Home
NBA Live 16 News Post


NBA Live 16 is available today. Make sure you play a few games and share your impressions with the community.

If you have questions about the game, post them in the Q&A thread, we'd like to keep this topic strictly on impressions.

Read the full press release below.

Today Electronic Arts Inc. launched NBA LIVE 16 on Xbox One, the all-in-one games and entertainment system from Microsoft, and PlayStationŽ4 computer entertainment system. NBA LIVE 16 highlights the brand-new LIVE PRO-AM mode, as well as the new LIVE Motion physics system. Players can express themselves both on and off the court with new gameplay mechanics, fresh gear and kicks, plus new ways to play.

LIVE PRO-AM provides players the chance to rise together with online team-play mode LIVE Run and the new cooperative Summer Circuit mode. In LIVE Run up to 10 players can compete in online games to 21 points on iconic courts like Rucker Park, Venice Beach, Terminal 23 and more. Summer Circuit allows up to five players to travel around North America challenging all-star teams as they try to become the true kings of the court. Those who have played the NBA LIVE 16 demo on Xbox One or PS4 will be able to carry over created player progress and unlocked gear, getting a leg up on the competition.

Players can find the perfect gear to express their personality, with hundreds of shirts, shoes, sneakers, and more available from top brands. Players can also get themselves in the game with the official NBA LIVE Companion (available on the App Store and Google Play) featuring GameFaceHD. This exclusive mobile scanning technology allows fans to quickly and easily scan their face and upload it to their in-game character.

Created characters can also be used in Rising Star career mode (retaining all progression across modes), and aspiring GMs can try their hand at running a NBA franchise in Dynasty mode. Players looking to build an unbeatable crew of both modern stars and past greats can jump into LIVE Ultimate Team, and those hoping to either relive or rewrite history can check out LIVE Rewind and Big Moments. Newcomers or players looking to build their skill base can jump into Learn LIVE, with multiple options for drills and practice sessions.

Fans will also be treated to enhanced gameplay in NBA LIVE 16 thanks to the new LIVE Motion physics system. Players move with purpose and react intelligently to try and get open with cuts and off-ball screens. Plus, new mechanics like touch passing and dribble handoffs make it easier than ever to orchestrate the offense and make the big play. In addition to all these features, new shot mechanics, shot meter and feedback give players instant information to help them learn exactly when to release the ball. With the variety of modes, options and gameplay upgrades, there’s something in NBA LIVE 16 for everyone.

Game: NBA Live 16Reader Score: 5.5/10 - Vote Now
Platform: PS4 / Xbox OneVotes for game: 4 - View All
NBA Live 16 Videos
Member Comments
# 281 mp3 @ 12/08/15 03:19 AM
Quote:
Originally Posted by Footballforever
I have to agree, the game play much different and Better I mean after the few patches, Im a basketball fan, but yeah I prefer LIVE over 2K this year.


Just love the graphics as a whole.

Call me crazy I enjoy the gameplay, I play on superstar and I love how the game flows, I have to fight for a win and It seems honest when Im losing.
Yeah that's how I feel about this year's games, I played 2k a lot the first month of the release but then haven't touched it since, I got live 16 a few weeks ago and have to admit that now they added sliders I can have a decent game on superstar level and it's fun while also challenging.

I only gripes are the awkward animations in the paint, not being given able to edit the rosters, having a very basic Dynasty mode and the thing that really pisses me off is that they can have some really good scans, pay a lot of attention to detail and then have so many other players that just have some random create a player type dude who looks NOTHING like the guy in real life.

Also so many missing players and the fact that they only put out one piss poor roster update each week
 
# 282 Calvenn @ 12/08/15 03:50 AM
Quote:
Originally Posted by Walt Frazier
Cool...shall try. I have been doubling the cou the moment they get a cou, but they still go back up every time.Even on long rebounds.

I did see instances of what you mentioned pre patch.....hoping it is still there post patch, but yet to see any.

