
It's like having a 360 in your pants! Except, you know, not as warm.
Source: BlackBerry News
NBA 2K9 is simply stuntastic. It's the closest any basketball game has come to perfection and its competition knows it. That being said, it's not without its flaws.
The most enjoyable aspect of playing 2K9 is the way the it looks. To get the full effect though, you need an HD TV. It doesn’t matter if it’s 720p or 1080p because both are visually glorious. The reflections of the lights on the hardwood floors of the NBA arenas are just unreal. The player’s faces and even their tattoos are spot on for the most part.
Naturally, there are some players that defy the realistic trend and look absolutely crazy. The only problem with the graphics (and I think this is primarily on PS3) is that players seem to have ghosting white lines around them. I understand that the white are representing the lighting from the arena, but it just looks unusual. Also there are times when the center court logos for different teams look blurry at certain points, but these are minute issues.
One aspect of the NBA 2K franchise that tends to fall behind is the commentary. This year Kevin Harlan is back, but with Clark Kellogg instead of Kenny Smith. There are some points at which Kevin Harlan’s commentary is very accurate and his enthusiasm matches the plays. Sadly, there are also moments when Kevin and Clark are absolutely off.
A few discrepancies naturally arise such as Allen Iverson’s signature jump shot which, in 2K9, is just nowhere near his real life formt. In fact, Iverson’s default jump shot looks more like that of Timberwolves player Al Jefferson. Thankfully, 2K9 gives you the option of editing players signature jump shot animations, which is a huge plus because you can give different players any type of jumper you deem fit for that player.
There are different sites that have dedicated sections just for user suggested signature jump shots for different players. There are some gamers that think that Kobe’s jumper is way off while some think it’s perfect. This area is a highly debated topic among dedicated NBA 2K9 gamers.
In fact, the debates are so heated that it has been suggested by the 2K9 community that 2K sports should institute three jump shot animation points to remedy the problem of jumper inaccuracy. One point should be a standstill position, the second would be for stepping into, and the third would be a jump shot of the dribble. Customizing each phase of the jump shot should help calm the cries of angry fans.
Along with signature jump shot animations the 2K series has signature Dunk Packages. This has been in the 2K series since its jump to the next gen, but this year they have added packages for more than just dunks.
This year contains signature layup animations for Steve Nash, Chris Paul, and Tony Parker. They also added in signature moves for Rajon Rondo’s “show and go move “and Jamal Crawford’s “behind the back crossover move.” I guess the developers have a soft spot for Rondo and Crawford, because to me, they aren’t superstar players. Do they really deserve to have their own signature moves? Kobe and Lebron have their own signature Dunk packages, but they should have their own signature way of dribbling and making layups.
Most likely this is just the beginning of having signature moves for all players. Matching real life signature moves for all players is a tall order for developers, but is becoming more of a reality with every iteration of the 2K series.
Another addition to 2K9 is the chance for real time injuries. During the course of playing 2K9, I have seen players get injured by everything from awkward landings to hard fouls. In all there are three different degrees to the pain of injuries. With 1st degree injuries, you can walk off the court on your own. Second degree injuries require help from a teammate. Third degree injuries demand two teammates carry you off of the court because you’re in so much pain. The way the players grimace during these injuries makes you sort of feel for them because of their realistic facial expressions.
Most injuries in 2K9 are direct correlations to fouls. The in-game foul animations have greatly improved in comparison to 2K8. When you foul somebody using the turbo, you really get your money’s worth. While committing a hard foul, the player who committed the foul will often hover over the opposing player talking trash. The player who was fouled in result, depending on their Emotion attribute, will either walk away from the confrontation or push the player back to stand up for themselves.
Also new to 2K9 is 2Kshare. This allows users to upload rosters, sliders, and highlight reels onto the 2Kshare server to share with their fellow gamers. The 2Kshare system also incorporates another new feature called the 2K Insider. This is 2K’s response to NBA Live’s DNA system. The 2K Insider, is an individual hired by 2K to make real time trades, adjust different art aspects of the game, add Isomotion, and new dunk packages for certain players and adjust player ratings to mirror the real life NBA. The 2K insider has been up to date on the different trades that have happened this season, but he has drawn criticism because of the way he adjusts player’s attributes to match their real life production.
