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Wayback Wednesday: NBA Live 16 Free Agents Back in Uniform

Wayback Wednesday: NBA Live 16 Free Agents Back in Uniform

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 a few of the free agents who were in NBA Live 16, and putting them back in uniform.

To say that the roster customisation options in the eighth gen NBA Live releases were a disappointment is a massive understatement. After all, they were missing entirely until a patch added roster editing to NBA Live 18, and even then, the functionality was botched and buggy come NBA Live 19. Still, it’s far easier to set up a custom roster or fantasy scenario in those two titles, compared to the first three releases on PlayStation 4 and Xbox One. Indeed, outside of the official roster updates – which are no longer available – Dynasty mode is the only way to see players in a new jersey.

It’s also the only place that you’ll see the selection of Free Agents that are included in NBA Live 16. To that point, there are some veterans still in the game that, if we could create custom rosters, would’ve allowed us to set up some fun scenarios. It can still be done in Dynasty, but with the limitations of the salary cap and an inability to edit jersey numbers, re-creating lineups is quite a challenge. Nevertheless, I’ve been able to place some of those NBA Live 16 Free Agents back in a uniform that they once wore, correct number and all. 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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The Friday Five: 5 Ideas That Were Abruptly Abandoned

The Friday Five: 5 Ideas That Were Abruptly Abandoned

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 ideas that were abruptly abandoned.

As with other genres of video games, basketball titles have come a long way since their early predecessors, thanks to a combination of technological advancements and inspired innovations. Of course, not all ideas are good ones. In the best case scenario, an unsuccessful idea can be retooled into something that achieves the intended result. If there’s no salvaging an idea, then it’s better to simply scrap it, never to return. The willingness to pivot or outright abandon a concept that just isn’t working has been to the benefit of developing better basketball video games.

Of course, an idea isn’t necessarily a failure just because it was abruptly abandoned. Indeed, there have been several features, modes, and mechanics that were quickly nixed, despite their merit and popularity. It isn’t always clear why a seemingly good idea was abruptly abandoned, but it can usually be chalked up to technical challenges, or the adoption of a supposedly superior solution. Mind you, even if there is a sensible explanation – or we can make an educated guess – it isn’t any less frustrating when we lose something that we like. As we prepare to dive into NBA 2K25 and check out its new features, here are some memorable ideas from past games that didn’t stick.

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Wayback Wednesday: NBA 2K8 Retrospective (Xbox 360 & PlayStation 3)

Wayback Wednesday: NBA 2K8 Retrospective (Xbox 360 & PlayStation 3)

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 Xbox 360 and PlayStation 3 version of NBA 2K8.

The tagline of NBA 2K8 was “It’s like that”. I find it extremely appropriate, though I guarantee it isn’t for the reasons that the marketing department at Take-Two intended. Instead, “it’s like that” are the frustrated words that run through my mind whenever I give NBA 2K8 a chance, and it disappoints me once again. Not to spoil the entire retrospective before I get into it, but if NBA 2K6 or NBA 2K7 had been the games to get me into the NBA 2K series – and they may well might’ve been, had I given them a fair chance back in the day – NBA 2K8 could’ve turned me off of it again.

Indeed, I’m prepared to call it one of the most overrated games in the entire series. The only reason I hesitate is because after looking at some contemporary reviews, it seems that the criticisms and unfavourable comparisons to its predecessors were being made back then, too. GameTrailers’ review even went so far as to call it a serious step backwards, and I’m inclined to agree. It’s unfortunate because the game does have a lot of good bones and enticing features, but for me, it’s been a major retro basketball gaming disappointment. Let’s take a look back…way back…

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The Friday Five: My 5 Worst Franchise Mode Decisions

The Friday Five: My 5 Worst Franchise Mode Decisions

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 the five worst decisions I made with my Franchise mode games.

Since I’ve discussed five of the best decisions that I made with franchise modes over the years, it only makes sense to counter it with five of the worst! Even though I know the approach that’ll allow me to best enjoy franchise modes and also what tends to ruin them for me, I’m not immune to making mistakes. Knowing that a change of pace can be a way of keeping things fresh, you might be inclined to try an out-of-the-box idea that turns out to be a flop. Alternatively, a tried-and-true approach might actually be the wrong move on some occasions.

