AI
The AI has definitely been improved for NBA Live 2005. The addition of some new 10 man motion capture has helped ensure that the AI players spread the floor and maintain better court spacing. In addition, EA has addressed the problem where the CPU players mysteriously gained superhuman speed that allowed them to recover too quickly from game situations where they were forced out of position. The combination of these two improvements has really helped to open up the midrange shooting game as well. I was pleasantly surprised to see Latrell Sprewell drive towards the basket and pull up around 12 feet from the basket for a couple of quick jumpers. I was also able to hit some midrange shots after passing the ball around the perimeter to gain an open shot.
With NBA Live 2005 the CPU seems to take advantage of the playcalling and freestyle moves in the game. In the past, these features were really only utilized by the user but EA seems to have given the CPU this ability as well. I was surprised as I watched Sprewell isolate my defender on the perimeter and proceed to cross him up before driving to the basket.
The fast break AI has been tweaked as well and the players seem to run the lanes a bit better providing a few more offensive options on the break. In addition, the CPU players are no longer able to catch up to you on the break if you are clearly ahead of everyone on the floor.
The automatic double team by the CPU when the ball goes into the post (regardless of the skill level of the player with the ball) was still present in the version of the game that we played. However, EA mentioned that they are looking into resolving this issue.
Graphics
As I mentioned in my review of the All-Star Weekend feature all the player faces have been totally redone. I inquired about whether there was any difference between the player models seen in the All-Star Weekend feature and those seen during the gameplay and I was assured that they are exactly the same. The only difference between the graphics for the All-Star Weekend and regular gameplay is the lighting for the All-Star Weekend is much darker and festive looking. The lighting is new for NBA Live 2005 as an improved system has been implemented into the game to help give the players a more realistic look. Players such as Jason Richardson, Kobe Bryant, Sam Cassell, Amare Stoudemire, Alvin Williams etc. all closely resembled their real life counterparts.
I did not look too closely at any of the player tattoos or shoes during my time in EA's studio although apparently there are 150 styles of shoes that can be used in the game. I did find the short hair for players such as Manu Ginobili and Wally Szczerbiak looked improved from NBA Live 2004 but unfortunately the long hair for Steve Nash and Dirk Nowitzki still did not (I realize this is a very difficult task). In addition, I thought Latrell Sprewell's cornrows and Tim Duncan's hair looked good as well.
The arenas looked improved and were still very similar to the authentic venues found in NBA Live 2004. I know the Fleet Center (Boston) and Conseco Fieldhouse (Indiana) were not included in NBA Live 2004 but unfortunately I did not have a chance to check whether all the NBA arenas were licensed for NBA Live 2005.
Animations
I noticed quite a few new player animations while playing the game. The passing animations have been redone and I saw a couple of sweet bullet chest passes while passing the ball around the perimeter. A few new lay-up animations have been added as well and I think I saw a player do a George Gervin type finger-roll once (but this may have simply been a result of player contact). A few more in air collision animations have been added as well as a sweet shoulder fake by the offensive player on the drop step and a strong defensive stance animation for the defender in the post. In addition, there are 4-5 different shooting animations in NBA Live 2005 compared to only 2 different shooting animations in NBA Live 2004. Unlike NBA Live 2004, the ball release point for all the shooting animations is the same this year (this was not the case in NBA Live 2004 and resulted in difficulty for the average gamer). I also recall seeing a few nice simple dunk animations executed by the big men in the paint and even players like Shawn Marion seemed to execute realistic style dunks on the fast break.
3. Dynasty
The appearance of the dynasty mode menus and options look the same as NBA Live 2004 but a lot of improvements have been done to this feature. Some of the changes are obvious such as the inclusion of real money in the game, the addition of the Personal Digital Assistant (PDA), and viewable box scores for all games played during the 2 most recent days shown on the calendar (EA is looking at making all games for the entire season viewable on the PC). Other changes are hidden such as a brand new simulation engine (which EA was still tweaking at the time of the summit) and a new rookie generation engine that utilizes the diverse facial features available in the new create-a-player mode (see Section 4 below).
The PDA
The PDA is the prime focus of the dynasty mode. Through the PDA you will receive messages from your boss (the team owner), your medical staff, your coaching/scouting staff, the league office, and other teams etc. If you don't use or ignore your PDA you will miss out on trade offers from other teams, injury notifications, and GM evaluation information etc.
The PDA is meant to keep the user better informed about what is happening in the game. Many of the dynasty features found in NBA Live 2005 were already present in NBA Live 2004 but the user was not properly informed of what was happening. For example, in NBA Live 2004 you could be fired from your GM position but you would not receive any warning or explanation from the game. In NBA Live 2005 you will receive a few messages on your PDA from the owner indicating he is unhappy with your performance before you are fired etc.
The Offseason
I was not able to personally try out the offseason mode in NBA Live 2005 since I experienced an Xbox crash just as I reached the end of my first dynasty season. By the time I restarted the system and simulated a season to try again it was time to stop playing for the day Sad. Fortunately, I was able to discuss the dynasty offseason features with a few of the guys after our day at EA's studio so I did gain a decent understanding of the mode.
During the season you can spend your dynasty points to scout amateur players throughout the world in preparation for the NBA draft (I was able to try out this feature firsthand). At the cost of 50 dynasty points you can assign a scout to check out a particular player's offensive skills, defensive skills, or athletic skills. You will have to assign a scout to a player 3 times (for a total of 150 dynasty points) in order to scout all three categories since the scout only reports on 1 category (of your choice) per assignment. The scout will provide a report for the player using grades of A, B, C etc. in a number of categories and this report will be made available through your PDA.
By taking the time to properly scout players during the season you will be able to make a more informed decision when drafting players at the NBA draft. Prior to the draft however, you will have the additional benefit of having some time to bring in a few of the rookies that you scouted for a pre-draft workout. During each pre-draft workout you will be able to play one-on-one with or against your prospect to see what their strengths and weaknesses are.
The offseason is still is controlled by the predefined "retired players", "re-sign players", "amateur draft", "sign free agents" sequence found in NBA Live 2003 and NBA Live 2004. However, in NBA Live 2005 the effect of time has been introduced into the offseason. This means that when making an offer to one of your players you will have to wait a few days for a reply. If you make a poor offer that they refuse to sign, then you will have to make another offer and wait a few more days to receive a reply. If you are not careful you may run out of time signing your free agents and will have to hope no other teams pick them up on the open market before you finally submit a successful offer.
Player negotiations include setting the salary amount and contract length (independently of each other) as well as setting the percent increase (from 0-10%) that the player's salary will increase after each year of the contract. Apparently, marquee players will look around to see if other teams in the league have salary cap room before deciding not to re-sign with their current team. In addition, marquee players who are not signed during the offseason will not simply sign for the minimum at the start of the season (although their salary demands will decrease the longer they sit out).
The training camp is shown on the calendar to stretch over the period of 1 week although I don't think there is anything to do in the game during this time. Player ratings will no longer decrease during training camp.
The new simulation engine added to NBA Live 2005 is supposed to allow players to improve at varying rates. It is now possible for a player's ratings to improve rapidly for the first few years of his career, plateau for a few years, and finally decrease as the player moves towards retirement. Another possible scenario can have a player not improve (or possibly get worse) for the first few years of their career before showing signs of improvement. The possibility of occasionally finding a second round draft pick capable of playing a contributing role on your team was also mentioned by EA.
-----------
SLEM MADAFAKING DANK KONTEST!!!!