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NLSC Podcast #634: Our NBA 2K27 Wishlist

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From courtside of the virtual hardwood, it’s Episode #634 of the NLSC Podcast!

With the preview season and indeed the release of NBA 2K27 looming on the horizon, what are we hoping to see from this year’s sim basketball game from Visual Concepts? This week, we join the community in sharing some of our key Wishlist items, from our most-desired gameplay improvements to ideas for enhancing modes, features, and content. Needless to say, we’re hoping for more authenticity, accessibility, and quality! We also discuss a couple of details about NBA 2K27 that have already leaked, including the release date, Standard Edition cover player, and the end of support for PlayStation 4 and Xbox One. On a sad note, we also pay tribute to the late Stacey King, who passed away at the weekend.

To get involved with the mailbag or to provide any feedback on the show, hit us up in the comments, reach out on social media, or post here in the NLSC Forum! For more information on the NLSC Podcast including episode guides, check out this page in our Wiki. You can also find the show on our YouTube channel, along with the rest of our video content. As always, thanks for tuning in, and go get buckets!

Wayback Wednesday: Roster Editing in NBA Live 18

Wayback Wednesday: Roster Editing in NBA Live 18

This is Wayback Wednesday, your midweek blast from the past! From retrospectives of basketball games and their interesting features, to republished articles and looking at NBA history through the lens of the virtual hardwood, Wednesdays at the NLSC are for going back in time. This week, I’m taking a look back at roster editing in NBA Live 18.

Roster editing is a feature that’s very easy to take for granted. It’s been a staple of basketball video games since the mid 90s, and even earlier titles such as TV Sports Basketball allowed us to modify the names and ratings of its generic players. With that being said, we couldn’t always count on games to provide us with roster editing functionality. A number of games in the 90s and even early 2000s also bungled the basics of roster customisation, making it needlessly difficult to trade players or alter a team’s rotation.

During its heyday, NBA Live was the gold standard in many aspects of sim basketball games, including roster editing. To that end, many of the best NBA Live games also feature deep and robust roster customisation functionality. In fact, the quality of NBA Live’s roster editing features remained fairly consistent even as the series faltered on the virtual hardwood. By the eighth generation however, the customisation options had become as disappointing as the gameplay. Fortunately, NBA Live 18 saw a big turnaround in both areas. Let’s take a look back…way back…

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Monday Tip-Off: Tinkering With Rosters

Monday Tip-Off: Tinkering With Rosters

We’re at midcourt, and the ball is about to go up…it’s Monday Tip-Off! Join me as I begin the week here at the NLSC with my opinions and commentary on basketball gaming topics, as well as tales of the fun I’ve been having on the virtual hardwood. This week, I’m tipping things off by talking about how I enjoy tinkering with rosters.

I know I’ve said it many times before, but it’s been an absolute joy to change up my basketball gaming habits in recent years. Because I’m no longer forcing myself to play the newest game even if I don’t enjoy it, I’ve also broken the habit of grinding away in MyCAREER year after year. I’m also not beholden to any MyTEAM Agendas, and I’m avoiding the online scene. Stepping away from those modes and leaning towards retro gaming has created time for other activities on the virtual hardwood, and that’s made basketball gaming as fun as it’s ever been for me.

Obviously, this includes playing into my seventh year of an NBA 2K14 MyCAREER, and at long last returning to franchise gaming; solo in NBA Live 16, and co-op with Dee in NBA 2K9. I’ve also played through 24/7 mode in NBA 2K6 and NBA 2K7, and hit The Streets in NBA Live 18 and NBA Live 19. Something that I’ve really had fun with however is just playing an assortment of exhibition games in titles that I’ve been drawn to. That in turn has led to me tinkering with the rosters of various games. Although that can lead to more in-depth projects that I’ll release publicly – such as my minimalist 2005 roster for NBA 2K6 – I’ve had a blast just casually editing rosters.