Fortunately, as I noted in my previous article, I haven’t really ruined any franchise games that I was heavily invested in, to the point where I couldn’t continue them. I’ve come close a couple of times, but I was able to correct course before doing any lasting damage. With that being said, there are other examples where poor decisions have set me up to fail in franchise games, creating scenarios that weren’t fun. Some of them were wild ideas, though overcaution can also have its drawbacks. For all of my fellow franchise enthusiasts, may these stories of my worst decisions and biggest blunders serve as cautionary tales the next time you’re getting ready to start a brand new game!

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The Friday Five: My 5 Best Franchise Mode Decisions

The Friday Five: My 5 Best Franchise Mode Decisions

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 the five best decisions I made with my Franchise mode games.

Career and card collecting modes may be the most popular experiences in basketball video games nowadays, but there was a time when franchise play was king. I’ll admit that I’ve drifted away from franchise modes over the years, but they do represent some of my fondest basketball gaming memories. I’m always open to returning to my roots as a franchise gamer, if I can ever decide on a game and find a scenario that appeals to me. Of course, while I have unfortunately lost many of my franchise saves, I still have one from NBA Live 06 PC that I’m always open to picking up once more.

Having spent countless hours with various franchise modes in a number of games, I’ve made my share of good decisions and bad moves alike. There are some ways that you can almost instantly ruin a franchise game to the point where you don’t want to play it anymore, but fortunately I haven’t bungled too many games that I was heavily invested in. That’s a topic for another time, but for this week’s Five, I want to talk about some of my best decisions in franchise modes. These are the choices and moves that made the experience even better, and subsequently kept me hooked. A couple of them even went against my usual rules, proving that it’s wise to keep an open mind.

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Wayback Wednesday: NBA Live on Seventh Gen

Wayback Wednesday: NBA Live on Seventh Gen

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 ups and downs of NBA Live on the seventh gen consoles, i.e. PlayStation 3 and Xbox 360.

As of writing, I’m not confident that NBA Live will ever return. I scoffed at rumours that NBA Live 20 would be cancelled, especially after NBA Live 18 and 19 garnered a more positive reception, leading to a loyal following that continues to this day. The game was indeed canned though, and despite assurances that the developers and EA Sports brass were pleased with the progress and intended for the series to return, that has yet to materialise. Frankly, I’ll be ecstatic if I’m proven wrong and these words age like milk in the near future, but I’m not getting my hopes up.

Of course, NBA Live’s downfall began long before those PlayStation 4 and Xbox One releases. The series struggled mightily during the era of Xbox 360 and PlayStation 3 -aka the seventh console generation – culminating with the cancellation of NBA Elite 11 that caused lasting damage. These events are well-known to long-time basketball gamers, though I’d suggest there are some misconceptions; specifically, that the series was never good, that there was nothing good about the seventh gen NBA Live games, and that the series failed because it was too “arcade-y”. In the interest of a clearer picture of NBA Live’s seventh gen collapse, let’s take a look back…way back…

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Monday Tip-Off: Sim Heads & Inaccurate Stats

Monday Tip-Off: Sim Heads & Inaccurate Stats

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 some thoughts on how inaccurate stats can be a real turn-off for those of us who are sim heads.

Even though sim basketball gamers have somehow come to be considered “casuals” by gatekeeping denizens of the competitive online scene, there are still plenty of virtual hoopers who prefer the NBA side of video games. Sim heads are more likely to prefer franchise play and the traditional career mode experience, where a realistic style of play is more viable. Of course, opting for realism across the board is easier said than done. After all, in franchise and career modes, that means playing a full 82-game season on twelve minute quarters, which can be a daunting prospect.