For example, Dwayne Wade at one point during the season had a couple of games where he had a lot of blocks. The 2K Insider deemed fit, to raise Wades, block rating all the way to 90. A 90 rating is near Dwight Howard’s rating for blocks. This also ties into the fact, that for the first time in NBA 2K history there are multiple players who are rated 99, the highest rating a player can have. Lebron, Kobe, Chris, Paul, and Kevin Garnett are rated 99. Many players are all up in arms because of this but I guess they forget that you can change any players rating by adjusting their attributes.
But going back to the 2K share system, you have the option to not allow the 2K Insider to automatically download his rosters to your system. You can turn off the automatic 2K Insider downloads and make adjustments the old fashioned way by yourself or by downloading the roster changes from the many users who upload their own sliders and rosters on 2Kshare.
The Sliders of NBA 2K9 generally decide how you want to play the game. There are different sites that have a wide selection of user created sliders for the certain type of gamer you are. Using the 2KShare feature makes trying out different user sliders easy. It’s just a simple download whereas in years past you had to manually change the sliders yourself to match a particular user's. Also keep in mind that while the sliders are an integral part of the game, your experience is mostly defined by your own skill level, the number of minutes you play, and the difficulty level.
Another important feature of 2K9 is the AI. Suffice it to say that the AI in 2K9 is the best basketball AI to date. In years past, the simple act of pick n rolls would cause an assortment of matchup problems. When a Power Forward or Center would switch on the point guard, you were left stuck in this position.
In 2K9, getting stuck is almost a non-factor. If a PF switches on a point guard and his guard or small forward teammate is near him, the guard or small forward will quickly switch with the PF or Center to put their defense in a better position to stop the offense. Also in years past, if Shaq switched onto Allen Iverson, Shaq could actually defend Iverson on Isolation. This year, this is nonexistent. If Shaq tries to defend Iverson, he will blow past him before Shaq even moves. Also, players who are great at blocking shots such as Dwight Howard, will actually go for blocks rather than taking a charge like players such as Shane Battier. In previous NBA 2K titles players would not play like their real life counterparts whereas in 2K9 they are one in the same.
If playing against the Cavs, Lebron James will embarrass your entire team. In 2K8 Lebron barely took any shots whereas in 2K9 you have to double team him in order to stop him from scoring. The AI works to get open shots for the right players when facing double teams. If you double someone like Lebron, he will make the correct pass to ensure the right player gets the open shot. These examples, seem like common sense to any fan of the NBA, but no basketball game AI has ever gotten these simple facets correct until NBA 2K9.
The online feature of this game is way better than in years past. This year you can have “player lock” for 5 on 5 games online. This is a new feature, which allows you to control one player. You can set picks, grab opposing player’s jerseys to impede their progress, post up, and nudge players on defense. These new added controls make for interesting experiences while controlling just one player.
Players are randomly assigned players on the 5 on 5 online games, which is fair, because if people had the choice everyone would pick Lebron James rather than playing with Ben Wallace. While waiting for others to join a game, you get to shoot around in an arena with an NBA player. I really haven’t messed with the online feature much, but it seems to be that PS3 users are tending to have more problems than their 360 brethren.
The rest of the game is pretty much standard. There are 5 difficulty levels: Hall of Fame, Superstar, All Star, Pro, and Rookie. There is an outdoor Blacktop mode where you can play a game of 21, one on one and two on two. Along with this Blacktop Mode, they have semi All-Star game contests like the 3 Point Shootout and Dunk Contest.
To help master the Dunk Contest, you have the Dunk School. This feature shows you the different button combinations that will help you pull of a wide assortment of dunks which can be unlocked and used in the regular game modes.
Ultimately there’s a lot to say about NBA 2K9. It does so many things and manages to do most of them well. 2K9 leads the way in basketball video games and (thanks to its rabid fan base) looks to get even better in the future.
