing the stick right while facing away from the basket), drop steps executed after backing down an opponent, and hook shots triggered as a jump hook by combining a backdown with an upward stick input. These post maneuvers required precise timing and player attributes like strength and agility to succeed against defensive pressure.[23][24] Defensively, the system supported counters like strip steals, where pushing the right stick right or left attempted a steal with the corresponding hand, enhancing close-quarters disruption without relying solely on button presses. This added a layer of analog precision to defensive positioning and reactions.[23][24] Players could customize Freestyle sensitivity through the game's controller configuration menu, selecting from four preset options to adjust responsiveness for different playstyles, while in-game tutorials—divided into basic (covering jab steps and crossovers) and advanced (including cradle moves and spins)—provided guided practice to master the system's nuances.[23][25][7]Game modes
Single-player modes
NBA Live 2003 offers several single-player modes that allow users to engage with the game independently, focusing on simulation, management, and skill practice without multiplayer elements. These modes emphasize strategic decision-making and long-term team progression, providing a solo experience rooted in NBA basketball dynamics.[17] The Dynasty mode serves as the core long-term single-player option, enabling players to manage an NBA franchise over up to 10 seasons. In this mode, users handle comprehensive team operations, including negotiating player contracts, executing trades, participating in rookie drafts, and signing free agents to build a competitive roster. Player development occurs through performance-based attribute improvements, while injury management—toggleable in game settings—affects availability and forces strategic adjustments like depth chart rotations or medical decisions. Dynasty builds on seasonal simulations by incorporating offseason activities, allowing for sustained progression and legacy-building within the franchise.[17][16] Season mode provides a focused simulation of a single NBA regular season, configurable to 28, 56, 82 games, or a custom length, culminating in playoffs. Players can initiate a fantasy draft across 12 rounds to assemble their team or use default rosters, with options for manual trades and roster edits alongside CPU-generated transactions. The mode progresses through standings updates, playoff seeding, and series play in formats like best-of-five or best-of-seven, offering a complete annual cycle without the multi-year scope of Dynasty.[17] For shorter engagements, Quick Play—also known as Exhibition—lets users simulate individual games between any two teams, with customizable settings such as quarter length, difficulty, and uniforms. Challenge modes, including Practice, allow targeted skill drills where players can select specific athletes or teams to hone techniques, such as shooting or dribbling, in a controlled environment. These modes support solo experimentation with core mechanics, including brief integration of Freestyle Control for advanced maneuvers during drills.[17][16]Multiplayer modes
NBA Live 2003 emphasized local multiplayer experiences, allowing players to engage in competitive and cooperative basketball simulations directly on the same console. The game supported up to eight players on the PlayStation 2 version through the use of a Multitap adapter, with configurations permitting up to five players per team in compatible modes.[26] This setup facilitated simultaneous control across multiple controllers, enabling group play without alternating turns, though the exact implementation varied by platform—such as two-player support on Xbox and GameCube without the expanded Multitap option.[27] Head-to-head exhibition games formed the core of competitive multiplayer, where participants could select NBA teams or custom rosters for full 5-on-5 matches. These sessions highlighted direct human interaction, with the Freestyle Control system enhancing versus play through advanced dribbling, passing, and defensive maneuvers.[28] Party-oriented mini-games expanded social options, including 1-on-1 duels against NBA or All-Star opponents on various court settings, accommodating 2 to 4 players for quick, skill-based challenges.[26] While the PlayStation 2 and PC versions included limited online multiplayer—such as 2-player 5-on-5 games via a network adapter on PS2 or club-based competition on PC—these features were not available across all platforms and required additional hardware or subscriptions that are now obsolete.[27][6] As a result, couch co-op remained the primary social draw, fostering immediate, shared gameplay without internet dependency.Release
