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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
# 361 Calvenn @ 12/30/15 12:37 PM
Quote:
Originally Posted by bateman11
I've noticed this as well. It makes the animations look smoother and I dont feel like my ball-handlers are dribbling in mud lol.

What is up with all these gameplay changes that pop up out of nowhere? I don't understand it
Agreed. I have noticed improved fluidity. Most of these changes have been positive and welcome improvements. Hope they will continue to keep the game realistically challenging throughout these changes
 
# 362 bateman11 @ 12/30/15 12:43 PM
Delete post
 
# 363 The 24th Letter @ 12/30/15 02:55 PM
Quote:
Originally Posted by Justonepost
Not to mention black and afro Boban on the Spurs

I didn't realize they updated him....doesn't look like him at all but at least the race is correct, lol

 
# 364 babythug23 @ 01/01/16 01:20 PM
How do u foul? I lost couple games because they ran the clock out because I couldn't foul
 
# 365 rudyjuly2 @ 01/01/16 02:46 PM
Quote:
Originally Posted by babythug23
How do u foul? I lost couple games because they ran the clock out because I couldn't foul
L1 + SQUARE I'm pretty sure. (maybe L2 but think it's L1 + square for PS4)
 
# 366 The 24th Letter @ 01/02/16 11:26 AM
Game definitely isn't void of 'canned' sequences....

https://vid.me/UoSM

Too many of these 'pull in' animations...I'm assuming to tone down the paint scoring...Memory could be failing me but j don't remember many of these last year...on the flip side, too many straight on sequences where there should be collisions are whiffed.
 
# 367 CMH @ 01/02/16 04:56 PM
I'm thoroughly enjoying the game. Definitely a vast improvement over 15.

My only major gripe so far are the hook shots. It seems like the game is missing some post animations and so it only has a couple options. It just looks ugly and never natural. At all.

Also the collision detection on those hooks, while being realistic in terms of simulating contact, leads to an ugly animation. Players look like they are throwing the ball up but still making a perfect arc, release. Would like to see an animation that forces the shooter into contouring his body like JVG likes to say.

I also find that there is zero response to pulling the left stick back while shooting. Can we not attempt fade aways?

Finally, there needs to be an instructional video on post defense. It doesn't seem intuitive and I'm mostly just guessing at things. Am I supposed to put hands up? Why at times does pressing up result in the back away move? Or am I supposed to follow the player with the left stick? There's no information on this.
 
# 368 CMH @ 01/02/16 04:59 PM
Also had a tough experience mounting a 30 point comeback, down 14 with 6 minutes left in the 4th. The situation doesn't matter but it hurt not being able to play the rest of the game.

During free throws that cut it to 14 the camera stayed in the free throw angle. It wouldn't follow the action and made defense impossible as I couldn't see the action happening off screen. So I had to quit. I have video of it saved. I think.

Hopefully this doesn't happen again. Really ruined a fun grueling second half experience.
 
# 369 rudyjuly2 @ 01/02/16 05:16 PM
I only resort to L2 for post defence and try to block shots if I can. The fade away jump shot is pretty non existent in this game and needs work for sure. The step back jumper doesn't work as well as it should either imo.

As for post moves, they are limited. I try to spin with the right stick or double tap square for an up and under move. Those two or the basic hook are my only moves.
 
# 370 CMH @ 01/02/16 06:48 PM
The bigger issue is its the only move for both sides. I could understand if the user was only attempting hook shots because we were doing something wrong but the cpu post offense consist of the following:

Back in. If size advantage do so until hook shot animation can be triggered. If no size advantage, exit post up and attempt crossovers until entering dunk or layup animation - which by the way completely negates whatever I'm doing on defense, good or bad.

It's very random. So I'm left just assuming my decisions have no impact.
 
# 371 SoxFan01605 @ 01/02/16 06:55 PM
So, after picking this up during the PS4 sale, here are some early impressions (for me, at least...I guess they're late for most here ).

First, with the poor sales and tons of negative stuff I had read/heard about Live 16, I expected something much worse than I got. The game is actually pretty solid overall and can certainly provide an entertaining game of basketball. I'm going to mostly ignore the lack of customization as that was a known factor before my purchase and justification for the heavily reduced price tag IMO.

