Once again, EASPORTS had promised me a completely new game and once again, I am left wondering why I even believed the hype.  NBA Live 2003 is at it's core, nothing more than the same game as its predecessors.  However, one thing that is new this year is the hyped Freestyle control.  Though gimmicky at first, it becomes surprisingly intuitive as you try to pull off the variety of different offensive and defensive moves it allows.  For instance, by tapping the right analog stick on the controller, you can pull off a string of killer crossovers or spin moves to shake the defender.  On defense, you can reach for the steal while in an intense defensive crouch and raise your hands to defend against a shot without the threat of a ticky-tack foul.  Without this new feature, NBA Live has nothing really new to offer.
The graphics are clean and smooth, but are overall generic.  Stadiums and crowds look the same and the players cartoonish with exaggerated body sizes and large heads and hands.  Some players are hard to distinguish from each other unless you recognize their tattoos, hairstyle or playing gear.  The cut scenes in-between plays are amusing at first, but quickly become tiresome as they are repeatedly played over and over.  How many times do I need to see my bench react as if I had been shot and beheaded after a foul?  Luckily, you can turn this feature off.  Nevertheless, I did appreciate the humor and the playfulness in certain cut scenes that really captured the essence and feel of an NBA game
Regardless of the graphics, the player animations are smooth and quick.  I don't think I have yet to see the same dunk twice.  Seeing Iverson perform a crossover dribble is pure beauty.  Watching Garnett back down an opponent felt like a battle of epic proportions.  There are also a variety of shots to and from under the basket.  Players will either perform a nifty lay-up or change their shots in mid-air depending on the location of a defender.  Gone are the days of the two foot jump shot that clanged off the rim.
Game play is my biggest gripe.  Though the CPU AI is greatly improved this year, there is such a thing as being too improved.  The opposition hardly misses a shot.  Three-point bombs are almost a given and there are way too many dunks as opposed to outside shots.  In fact, it is common to see field goal percentages in the 70's and 80's during the course of a game.  Though I love how the CPU now runs the fast break consistently as opposed to the previous games in the series, the result is almost always a score for the opposition.  Transition defense is practically non-existent since the CPU seems to always make the correct passes that lead to open shots or dunks.  A little humanity in the CPU could have made things more realistic and less frustrating.  Steals and blocked shots are also too plentiful (Sigh.)
The franchise mode is incredibly bare bones.  There is of course, the standard player retirements, re-signing, free-agent signings, team lottery and draft.  Player scouting and evaluations would have added some dimensions to the draft as in Madden 2003, but they are sorely absent.  (Double Sigh.)  Game options are also pretty bare.  There is the usual one on one game we have seen in previous games and a tutorial explained by panty-fetishist Marv Albert using grainy video game footage, but that's about it.
EASPORTS really needed to up the ante this year to compare with the mighty Sega NBA 2k series.  I was pretty optimistic, but again EASPORTS resorted back to bad habits by releasing the same game with an added feature here and there.  Though the Freestyle control is, dare I say, revolutionary, the problems greatly outweigh the benefits offered by the feature.  Again, they have released a game that is too arcadey and not enough simulation.  Though I have no problem with arcade-type game play, at least give me the option of enjoying a game with realistic shooting percentages, balanced game play, and the challenge of having to work for a score.  Now excuse me while I go play NBA 2k3...
Once again, EASPORTS had promised me a completely new game and once again, I am left wondering why I even believed the hype. NBA Live 2003 is at it's core, nothing more than the same game as its predecessors. However, one thing that is new this year is the hyped Freestyle control. Though gimmicky at first, it becomes surprisingly intuitive as you try to pull off the variety of different offensive and defensive moves it allows. For instance, by tapping the right analog stick on the controller, you can pull off a string of killer crossovers or spin moves to shake the defender. On defense, you can reach for the steal while in an intense defensive crouch and raise your hands to defend against a shot without the threat of a ticky-tack foul. Without this new feature, NBA Live has nothing really new to offer. The graphics are clean and smooth, but are overall generic. Stadiums and crowds look the same and the players cartoonish with exaggerated body sizes and large heads and hands. Some players are hard to distinguish from each other unless you recognize their tattoos, hairstyle or playing gear. The cut scenes in-between plays are amusing at first, but quickly become tiresome as they are repeatedly played over and over. How many times do I need to see my bench react as if I had been shot and beheaded after a foul? Luckily, you can turn this feature off. Nevertheless, I did appreciate the humor and the playfulness in certain cut scenes that really captured the essence and feel of an NBA game
Regardless of the graphics, the player animations are smooth and quick. I don't think I have yet to see the same dunk twice. Seeing Iverson perform a crossover dribble is pure beauty. Watching Garnett back down an opponent felt like a battle of epic proportions. There are also a variety of shots to and from under the basket. Players will either perform a nifty lay-up or change their shots in mid-air depending on the location of a defender. Gone are the days of the two foot jump shot that clanged off the rim. Game play is my biggest gripe. Though the CPU AI is greatly improved this year, there is such a thing as being too improved. The opposition hardly misses a shot. Three-point bombs are almost a given and there are way too many dunks as opposed to outside shots. In fact, it is common to see field goal percentages in the 70's and 80's during the course of a game. Though I love how the CPU now runs the fast break consistently as opposed to the previous games in the series, the result is almost always a score for the opposition. Transition defense is practically non-existent since the CPU seems to always make the correct passes that lead to open shots or dunks. A little humanity in the CPU could have made things more realistic and less frustrating. Steals and blocked shots are also too plentiful (Sigh. )
The franchise mode is incredibly bare bones. There is of course, the standard player retirements, re-signing, free-agent signings, team lottery and draft. Player scouting and evaluations would have added some dimensions to the draft as in Madden 2003, but they are sorely absent. (Double Sigh. )  Game options are also pretty bare. There is the usual one on one game we have seen in previous games and a tutorial explained by panty-fetishist Marv Albert using grainy video game footage, but that's about it. EASPORTS really needed to up the ante this year to compare with the mighty Sega NBA 2k series. I was pretty optimistic, but again EASPORTS resorted back to bad habits by releasing the same game with an added feature here and there. Though the Freestyle control is, dare I say, revolutionary, the problems greatly outweigh the benefits offered by the feature. Again, they have released a game that is too arcadey and not enough simulation. Though I have no problem with arcade-type game play, at least give me the option of enjoying a game with realistic shooting percentages, balanced game play, and the challenge of having to work for a score. Now excuse me while I go play NBA 2k3...