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The Friday Five: 5 Frustrating Roster Editing Shortcomings

The Friday Five: 5 Frustrating Roster Editing Shortcomings

Welcome to another edition of The Friday Five! Every Friday I cover a topic related to basketball gaming, either as a list of five items, or a Top 5 countdown. The topics for these lists and countdowns include everything from fun facts and recollections to commentary and critique. This week’s Five is a list of five noteworthy shortcomings with roster editing over the years.

Although comprehensive modding projects generally require external tools to achieve the level of detail we desire, it still helps to have robust in-game roster editing on PC. As for console releases, the in-game customisation functionality is all that we have to work with. In the best case scenario, we can put those functions to good use to create everything from minimalist projects to custom rosters that are surprisingly deep given the lack of custom art files and external modding. Unfortunately, several titles have severely limited what we can create in-game.

Alternatively, some shortcomings don’t stand in the way of creating the project that we envision, but may make roster editing more cumbersome than it should be. If nothing else, there might be some minor inaccuracies that don’t affect the on-court experience, but are nevertheless annoying for those of us who are sticklers for detail. I’ve talked about limitations to roster editing before, such as an inability to assign or edit certain bio data, and those certainly are frustrating shortcomings. However, for this list, I wanted to focus on some roster editing shortcomings that don’t necessarily receive a lot of attention, but have undoubtedly bothered modders over the years.

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Wayback Wednesday: Manipulating Cutscenes

Wayback Wednesday: Manipulating Cutscenes

This is Wayback Wednesday, your midweek blast from the past! From retrospectives of basketball games and their interesting features, to republished articles and looking at NBA history through the lens of the virtual hardwood, Wednesdays at the NLSC are for going back in time. This week, I’m reflecting on manipulating cutscenes in basketball video games.

Cutscenes have been in basketball video games for decades. In early titles such as Double Dribble, the rotoscoped dunks spiced up the action in a game that otherwise had very limited animation. Tecmo Super NBA Basketball also added further detail through the use of cutscenes, though some gamers felt they interrupted the flow of the gameplay. That’s certainly a common criticism of Arch Rivals, which displayed a cutaway after every basket. In more recent games, there have been options to cut to a different angle on wide open dunks, or a three-pointer made with a Green Release.

The Courtside Comedy of NBA Live 2003 produced rather infamous cutscenes! And of course, the MyCAREER stories rely heavily on cutscenes to tell their tales. Those types of cutscenes tend to be more divisive compared to starting lineup introductions, instant replays, and championship celebrations, which are considered an essential ingredient in achieving authentic presentation. Over the years, we’ve found ways of manipulating cutscenes to portray specific scenarios, whether it’s for greater accuracy or simply for the sake of humour. Let’s take a look back…way back…

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Wayback Wednesday: Lights Out Screensaver & NBA Jam TE

Wayback Wednesday: Lights Out Screensaver & NBA Jam TE

This is Wayback Wednesday, your midweek blast from the past! From retrospectives of basketball games and their interesting features, to republished articles and looking at NBA history through the lens of the virtual hardwood, Wednesdays at the NLSC are for going back in time. This week, I’m taking a look back at the free Lights Out screensaver that was packaged with the PC version of NBA Jam TE.

Considering that it’s one of my all-time favourite basketball video games, it should be no surprise that I’ve covered NBA Jam Tournament Edition several times in Wayback Wednesday. The PC version is particularly special to me, as it’s one of the very first hoops games that I bought. Indeed, I still have my original copy, which is fortunate as it seems to be a rare and expensive collectible nowadays! In any case, I’ve discussed so many aspects of NBA Jam TE in detail, from retrospectives of the game, to Kevin Edwards’ incorrect portrait, to theories about ratings.

