NBA Live 2004 Review

NBA Live 2004 makes a worthy addition to any basketball fan's collection.

The NBA Live series has long-carried a reputation as an enjoyable, though fast-paced, basketball game. Last year's NBA Live 2003 certainly lived up to that billing--and then some. It was a great game in its own right, but many criticized its breakneck pace and extremely arcadelike feel. While no one will confuse this year's edition with an ultrarealistic rendition of professional basketball, NBA Live 2004 definitely takes a couple of steps closer to being a more serious simulation, with a slower pace and more emphasis on defense and team play. Offering several new features, as well as improvements to the game's graphics, sound, and overall polish, NBA Live 2004 is a good game for Live fans and general basketball fans alike.

The half-court set looks more authentic in Live 2004.
The half-court set looks more authentic in Live 2004.

The first thing veteran Live players may notice is an overhaul of the player animations. The developers at EA Canada have used 10-man motion capturing to mimic the appearance of 10 players working out of the half-court. Instead of moving like individuals who have little or no awareness of their positions on the court, the players working without the ball in Live 2004 react appropriately to one another and use basketball-type maneuvers to move around in the half-court. Players cutting through the lane do so with their hands up in the ready position for a pass. Defenders swim and fight through picks to stay with their man, and post players jostle and fight for position in the low block with a great variety of animations. The new animations do give the game a more genuine feel, when running a half-court offense, and add greatly to the realism and look of Live 2004. Player models have also improved slightly, with faces that generally look very close to their real-life counterparts.

Another great addition is that most of the players in the game are wearing the same brand of shoes they wear in real life. Brands like Nike, Adidas, and Reebok are represented in the game, so you'll see Allen Iverson sporting the "Answer 6," while Tracy McGrady is decked out in his signature "T-Mac" kicks. Even the nonbrand generic shoes bear an uncanny resemblance to other brands, like And1. If you play some of the classic all-decade all-star teams, for example, you'll see old-school players, like Magic Johnson, wearing what look like Converse shoes. Many of these shoes are available in the create-a-player mode, and you're able to unlock additional Nike styles from the in-game NBA Store, which also has unlockable jerseys and other apparel. The footwear doesn't have any real impact on the gameplay, but shoes are a big part of basketball fan culture, so adding real shoes to the game is a great way to represent that.

Antoine Walker has his Adidas on.
Antoine Walker has his Adidas on.

The development team has also done a commendable job in the sound department. Aside from a great array of hip-hop tunes to get you in the mood for hooping it up, Live 2004 has gotten an upgrade in the form of new announcers. Players are now treated to the familiar voices of Marv Albert, on play-by-play, and his broadcasting partner, and former NBA coach, Mike Fratello, providing color. Albert delivers many of his signature calls, such as describing a particularly nasty dunk as "delivering the facial." Fratello, in turn, brings up very specific details about many of the players, such as referring to Jason Richardson's recent slam dunk crown and mentioning Gary Payton's nickname as "The Glove." The longtime broadcasting partners do a fantastic job and have so many different things to say that the announcing never seems to feel repetitive.

In the stands, you'll hear the crowd reacting to the activity on the court. They'll roar in response to an exciting dunk, or they'll groan listlessly if the home team starts to fall behind. Perhaps more impressive is the player and coach chatter you hear as you play the game. It's not just there as useless filler either. It's dynamic and changes, depending on the situation. If the opposing team seems to be driving to the lane at will, you'll hear your coach yell for "more pressure on the ball." If you're on defense and an opposing player moves to set a screen on your left, your teammates will actually call out "pick left." Sure, it's a little thing, but it adds a great deal of atmosphere to the game.

As far as new features in Live 2004 go, perhaps the most significant change is the separation of the shoot and dunk buttons. This means you're able to force your player to attempt a dunk or layup even if you aren't facing the basket or don't have any momentum going toward the basket. If you're too far away from the basket for a dunk, your player will try for a teardrop or a layup off the glass. This change impacts the post-game in a positive way, as you have more control over the type of shot you want to take. No matter where you are, you can always opt for the jump hook or fadeaway jumper. However, if you can get a powerful low-post player, like Shaq, and back him down under the basket, you can often just hit the dunk button, and he'll spin around and throw it down on his defender. If you try it on a defender who does have good position, however, the computer will either call you for the offensive foul, or you'll simply miss the shot with all the contact you create.