The Game:
NBA 2K9 is the ultimate NBA sim. The game is too much fun to play. You will cry when you have to stop playing because of bodily functions or having to go to work. (8/10)
The Time:
Well there aren’t really any levels per say on this game. I can say that 8 hours can fly by when playing. There are unlockables in this game, such as scoring 40 points with Kobe Bryant vs. the Phoenix Suns or any type of rivalry games between certain teams will unlock in game trophies. These unlockables probably can take up to 2 weeks to accomplish. (6/10)
The Verdict: This game has the stupid juice and the dope moves. It’s very fun whether playing against a human or against the computer. The unreal animations in this game and the improved A.I. will always result in a fun experience. This is the best basketball game ever, but it’s not perfect. In the end, any fan of basketball from high school to the NBA will love this game.
To keep fans happy until Street Fighter IV’s February '09 release, Capcom has unleashed Super Street Fighter II Turbo HD Remix (HD Remix for short). HD Remix is a graphically revamped version of Capcom’s legendary Super Street Fighter II Turbo.
Capcom’s artist went back and redrew every sprite of Super Street Fighter II Turbo giving the game a much smoother, vibrant animation layout. Each of the game’s environments also received a graphical facelift. In a nutshell, HD Remix is the exact same game as Super Street Fighter II Turbo, but with sprites and environments displayed in full 1080p glory.
(Left) Ken Masters from the original SSFII Turbo
(Right) Ken Masters from HD Remix
However, the graphics are not the only aspect of HD Remix that was updated. HD Remix features a top notch remixed soundtrack. What’s so cool about the new soundtrack is that Capcom turned HD Remix’s music over to the fans at OverClocked Remix (ocremix.com).
OC Remix is an online community dedicated to remixing all manner of video game music. While this may sound like “Nerds Gone Wild” in theory, the fine folks as OC ReMix are good at what they do. Entries were submitted for each of HD Remix’s tracks, and the best of the best made the final cut.
If you’re a fan of Street Fighter music, or of video game music in general, check out what OC ReMix has to offer by clicking here.
Also, the entire Super Street Fighter II Turbo HD Remix soundtrack is freely available for download (in flac or mp3 format) by clicking here. Be warned though, you may find yourself in an exercise montage while listening.
As far as side characters go, you've got to tip your hat to Wario. The man has come from humble beginnings as a game boy antagonist, and now has successful platforming and party game franchises under his belt. The Wario games are well known for their quirky characters, which often rival Mario's lineup in absurdity.
With his accomplishments recognized, I'm proud to say that Wario's 2-D sidescroller legacy continues in top form as Wario-Land: Shake It for Wii.
Luckily for them (I suppose), a pirate named Captain Maple has stolen an artifact that will allow her to access the Shake Dimension. Maple plans on claiming the infinite coin bag for herself, but doesn't feel like doing the work. She tells Wario of the kidnapped queen and the infinite coin bag, knowing he would want to help.
In true Wario fashion, our yellow and purple clad anti-hero agrees to help, but could care less about saving a princess. To Wario, it's all about that infinite coin bag.
Once the exposition has passed, it's time to play. Wario must traverse five continents, finding an artifact in each that will reveal the Shake King's stronghold. Each continent has four levels standard, with a few hidden ones that can be unlocked. Each stage contains various treasures to be found, and defeating a continent's boss will reward you with an artifact needed to access the Shake King.
To conquer each continent and find all the treasure, it's up to you the player and your trust Wii remote. The game plays ala classic NES style with the Wii remote turned sideways. Pressing the one button makes Wario dash (through walls and other object), and the two button makes him jump.
Being a Wii game, Shake It has several motion based moves available as well. Shaking the remote up and down will cause Wario to smash his fist into the ground, which has numerous effects on level environments.
Picking up an enemy and pressing the one button will initiate a throwing sequence. Simply press and hold the one button with an enemy in hand and tilt the Wii remote. An arrow will be displayed that matches the angle you are tilting your controller to, and you will fling the enemy in your desired direction upon releasing the one button.
