Street
basketball is an entirely different beast than the
ball dunking sport you might see on television. The
rules are more relaxed and generally there are fewer
players on the court. That doesn’t mean the
matches are any less adrenaline filled though. High
speed passes, long range shots and loads of swearing
are present every single time, as are some of the
most impressive dunks ever performed on the face of
earth. NBA Street Homecourt takes the essence of that
and multiplies it by ten – the end result being
a basketball game like no other.
Perfecting
the formula
Since
its debut back in 2001 the NBA Street series has always
focused on 10 feet jumps into the air and dunks that
could break the blackboard in half. But as with all
similar arcade-ish over the top basketball games,
the series lost its initial appeal fairly quickly,
no thanks to the repetitive action. Trying to counter
that the developers kept adding new features, making
the last installment very difficult to pick up, although
in all fairness the game was probably the best in
the series. Homecourt could have easily copied the
formula, only bringing minor upgrades to the series.
Instead the developers opted to mix things up a bit.
The
first thing that went under the knife was all the
extra ballast. Trick control which was handled via
the right analog stick has been moved to the square
and triangle buttons. You might think that having
only two buttons to perform tricks would hurt the
depth of gameplay, but in practice the contrary is
true. With the help of the left and right shoulder
buttons you can perform virtually any trick you can
imagine. Since the buttons are context sensitive you
can throw the ball into your opponents face by hitting
the triangle button or dance past him, humiliating
him in the process, by pushing the stick in his direction
while pressing the button. Holding either of the two
shoulder buttons down while doing this will result
in a different trick. The combinations are near limitless,
especially because tapping the button has a different
result than pressing it normally or holding it down.
The rest of the changes are not as drastic and are
mostly limited to minor tweaks of things that were
proven to work.
 |
On
the court
Before
starting a match for the first time you have to wrap
your mind around the fact that this is not the basketball
you might be used to. There are no referees, fouls
are a viable method of stopping the opposing players
and whether you like it or not, superhuman jumps are
the kings of any match. Once you accept that fact
you are good to start dunking like madman. And a madman
you’ll be, for except the occasional throw you’ll
be performing dunks every few seconds, occasionally
even double dunks. If you wonder how that is possible
picture this: your player jumps high into the air,
lands on the blackboard, throws the ball with full
force down the hoop, swings himself behind it, catches
it and slams it down the hoop once again. Technically
speaking everything except the 10 foot jump should
be more or less possible in real life, but only if
some of the laws of physics are ignored or seriously
bent. The insanity doesn’t end there though.
Some of the tricks the players perform to dribble
the opponents or to score trick points border on pure
fantasy.
Speaking
of trick points, you’d probably like to hear
in detail how they work. When your team has the ball
you can perform tricks with the help of the two afore
mentioned buttons. The harder the trick (different
combinations of presses) the more points you score.
There is a catch however. You are only rewarded the
points if you score after performing them. Losing
the ball resets your timer of course. Because of that
matches between pros look very different than a game
between two beginners – the first 20 seconds
of an attack are spent performing tricks and trying
to avoid having the ball stolen. The other team in
the mean time tries frantically to steal the ball,
as every second you perform tricks signifies impending
doom on them. Why? Because when either team fills
up their trick point gauge they can initiate a gamebreaker.
Gamebreakers
– the gist of Street Homecourt. When initiated
the team who has the ball can perform mad tricks,
humiliating the opponents by bouncing the ball off
their faces or by pulling their leg (literally). Each
trick performed fill the gamebreaker gauge, but this
time the end result is extra points when scoring.
With enough skill and some luck it is possible to
score up to 6 points in a single dunk! That’s
why it is imperative that the defending team somehow
prevent the attackers from scoring! Fouls and steals
are the perfect means, although it can be somewhat
difficult to steal the ball from a guy who is doing
break-dance moves as he moves about. When or rather
if the ball somehow switches team the gamebreaker
doesn’t end – an ideal chance to turn
the “tide of battle” and win back the
point lost by default when the opposing team started
the gamebreaker.