BTW Are you back on default sliders bro?
Yes, I'm truly enjoying how the game is playing with default sliders. My one complaint recently was the somewhat "open door" cpu defense, however, after I posted that particular complaint here, they tweaked it again for the better and I really can't complain now. Slider adjustments can throw off or eliminate some key aspects of the game unless you balance your changes properly or tune carefully. That usually can require alot of time and effort depending on what you are trying to achieve. If the devs continue to maintain a good balance on both sides of the ball with these frequent Synergy adjustments, I don't see any reason to go back to custom sliders.

If you must use sliders I would suggest staying as close to default as possible and adjust one setting at a time. This is especially true post patch 1.04 since so much progress has been made to the gameplay.
 
# 283 The 24th Letter @ 12/08/15 08:36 AM
I haven't had the desire to really play the game, if I do, its a quarter here or there....doesn't really hold my interest.

My brother and cousins are huge Live supporters though, so I do like watching them play\ compete online. They have my head to head record looking good even though I haven't played more than 5 games probably

Patch made progress, hopefully the Live team keeps at it- ill be watching.
 
# 284 Walt Frazier @ 12/08/15 09:08 AM
Team styles are definitely much more distinguishable now.

There is a really noticeable difference between playing different styles of teams like the Grizz...Rockets...and OKC. Much,much better mid range game also.

Honestly...this game is getting pretty good. It is getting towards 7/10 type level...just needs the junk removed. Still no look backwards shots etc. Needs kick outs from rebounds. Reset plays. Less charge the paint stuff.

One more really good patch could kick this thing up to a whole new level.

Any word from the Gamechangers as to whether there will be another patch? Or a tuning update?

Or is it all done now?
 
# 285 chisportsfan23 @ 12/08/15 06:35 PM
This may be a random request. But I'd love to see goggles added as an accessory option for your created player. Idk if it's realistic for this to get added into the game in a update or If they could add it in Live 17. But I'm a big fan of the goggles/visor that Hinrich and Stoudemire wear.
 
# 286 WTF @ 12/08/15 06:37 PM
I believe there shall be another or so.
 
# 287 Calvenn @ 12/09/15 02:07 AM
Coming back to give my support for how the game is shaping up post patches and tweaks! Enjoyed some well balanced games today as well so hope we can continue to see this sort of improvements and consistency going forward.

2 areas of the game that need further adjustments.

1) When the cpu is down in the 4th quarter and turns on the full court press. The way it's implemented in the game allows the human player an easy path to the opposing basket turning what might have been a tighter game into a wider margin and definite victory. Consequently , it can also skew the eventual fg% into more unrealistic or much higher %'s. I know this is not an easy task to remedy and I do believe the cpu gets back and tracks the human player better after recent tweaks, however, this is an area that certainly needs further refinement.

2) The come back logic when the cpu is behind in the 4th qtr appears to have taken a step back ( All star game mode ) compared to pre recent patch. The cpu swings the ball around but simply holds on to the ball until the clock expires or almost expires. I'm not sure if the newly adjusted defensive intensity is affecting the cpu in these scenarios or not but I am seeing it more now than before. I hope this cpu behavior is altered as well to yield better decision making.

I will always give credit where it is deserved and again wish to extend kudos to the Live development team for their continued focus and efforts! The game has truly come a long way and is a reflection of the hard work being done behind the scenes!
 
# 288 Money99 @ 12/09/15 09:39 AM
Got a chance to play one game at my brothers house and it was a lot of fun.
Granted, I know next to nothing about b'ball, but I had a great time with the very short sample I experienced.

Also played half a game of 2K16.

I've owned 2K in the past (2K12 and 2K13).

If I were to purchase a basketball game again, I'd probably go Live.
The controls are simpler and I feel the game is a bit easier and to a degree smoother as I don't feel like I'm locked into animations all the time.

Both games looked gorgeous (with 2K getting a slight nod) and of course 2K's presentation is ridiculous.