The jump stop is a new weapon in your offensive arsenal.
The jump stop is a new weapon in your offensive arsenal.

Another interesting addition is the pro hop button. By pressing this button on a drive to the basket, your player will execute a jump stop. As in real life, this maneuver can give you an extra bit of separation from the on-ball defender, freeing you up for a layup or dunk. In Live 2004, the jump stop sometimes feels a little too powerful. Even if you haven't gotten by your man, doing one can often push back the defender enough for you to get a cheap dunk. There are still drawbacks to using it. It's slower than going up for the layup directly, so that split second of delay may be enough time for a help defender to come in and block the shot. You need to weigh the pros and cons of trying to gain separation from the on-ball defender versus the possibility of getting swatted from the weak side or from behind--which is actually possible in Live 2004. Unlike last year's version, blocked shots in Live 2004 don't always go sailing out of bounds or into the back court, which is a nice change. You're usually able to rebound a swatted ball.

From the post, the pro hop button changes, in context, to become a power dribble button. By pressing it, your player attempts to drop-step around his defender. The downside is that your man will pick up the ball at the end of the maneuver, so if you haven't gotten clear, you've lost your dribble.

Rounding out the list of major new features added to the offensive side of the ball is the ability to take control of a player without the ball. By pressing the right thumbstick down and then selecting another button to choose one of the four off-ball players, you're able to move about the court to try and get open. Once you've moved to a good spot, you're able to call for a pass or an alley-oop at the basket. EA has also integrated freestyle control into moving without the ball, so you're able to make sharp cuts, spin off of defenders, slide step, and use other moves to get free from defenders for an open shot.

On the defensive side of the ball, you'll notice a new trapping feature has been included. If you double team the man with the ball, you'll see the two defenders position the ballhandler into a trap. The ballhandler can either pass or shoot out of the trap, but if he doesn't get rid of the ball in time, he'll usually get stripped by the defense. The trap gives the inside-outside game an added dimension of realism, as you're able to use a guard to harass a post player who has just received the entry pass and can prevent him from attempting a good shot.

Traps are a great way to try and force a turnover.
Traps are a great way to try and force a turnover.

There's one caveat that's worth noting about the controls of the PC version of NBA Live 2004: A dual-analog controller with eight or more buttons is pretty much required to get the most out of the game. Though EA has included some options to make freestyle and other features available using the keyboard, these options are clunky and awkward, to say the least. If you had the intention of playing NBA Live 2004 with the keyboard only, you shouldn't bother.

At the default settings, NBA Live 2004 is noticeably slower paced than last year's game. You need to execute a lot better and more carefully out of the half-court set to be successful--particularly the higher up you ratchet the difficulty. The freestyle moves are still very useful, but they're no longer a free path to a dunk. If the defender has a good position in front of the ballhandler, the two players will collide, and the offensive player will be thwarted on his drive. The slower pace makes defense feel like less of a futile chore and more rewarding if you can get stops. If you don't like the default game settings, EA has given plenty of different slider bar options to adjust game speed, fatigue (turned off by default, even in "simulation" mode), block, steal, and foul frequency, collision radius, and more.

The franchise mode in NBA Live 2004 is adequate to the task. You've got options to sign, trade, and release players. You can set the length of the season and the format of the playoffs, and you can draft new rookies into the league. You're even able to import draft classes from EA's upcoming college basketball game, but you can always just have a class generated for you. You're also able to use earned dynasty points to buy extra coaching and training sessions for your team. You can even purchase a new team plane or locker room. All of these items for purchase can enhance your players' performances on the court. The mechanics of managing your team remains largely the same as last year's version. Basically, players are each assigned a point value that represents the value of their contracts. You need to stay under a collective point cap to sign and trade additional players and free agents.

