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NBA Live 2004
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| NBA Live 2004 | |
|---|---|
Cover art with Vince Carter | |
| Developer | EA Canada |
| Publisher | Electronic Arts |
| Series | NBA Live |
| Platforms | PlayStation 2, Xbox, GameCube, Windows |
| Release | GameCube, PS2, Xbox Windows |
| Genre | Sports (basketball) |
| Modes | Single-player, multiplayer |
NBA Live 2004 is the 2004 installment of the NBA Live sports video game series. The game was developed by EA Canada and released in 2003. It is graphically similar to NCAA March Madness 2004 and has the same create-a-player models. It was the last EA game to include Michael Jordan. The cover shows Vince Carter as a member of the Toronto Raptors; in Spain it is Raul Lopez instead. This was also the first game to feature the Charlotte Bobcats, who would play their first season of basketball in the fall of 2004. Since the game's rosters were finalized before the Bobcats would host their expansion draft, the Bobcats' lineup consisted of players named after their specific positions; for example, the point guard was named "Point Guard".
Gameplay
[edit]Modes
[edit]Season play allows the player to choose an NBA team to compete for the season trophy. Players can also choose how many games there are during the season. A custom player option also allows game players to create their own team of NBA players. There is also a Roster management where game players can buy and sell players from various teams in the NBA.
Dynasty is a gameplay mode that shares similarities with the traditional season mode but introduces unique features and objectives. In Dynasty Mode, teams compete for the Dynasty Trophy. Players earn points through gameplay, which can then be utilized for improvements like player skill levels. These points can be allocated to conduct individual or team training sessions, aiming to enhance the skill levels of the player's team. Additionally, points can be spent in the 'NBA store', where a variety of items such as shoes, jerseys, headbands, and socks can be purchased to customize the player characters. A key aspect of Dynasty Mode involves the drafting and development of new players, emphasizing long-term team building, and management strategies.
One on one allows two players to compete on either a gym or street court.
Training allows for practicing and improving court skills.
Reception
[edit]| Aggregator | Score | |||
|---|---|---|---|---|
| GameCube | PC | PS2 | Xbox | |
| Metacritic | 84/100[33] | 80/100[34] | 86/100[35] | 85/100[36] |
| Publication | Score | |||
|---|---|---|---|---|
| GameCube | PC | PS2 | Xbox | |
| Electronic Gaming Monthly | 8.5/10[4] | N/A | 8.5/10[4] | 8.5/10[4] |
| Famitsu | N/A | N/A | 31/40[5] | N/A |
| Game Informer | 8.25/10[6] | N/A | 8.5/10[7] | 8.25/10[8] |
| GamePro | N/A | |||
| GameRevolution | B+[11] | N/A | B+[11] | B+[11] |
| GameSpot | 8/10[12] | 7.8/10[13] | 8.3/10[14] | 8.3/10[15] |
| GameSpy | ||||
| GameZone | 8.4/10[20] | 8.6/10[21] | 9.3/10[22] | 8.6/10[23] |
| IGN | 8.7/10[24] | 8.5/10[25] | 8.8/10[26] | 8.7/10[27] |
| Nintendo Power | 3.4/5[28] | 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 | 9.1/10[30] |
| PC Gamer (US) | N/A | 84%[31] | N/A | N/A |
| Entertainment Weekly | A−[32] | N/A | A−[32] | A−[32] |
The game received "favorable" reviews on all platforms according to video game review aggregator Metacritic.[35][36][33][34] In Japan, Famitsu gave the PlayStation 2 version a score of three, eights and one, seven for a total of 31 out of 40.[5]
During the AIAS' 7th Annual Interactive Achievement Awards, NBA Live 2004 received a nomination for "Outstanding Achievement in Licensed Soundtrack", which was ultimately awarded to SSX 3.[37]
References
[edit]- ^ "What's New?". Eurogamer.net. 2003-11-07. Archived from the original on 2023-03-18. Retrieved 2023-03-18.
- ^ I. G. N. Staff (2003-10-14). "NBA Live 2004 Out Now". IGN. Archived from the original on 2023-03-18. Retrieved 2023-03-18.
- ^ Scott, Jonathan (2003-11-11). "NBA Live 2004 Out Now". IGN. Archived from the original on 2023-03-18. Retrieved 2023-03-18.
- ^ a b c EGM staff (December 2003). "NBA Live 2004 (GC, PS2, Xbox)". Electronic Gaming Monthly. No. 173. Archived from the original on November 12, 2003. Retrieved May 2, 2015.
