The IGN Australia team makes no secret of its love for last year's NBA Jam. In fact, we declared it our #2 game of 2010. We're understandably excited, then, about NBA Jam: On Fire Edition, which is heading to PSN and XBLA in October. It's going to be incredible value for money, and - if our sessions with it are anything to go on - a blast to play.
A lot has changed since last year too. The team has stripped out all the boss battles and half-court games, and is focusing entirely on the two on two experience. They've also introduced the ability to swap – or tag – between players. In classic Jam, the player controls only one character on a team, with the other assigned to AI. Now the player can swap, and it alters the gameplay significantly.
Behind the scenes there are a bunch of changes too, from a brand new AI system that is designed to make computer-controlled opponents challenging and believable, as opposed to - hello Jam 2010! - cheap, to a rethink of player stats and abilities, and a heap more players and hidden characters.
We caught up with Trey Smith, NBA Jam's creative director - and certified Jam freak - to find out a little more.
Last time, I can tell you, the power stat was way heavy. It influenced far too many things, in our opinion – a lot of the conflicts and blocks and collisions. Power was a very loaded stat last time through. That wasn't the original plan, but that was how it ended up. Stats mean more this go around. Every stat has to count and it's balancing them out a little bit more. So that's one of the under-the-hood things that you might not recognize right away, but [that you'll notice] the more and more you play. We've got a lot of fighting game guys on our team, and the match-ups and the strengths and weaknesses and the balancing – these are all things we've put a lot of time and effort into this time through. Blocks are harder now, on purpose. There is a better outside game. It was really hard to drain a routine two pointer in our game last time, and that was about how we docked the shot percentage for two pointers – it was too heavy. There's seven or eight different things that go into a shot percentage, and it was weighted too low, so people weren't doing them.
Another thing is the spin move, to counter the shove. On the dev team and on paper, whenever we play, I use the spin move quite often. When I played online, no one used it. And it was a shame, because I thought that was a really nice counter to the shove, so what we did was we opened it up another six or eight frames, where you're invulnerable to the shove, and all of a sudden the shove [is less effective]. It's little things like that. When it comes to those core interactions, we touched every single one of them. We did tweak the shove [too]. I don't want to tell you what we did to the shove, but it's a little bit different and it should feel a little bit different.
I'll give you a classic example. In last year's game, I'm running with the Lakers, I've got Kobe, I've got Pau Gasol. I shoot a three with Kobe and then I hope that AI Gasol goes in and snags that rebound for me. I'm like 'c'mon Pau' and sometimes he does and sometimes he doesn't. In this game, I've got Kobe, I shoot the three, switch to Pau. I can go in and either put it in or do an alley-oop. Another one is – you go for the shove at mid-court. If I missed that shove before, it's like 'okay, I'm out of the play'. Now, if I miss that shove, I switch to the other guy and I'm still there for the block. So if you think about it, as fast as Jam was last time, you're doing twice as many things now.
It doesn't feel like you're playing against the computer, and very rarely will you really be able to tell what the AI is going to do, and sometimes it's creepy-good. Not in a cheaty way… anyone can write an AI that can pound you, that can beat you - because it can cheat under the hood - but can you really build an AI that can keep you engaged and challenge you and learn from you and adapt and be dynamic? This is another great thing about Xbox Live Arcade and PlayStation Network - we can take risks like that, we can try some stuff out. We're very confident in the value we're offering gamers this go around. We dropped Remix and the boss battles and all that kind of stuff, and just focused on two on two. A razor-sharp focus on what happens on that court, and adding more layers to it. It also allowed us to try some new stuff.
It's our hope that it helps you play better, that it teaches you and shows you holes in your game. It's a fraction – it's not every single move is real AI. We have an embedded move system.
Take the Golden State Warriors. Their two starting guys are big three point shooters, so when you're playing them, they shoot from outside, and you have to figure out how to beat them. We tried the boss battles, we tried the strength and weaknesses things, some of them worked, some of them didn't, but I think that feeling of being able to recognize and try to counter those strategies based on stats, and you throw the archetypes in on top of it – it's an arcade sports title so it's pick up and play, but for the fans out there that love it, we wanted to give that depth. And it is a deceptive depth.
With the new players that we added to the roster, a lot of the time those choices were made to even things out. Last time, the Trailblazers were a really weak team – sorry Blazers – but in Jam world there really wasn't a strong outside shooter or a strong blocker/dunker guy, so we went out of our way to find a legend that could fill that void, and tweaked the stats a little bit more to even things out. I think everybody should have a chance. It's like a fighting game - you should be able to pick any player and fight against any other player. Yeah, you might have a disadvantage, but it's still going to be fun and you still have a chance to win.
We want it so every time you hop on you've got someone to play. Last time with the Remix games, what we found out is that we essentially splintered our audience in eight different directions. This time they're all going into one pool.
One last thing I wanted to mention. I asked Trey whether players who had a save file from last year's Jam on their system would get anything cool. While he couldn't reveal anything, his answer does sound promising:
"I can't give you an answer to that, but we're very cognizant that we have a fan base that's out there, that's established, that came along with us for the first ride. We learned a lot, that first time through, and we're very happy that people showed up. If it wasn't for the fans that showed up the first time, there's no way that we would have gotten a second kick at the can with this one, so it's obviously in our best interests to try to give thanks back, and that's about all I can say."
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