Platforms
NBA Live 2003 was developed and released for the PlayStation 2, Xbox, GameCube, and Windows PC as primary platforms, with the original PlayStation receiving a dedicated port as well.[2] The game targeted these sixth-generation consoles and PC to deliver its core basketball simulation experience, while the PlayStation version served as a bridge for users of the prior console generation.[29] The original PlayStation edition represented the final NBA Live title for that hardware, released over seven years after the console's 1994 debut and two years into the PlayStation 2 era.[30] This version was co-developed by NuFX and Electronic Arts Canada, requiring significant adaptations to the aging hardware limitations.[31] To fit the constraints of the PlayStation's processing power and memory, the port was built upon the framework of NBA Live 2000, incorporating updated 2002-2003 rosters and menu designs but omitting major innovations like Freestyle Control; it instead retained legacy features such as practice mode, three-point contests, and custom team creation that were dropped from newer versions.[30] The soundtrack was also abbreviated to three tracks, likely due to disc space and licensing considerations on the CD-based format.[30] Among the sixth-generation platforms, adaptations varied to leverage each system's strengths. The Xbox version capitalized on the console's superior GPU and CPU, delivering enhanced graphics with higher-resolution player models, more detailed textures, and smoother 60 frames-per-second animations compared to the PlayStation 2 and GameCube counterparts.[21] The PlayStation 2 and GameCube editions, while sharing the same core engine, optimized for their respective architectures, resulting in comparable visuals.[32] The Windows PC release allowed for adjustable graphics settings and resolutions, enabling higher fidelity on capable hardware but requiring more robust systems for optimal play.[33]Release dates
NBA Live 2003 was first revealed with New Jersey Nets point guard Jason Kidd as its cover athlete on July 17, 2002, highlighting his multi-talented playstyle in promotional materials tied to the game's freestyle controls and fast-paced basketball simulation.[34][4] In North America, the game launched on October 8, 2002, for PlayStation 2, Xbox, GameCube, and PlayStation, with the Windows version following later on November 14, 2002.[35][36][1] European releases occurred in late November and early December 2002, varying by platform and country: PlayStation 2, Xbox, and Windows versions arrived on November 29, 2002, in Germany, while the GameCube edition released on December 6, 2002, in Germany and November 28, 2002, in France.[35] In Japan, the PlayStation 2 version was released on November 28, 2002, with no GameCube port issued for the region.[37] The PlayStation version saw no major delays in North America but aligned with the console launches in other regions without specific exclusives noted beyond platform availability.[36]| Platform | North America | Europe (Germany) | Japan |
|---|---|---|---|
| PlayStation 2 | October 8, 2002 | November 29, 2002 | November 28, 2002 |
| Xbox | October 8, 2002 | November 29, 2002 | N/A |
| GameCube | October 8, 2002 | December 6, 2002 | Cancelled |
| PlayStation | October 8, 2002 | N/A (aligned with regional console trends) | N/A |
| Windows | November 14, 2002 | November 29, 2002 | N/A |
Soundtrack
Track listing
The soundtrack of NBA Live 2003 features 12 hip-hop and R&B tracks licensed from artists of the early 2000s.[38] These songs were integrated into the game's menus, loading screens, and select gameplay moments to heighten excitement and immersion. Several tracks incorporate exclusive "NBA Livestyle" mixes, produced specifically for the game through licensing agreements with artists and labels to create basketball-themed remixes that reference NBA culture, such as crowd energy and on-court action.[39] The full track listing is as follows:| Artist(s) | Track Title |
|---|---|
| Angie Martinez feat. Sacario & Lil' Mo | If I Could Go! |
| B. Rich | Whoa Now (NBA Livestyle Mix) |
| Brandy feat. Fat Joe | Full Moon |
| Fabolous | It's In The Game (NBA Livestyle Mix) |
| Flipmode Squad feat. Busta Rhymes | Here We Go |
| Hot Karl | Blao! (NBA Livestyle Mix) |
| Joe Budden | Drop Drop (NBA Livestyle Mix) |
| Just Blaze feat. Freeway & Memphis Bleek | Let's Go |
| Lyric | Young and Sexy |
| Monica feat. Jermaine Dupri | Too Hood |
| No Good | Ballin' Boy (NBA Livestyle Mix) |
| Snoop Dogg | Get Live (NBA Livestyle Mix) |
