OFFICIAL NBA Live 18 Thread | Available Now

T0INE

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[h1]Release Date: TBA[/h1][h1]Platforms: PS4, XB1[/h1]
Official Cover:

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Trailer



Features:
  • LIVE IS ALL ABOUT YOU
    The ultimate form of self-expression where everything you do matters – both on and off the court.
  • LIVEMOTION
    Free your game with our physics-based player movement system – giving you unparalleled control and best-in-class animation.
  • LIVE CONNECTED
    The freshest way to play ball. Ultimate Team, Dynasty, Big Moment Challenges and more are back and better than ever.
  • DISCOVER HOW TO RISE TOGETHER THIS SUMMER
    A new way to experience NBA LIVE…
Screenshots (Via Operation Sports)

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More info should be revealed (hopefully a release date at EA's E3 press conference on June 15th @ 4pm EST.

@KingFoamNYC @Stay Lurkin  
 
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:D :hat its gonna be a REAL GOOD year for Live brehs. Shoutout to Toine T0INE T0INE for always coming through in the clutch with the threads
 
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Jordan XXX in the trailer?
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I doubt it.

EA came a long way with Live 15, but that wasn't hard to do given the atrocity that was Live 14.
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Hope they continue to build on that close the gap with 2k.
 
[h2]  [/h2]
[h2]NBA LIVE 16 E3 Gameplay Trailer[/h2]
Posted June 15th at 12:45pm.

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Basketball is a game of self-expression. NBA superstars amaze fans with trademark moves, outrageous personal styles, and fierce emotions on the court. NBA LIVE 16 is rooted in self-expression, and this comes to life in the game. The entire in-game journey is all about the player.

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NBA LIVE 16 features a companion app with the EA SPORTS exclusive GameFaceHD scanning tech to put you in the game like never before. It’s an easy-to-use mobile face scan that makes you look just as great as the NBA stars already in the game.

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None of this matters without outstanding gameplay. The team is focused on giving players unparalleled control and best-in-class animation. 

EA SPORTS has taken two years to build a physics-based player movement system called LIVEMotion.

Thousands of new animations were created using an innovative motion capture system. Coupled with run-time physics, the result is contextual free-flowing movement like you’d expect to see on the basketball court.

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The dynamic nature of LIVEMotion puts players in control of their movement. Gone are the days of feeling stuck in a scripted animation. Completely rebuilt passing and catching systems provide never-before-seen options to move the ball around the perimeter.

NBA LIVE 16 gives you the most control in the pick-and-roll. Screen and rescreen. Choose whether the screener rolls, pops, or slips. Choose how to defend it by showing, trapping the ball or switching.

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NBA LIVE fans wanted more control when shooting the basketball, so we’ve created a new shot system that provides full control to release the ball when you want. Hold the button longer to release later. Players have complete control of the shot from anywhere on the court.

You can’t find this depth of gameplay control in any other basketball video game. You really have to feel it to experience just how much the new controls change the game.

Later this summer, we’ll reveal a new game mode. Let’s just say it will be the most reliable and stable place to play basketball online with friends.

NBA LIVE players can truly Rise Together.

Here’s the first official NBA LIVE 16 trailer. See you on the court in September.

 
[h1]  [/h1]
NBA Live 16 Hands-On Impressions (Quick Look)

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  01:31 AM - June 17, 2015 by ChaseB

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For now what we'll be doing here at Operation Sports is posting a quick look detailing some of our initial thoughts on sports titles at E3. Once we play more of these games throughout the week we will post more fleshed out hands-on impressions this week and next. 

In addition, if you have questions about the game you would like us to ask developers, feel free to post them. We can't guarantee we'll get them answered -- and it's probably better to not get too crazy specific -- but what we do get answered we'll post here on OS as well at some point. The same goes for if you just want to hear more about something we talked about in the article(s). For example, "hey dude, you talked about how the dribbling feels different, can you talk more about that?"


After three years of sort of hiding at E3, NBA Live 16  and the development team working on the title are finally showing off. If anything, that is a good sign that the folks at EA Tiburon finally have enough confidence in the title to stand by it in a public setting where everyone can get as much hands-on time as they want. 

-You can only pick from the Warriors and Cavaliers in this demo, but what's immediately striking is how amazing the players on both teams look, both in the 3-D modeled starting lineups screens and then once you see them in action on the court. NBA 2K  player models look amazing, but NBA Live  player models also now look spectacular -- yet in a completely different way. The differing lighting and art directions for each game make both look impressive in different ways, which is great.

-Dribble pull-ups have improved year over year. I used the Warriors a bunch in my sessions today and running full speed into a pull-up feels smoother, and the transition animations from sprinting to shooting were meshing well.