- ^ a b "Famitsu scores for PGR2, Magatama". The MagicBox. November 6, 2003. Archived from the original on June 9, 2016. Retrieved April 29, 2016.
- ^ Leeper, Justin (December 2003). "NBA Live 2004 (GC)". Game Informer. No. 128. p. 159. Archived from the original on November 15, 2007. Retrieved May 1, 2015.
- ^ Leeper, Justin (November 2003). "NBA Live 2004 (PS2)". Game Informer. No. 127. p. 147. Archived from the original on September 15, 2008. Retrieved May 1, 2015.
- ^ Reiner, Andrew (November 2003). "NBA Live 2004 (Xbox)". Game Informer. No. 127. p. 170.
- ^ a b Tokyo Drifter (October 13, 2003). "NBA Live 2004 (GC, PS2)". GamePro. Archived from the original on February 12, 2005. Retrieved May 2, 2015.
- ^ Tokyo Drifter (October 13, 2003). "NBA Live 2004 Review for Xbox on GamePro.com". GamePro. Archived from the original on February 8, 2005. Retrieved May 2, 2015.
- ^ a b c Dr. Moo (October 2003). "NBA Live 2004 Review (GC, PS2, Xbox)". Game Revolution. Retrieved May 2, 2015.
- ^ Colayco, Bob (October 17, 2003). "NBA Live 2004 Review (GC)". GameSpot. Retrieved May 1, 2015.
- ^ Colayco, Bob (November 17, 2003). "NBA Live 2004 Review (PC)". GameSpot. Retrieved May 1, 2015.
- ^ Colayco, Bob (October 16, 2003). "NBA Live 2004 Review (PS2)". GameSpot. Archived from the original on November 1, 2023. Retrieved May 1, 2015.
- ^ Colayco, Bob (October 13, 2003). "NBA Live 2004 Review (Xbox)". GameSpot. Retrieved May 1, 2015.
- ^ Steinberg, Steve (October 23, 2003). "GameSpy: NBA Live 2004 (GCN)". GameSpy. Archived from the original on September 6, 2015. Retrieved May 1, 2015.
- ^ Abner, William (December 2, 2003). "GameSpy: NBA Live 2004 (PC)". GameSpy. Archived from the original on September 6, 2015. Retrieved May 1, 2015.
- ^ Steinberg, Steve (October 23, 2003). "GameSpy: NBA Live 2004 (PS2)". GameSpy. Archived from the original on September 6, 2015. Retrieved May 1, 2015.
- ^ Steinberg, Steve (October 23, 2003). "GameSpy: NBA Live 2004 (Xbox)". GameSpy. Archived from the original on September 6, 2015. Retrieved May 1, 2015.
- ^ Hollingshead, Anise (October 28, 2003). "NBA Live 2004 - GC - Review". GameZone. Archived from the original on June 4, 2009. Retrieved May 1, 2015.
- ^ Lafferty, Michael (December 7, 2003). "NBA Live 2004 - PC - Review". GameZone. Archived from the original on June 4, 2009. Retrieved May 1, 2015.
- ^ Knutson, Michael (October 21, 2003). "NBA Live 2004 - PS2 - Review". GameZone. Archived from the original on December 31, 2008. Retrieved May 1, 2015.
- ^ Surette, Tim (October 26, 2003). "NBA Live 2004 - XB - Review". GameZone. Archived from the original on February 18, 2009. Retrieved May 1, 2015.
- ^ Robinson, Jon (October 14, 2003). "NBA Live 2004 Review (GCN)". IGN. Archived from the original on September 22, 2015. Retrieved May 1, 2015.
- ^ Robinson, Jon (December 2, 2003). "NBA Live 2004 Review (PC)". IGN. Archived from the original on October 7, 2015. Retrieved May 1, 2015.
- ^ Robinson, Jon (October 14, 2003). "NBA Live 2004 (PS2)". IGN. Archived from the original on October 3, 2015. Retrieved May 1, 2015.
- ^ Robinson, Jon (October 14, 2003). "NBA Live 2004 Review (Xbox)". IGN. Archived from the original on September 26, 2015. Retrieved May 1, 2015.
- ^ "NBA Live 2004". Nintendo Power. Vol. 175. January 2004. p. 159.
- ^ Varanini, Giancarlo (December 2003). "NBA Live 2004". Official U.S. PlayStation Magazine. p. 182. Archived from the original on May 6, 2004. Retrieved May 1, 2015.
- ^ "NBA Live 2004". Official Xbox Magazine. December 2003. p. 152.
- ^ Klett, Steve (March 2004). "NBA Live 2004". PC Gamer: 77. Archived from the original on March 15, 2006. Retrieved May 1, 2015.