It’s something that I’ve done in multiple games now. In my ongoing NBA 2K14 PS4 MyCAREER, I’m playing on full quarters and have yet to simulate a game as of my sixth season, and it’s been a more rewarding journey as a result. That’s how I feel about all of my games where I’ve played through at least one season from start to finish, but to that point, I can attest to it being a lengthy process. Even if you never feel bored, it can still be challenging to find the necessary free time. This is why the simulation function and shorter quarter length options are so useful, but for hardcore sim gamers, the inaccurate stats they produce can be difficult to get your head around.

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NLSC Podcast #528: Best Three-Point Shooters in Video Game History

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From courtside of the virtual hardwood, it’s Episode #528 of the NLSC Podcast!

A recent interview with EA’s CEO Andrew Wilson bleakly hints at a future where games are riddled with intrusive ads. We’ve already seen attempts at this before, but as you can imagine, we’re not thrilled at the possibility of it becoming commonplace! However, most of this week’s show is dedicated to the deadeyes from downtown on the virtual hardwood, as we join the community in reminiscing about the best three-point shooters in the history of basketball video games. We also recall the players that we preferred to overwrite when customising the rosters in classic titles, whether we were making current roster updates or putting ourselves and our friends into the NBA.

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: Failed Franchise & Season Games

Wayback Wednesday: Failed Franchise & Season Games

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 of my failed franchise and season mode games, and reflecting on whether they’re actually failures.

Over the years in Wayback Wednesday, I’ve reminisced about several of my most memorable franchise, season, and career mode games. While they all represent fun times on the virtual hardwood for me, they haven’t been equally successfully as far as completion is concerned. Games where I’ve played through an entire season on twelve minute quarters stand out as the times I’ve really been hooked on the experience, but they’re arguably the exception rather than the rule. There are far more titles that I’ve never finished a single season in, than ones where I’ve had multi-year games.

Of course, as I’ve noted before, completion is what you make it when it comes to the annual sim titles. Unless you stick with a single game for more than a year, it’s tough to get the full multi-year experience in franchise and career modes; especially when you opt for full length seasons on twelve minute quarters without simulating! Even in the games where I didn’t finish the season, I still had a ton of fun. With that being said, there are also franchise and season mode games that I abandoned very quickly. To that end, this week I’m reflecting on some “failed” games, and pondering the concept of “failure” in that context. Let’s take a look back…way back…

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Monday Tip-Off: Low-Stakes Basketball Gaming

Monday Tip-Off: Low-Stakes Basketball Gaming

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 some reflections on how much I’m enjoying low-stakes basketball gaming.

Naturally, Play Now/exhibition mode is a necessary staple in basketball video games, as it is in all sports titles. It’s important to be able to just jump into a game where the result doesn’t have to count, especially while we’re getting acclimated to a new title. However, historically speaking, I generally haven’t played too many exhibition games once I’m hooked on a release. More often than not, I’ve just used Play Now to grab screenshots for an article or news post, immediately quitting after getting what I need. If I was going to settle down to play a full game, I wanted it to count for something.

Over the past few years though, my habits have drastically changed. I’m still eager to play games that count, as my ongoing NBA 2K14 MyCAREER and other preserved save files demonstrate. At the same time, I’ve become far more open to – and keen on – low-stakes basketball gaming. Even putting aside sessions where I’ve just fired up a game to capture screenshots or video for a feature, I’ve probably played more Play Now and exhibition mode games in the past couple of years than I have in a long time; perhaps ever in my decades of hitting the virtual hardwood! I must say that it’s been incredibly refreshing, and as such, it’s something that I intend to keep doing.

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The Friday Five: 5 Weird Bugs & Design Errors in Modes

The Friday Five: 5 Weird Bugs & Design Errors in Modes

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 weird bugs and design errors that I’ve encountered in the modes of basketball video games.

It bears repeating that no video game, basketball or otherwise, is going to be perfect. If it were possible to design games and software that were completely bug-free, it would’ve happened a long time ago! As basketball games and their modes have become deeper and more sophisticated, the chances of there being a few bugs here and there has only increased. Likewise, while there have been some very smart and passionate people working on basketball video games past and present, not all ideas pan out as well as hoped, leading to what we could reasonably call design errors.

