Review: Lesson learned from NBA 2K2: Even with Jordan, the Wizards suck.
Of all the major professional sports, it seems as if basketball is the hardest to properly translate to video games. EA Sports had come the closest with NBA Live, but there were still way too many holes in the AI and realism departments. Though the old Bulls vs. Whoever games were rather entertaining. Anyway, that was before Visual Concepts took over as Sega Sports' premiere developer for the Sega Dreamcast, and created NBA 2K. Since then, no other basketball game has played as well or as realistic as this series, and NBA 2K2 is the final fine-tuning of the series on the Dreamcast, leaving plenty of hope for the future for Sega's multi-platform run.
At first glance, NBA 2K2 is nothing but NBA 2K1 with updated rosters and a few tricks; but after a few hours of gameplay, all of VC's little improvements add up to a game that plays quite differently than previous NBA 2K entries. All the usual suspects of the series is included; from basic exhibition, single season, franchise, the cool street ball mode, and of course the online play that seems to define Sega and the Dreamcast. None of these are really refined too much; the street ball game has a few added courts like Rucker Park (from NBA Street on PS2), and the Network play tracks wins, losses, and disconnects to see what kind of player you are, or what you're up against. It's all about avoiding the sore disconnecting losers, you know.
The biggest changes to the game involve the many new rule changes, and the return of a particular УGreatest Basketball Player EverФ. The NBA has eliminated Illegal Defense, so now you can run college-style Zone defenses (something NBA Live 2002 doesn't even include for some reason) to shut down the offense in different sorts and variety. And believe me, this change adds a whole new dimension to how NBA 2K2 is played. And oh yeah, Michael Jordan is included on the Washington Wizards roster, as a last-second addition to the rosters. You can tell because of how incomplete looking he is; missing many of his trademarks. The PA announcer even refers to him only as УJordanФ during road games, yet announces УMichael JordanФ at home. Sounds like MJ was shoehorned into the game, huh?
Back to the gameplay, NBA 2K2 is able to toe the line just like NFL 2K2 can; mix in strict simulation aspects and tough AI, with more arcadey control and interactivity. It's not arcade like NBA Jam, but you are given control of every aspect of the game, from calling plays to hitting the right guy right when you need him. All told, the game simply plays more like real NBA Basketball than any other game out there.
My personal favorite thing about NBA 2K2 is the free throw shooting; partially because there actually IS free throw shooting. In the past, I found getting to the free throw line to be something that you got to do once in every 5 games sometimes, but with NBA 2K2, you can easily hit the stripe 20-25 times per game if you pound it inside often. The improvements in shooting the free-throws is evident as well; I despised the free throw shooting in NBA 2K because using the top analog triggers was way too touchy and difficult. However, in NBA 2K2 the sensitivity is much less annoying and quite responsive, allowing for more accurate, but not automatic, shots from then free throw line. Instead of being a chore, it's much easier to concentrate on the УfreeФ shots.
As has become a staple of NBA 2K, the AI is smart and simply will not allow you to pound through the paint for easy lay-ups every time down the court, like NBA Live does. Instead, you'll have to work into the paint and earn your baskets. Many times you can get away faking an opposing player and getting free clearance to the basket, but it isn't something you can pull off every time you get the ball. Instead you'll have to pass it around and work a man open, or just risk it and take a tough shot. This results in realistic shooting percentages; most of the time I would wind up with 50-55% shooting every game. It's still more than the average, but compared to shooting 80% in other NBA games (which shall be kept nameless, initials NBA Live), it's a nice difference.
However, on defense the AI is a little different. In order to shut down the computer, I've discovered you have to stick to one man and let the computer handle the rest. Too many times the CPU will just fake you out and dunk it every time; to make up for that, I just stay to the point guard and let my AI knock them around. It makes the game a lot more fun, for me anyway. It also reduces the shooting of the CPU from 75% to around 50%, like it should be. Mixing up defensive plays also helps diminish domination by the computer.
There is another small AI flaw that gets me; the overdone juicing up of the cover boy, Allen Iverson. Don't get me wrong; Iverson is a great player, but VC, like they do with Randy Moss for the NFL games, put Allen way out of whack and unrealistic. When I was playing the 76ers with the Wizards, Iverson hit everything. Even with MJ and Richard Hamilton double-teaming, even triple teaming him, he'd knock down every jumper. I think he finished with about 35 points on 17-20 shooting or something like that. Please VC, even if he is the cover girl..err boy, don't juice him to a point where he's invincible.
When it comes to the graphics, NBA 2K2 isn't drastically different than previous outings, but the handy-dandy new animations added in changes the game slightly. Still, there isn't much wrong with those graphics; realistic player faces and details (like Iverson's tattoos & cornrows), coaches on the sidelines (who look pretty bad compared to Madden NFL 2002's coaches), and a more improved set of crowd visuals. Instead of the paper-thin looking fans on the sidelines, the front-row fans are redone to look a little bit better. They do have the cool animation for the road team shooting free throws; waving those Styrofoam sticks in the air as a distraction.
Those new animations include dunk animations that are less wussy-like and more forceful looking than before. There's also some nice fake-out and post-up animations along with it. None are awkward and really add to the realism.
All the courts and stadiums are re-done in superb detail, with every little nuance included, like the flat roof of Madison Square Garden to the giant Staples Center in Los Angeles. It's even got the Pyramid in Memphis, for the recently relocated Grizzlies franchise. The shadows cast on the shiny court are impressive, as is the cool pre-game intros, however, those intros are the same every time. Too bad we can't get the real introductions, as they happen in the NBA. Visually, NBA 2K2 is still impressive Ц however I can't wait to see the improvements for the PS2, Xbox, and Gamecube versions.
The sounds are again well done, with solid, if sometimes-late play-by-play and color commentating. As with NFL 2K, the announcers are actors paid to resemble the real thing. As such, they sound much more like the real deal, with more interaction than any other NBA game has. However, sometimes they just can't keep up with the game on the court, and get way behind calling things. Too much filler talk and not enough play-by-play. Oh well, that's just something for VC to improve on in the go around.
Along with that, there is plenty of chatter on-court by the players, talking trash and gloating in spades. Not as much as the NFL games, but enough to add a dimension to the realism of the game.
On the court there's a lot of squeaking of shoes, huffing and puffing, and grunting when fighting in the paint, and other things of that ilk. All are done nicely, if not overdone a tad. Mix it in with a realistic crowd and you have a pretty immersive sound experience that's become Sega Sports' trademark.