Lack
of substance
So
far so good, but doing the same thing all the time
gets old regardless of how fun and innovative that
thing is. Unfortunately Homecourt falls a bit short
of delivering enough in terms of content. The meat
of the singleplayer experience is the Homecourt challenge.
This mode is you basic career where you first create
your own baller and then take it to the street. Every
once in a while you get the chance to move to a new
basketball court, but other than the occasional tournament
nothing special happens here.
You’ll
get to play your fair share of pick-up games with
different rules in place to help spice things up a
bit. Other than playing for 5, 7, 11, 21 or 30 points
you can play matches where the first team to lead
by X points win or matches where only dunks/shots
count towards the score. Last but not least are the
matches where only points gained during gamebreakers
count – since usually it is enough to get 3
or 5 points in such matches a perfect gamebreaker
is often all that it takes to win a match.
Outside
of the career mode you can play all of the listed
gamemodes as well as classic street basketball where
gamebrakers and trick points are disabled. Don’t
expect a lifelike experience though – the players
will still be dancing around the hoop as if it was
a ballroom. Online is limited as well. You still have
all the gamemodes available and you can even unlock
some extra online-only awards, but since there is
no tournament support and there is a distinct lack
of players online I doubt the online portion will
have a long and healthy life.
Washed
out
The
visuals in the game have their fair share of problems.
The most annoying one was actually a design decision
– the authors decided to use a sepia filter
throughout the entire game. I won’t deny that
it does its job well, but I would have preferred to
have an option to turn the damn thing off. The rest
of the issues are less noticeable and include some
strange cloth simulation issues when the ballers pants
or shirt get distorted during some falls and such.
Other than that the graphics are nice and do a good
job of presenting the street culture of basketball.
The framerates never drop either, unless you are playing
at 1080p (which isn’t even officially supported).
Thanks to some in game cinematics you actually feel
like a rising street basketball star.
One
area the game absolutely shines at are the player
animations. There is not a single bad thing that I
can say about them without being a total ass. Even
better, the animations clip so well together it is
near impossible to tell where one animation ended
and the next one began. I really do hope that the
developers will share the code with the rest of EA,
as I’d love to see it implemented in the other
EA basketball games.
The music in Homecourt is some of the best I’ve
heard recently. The funk, jazz and hiphop tunes fit
in perfectly, both in the menus and in the background
of all the matches. The sound effects and smack talk
are surprisingly good as well, and they’ll often
bring a smile to your face if you listen carefully.
Conclusion
Rather
than slapping some makeup on the previous NBA Street
game and calling it a new game EA decided to do some
major surgery for this installment. This is not something
we are used to from EA, but I have to hand it to them,
they did an excellent job of rejuvenating the somewhat
stale concept of over-the-top street basketball. If
only they included more playmodes and polished the
engine a bit to avoid some of the issues that pop
up here and there. As it is NBA Street Homecourt won’t
win any GOTY awards, but every sports lovers should
still have it in his/her game library.
| Gameplay
|
18/20 |
It’s
a completely different experience than the one
found in NBA Live! Depending on your game preference
you might find it a tad too extreme in some
aspects. |
| Graphics
|
17/20 |
The ballers
look great and their animation is beyond reproach.
Too bad their clothes tend to act up and that
the darned sepia filter does more damage than
it helps. |
| Sound
|
18/20 |
The perfect
mix of street music puts you in the right element
to start dribbling and dunking right there in
your living room. |
| Value
|
15/20 |
The game’s
biggest shortcoming – you’ll run
out of fresh things to do way before you’ll
get through the career mode. Online doesn’t
offer much either. |
| Preference
|
16/20 |
If you think
basketball is boring you’ll probably be
persuaded to change your opinion with this game.
Just don’t expect a simulation! |
| Overall
|
84/100 |
NBA
Street Homecourt manages to deliver an adrenaline
filled experience that lasts longer than usual.
You might want to take a few breaks in-between
the matches though; least you realize that all
you are doing is trying to push a ball through
a hoop. |

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