Anyway, I'll spoiler the bulk for length:

Spoiler


Overall, it was certainly a good pickup for the price. I'm admittedly a 2K fan (especially on PC), but if EA opens up customization A LOT and adds some depth to modes and presentation, I can see going back to the days of purchasing two basketball games again.
 
# 372 seanhazz1 @ 01/02/16 09:59 PM
Nice honest re-review. If you were not aware, the "runs" you experienced are a direct result of applied "synergy", which is the real life tendencies of each player gathered nightly from actual in game, NBA data, available the next day after a RL game via update. It's similar in concept to 2K's ACE feature but a bit further along in development.

The subtle controller inputs in Live are more responsive, so the stick movements respond faster. In fact Turbo is almost not even needed to play this game (except the post game) I think "Over-turbo" is a big culprit of "awkward" animations in Live.

I don't think the physics are that off, just people aren't used to seeing full speed (turbo) directional changes, especially those coming from 2K where there are more transitional animations, and more dependency on turbo. Think of the flailing you see during HS basketball gut drills(formerly called suicides) , and you get my point.

Live REWARDS those who run the plays, even bad players, seemingly giving a small to medium boost for executing the play properly off the screen or pick, and shooting, to include even contested shots. That "timing" will come with repetition, and you'll recognize the right animation with consistency. Also, If you expand your game outside the PnR you start to see some really good stuff from the AI.

The AI does have "stuck" issues that rear their ugly head from time to time (late in the shot clock, and sometimes in the post) but you didn't seem affected by your review.

The sliders this year provided DO affect the game to your chosen style but only in Dynasty consistently, as the daily updates play hell with play now sliders after updates.

I would definitely recommend playing WITHOUT turbo on offense, when starting out, to get a feel for all the speed and movement you can get out of just left stick, for each player, and to break the learned turbo habit from 2K.

Your customization sentiments ring true throughout this forum, but personally, I always ask, if Synergy is working (actual real data) without customization, outside of uniforms and cosmetics, what would be the purpose of ratings edits?

Preloading the shot or pass (hitting the button before the ball changes hands) will initiate the next response faster, turbo would be the speed modifier in this case. The post is lacking a couple animations here and there but is definitely more than functional.

Glad you purchased the game at your price point and also glad you enjoyed it, as many spend more time commenting on what the game is not, instead of finding out what it actually is.

Lastly, Some of the users here have a really good grasp of the Live game and direction, and can really help improve your experience, if needed.
 
# 373 BL8001 @ 01/03/16 03:20 PM
How do you show player names under the cpu?

Just got the $16 psn version and I am playing the rookie adidas game. I just want to see the player name under whoever has the ball.
 
# 374 rudyjuly2 @ 01/03/16 06:02 PM
Quote:
Originally Posted by BL8001
How do you show player names under the cpu?
I don't believe you can although that would be nice. If that option exists I would like it (and feel dumb for not knowing it existed).
 
# 375 BL8001 @ 01/04/16 12:52 AM
Yeah I have looked through all the options/settings.

Nothing makes it show.

Odd as it would be very helpful.

I can't always tell who is defending me if a switch occurs.
 
# 376 Calvenn @ 01/04/16 02:22 AM
Honestly, at this stage, development focus should begin to fully shift to Live 17 if it hasn't already. Since the developers are dealing with bureaucratic restrictions, all possible resources should be summoned on deck and strategically/effectively allocated for what I/We believe is a pivotal year for this franchise. One final patch to address various key issues and call it good! Allow Synergy tweaks/tuning to handle the rest and round out Live 16 IMO. The game has made tremendous strides since the demo and there is some considerable buzz out there now judging from various communication channels. We are also seeing a good increase in Pro AM gamers as of late, therefore this momentum should serve well for the next installment of this game.

