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NBA Street (PS2) Review
Chris Leyton
00/12/0000

Check out this funky new NBA game.
NBA Jam was revolutionary in that it created a new genre of game: arcade sports. EA Sports Big, who is also responsible for the excellent SSX, ventures into this genre with NBA Street. The core gameplay in NBA Street is nothing new as it continues the tradition of NBA Jam's quick pace and killer slam-dunks. However, there are a few new wrinkles added to the game that affect the strategy and overall tone of the game. These "wrinkles" are an adjusted game length, the new emphasis or importance of blocked shots, the inclusion of tricks, and the "Gamebreaker" meter.
Games in NBA Street are played to 21 points, win by two, with shots worth one and two points instead of two and three, respectively. This simple switch from timed games to a point total is a nice touch which makes for many exciting and drawn out endings that simply aren't present in a timed game. Also, each game continually gets more important and exciting as you approach the 21st point and it's not uncommon for games to reach the 25 to 30 point range between players of the same caliber. Consequently, the games remain short enough that you don't get tired of sitting through quarter after quarter while they retain the excitement of the fourth quarter throughout.
Of course, game length alone does not a great game make, there's also the issue of actual gameplay. Blocked shots have always been a part of arcade basketball games. Fouls were eliminated from the equation with the first incarnation of NBA Jam, freeing the gamer to pursue blocks more aggressively, but frustrating goaltending calls and the ability to push players to the ground made stealing the ball a more effective strategy on defense. While the ability to steal the ball has not been changed, the option to push other players has been stamped out. Goaltending has also been rejected, so to speak, and as a result shot blocking is a far more rewarding and effective strategy than it has ever been before in an arcade basketball game.
Players who have great shot blocking ability like Dikembe Mutombo and, *gasp*, Shawn Bradley, are cornerstones to an effective team, while players like Gary Payton and Allen Iverson, who are great defensive players mostly because of their ability to steal the ball, are limited on defense because of their inability to consistently or effectively block shots. As a result, the balance of power is shifted from the steal-happy NBA Jam, to the block-dominated NBA Street. This is not to say that blocking shots is any less satisfying or effective than the pushing and stealing of past incarnations of the genre, but, rather, just the opposite. Blocking shots is a much more fun and effective way to play defense, particularly due to the fact that long range shots are worth twice as much as short range instead of the standard 3:2 ratio. Also, any mistake in timing while attempting to steal the ball can result in your player getting faked to the ground as a result of the next wrinkle in gameplay, the tricks.
Tricks are performed in NBA Street with both the square button and combinations of the four shoulder buttons. Each combination, combined with the trick button, results in a different trick, or move, that the player will perform and a corresponding amount of trick points is added to the player's total. If the move is done while moving into a defensive player, that player may get "faked out" and end up on the ground, resulting in trick points, an increase in the "Gamebreaker" meter, (more on the Gamebreaker meter to come), and, potentially, an open shot or clear path to the basket.
The four shoulder buttons that are used to perform tricks also all double as turbo buttons. Turbo, like in NBA Jam, is governed by the turbo meter. You can use any or all of the buttons for turbo, but tricks also make use of the limited turbo meter, so conserving your turbo is a key part of playing well. Combining fake-outs with, blocks, steals, pump fakes, and dishes while finishing the play with a dunk, alley-oop, or short/long range shot results in a "combo," which fills the Gamebreaker meter more rapidly.
Which brings me to the Gamebreaker meter, the single most influential and important aspect of the game. When the meter is completely filled up through tricks and combos, you gain the ability to use the Gamebreaker. A Gamebreaker is a single play along the lines of a player in NBA Jam being "On Fire." While your shot is still virtually, although not entirely, guaranteed to go in, you are treated to a cool little cut scene of your player performing said shot or dunk. The cut scene, while cool, is not the important part of the equation. What is important is whatever shot is made using the Gamebreaker takes away that many points from your opponent. Translation: If you make a one or two pointer using the Gamebreaker, one or two points is added to your score while one or two points is deducted from your opponent's score. The resulting two or four-point swing can single-handedly win or lose a game for the team.
Finding a balance between scoring and filling the Gamebreaker meter is key to surviving in NBA Street. Simply score and your opponent has the advantage using their own Gamebreakers, but take too much time performing tricks and a shot clock violation may result, (the game's only rule), which takes away from the Gamebreaker meter.
There are two different modes of gameplay. The first is the "City Circuit" mode, which pits your chosen team against different teams of NBA players and streetballers at different courts around the country. Winning on different courts in this mode unlocks different courts and players. The second is the "Hold the Court" mode that challenges the player to complete win streaks or trick point totals on the different courts. Completing the win streak or point total challenges unlocks new create player models, outfits, shoes, and points. Creating a player is easy and satisfying, as the player can be edited or modified at any time. The game options, however, are a bit lacking, as there is no controller setting except for the default, but once you get used to it, you'll find it's truly the best setup possible. Overall, the gameplay is very fun and satisfying. Although the game is most fun played against another person, the different items to unlock will keep players coming back for the one-player mode time and time again.
Graphically, the game is impressive. The player models are varied and very detailed, even more so than in NBA Live 2001 or NBA2K1, and the outdoor courts and surroundings are also notable. There are tall buildings, moving cars, polygonal bystanders and fans, and even leaves and plastic bags blowing around on the ground. There's even a court with some Metal Gear Solid 2-esque puddles that reflect the players and splash accordingly. The player animations are also done well. Sometimes the transition from movement to a trick looks a bit stiff, but this is a minor gripe that doesn't detract from the game at all. The game isn't necessarily a display of the PS2s true graphical capabilities, but it is definitely a step up from most of the earlier titles for the system.
The sound is also top notch. A solid mix of hip-hop beats, sound effects that don't sound silly and take away from gameplay, player voices, and commentary performed by Joe "The Show" Jackson all add a great deal to the game's atmosphere.
Okay, I've saved the best part for last. One of my main gripes with the original NBA Jam wasn't with something included with the game, itself, but rather something that was omitted. In the past, with the exception of recent NBA Live titles, the notable absence of Michael Jordan has hurt the playability and/or realism of many games. In NBA Street, Michael Jordan plays an important part, lending his voice to the game for both explanatory and in-game purposes. You can even pick MJ to play with your squad, although you have to play against him in the last game of the City Circuit mode. The inclusion of Michael Jordan, while it doesn't necessarily add anything to the gameplay, certainly improves the game in the eyes of most basketball fans.