Needless to say, it’s frustrating for everyone when bugs and design errors stand in the way of modes being as fun as they could and should be. In the best case scenario, a patch can fix the problem, or the issue will be resolved in next year’s release at the latest. Sadly that isn’t always the case, and there are times when we’ve been stuck with bugs and design errors for a few games running (and sometimes, even longer). Even when bugs and design errors don’t completely ruin a mode, they still have an impact on the experience, and they become one of the things that we remember most about a title. Here are five weird bugs and design errors that I’ve encountered in modes I play.

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Wayback Wednesday: Timberwolves Franchise in NBA Live 2003

Wayback Wednesday: Timberwolves Franchise in NBA Live 2003

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 my Franchise game with the Minnesota Timberwolves in NBA Live 2003.

I’ve had a number of memorable franchise and career mode games over the years. My Dynasty games with the Chicago Bulls in NBA Live 2004 and NBA Live 06 are among my all-time favourite basketball gaming experiences. Likewise, I had a blast with MyCAREER in NBA 2K13, NBA 2K17, and NBA 2K19, and I’m still playing through the mode in NBA 2K14 for PlayStation 4. At the same time, I’ve had some games where I haven’t achieved completion or closure, such as my 1998 season in NBA Live 96 PC, and my Sacramento Kings Franchise in NBA Live 2002.

My Franchise with the Minnesota Timberwolves in NBA Live 2003 PC is another example of a “failed” game. Of course, labelling such games as “failures” probably isn’t the right way of looking at things. I’d actually like to delve into that topic in more depth sometime, but my Timberwolves Franchise does stand as an example of how completion is what we make it. Or, to put it another way, as long as it was fun while it lasted, it’s ultimately neither a failure nor wasted time. That Franchise was certainly memorable for me even if it wasn’t successful, so let’s take a look back…way back…

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Monday Tip-Off: Video Game Teams

Monday Tip-Off: Video Game Teams

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 look at the concept of Video Game Teams.

Dee and I have mentioned “Video Game Teams” and “Virtual Hardwood Legends” on several episodes of the NLSC Podcast. That’s because they’re part of some of our favourite basketball gaming memories, and I know that we’re definitely not alone in that regard. There have been many articles and posts from basketball and other sports gamers who fondly recall players and teams that were dominant in video games – even unstoppable – irrespective of their real life performance. Indeed, video games are undoubtedly responsible for gamers becoming fans of certain teams and players!

At the same time, enthusiasm for the real sport frequently determines our choices in video games. For example, we’re more likely to use our favourite players and teams – if we have them – because there’s already some degree of emotional investment. We’ll also seek out a change of pace though, and if we’re passionate about the sport and its history, we’ll recreate interesting scenarios and historical showdowns. Over the years, we’ve seen many busts that become superstars on the virtual hardwood, and teams that fared much better in games. They’re often a blast to play with, but as the term “Video Game Teams” might be somewhat ambiguous, I figured I’d take a shot at defining it.

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The Friday Five: 5 Limitations With A Sensible Explanation

The Friday Five: 5 Limitations With A Sensible Explanation

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 limitations in basketball video games that actually have a sensible explanation.

It’s always frustrating when we encounter limitations in basketball video games that stand in the way of having fun with them. It’s even more frustrating when those limitations aren’t present in other games – in some cases, in the very same series – which suggests that it doesn’t necessarily have to be that way. However, that doesn’t mean that there weren’t technical roadblocks when a particular game was released, or a reason for a particular feature or function being designed a certain way. Quite often, there’s a sensible and reasonable explanation for these limitations.

Of course, that doesn’t necessarily make it less frustrating, especially if we don’t learn the reason until much later. Furthermore, in the early days of basketball video games, we couldn’t be blamed for dreaming big as far as the things we wanted to see, and video game developers have clearly had similar visions. To that end, some limitations have been overcome as technology has improved, and programmers have found a way to make ambitious ideas work. Even so, it’s important to acknowledge that there are sensible explanations as to why those limitations were once in place, or why a mode or feature is still restrictive by design. Here are five that we’ve often grumbled about!

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