Areas that need to be tightened up or addressed this year IMO, if feasible: (Superstar game level)


1) Hook shot animations need to be improved (think slingshot type hook shots) and conversion rates must be reduced to more realistic percentages.
2) The turnaround jumper animation, though not bad, can stand to use some adjustments or refinements in animation and also needs to have success rates realistically reduced.
3) Though I applaud the incorporation of momentum based physics in this game, there are times when it can be overkill. One example is when your cpu teammate is running down the baseline and receives a pass, perhaps on a fast-break. It's typically a chore to slow down the player and position him properly for the shot or drive to the basket. This disrupts the logical flow of the game and can kill true opportunities. There should be some programmed awareness for cpu teammates during these moments. Though I have found a way to manage this issue, others may not view or deal with it the same way.
4) Defense, though improved, still needs more work, especially for Tip Off games. There are holes that can still be exploited, especially with the quick first step burst. This is an area they corrected for the most part a few weeks ago and appear to have strayed away from as of late.
5) Fatigue impact has been improved post patches, however, it needs to be even more consequential as it pertains to the effectiveness of fatigued players, especially for those who constantly employ the turbo option ( I personally don't use turbo unless on a fastbreak and need to ensure my player remains ahead of the pack or blows by a defender)
6) Allowing adjustment options to existing camera angles would be a VERY welcome modification!

I may have missed some others, but truthfully, a majority can be reserved for Live 17. Looking forward to a truly successful year for this franchise and glad to see others are finally coming around and putting in the effort to understand the gameplay intricacies while rightfully supporting its progress.
 
# 377 Justonepost @ 01/04/16 06:06 AM
Quote:
Originally Posted by BL8001
How do you show player names under the cpu?

Just got the $16 psn version and I am playing the rookie adidas game. I just want to see the player name under whoever has the ball.
What I can't understand is the opposite.

EA haven't even given us the option to completely remove/hide the player name. If we have the icon on, it automatically (briefly) displays the name of the ballhandler.

In every Live up until this one, we had the option to turn it off.
 
# 378 SoxFan01605 @ 01/04/16 01:09 PM
Two questions:

1. Any advice for pump fakes? There seem to be an inordinate amount that get chucked as early release jumpers. I can't seem to find a consistent window for it.

2. In Rising Star, sometimes when I go to cut across the court through the box, my guy gets glued to a defender in what looks like a post animation. I've tried to go in and out of the post to break it (in case that's what it was), tried the the various off-ball moves and no luck. My guy just seems stuck in a weird animation that uncomfortably looks like I'm grinding on the defender...lol.

The only way I've been able to break it is to call for the ball, which loosens me up, dribble away a little, and then pass it out again. Btw, this isn't like when you get stuck on a screen on defense (that makes sense to me-my guard relatively weak and not very big, so I have to fight through screens a lot), but it feels like I have no movement control. It doesn't happen a lot, but it's enough to break the flow of the game. Any advice?

Thanks.
 
# 379 seanhazz1 @ 01/04/16 03:18 PM
Quote:
Originally Posted by SoxFan01605
Two questions:

1. Any advice for pump fakes? There seem to be an inordinate amount that get chucked as early release jumpers. I can't seem to find a consistent window for it.
I don't know if you are doing it already(disregard if you are), but have you tried a "dead stick" pump fake? (no left stick input) Any STICK motion (momentum) combined with the light press of the shoot button, as the input is detected in LIVE, will result in a moving/momentum shot attempt. It may result in a floater near the paint or awkward shot attempt and, not the pump fake you desire.

Example: IRL, If you are sprinting/running, it becomes extremely hard/impossible to pump fake and keep the pivot foot in place (imagine trying a pump fake while moving in RL, it would most likely be a travel call against you unless you pass out of it or shoot it IRL).
 
# 380 BL8001 @ 01/04/16 04:12 PM
Quote:
Originally Posted by seanhazz1
I don't know if you are doing it already(disregard if you are), but have you tried a "dead stick" pump fake? (no left stick input)
This is exactly what I do and have had zero issues with the pump fake. It works as expected. My input is basically my thumb resting on the stick with the stick "dead".

Now the pro hop and euro step are giving me trouble. I think it's because I am pressing triangle, not tapping. Will test that tonight.

Also I was watching one of gotmadskillz game vids on youtube and saw the CPU run a double high screen. No more plays on the Dpad right?
So you just have to find a play package or something that has double high screen in it to run this?
 


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