But for pure pick-up-and-play fun, I'd buy Live.
 
# 289 seanhazz1 @ 12/09/15 05:52 PM
Quote:
Originally Posted by Calvenn
Perhaps my explanation was not clear enough. The kick out after O reboundoing is more likely if your defender/s maintains good defensive positioning to cut off and discourage the auto putback attempt I just witnessed it in a game today where Mahinmi of the Pacers got the O rebound but then after sensing the presence of my 2 defenders, Derozan and Valancianus, quickly passed the ball to Solomon who was camping out at the 3pt arc. I am sure this was more prevalent pre patch and player rating around the rim comes into play, but it's doable. Just like the mid range game pre patch, though it was present, it still needed further tweaks to get it to its present state which appears to be well received this time around.
I agree with Calvenn

I'd also add you'll see more of the CPU mid range game, and drive + kick-outs if you maintain your teammates defensive positions by going off ball when necessary. I feel like the on-ball-all-the-time against the CPU is part of the reason people are seeing the CPU drive so on them much, from bad user habits/positioning/posture and the CPU taking the path of least resistance and higher percent make. Your other defenders are capable of bad defense too, and need to be adjusted accordingly, so the team as whole defends better.

This is also true for offensive rebounds and put backs. The put back won't normally go up from the CPU if your player's size/defensive position/defensive ability combo dictate a weak make percentage.

I rarely see those kinds of put backs against me where I am in position, unless the guy got hot on me, then all bets are off, because he's hot anyway.
 
# 290 Calvenn @ 12/09/15 06:44 PM
Quote:
Originally Posted by seanhazz1
I agree with Calvenn

I'd also add you'll see more of the CPU mid range game, and drive + kick-outs if you maintain your teammates defensive positions by going off ball when necessary. I feel like the on-ball-all-the-time against the CPU is part of the reason people are seeing the CPU drive so on them much, from bad user habits/positioning/posture and the CPU taking the path of least resistance and higher percent make. Your other defenders are capable of bad defense too, and need to be adjusted accordingly, so the team as whole defends better.

This is also true for offensive rebounds and put backs. The put back won't normally go up from the CPU if your player's size/defensive position/defensive ability combo dictate a weak make percentage.

I rarely see those kinds of put backs against me where I am in position, unless the guy got hot on me, then all bets are off, because he's hot anyway.
Very well said! The off ball control (hopefully we are speaking of the same thing) is a key factor is hindering penetration and triggering a recalculation of offensive approach by the cpu. As indicated in one of my earlier posts, this was a primary method for generating more mid range shots by the cpu especially pre patch. One thing I have observed this year and truly appreciate, is the cpu will at times abuse a weak link or defender on your team until you adjust. If a player is going off, like Curry, you gotta work to stiffle him. Then, it's a truly beautiful sight watching the cpu adjust accordingly in order to generate points using other personnel and play sets! My overtime game against the Warriors last night was a classic example of this. I am also beginning to detect some level of cpu dynamism or adaptability on defense. I have purposely executed certain moves successively only to be shut down on the ensuing attempts! I am still testing so will report more but liking what i see thus far. There is certainly alot to the game when you dig into it and more is being added or improved upon daily!

Update : It seems I may have spoken too soon in regards to adaptability of the cpu defense. The defense overall is better but I'm not as certain about the cpu adapting as it should at this stage. Hope this is something they will continue to work on. Some of the moves I'm using seem to throw off the cpu defense and today I was more successful on more occasion s compared to yesterday. Then again this could be due to the continual tweaks. Not sure, so I'm taking back my statement in this regard for now.
 
# 291 seanhazz1 @ 12/10/15 03:01 PM
I was going to say in regards to the CPU and those playing quick games or LUT modes, and "seeing something different every game"......

Here's a look at how Synergy Sports Promised to work with NBA Live at inception.