-The Live team is really pushing the new physics-based animation system that ties together with their motion capture to create thousands of new animations. I can't claim to see thousands of new animations, but drives to the hoop are leading to more two-man interactions. On the second drive to the hoop, there was a big-time swat off the glass by Draymond Green on Kyrie Irving, which is progress for this title. 

-I would say around the rim is still where the game is weakest: I trust the CPU/AI more than myself to box out and grab rebounds. Some of the putback layup and shot animations don't look especially great -- partly because the ball looks odd coming out of the player's hand based on the trajectory of the ball and so forth.

-Off-ball movement on offense is more noticeable by default now (don't have to select quick options to push the guys to move on offense). I'll be diving deeper into this because I was seeing lots off-ball screens for Klay and Barnes as some sort of base set. I would wonder if there are team-specific default motion sets and so on. Also, there's no ability to call plays in this demo so you're doing pick and rolls or defaulting to these quick sets that are automatically happening on the court.

-Speaking of the pick and roll, changing up how you call for picks was the right call. I'll be looking more into how to defend the pick and rolls and so on at the show, but as a core concept it feels like the right direction. In short, you're clicking in the L3 button to change from a roll to fade now. I'll also be checking in on how specific you can get in terms of choosing which side the pick should be set. 

-Touch passing and quicker passing overall feels better in Live. I wouldn't go as far as calling it super quick and "fixed" now, but it's better. What I would say so far is I don't think you can quite ping the ball side to side like the Spurs or Hawks, but swinging the ball in a calculated fashion off the pick and roll felt much better.

-It's been a struggle on defense for me so far. Staying in front of my man was somewhat of a challenge, especially with more noticeable bits of explosion from ball handlers. I know this is at least partly on me because I can honestly say I still don't quite get the best times to move my defender via the right stick versus holding the defensive stance button, turbo, etc. At the same time, perhaps that is partly on EA as well for not explaining it as well as they could to this point.

-Getting back to players feeling more explosive with the ball in their hand. It's funny to me, but right now I notice the explosion of players going from 0-100 -- which is good -- and yet the player movement still feels a bit sluggish. I'm still wrestling with why that is so far, but perhaps it's because it almost feels like ball handlers go slowly from 0 to 25 mph, and then it gets floored from 25 to 100 mph. 

-Signature shots are more noticeable, though I would say I really struggled with shot timing today. This is again something I want to get more hands-on with (it's not inherently a bad thing if this is challenging!), and in addition want to talk to the development team about in terms of how the UI on-screen is explaining what you're doing wrong. It's not necessarily crystal clear to me what the UI is telling me, but I also did not go through the tutorial elements that probably would explain it all for those that are confused. Again though, this doesn't let EA completely off the hook either way. 
 
Early Outlook


Right now, I'm feeling cautiously optimistic about Live 16. It's certainly not going backwards, and it already feels like the biggest year-over-year leap improvement in the three years of its "rebirth" during this era. At the same time, it's one of those things where you get burned so many times by one game that, especially after only a couple games, I feel it would be downright irresponsible to say something like "Live is back guys!" Plus, I don't even know what that phrase would mean at this point because it's hard to say what the "golden era" is of Live now. Instead, what I'll say is I'm hoping what I've experienced so far is not some sort of mirage and that the core of this game is finally getting itself on solid hardwood. (I'll see myself to the door after choosing to end with that wordplay.)
 
[h1] [/h1]

 ​
[QUOTE url="[URL]http://www.operationsports.com/news/845461/nba-live-16-hands-on-impressions-quick-look/[/URL]"]
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  01:31 AM - June 17, 2015 by ChaseB


1434504938-media.jpg




For now what we'll be doing here at Operation Sports is posting a quick look detailing some of our initial thoughts on sports titles at E3. Once we play more of these games throughout the week we will post more fleshed out hands-on impressions this week and next. 


In addition, if you have questions about the game you would like us to ask developers, feel free to post them. We can't guarantee we'll get them answered -- and it's probably better to not get too crazy specific -- but what we do get answered we'll post here on OS as well at some point. The same goes for if you just want to hear more about something we talked about in the article(s). For example, "hey dude, you talked about how the dribbling feels different, can you talk more about that?"



After three years of sort of hiding at E3, NBA Live 16 and the development team working on the title are finally showing off. If anything, that is a good sign that the folks at EA Tiburon finally have enough confidence in the title to stand by it in a public setting where everyone can get as much hands-on time as they want. 


-You can only pick from the Warriors and Cavaliers in this demo, but what's immediately striking is how amazing the players on both teams look, both in the 3-D modeled starting lineups screens and then once you see them in action on the court. NBA 2K player models look amazing, but NBA Live player models also now look spectacular -- yet in a completely different way. The differing lighting and art directions for each game make both look impressive in different ways, which is great.


