![]() I say deep because it had Sims-level customization from the start - within the street ball theme, at least - and provided masses of unlockables through persistent play. This heavy searching revealed an uncommonly deep character customization process found in the King of the Court mode. 3, left me with nothing better to do than to play around with the features as much as possible, instead of perfecting my game. But Showdown, which wears thin much quicker than Vol. The arcade feel of the action simply leads me on an uncontrollable spout of quick-fix desire that I normally cannot deny. Normally, I find myself playing through nothing but quick matches when I get into these types of games. The action is constantly moving at such a pace that those used to Live or 2K may have to spend a few minutes adjusting however, those of us weaned on NBA Jam and NFL Blitz - before Midway gentrified those franchises - will feel right at home. ![]() The core game remains relatively the same as previous Street endeavours: three-on-three basketball at a furious pace, throwing out the mental leanings of proper NBA-licensed games for edge-of-your-seat action. 3, it's hard to feel like you're really in control of your normally fine-tune actions. When it comes to the nuances of the game, unlike Vol. The timing is hard to pin down, and is far too open to mistakes - a big no-no for the fast-paced nature of a Street-branded game. Players must hold down the shoulder buttons in order to gain the separate functions. The PSP version is relegated to timing, instead of pressing different buttons. The PS2 versions all enjoy the use of the L2 and R2 buttons for triggering ridiculous tricks for both points and the sake of embarassing the competition. The root of the trouble is in the controls, specifically, the area of special moves. And judging by other PSP launch titles, it could be a whole lot easier on the eyes, to boot. 3, I've come to expect a great deal from this series, and Showdown, which retails at 50 U.S. Some of it is the fault of the hardware much of it is pure laziness on the part of the developer. The streamlined moves, the refined art style, the beautifully configured controls. many, many games of this ilk.įar from being a worthy reinvisioning of the phenominal NBA Street Vol. ![]() And to top it all off, there will be downgraded, irrelevant releases that cost the exact same price as their home console bretheren. There will be carry cases, screen protectors, synthetic fiber wipes, etc., etc. Toting this one around comfortably like a GBA SP (or, to a lesser extent, the NDS) is simply not an option. The world's coolest portable is also the world's most delicate, you see. And for some of you perfectionists out there, it will hurt. And it will no matter what you do, no matter how hard you try, it will be tarnished. That beautiful screen is all you'd ever want to look at. (That game just happened to be Wipeout Pure, thankfully, which is one of the best racing games this side of F-Zero GX.) And then there's the system itself. This is a console that cost me 250 dollars, and the place I bought it from forced a game on me if I wanted a system, bringing it to an even 300. Of course, I am always brought back to earth once I think a little harder about what I am holding in my hands. I look at its giant beautiful screen, and I think, "oh my, this could not be better." I might even think, "oh my, this is my favorite console ever." The current generation is basically in the palm of my hand. I can watch movies, I can listen to music, I can connect to the internet with the wi-fi connection, and most importantly, play games with near-PS2-quality graphics. Never, not in my wildest dreams, did I imagine I would be carrying such a powerful, potential-filled device in my hands. My god, when I hold my PSP in my hands, it feels like heaven.
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