- ^ a b c Walk, Gary Eng (October 17, 2003). "NBA Live 2004 (GC, PS2, Xbox)". Entertainment Weekly. No. 733. p. L2T 21. Retrieved May 1, 2015.
- ^ a b "NBA Live 2004 for GameCube Reviews". Metacritic. Retrieved May 1, 2015.
- ^ a b "NBA Live 2004 for PC Reviews". Metacritic. Archived from the original on March 5, 2025. Retrieved May 1, 2015.
- ^ a b "NBA Live 2004 for PlayStation 2 Reviews". Metacritic. Retrieved May 1, 2015.
- ^ a b "NBA Live 2004 for Xbox Reviews". Metacritic. Archived from the original on March 5, 2025. Retrieved May 1, 2015.
- ^ "2004 Awards Category Details Outstanding Achievement in Licensed Soundtrack". interactive.org. Academy of Interactive Arts & Sciences. Archived from the original on 14 August 2023. Retrieved 14 August 2023.
External links
[edit]NBA Live 2004
View on GrokipediaDevelopment
Production Background
NBA Live 2004 was developed by EA Canada as the tenth installment in the long-running NBA Live series.[4][5] Development began in the early 2002-2003 period, with the game entering playable preview stages by mid-2003. Hands-on demonstrations at E3 in May 2003 showcased early builds emphasizing motion-captured animations and refined controls, positioning the title as a significant evolution from NBA Live 2003.[6][7] Publisher Electronic Arts described NBA Live 2004 as entering "phase two" of the series' lifecycle, shifting toward greater realism through improved player animations, AI behaviors, and simulation elements to address criticisms of prior entries' arcade-style gameplay.[8] The game marked Michael Jordan's final appearance in the NBA Live series, featured in the Legends roster and All-Star teams, after which EA lost his individual licensing rights following his 2003 retirement.[9] It was also the first entry to include the expansion Charlotte Bobcats as a bonus team, complete with official jerseys and court but populated by generic placeholder players unavailable in core modes like Dynasty.[10]Key Innovations
NBA Live 2004 introduced the 10-Man Freestyle control system, a significant advancement in basketball simulation that allowed players to control any of the ten athletes on the court simultaneously using the right analog stick for off-ball movement. This system, developed through motion-capture sessions involving all ten players at once, enabled more fluid and responsive interactions, such as signaling for passes or setting picks without disrupting on-ball control.[7][11] By separating the shoot and dunk/layup buttons, the control scheme permitted forced finishes at the rim regardless of momentum or positioning, reducing frustrations from unintended jumpers and enhancing strategic depth in close-range plays.[11] The game featured enhanced player animations and physics derived from the 10-man motion-capture process, which captured entire half-court scenarios to produce more authentic movements in dribbling, shooting, and defensive positioning. This resulted in realistic momentum-based physics, where player size and speed influenced outcomes like collisions or shot contests, making actions feel more grounded and less arcade-like compared to prior entries.[7][11] New moves, such as the pro hop for jump stops and power dribbles in the post, integrated seamlessly into the freestyle framework, allowing for creative separation from defenders.[11] AI improvements focused on opponent and teammate behavior, with enhanced strategic decision-making that included better rotations, double-teaming, and rim protection to simulate professional-level defense. Teammates exhibited more intelligent off-ball runs and reactions to plays, while opponents adapted dynamically to user tactics, such as trapping ball-handlers to force turnovers.[7][11] In Dynasty Mode, upgrades included the ability to import college players from NCAA March Madness 2004 for realistic draft classes, alongside expanded customization options using attribute points for training and development to build franchise depth over multiple seasons.[12][11] Graphics saw notable advancements with detailed recreations of all 29 NBA arenas, capturing authentic lighting, crowd animations, and court textures for immersive environments. Player models were refined for better likenesses and fluidity, incorporating licensed shoe brands like Nike and Adidas, which could be unlocked and customized to further personalize the visual experience.[11][13] These optimizations were tailored for sixth-generation consoles, balancing high-fidelity visuals with smooth performance during fast-paced action.[7]Release
Platforms and Dates
NBA Live 2004 was released for the PlayStation 2, Xbox, Nintendo GameCube, and Microsoft Windows platforms.[4][14] In North America, the game launched on October 14, 2003, for the PlayStation 2 and Xbox, October 15, 2003, for the Nintendo GameCube, and November 11, 2003, for Microsoft Windows.[15][16][17][18] In Europe, it was released on November 7, 2003, for the console versions and November 28, 2003, for the PC version.[17][18] The core content remained consistent across all platforms, with developer optimizations for each hardware's capabilities, such as enhanced resolution and smoother framerates on the Xbox version compared to the PlayStation 2.[19][20] The Microsoft Windows version supported both keyboard and mouse controls in addition to gamepad input.[21]Marketing and Cover