Quote:






"So how does Synergy Sports Technology work with NBA LIVE? Synergy Sports provides us a direct feed of player scouting DNA and Tendencies. We are then able to take this data and apply it to our game – which dynamically affects player tendencies in-game, as well as modes such as LIVE Seasons and Tonight’s Games.

This information also tells us things that don’t appear in the box score, such as shots off the dribble or if a player was being guarded - which all influence ratings. One of the goals we have for the future of NBA LIVE is to remove subjectivity from player ratings and performance – a true 1:1 representation of each and every player in the league."





"Another feature talked about in the article are BIG Moments, which "are key plays or stretches of the game such as a player having a huge quarter or a thrilling game winning buzzer beater. You then can play through these quick scenarios with the exact stats, tendencies, and line-ups on a per minute basis."


I think that is the answer to the daily differences (except for the damn Warriors, lol) players who are playing other team modes, are experiencing.

I've never personally tested this "feature", on a night per night update basis, but in testing, I'd say that the Warriors/76ers are the teams (luckily) to try this AGAINST. (they are the most extremely consistent/inconsistent teams theoretically, haven't deviated defensive tendencies much nightly as their records indicate). If they play generally the same a few games in a row, before a daily update, but the teams show deviations in defensive play style after updates, (synergy updates) then I think we will have helped to determine that Synergy is updating and working as intended now.

What I'd like to know, is that if I play now in exhibition, in LUT, or against a friend or human opponent, a day after Batum goes for a triple double(last night), will he be represented as such in the game the following day as slightly boosted, (or reduced for a bad night) for such an outcome?

I play mostly Dynasty, for mainly the synergy reason, but among various other reasons too, and is the reason why what I post as observations, often differ from what others playing other team modes experience. No, Its not perfect, and its not what those requesting NBA Live full player editing, want to acknowledge, but it works, and is updating daily, and is getting closer to the 1:1 they advertised.

I'd like to see how they implement more player/team editing for those modes, but not at the sacrifice of a working synergy(yeah I said it). I think it could only work currently for a dynasty or online league feature, as well as the my player, because of other modes introduced that rely on it.
 
# 292 bateman11 @ 12/10/15 04:26 PM
Finally gave in and bought the digital version, expecting my previously downloaded demo to "unlock". Considering it takes about 50 minutes for me to download a single GB, I was really hoping this was the case. Unfortunately it's starting from the beginning. This was last night

When I checked the download a bit ago, the file size had changed to a little over 8gb instead of 24. Will I be able to play after the 8 is done or can anyone clarify?
 
# 293 Calvenn @ 12/10/15 10:23 PM
Quote:
Originally Posted by seanhazz1
I was going to say in regards to the CPU and those playing quick games or LUT modes, and "seeing something different every game"......

Here's a look at how Synergy Sports Promised to work with NBA Live at inception.


Quote:






"So how does Synergy Sports Technology work with NBA LIVE? Synergy Sports provides us a direct feed of player scouting DNA and Tendencies. We are then able to take this data and apply it to our game – which dynamically affects player tendencies in-game, as well as modes such as LIVE Seasons and Tonight’s Games.

This information also tells us things that don’t appear in the box score, such as shots off the dribble or if a player was being guarded - which all influence ratings. One of the goals we have for the future of NBA LIVE is to remove subjectivity from player ratings and performance – a true 1:1 representation of each and every player in the league."





"Another feature talked about in the article are BIG Moments, which "are key plays or stretches of the game such as a player having a huge quarter or a thrilling game winning buzzer beater. You then can play through these quick scenarios with the exact stats, tendencies, and line-ups on a per minute basis."


I think that is the answer to the daily differences (except for the damn Warriors, lol) players who are playing other team modes, are experiencing.