However, apart from a fleeting mention in the aforementioned retrospective, I’ve never really talked about the Lights Out screensaver that came with NBA Jam TE PC. As a young, hoops-crazed PC gamer back in the 90s, it became a source of frustration for me, as I was never able to install it. This wasn’t a case of technological illiteracy, as I’ve been tinkering with computers since the age of eight or so (is it any surprise that I got into IT?). Rather, it’s an apparent mistake with the included documentation, one that I’ve long sought a solution to. Let’s take a look back…way back…

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The Friday Five: 5 Ways Roster Editing Was Lacking In 8th Gen NBA Live

The Friday Five: 5 Ways Roster Editing Was Lacking In 8th Gen NBA Live

Welcome to another edition of The Friday Five! Every Friday I cover a topic related to basketball gaming, either as a list of five items, or a Top 5 countdown. The topics for these lists and countdowns include everything from fun facts and recollections to commentary and critique. This week’s Five is a list of five ways that roster editing was lacking in the eighth generation NBA Live releases.

For all the insistence that the only reason to prefer or still enjoy old games is blind or wilfully ignorant nostalgia, experience has taught me that the opposite is often true. Sure, I love revisiting old favourites that hold up well, and to a certain point, my nostalgia and affection for them does smooth over some rough edges. At the same time, I’ve discovered that some old favourites haven’t aged as well as I thought upon revisiting them, while games I never played or indeed didn’t care for when they were new have impressed me. It’s a case-by-case matter, rather than an absolute either way.

To that end, going back and playing some eighth gen NBA Live titles with fresh eyes and no (or low) expectations has allowed me to enjoy them more, or at least notice some of their stronger points. Unfortunately, roster editing isn’t one of them! Despite being a staple feature of basketball games and sim titles in general, roster editing was severely lacking in the NBA Live games released for PlayStation 4 and Xbox One. It’s a perfect example of how the series was lagging behind where it needed to be, as well as the vision for the series being out of step with what many long-time NBA Live fans wanted. Let’s take a look at the biggest roster editing shortcomings in those releases.

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Wayback Wednesday: 2K Pro-Am Predicts Future Designs

Wayback Wednesday: 2K Pro-Am Predicts Future Designs

This is Wayback Wednesday, your midweek blast from the past! From retrospectives of basketball games and their interesting features, to republished articles and looking at NBA history through the lens of the virtual hardwood, Wednesdays at the NLSC are for going back in time. This week, I’m taking a look back at some designs in 2K Pro-Am that seemingly predicted the future.

Allowing gamers to customise the branding for their 2K Pro-Am squad has had mixed results. It’s a fantastic idea that enhances the mode, inviting creative designs. For less mature members of the community however, it’s encouraged edgy shock humour and creative workarounds of the profanity filter. When NLSC THRILLHO was active in the 2K Pro-Am scene, it was always a roll of the dice as far as the designs we’d see whenever we loaded into a road game. No, we weren’t tearfully offended, but we did roll our eyes at immature humour that rendered our screenshots and clips unusable.

Mind you, sometimes the edgelord jokes and images that bypassed the content filter were the least of our worries. Again, we’d just roll our eyes, scoff, and then get down to business. That wasn’t as easy with the messy designs that were such an eyesore that it was disorienting trying to keep up with the action, as players blended into the court and similar jersey colours made it difficult to tell teammates from opponents. To that point though, some of those designs that we encountered in 2K Pro-Am in NBA 2K16 and 2K17 predicted the future of NBA branding! Let’s take a look back…way back…

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NLSC Podcast #521: No NBA License? No Problem!

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From courtside of the virtual hardwood, it’s Episode #521 of the NLSC Podcast!

Could an unlicensed basketball video game possibly provide a viable alternative to NBA 2K, assuming that it had great gameplay, deep customisation and sharing options, a robust franchise mode, and a price tag of $39.99 USD? This week, we join the community in discussing this very intriguing idea, while drawing comparisons to old titles such as World League Basketball and other unlicensed sports games. It’s safe to say that there’s interest in the concept, but certainly some valid concerns as well. We also take a look back at NBA 2K8 for PlayStation 3 following a co-op Parsec session that sadly ended far too abruptly, and share an encouraging injury update with our listeners.