The cover art for NBA Live 2004 featured Vince Carter of the Toronto Raptors in North American versions, showcasing him in action to highlight his athleticism and appeal to basketball fans.[22] In the Spanish edition, the cover instead depicted Raúl López, a point guard who had recently been drafted by the Utah Jazz, as part of EA Sports' strategy to localize packaging for international markets and boost regional engagement.[23] Promotional campaigns for NBA Live 2004 centered on television advertisements that emphasized innovative features like the Freestyle control system for dribbling and passing, positioning the game as an evolution in basketball simulation.[24] These ads often included NBA stars such as Vince Carter, Paul Pierce, Baron Davis, Steve Francis, Stephon Marbury, and Carmelo Anthony, who appeared in dynamic sequences demonstrating on-court plays to generate hype ahead of the October 2003 release.[25] Additional marketing materials promoted Dynasty Mode as a deep franchise-building experience, allowing players to manage teams over multiple seasons with realistic progression elements.[26] The game's marketing leveraged EA Sports' official NBA licensing agreement, which enabled the inclusion of authentic team rosters reflecting the 2003-2004 season, complete with player ratings and team alignments as of the September 2003 cutoff date.[27] This tie-in was highlighted in previews and demos to underscore the game's fidelity to real NBA action, including updated lineups for all 29 teams.[28] Regional marketing efforts included variations beyond cover art, such as localized demos distributed at gaming events like preview showings in late 2003, where attendees could experience Freestyle controls and updated rosters tailored to international audiences.[29] In Spain, the use of Raúl López on packaging extended to bundled promotions that unlocked the Spanish national team as hidden content, differentiating it from standard editions and appealing to local basketball enthusiasts.[23] NBA Live 2004 marked the final entry in the series with Michael Jordan's full licensing involvement through EA Sports, as his direct deal with the publisher allowed for his inclusion as a playable legend following his 2003 retirement from the Washington Wizards.[9] This featured Jordan in modes like Dynasty and exhibitions, capitalizing on his iconic status in marketing materials before his subsequent exclusive agreement with rival developer 2K Sports.[30]Gameplay
Core Mechanics
NBA Live 2004 employs an analog control scheme that emphasizes fluid player movement and intuitive action execution across its supported platforms, including PlayStation 2, Xbox, and GameCube. Players use the left analog stick for basic movement and positioning, while face buttons handle core actions: passing with the X button (B on Xbox), shooting with the Circle button (A on Xbox), and dunking or laying up with the Square button (X on Xbox). Turbo speed is activated via the R1 trigger (Right Trigger on Xbox), enabling faster sprints and aggressive drives to the basket. Advanced maneuvers are facilitated by the EA Sports Freestyle Control system, where the right analog stick allows for contextual moves such as crossovers, spins, and hesitation dribbles, depending on the player's stance and ball possession.[26][31] On offense, the game features varied dribble styles executed through the right analog stick in combination with button modifiers, allowing players to perform pro-hop steps (Triangle button on PlayStation 2) or power dribbles to evade defenders and create space. Pick-and-roll plays are called via the directional pad (down direction), directing a teammate to set a screen and roll toward the basket, which opens driving lanes or three-point opportunities based on the executing players' speed and shooting attributes. Shooting mechanics rely on timing the button release during the player's jump animation; holding the shoot button builds power, but optimal success depends on the shooter's overall rating, distance from the basket, and defensive pressure, with higher-rated players like sharpshooters achieving more consistent green releases.[26][31] Defensively, one-on-one guarding involves mirroring the ball handler's movements with the left analog stick, while steals are attempted by pressing the Circle button (A on Xbox) when aligned with the ball carrier's passing or dribbling side, rewarding precise timing to avoid fouls. Blocks and rebounds are executed with the Triangle button (Y on Xbox), jumping in sync with the opponent's shot release to contest or swat the ball, influenced by the defender's height and vertical leap attributes. Zone defense options are accessible through quick plays, providing coverage schemes like 2-3 zone to clog the paint and limit interior scoring.[26][31] The Quick Plays system simplifies strategic decision-making by assigning one-button calls via the directional pad during live action. Offensive options include Isolation (to clear space for a star player), Post Up, Pick-and-Roll, and Basket Cut, while defensive calls encompass Man-to-Man, Zone, Double Team, and Full Court Press, allowing rapid adjustments without pausing the game. These plays leverage team AI to position players accordingly, enhancing tactical depth in half-court sets or transitions.