I've never personally tested this "feature", on a night per night update basis, but in testing, I'd say that the Warriors/76ers are the teams (luckily) to try this AGAINST. (they are the most extremely consistent/inconsistent teams theoretically, haven't deviated defensive tendencies much nightly as their records indicate). If they play generally the same a few games in a row, before a daily update, but the teams show deviations in defensive play style after updates, (synergy updates) then I think we will have helped to determine that Synergy is updating and working as intended now.

What I'd like to know, is that if I play now in exhibition, in LUT, or against a friend or human opponent, a day after Batum goes for a triple double(last night), will he be represented as such in the game the following day as slightly boosted, (or reduced for a bad night) for such an outcome?

I play mostly Dynasty, for mainly the synergy reason, but among various other reasons too, and is the reason why what I post as observations, often differ from what others playing other team modes experience. No, Its not perfect, and its not what those requesting NBA Live full player editing, want to acknowledge, but it works, and is updating daily, and is getting closer to the 1:1 they advertised.

I'd like to see how they implement more player/team editing for those modes, but not at the sacrifice of a working synergy(yeah I said it). I think it could only work currently for a dynasty or online league feature, as well as the my player, because of other modes introduced that rely on it.
This is an interesting and valid topic. I am personally also curious to know how they will go about introducing (or re-introducing in Lives case) the editing function with Synergy intergrated. Giving us editing ability has to be a foregone conclusion by now i would hope , for ours and their sake! I do believe that it is having a more noticeable impact this year so far. On the flip side, the complaint around here is the inconsistent effect it induces, especially in relation to custom sliders. Is this a result of fine tuning? Currently several have abandoned slider adjustments because we don't know what's going on. If this transfers into the next installment of the game that would be truly troublesome and extremely frustrating for those of us who like to fine tune certain elements of the game to our liking. The name of the "game" in this day and age, is options and control (within reason of course), as we all know. I certainly hope EA gives us necessary, effective and stable control over such things, down to camera angle tilt and zoom options,etc,etc..


Anyhow, this is where hearing from EA or receiving some sort of validation or information from those on the "inside" would be extremely helpful for the community. As it stands, we're left no choice but to speculate and make assumptions. We all know where that can lead us! Now, in regards to Dynasty, it was always my understanding that Synergy did not impact the season and that stats were controlled and generated based on the offline season performances. I haven't really had the opportunity to verify. Either way, really curious how this will be handled next year.
 
# 294 Calvenn @ 12/11/15 12:56 AM
Speaking of Synergy, has anyone noticed that the cpu defense has become more lax again? Am I the only one seeing or experiencing this? Today, I was able to dribble into the paint somewhat unimpeded for the slam with John Wall vs the Raptors on several occasios. Feels looser compared to a few days ago especially. Perhaps todays update has some bearing? I know tweaks will affect the game in different ways , however, I am definately looking forward to when things are more settled.

One nice change I have noticed after todays update is that we now have better control of human controlled players as they run toward the corner 3pt line. Normally, your momentum would have driven your player out of bounds (if the forcefield was not present). Now, you can square up your player to the basket with less effort for the shot.
 
# 295 rudyjuly2 @ 12/11/15 06:08 AM
Does anyone use the step back jumper? It never creates space for me so I rarely use it.
 
# 296 seanhazz1 @ 12/11/15 08:20 AM
Quote:
Originally Posted by rudyjuly2
Does anyone use the step back jumper? It never creates space for me so I rarely use it.

It works great when you use the players that have the appropriate mid range rating and tendency to pull it off.
 
# 297 Calvenn @ 12/12/15 03:56 AM
Input for the day. They have really improved defensive intensity and contact in this game while keeping the game challenging in regards to scoring effectiveness from the cpu (All Star level). Noticed these improvements today. Really like the balance I'm witnessing. Its no longer easy to sidestep and blow by cpu defenders with the quick first step option. Closeouts are improved and passing lane jumps and interceptions are more effective for both human and cpu! This really forces you to swing the ball around and be judicious with the shots you take. You will also see more benefit from executing plays during the course of the game. Also seeing more kickouts after rebounds.