And what would a game called Shake It be without shaking? Grab any stunned enemy and shake the controller like mad to receive coins or items. Shaking a coin bag will release an onslaught of shiny currency. Coins are an essential part of the game as you will need them to buy health items and maps to new levels.
Another move at your disposal is the classic (from the 3D era) Mario butt stomp. Pressing down on the d-pad and one in the air will initiate a butt stomp that can harm enemies and destroy weak floors. Holding down the buttons through a long fall will initiate an atmospheric burning effect on Wario's butt that will help get through the toughest of destructible floor sections.
You will need to use all of these moves in order to figure out Shake It's puzzles. You will have to throw enemies into switches, pound the ground to knock over loose set pieces, dash through certain walls, and butt stomp through certain floors. All of these concepts sound simple, but the developer's saw to it that critical thinking skills were required to one hundred percent Shake It's levels.
The ultimate objective of each stage is to rescue the Merfle (bird/elf creature) locked away by the Shake King. These Merfles use their power to give you access to each continent's boss. Freeing a Merfle from its cage at the end of each level will alert the Shake King. To escape his wrath, you have to race the clock and try to get back to the beginning of each stage.
The "escape scene" mechanism offers a great contrast to regular gameplay which can focus on exploring and puzzle solving. While racing the clock, it's all about speed. You will need to use any means necessary to dash, jump, and dive back to the beginning of the stage. While it may sound tedious, it actually allows you to go (gameplay-wise) from a traditional 2-D Mario experience to a more Sonic-esque speed-centric approach.
In all, you might think that five continents with six or so levels each would make a short game. If you play straight through the title, it will take a few solid sittings. However, the game has a challenging built in achievement system to keep you playing through levels. These level challenges can range from speed runs to not taking damage, and will push your skills to the limit.
I mentioned that the intro is told through an anime style cutscene, but let's talk about the in-game graphics. Shake It has a very unique art style that comes off as a mixture of cell shading and flash animation. The characters and environments are very colorful and look more cartoon like in their animation than a lot of Wario (and Mario) titles.
The enemy characters fit very well into the Wario universe. Everything from the lowliest of grunts, to the absurdest of bosses are colorful and interesting. Speaking of bosses, each one requires a different approach to take down, and ultimately serve as fun challenges. A quick word of warning about the bosses, be wary if you're of the "scared of clowns" variety.
In a nutshell, the game looks great and the look matches the game's whimsical cast. The only visual drawback is that the game doesn't support a 16x9 aspect ratio. The game is played in standard 4x3, with borders filling out the left over screen room on the left and right sides. The lack of 16x9 doesn't kill the experience, but it is annoying that such a fixable problem was not addressed.
Shake It also features a decent soundtrack. The music has a generic matching to the themes of each level (exploring an Egyptian-ish tomb yields Egyptian-ish music) but the tracks always manage to capitalize on the goofy nature of Wario.
On a sound related tangent, the game is ultimately devoid of any voice acting other than Charles Martinet's handful of "Waaaario's" and other one word sentences. Ultimately though, the game doesn't need a whole lot of useless banter, so the lack of voice acting could be said to strengthen the experience.
The Game:
Shake It is loads of fun. The bright colors will also reel in the not so hardcore gamers, like my wife, who really enjoyed it. The controls might seem like a recipe for Wii waggle blandness, but trust me they work. Fun levels plus fun characters plus fun controls equals a very fun game. (8 / 10)
The Time:
Wario's latest entry is ideal for the short on time gamer. Levels can be beat quickly, but completing level achievements will take time and dedication. All in all, if you've got time to play, you can feel comfortable investing it in Shake It! (8/10)
The Verdict
In closing, Shake It! is a great game for the busy nerd. As mentioned above, every level is beatable in an average sitting, but completing every level objective will keep you busy for a long time. The 4x3 will irk some folks (myself included) but that is quickly dismissed as you take control of Wario. With that, it's safe to say that the sheer fun of Wario Land: Shake It, will have you coming back for quite a while.