[26][31] The game implements authentic NBA rules to mirror professional play, including a 24-second shot clock, six personal fouls per player before fouling out, and violations such as five-second inbounding, eight-second half-court advancement, traveling, and three seconds in the key. Timeouts are called with the Select button (Back on Xbox), limited to the NBA standard of seven per game (with variations by period), providing opportunities for substitutions or momentum shifts. Quarters are set to 12 minutes by default in exhibition modes, with fouls triggering free throws or team possession changes based on type, such as charging fouls from mistimed defensive contacts.[26][31]Game Modes
NBA Live 2004 includes a range of game modes that cater to casual play, skill development, and extended franchise simulation, allowing players to engage with NBA basketball in structured formats.[26] Season Mode lets users take control of one NBA team to simulate or play through a full league season, tracking performance metrics like standings, wins, and losses en route to the playoffs. Objectives center on achieving the highest regular-season record possible to secure a playoff spot and ultimately win the NBA championship, with customizable elements such as season length (28, 56, or 82 games), schedule generation (NBA-based or random), fantasy draft options, injury simulations, trade deadlines, and playoff series length (default best-of-seven).[32][26] Dynasty Mode offers a comprehensive multi-season career experience where players manage a franchise over up to 25 years as both head coach and general manager, focusing on long-term success through sustained championships and team building. Core features encompass roster management via player trades and signings, annual rookie drafts with generated prospects, and the option to import top college players from NCAA March Madness 2004 to bolster lineups. A pre-season training camp allocates 100 units of training time across categories like shooting, defense, offense, and conditioning to enhance player attributes, while dynasty points earned from gameplay enable upgrades such as hiring specialized coaches or facility improvements. Offseason activities include free agency bidding, lottery simulations for draft order, and progression tracking for player aging, contracts, and retirements.[33][26][12] One-on-One Mode provides straightforward, player-versus-player duels for quick sessions emphasizing individual skill matchups without full team involvement. Participants select specific NBA players, choose from various courts and game styles (simulation for automated play or action for manual control), set difficulty levels ranging from Rookie to Superstar, and define win conditions like points needed (11, 15, or 21) along with optional rules such as shot clock enforcement or fouls.[26] Training Mode serves as a non-competitive practice area to refine player abilities and master gameplay fundamentals through targeted drills. Users pick individual players or entire teams to work on skills like shooting accuracy, dribbling maneuvers, defensive positioning, and signature EA Sports Freestyle moves, with adjustable audio and visual settings to focus on learning without scoring pressure.[32][26] Multiplayer options support up to four players in local co-op or competitive setups, including hotseat alternation for turn-based play and simultaneous versus matches in modes like exhibitions or quick games. These features utilize additional controllers for split-screen or shared input, enabling group play without online connectivity.[34][26]Audio
Soundtrack
The soundtrack for NBA Live 2004 features a selection of 17 hip-hop and R&B tracks from prominent artists of 2003, curated to deliver a high-energy vibe that complements the fast-paced basketball action.[35] Many songs include exclusive "NBA Live Mix" versions with custom lyrics and instrumentals tailored to the game's theme, enhancing the immersive atmosphere during menus and breaks.[36] The playlist draws from contemporary hits, emphasizing upbeat rhythms and urban sounds to evoke the excitement of NBA gameplay.[37] The full tracklist is as follows:- "Hands Up" by Black Eyed Peas
- "Right Thurr (NBA Live Mix)" by Chingy
- "Game Time" by Clipse
- "I Got It Poppin' (NBA Live Mix)" by Da Brat
- "Love and War" by Dilated Peoples
- "Flipside (NBA Live Mix)" by Freeway
- "Welcome to Atlanta (NBA Live Mix)" (feat. Ludacris) by Jermaine Dupri
- "Game Over (NBA Live Mix)" by Lil' Flip
- "Get Low (NBA Live Mix)" (feat. Ying Yang Twins) by Lil Jon & The East Side Boyz
- "Back At You (NBA Live Mix)" by Mobb Deep
- "Flap Your Wings (NBA Live Mix)" by Nelly
- "Show You How (NBA Live Mix)" by Petey Pablo
- "Top of the World (NBA Live Mix)" (feat. Rahzel) by Sean Paul
- "The Way You Move (NBA Live Mix)" (feat. Sleepy Brown) by OutKast
- "Damn! (NBA Live Mix)" (feat. Lil Jon) by YoungBloodZ
- "Shorty Wanna Ride (NBA Live Mix)" by Young Buck
- "NBA Live 2004" by Twista[36]