I have to say that the game is truly finding that ever elusive sim/fun blend as they continue with fine tuning. Looking forward to what's in store for the future.
 
# 298 Calvenn @ 12/13/15 02:20 PM
I decided to check out Superstar mode again after all the improvements being made to the game. I am happy to report that the positive changes have translated to this mode as well!

Here is a quick list of what I observed

1) Unlike initially, cpu mid range shooting has improved, and though the cpu can be aggressive in taking the ball to the hole (which you can deter more effectively if you allow the cpu to pick up the ball handler and roam off ball with another player to cut of penetration), you should still witness spontaneous pull ups from mid range. I do have to mention that I am not sure how I feel about those quick turn around fadeaway jumpers. Sometimes they seem appropriate while other times appear out of place.

2) I played against the Bulls last night and for the first time had to make defensive adjustments because I was being eaten alive otherwise ( I would think this need depends on the team you play as well) I changed the pressure level on Rose and flipped defensive assignments for Lebron and JR. Lebron now guarded Jimmy Butler. This was basically a necessity and a change that paid dividends in a nail biter game. Lets just say it was a sweat inducing adrenaline pumping experience!

3) The defense on this level is more effective during the last 2 minutes of the game when the cpu employs the full court press while down. Its not perfect but is more capable of tracking your player.

4) The cpu, particularly star players., come out to play on this level! Various animations, new and existing, were used more frequently and effectively during the course of the game! I mean, a player like D Rose showed the full arsenal from attacking the paint, distributing the ball and pulling up for jumpers, with or without the aid of picks!

5) Rebounding and steals appeared balanced for the most part.

6) Overall defense. There have been several times I made my way past my defender using a pick or special move (using special moves no longer as effective but doable), only to be bodied or blocked by the help defender or defenders at the hoop! The physical contact on this level is fanstastic! I have also noticed a more adaptable defense on this level, reflected during a recent game vs the Clippers where the cpu sent out a defender to counter my baseline picks which were successful on 2 previous possessions. I made sure to call the pick at the exact same spot on the floor, by the baseline, and on the 3rd and 4th attempts, Wesley Johnson and company came out to greet me . Finally, I observed a higher number of loose balls and pick offs generated by both human and cpu players, adding to the intensity and allowing for a more dynamic game on that side of the ball.


Since this is considered the ultimate level in Live16, have the right expectations going in. The cpu can frustrate and hit tough shots ( they will miss shots also due to the patch and tweaks) but if you remain focused and play a smart game you should be ultimately thrilled with the experience. Do keep in mind the game is continually being tweaked so therefore you may see some fluctuations. Hopefully the dev team will continue to keep this balance intact as we progress (today already, I think the game may be playing slightly looser not 100% certain on this one).

Also, if you haven't already, please turn ON the breakaway cam! I can't say enough how much this adds to the "realsim" and "action" factor. As you may have guessed, this is now going to be my "go to" level going forward.
 
# 299 bigdnlaca @ 12/14/15 02:50 PM
Ok, I have both games. I didnt want to purchase it earlier because I remember Live 15 being so easy on Superstar where I can drive for a layup with an pg.

When I played this game, I must say that this game is great on SS with sliders that will lower shooting percentages, increase collisions and blocking. I was amazed on how sim it can be if you have the right settings.

My main mode was franchise and I wanted to see how it is after 2 years, so I simmed it. I saw that most players that is a no brainer to resign did sign with their current team. There were also a few good players that moved but it was understandable. So basically, I think CPU logic is decent in the offseason.

Now is this game perfect? Nope, but I played the other game and that game has flaws also. Is it a sim? On default, it isn't but it does have enough sliders to make it that way. is it fun? Yes!!!
 
# 300 subinate027 @ 12/14/15 06:25 PM
Hard time deciding 2k16 or Live 16? How does live 16 play now with all these patches compared to 2k16?
 


Post A Comment
Only OS members can post comments
Please login or register to post a comment.