Jump passing happens a little too often.
Jump passing happens a little too often.

While the development team has added some extra cutscenes to illustrate major team milestones or transactions, there could have been a lot more improvement in franchise mode, which still feels somewhat thin. The rookie draft, for example, is one of the most exciting and interesting aspects of the real-life NBA. However, in NBA Live 2004, you're given very little information about any of the rookies that you would need to make an informed decision on whom to draft. Aside from position, size, and some vague ratings for players as either first- or second-round caliber, you're given no specific clues about any player's abilities, like shooting, defending, speed, and/or other relevant skills.

NBA Live 2004 has a handful of other shortcomings, most of which involve the passing game. If you try to throw an outlet pass after a defensive rebound, you'll often find that the receiving player will stop, turn around, and jump to receive the ball instead of trying to take the pass in stride. This can be frustrating, as it basically stops many fast breaks from occurring. Another strange thing is that much of the passing you do in the half-court offense can look awkward. This happens because the ballhandler will always turn his body toward a defender to protect the dribble, which, in itself, is OK. The problem is that it can be hard to force your man to face up the basket. As a result, you'll see many awkward-looking post-entry passes where your player jumps in the air, spins, and throws an overhead pass.

A bigger problem lies with the technical aspects of NBA Live 2004. Even on a relatively high-end computer outfitted with a 2.53GHz Pentium 4 and an ATI Radeon 9700 Pro video card, the game was noticeably choppier than the console versions. Only after turning all the detail settings down to medium, at a resolution of 1024x768, were we able to approach the smoothness of the console versions of the game. Unfortunately, turning environment detail down to medium (which seems to be one of the biggest factors affecting game performance) results in the benches and sideline fans being removed, thus leaving the court feeling somewhat vacant. Though the PC version offers extremely crisp and detailed arenas and player models, it's difficult to enjoy it when the game runs with such a poor frame rate. Players experienced with the console versions of Live may even find their timing thrown off a bit by the game's poorer performance on the PC.

The PC version of NBA Live 2004 has a more robust online interface than the PS2 version.
The PC version of NBA Live 2004 has a more robust online interface than the PS2 version.

The PC version of NBA Live 2004 offers an online play mode and has a feature set similar to EA's other online sports games. You can set up your own tournaments, or you can just compete against other players in a ranked ladder. The PC online experience seems somewhat more robust than the PS2 version. You can adjust game settings prior to matches, and you can search for friends who are online. In the online matches we tried, the network performance seemed playable and was similar to the performance we experienced while playing the PlayStation 2 version (the only other platform with online capability for NBA Live 2004). If you just want to play a friend on the same computer, the game allows you to do this also--just as you would be able to do on a console.

Hardcore players will appreciate the added control brought by NBA Live 2004's new features, like off-the-ball control and the jump stop. The separation of the dunk and shoot buttons is an especially great move that, we think, will be copied by many other games, in time. Those who found last year's version to be too much of a track meet will appreciate the toned-down pace of NBA Live 2004, although it still retains an arcade flavor. It's still worth noting that if you own any of the major consoles, you'll probably be better off playing the game on one of these due to performance issues on the PC. If you don't own any of the major consoles or if you require online capability, then the PC version of NBA Live 2004 still makes a worthy addition to any basketball fan's collection.

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NBA Live 2004 More Info

  • First Released Oct 14, 2003
    • GameCube
    • PC
    • + 2 more
    • PlayStation 2
    • Xbox
    While it will appeal most to those who want a game with an arcade slant, NBA Live 2004 makes a worthy addition to any basketball fan's collection.
    Average Rating1805 Rating(s)
    Please Sign In to rate NBA Live 2004
    Developed by:
    EA Sports
    Published by:
    EA Sports, Electronic Arts, ak tronic
    Simulation, Sports, Team-Based, Basketball
    Content is generally suitable for all ages. May contain minimal cartoon, fantasy or mild violence and/or infrequent use of mild language.
    No Descriptors