To get involved with the mailbag or to provide any feedback on the show, hit us up in the comments, reach out on social media, or post here in the NLSC Forum! For more information on the NLSC Podcast including episode guides, check out this page in our Wiki. You can also find the show on our YouTube channel, along with the rest of our video content. As always, thanks for tuning in, and go get buckets!

NLSC Podcast #515: NBA Live 2002, Jam vs. Street, & Broadcast Views

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From courtside of the virtual hardwood, it’s Episode #515 of the NLSC Podcast!

Following up on last week’s discussion, we react to Take-Two’s shady defense of Virtual Currency as “fictions” that it can legally remove at any time. On a slightly contentious note (for the most part), in response to a post on our Discord, we weigh in on the NBA Jam vs. NBA Street debate. Which arcade hoops game do we believe is king? We also recap a co-op session of NBA Live 2002, and make some potentially controversial comparisons to NBA Live 2001. Joining the community for a discussion of our favourite camera angles leads us to declare our appreciation for broadcast views once again. In this week’s mailbag, we share how we’d handle microtransactions in a Triple-A release if it was our call.

To get involved with the mailbag or to provide any feedback on the show, hit us up in the comments, reach out on social media, or post here in the NLSC Forum! For more information on the NLSC Podcast including episode guides, check out this page in our Wiki. You can also find the show on our YouTube channel, along with the rest of our video content. As always, thanks for tuning in, and go get buckets!

Monday Tip-Off: A PSA About NBA 2K Custom Images

Monday Tip-Off: A PSA About NBA 2K Custom Images

We’re at midcourt, and the ball is about to go up…it’s Monday Tip-Off! Join me as I begin the week here at the NLSC with my opinions and commentary on basketball gaming topics, as well as tales of the fun I’ve been having on the virtual hardwood. This week, I’m tipping things off with a PSA about the responsible use of custom images in the various modes of NBA 2K.

It’s easy to take features such as face scanning and custom images for granted, as they’ve been in NBA 2K for years now. In particular, the level of customisation that image uploading facilitates is a clear advantage that NBA 2K’s modes have had over their NBA Live equivalents during the past decade. Sure, it’s fun to get your favourite team’s logos and jerseys for your squad in the card collecting modes, but it’s even better when you can design your own uniforms and use a custom logo! The default expansion team assets are nice, but custom images take things to the next level.

And of course, since those customisation features are already in the game, they’re naturally a part of creating your own Pro-Am squad as well. In fact, it’s one of the features that have separated it from NBA Live’s online team play modes. Just as in MyTEAM, being able to use your own logo and decorate your arena with unique assets adds a personal touch that current and historical NBA branding just can’t offer. Sometimes custom images have been more difficult to unlock than they should be, but at the same time, I can’t blame 2K for making us jump through hoops. To that end, I’d like to put out this PSA to be more responsible and mature about custom images.

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NLSC Podcast #447: Fun With NBA Live 2003 & NBA 2K23

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From courtside of the virtual hardwood, it’s Episode #447 of the NLSC Podcast!

After putting together a rough draft of an All-Time Teams roster for NBA Live 2003 PC, we decided to test it out over Parsec. The result was a fun co-op game, and incentive to keep working on the project! We’ve still been having a blast with NBA 2K23 as well, and recap our recent sessions with MyTEAM, MyNBA, MyCAREER, and 3v3 Pro-Am. We also feel compelled to call out egotistical influencers who dismiss opinions based on follower counts, and remind everyone that you don’t need to be a “big name” to have a worthy opinion. After brainstorming some more modding ideas, we open up the mailbag to discuss ideas on how to improve customisation features.

To get involved with the mailbag or to provide any feedback on the show, hit us up in the comments, reach out on social media, or post here in the NLSC Forum! For more information on the NLSC Podcast including episode guides, check out this page in our Wiki. You can also find the show on our YouTube channel, along with the rest of our video content. As always, thanks for tuning in, and go get buckets!