-Dribble pull-ups have improved year over year. I used the Warriors a bunch in my sessions today and running full speed into a pull-up feels smoother, and the transition animations from sprinting to shooting were meshing well.


-The Live team is really pushing the new physics-based animation system that ties together with their motion capture to create thousands of new animations. I can't claim to see thousands of new animations, but drives to the hoop are leading to more two-man interactions. On the second drive to the hoop, there was a big-time swat off the glass by Draymond Green on Kyrie Irving, which is progress for this title. 


-I would say around the rim is still where the game is weakest: I trust the CPU/AI more than myself to box out and grab rebounds. Some of the putback layup and shot animations don't look especially great -- partly because the ball looks odd coming out of the player's hand based on the trajectory of the ball and so forth.


-Off-ball movement on offense is more noticeable by default now (don't have to select quick options to push the guys to move on offense). I'll be diving deeper into this because I was seeing lots off-ball screens for Klay and Barnes as some sort of base set. I would wonder if there are team-specific default motion sets and so on. Also, there's no ability to call plays in this demo so you're doing pick and rolls or defaulting to these quick sets that are automatically happening on the court.


-Speaking of the pick and roll, changing up how you call for picks was the right call. I'll be looking more into how to defend the pick and rolls and so on at the show, but as a core concept it feels like the right direction. In short, you're clicking in the L3 button to change from a roll to fade now. I'll also be checking in on how specific you can get in terms of choosing which side the pick should be set. 


-Touch passing and quicker passing overall feels better in Live. I wouldn't go as far as calling it super quick and "fixed" now, but it's better. What I would say so far is I don't think you can quite ping the ball side to side like the Spurs or Hawks, but swinging the ball in a calculated fashion off the pick and roll felt much better.


-It's been a struggle on defense for me so far. Staying in front of my man was somewhat of a challenge, especially with more noticeable bits of explosion from ball handlers. I know this is at least partly on me because I can honestly say I still don't quite get the best times to move my defender via the right stick versus holding the defensive stance button, turbo, etc. At the same time, perhaps that is partly on EA as well for not explaining it as well as they could to this point.


-Getting back to players feeling more explosive with the ball in their hand. It's funny to me, but right now I notice the explosion of players going from 0-100 -- which is good -- and yet the player movement still feels a bit sluggish. I'm still wrestling with why that is so far, but perhaps it's because it almost feels like ball handlers go slowly from 0 to 25 mph, and then it gets floored from 25 to 100 mph. 


-Signature shots are more noticeable, though I would say I really struggled with shot timing today. This is again something I want to get more hands-on with (it's not inherently a bad thing if this is challenging!), and in addition want to talk to the development team about in terms of how the UI on-screen is explaining what you're doing wrong. It's not necessarily crystal clear to me what the UI is telling me, but I also did not go through the tutorial elements that probably would explain it all for those that are confused. Again though, this doesn't let EA completely off the hook either way. 


 

Early Outlook



Right now, I'm feeling cautiously optimistic about Live 16. It's certainly not going backwards, and it already feels like the biggest year-over-year leap improvement in the three years of its "rebirth" during this era. At the same time, it's one of those things where you get burned so many times by one game that, especially after only a couple games, I feel it would be downright irresponsible to say something like "Live is back guys!" Plus, I don't even know what that phrase would mean at this point because it's hard to say what the "golden era" is of Live now. Instead, what I'll say is I'm hoping what I've experienced so far is not some sort of mirage and that the core of this game is finally getting itself on solid hardwood. (I'll see myself to the door after choosing to end with that wordplay.)
[/quote]

Iggy covered up the tat on his right arm

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I hope this game delivers. 2K15 was bunz, and I can only play 2K14 for so long :x
 
Yep... Looks like we will finally have 2 playable games this year. I'm excited! :hat
 
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Yep... Looks like we will finally have 2 playable games this year. I'm excited! :hat

Me too, if Live plays as well as it looks and they get the details right ( they still have Jimmy Butler wearing Adidas, details) I'll buy both.
 
Was anybody at E3? If so, was that NBA 16 that they were letting people ply? Or 15? I know they had Fifa 16 but I forgot to check what year live was. Anyway, I played it and wasn't awful. Not as good as 2k but playable. If that was 15, then I would think 16 would be really close to 2k this year. I meed those EA servers in my life.

-edit-


Just seent the IGN video. It was 16. The game is decent but they're still one year away from really converting people back from 2k IMO. Can't wait.
 
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2K has been unplayable to me the past 2 iterations. After 2-3 weeks it becomes stale as hell with the beyond stupid AI (especially MyCareer) and cyclone animations which have made me put it down completely and never touch it again. If 2K16 is good this year I will be copping both but I have my doubts. It's seem like one series is going up albeit still has alot of work to do and one series is going down.
 
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