NLSC Podcast #410: Community Wishes For NBA 2K23

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From courtside of the virtual hardwood, it’s Episode #410 of the NLSC Podcast!

We had an exciting modding breakthrough this week, which means our All-Time Teams roster mod for NBA Live 96 PC is going to feature a detail that we could only dream of having back in the day! Our NBA Jam: On Fire Edition Tournament has also produced some great action so far, and once again, everyone seems to be having a fantastic time with it. Seeing as how it’s Wishlist season, this week’s extended mailbag segment is dedicated to what the community wants to see in NBA 2K23. We read out the suggestions that our listeners sent in, and give our thoughts on some great ideas for the next NBA 2K game.

To get involved with the mailbag or to provide any feedback on the show, hit us up in the comments, reach out on social media, or post here in the NLSC Forum! For more information on the NLSC Podcast including episode guides, check out this page in our Wiki. You can also find the show on our YouTube channel, along with the rest of our video content. As always, thanks for tuning in, and go get buckets!

The Friday Five: 5 Awesome Things Basketball Games Will Never Do

The Friday Five

Welcome to this week’s edition of The Friday Five! The Friday Five is a feature that I post every Friday in which I give my thoughts on a topic that’s related to NBA Live, NBA 2K, and other basketball video games, as well as the real NBA, and other areas of interest to our community. The feature is presented as either a list of five items, or in the form of a Top 5 countdown. This week’s Five is a list of five things that are simply too awesome to ever happen in future basketball games.

Having compiled several Wishlists and been in many discussions with my fellow basketball gamers over the years, I can say with confidence that as a community, we have some awesome ideas for the games that we’re so passionate about. I can also attest to the developers having great ideas of their own, and I would suggest that the times we’ve been surprised by awesome features is proof of that. Not everything is feasible though, and video game development isn’t as easy as many people still seem to think it is. There are technical challenges to overcome, as well as limitations.

This is something that most of us come to understand the more we learn about video game development. We realise that certain ideas – awesome though they may be – will be challenging to implement. Of course, that doesn’t make it any less disappointing that they may never come to fruition. Furthermore, there are awesome features and changes that will very likely never happen for conceptual reasons, some of which aren’t particularly consumer-friendly. Now, I’ll be glad to be proven wrong about any of the ideas I’m discussing here today; that’d be awesome! It’s a long shot though, as seeing these things happen in future games would definitely be too good to be true.

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The Friday Five: 5 Odd Create-a-Player Features

The Friday Five

Welcome to this week’s edition of The Friday Five! The Friday Five is a feature that I post every Friday in which I give my thoughts on a topic that’s related to NBA Live, NBA 2K, and other basketball video games, as well as the real NBA, and other areas of interest to our community. The feature is presented as either a list of five items, or in the form of a Top 5 countdown. This week’s Five is a list of five odd features that can be found in various Create-a-Player modes over the years.

One of the most basic staples of roster customisation in basketball games – and most sports games for that matter – is Create-a-Player. Whether you want to add a real player that’s missing from the official roster, insert your own avatar into the game, or spice things up with a fictional character, it’s there to indulge your creativity. Despite being a staple of roster editing, Create-a-Player has been missing from a few games, including NBA Live 14 through 16, and NBA Live 18 before a patch added it post-launch. Other than that, most games from the mid 90s onwards have included it.

Create-a-Player modes have usually offered a standard set of features as far as the ratings, bio data, and other attributes that can be assigned. As the graphics of hoops games have improved, so have the face creation tools. Generally speaking, apart from an option here and there for added depth, most 5v5 sim-oriented basketball titles have very similar Create-a-Player facilities. With that being said, there have been a few games with creation modes that have included some odd features and options, ranging from design choices and limitations to unexpected content. You know the drill: I’ve got five such examples to discuss, so let’s begin!

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