
With still a few months until the game ships, the NBA LIVE 10 team is starting to pick up the pace and sharing more with the community. Is it enough? Is it ever enough??? Like you, I want to hear it all! Well, from what I'm being told there is a lot of great stuff that LIVE fans should be excited about and all the producers are on board with sharing their hard work with all of you from now until the game ships. This week, Presentation Producer Matt Lafreniere shares his thoughts on some of the new ways the team has enhanced the look and sound of the game.
I was going to start this thing off by posting some screenshots of a couple other pre-game rituals we have in the game this year, as I know there’s some speculation as to what ones we have other than the Dwight shimmy and the LeBron and KG chalk-ups. But, instead I’ll be showing some of these in a presentation/visuals video sometime next week. What a weak way to start out a blog, huh? I will say this though, we used this reference for one of them:
Presentation was a big focus for us this year and encompassed a lot of different things: The broadcast look (overlays, screen wipes, replays). The broadcast sound (Marv Albert and Steve Kerr). The arena life (crowd, bench players, referees, dance teams and cheerleaders). The arena sounds (crowds, PA announcers, sound effects and ditties). And, stoppages in play (player emotions and reactions, player interactions). Our goal was to make every game unique and authentic this year by taking all of these into account. In addition, we wanted to make sure the regular season was different than the playoffs. All of these things have been touched/overhauled to deliver a much different experience than previous iterations of LIVE.
Over the past couple of years we’ve done a decent job of creating an okay ‘basketball’ environment, but hadn’t taken it to the next step of creating unique ‘NBA’ environments. One of the things I just read on Operation Sports sums it up really well: “As we all know, all the arenas felt the exact same last year in 09, other than the logos etc.” (pbz06). I’m going to dive into some of the things we’ve done this year to make sure we really bring different arenas to life.
Welcome To The Playoffs
Crowds not only look completely different in regular season compared to the playoffs (post season crowds have most of the fans wearing team colours, waving towels and on their feet early and often), but they sound dramatically different too. Over the past couple of years we’ve sent audio guys to NBA games to record the crowds and sounds at a bunch of different arenas, and this is the first year where we have been able to use the playoff crowds we recorded. Crowds in the regular season are pretty solid. We amped them up a little bit compared to last year and added in all new sounds to make sure they’re all fresh. But, when you hop into a playoff crowd it’s pretty crazy. They’re a lot louder. They’re chanting and cheering off the opening tip. And they’ll be booing much more on no-calls and even booing the other teams star player on occasion. All of the chants are ditties are different, so things like the D-Fence chants are way more powerful in the playoffs. So, all in all, you have two completely unique experiences in these differing atmospheres.
BEAT LA! Beat LA!
Second, the unique sounds, sound effects, PA calls, and chants that we’ve put in our game this year add another level of authenticity to each arena. We’ve got a couple hundred unique sounds this year and rather than list all of them out I’ll just throw some examples up here that you can listen to. (By the way, as much as I love trades in the NBA, it’s made a few of the things we’ve put in this year obsolete which sucks. One of my favorite PA calls was “Did You See V-C!” after Vince dunked in Jersey and one of favorite chants “Rocky! Rocky! Rocky!” for Belinelli when he’s playing well in Golden State are a couple of examples of sounds not triggering anymore due to trades.) We were lucky enough to work with a bunch of NBA Teams who helped provide some reference for us.
Chants & Reactions
We didn’t want to just put in a bunch of sound effects and say each arena is different. We wanted to make sure our crowds were intelligent and basketball savvy. We wanted to get them involved. Honestly, hearing Vince get booed in our game when he’s in Toronto is pretty sweet. Whether you’re a Raps fan and love the booing, or a Vince fan who silences the crowd with each made basket, it adds a whole new aspect to the game. Especially if Marv and Steve are talking about it from the opening tip. Or, hearing the Ric Flair “Wooooo” after Chris Paul buckets in New Orleans. Or, being in Boston and hearing the fans yell “Beat LA” throughout the game. Or, hearing “Scalebrine (clap-clap-clap-clap-clap)” if the Ginger Ninja is ballin’. What’s cool about all of these is that they are actual chants from NBA games and not things we recorded ourselves at our studio here. We’ve added a ton of these things in that will trigger based on what’s happening in the game. You might even hear Kobe or LeBron get some MVP chants on the road. Sound effects can get lost and drowned out from crowd reactions, and really don’t evoke too much emotion. But these chants and cheers really bring the arena to life and add a while new element to the story of the game. By the way, still waiting to see if Starbury signs on with anyone and see how he’ll get treated in New York in our game…
I’m going to post a few videos of the reference we used to gather our sound effects/chants/PA this year. Gameplay vids will be coming soon to highlight these all in the action. For now, this is just a sneak peak at some that we’ll have in game.
Denver PA prompts crowd on threes!
Sound Effects
Once again, we worked with a lot of NBA teams on these to get their sound effects. So, you’ll hear things like the bomb drop sound for 3 pointers in Phoenix. The backboard shatter sound on dunks in Orlando. The train sound effect if LaMarcus Aldridge scores in Portland. The sword swipe sound on made freethrows in Cleveland. I actually didn’t realize how many of these were played in the NBA. It’s crazy. Some teams have sounds for every player. Some teams don’t do anything at all. Unfortunately, a lot of teams play song clips for their players and we weren’t able to get a lot of them in (licensing those songs can be pretty costly). But, all in all, we have a lot of these that will help bring out more of an authentic feel to each stadium.
Lakers made basket organ SFX
Detroit big play SFXPA Announcer
Al Murdoch is back this year (I know a lot of people were wondering). But, we approached our PA a little bit differently this year to ensure we got a lot of signature call-outs in the game. We would play a bunch of video clips for him and have him re-enact them. Then our sound artist would tweak them a little to get them sounding as realistic as possible. So, not only do we get a lot of signature call-outs for players (G-g-g-g-gerald Wallace), but a lot of team stuff too (For threeeeeeeeeeee in Atlanta). He’ll also call out such things as Taco Night in LA or Pizza Night in Toronto (if that event happens to be triggered in the game you’re playing. Here’s some reference video of what we showed Al to replicate. These will be in our game this year (plus a whole lot more):
Atlanta – For thrreeeeeeeee Toronto – Jose Calderon, Uno, Dos, Tres Portland – Batum shocka locka
Most of the stuff above has been talked about somewhat in previews or on the boards. Hopefully there’s some stuff in there that’s new and was worth the read so far. Now, a quick sneak peak at our broadcast as I know people are curious about a few things. As most of you know, presentation hasn’t been a big focus for the NBA LIVE’s in the past. So, when we started up this year we knew we had to rebuild a solid foundation to ensure we could deliver some cool stuff this year and really build on it in the future. One of these areas we focused on this year was replays.
Let’s Take A Look At That Replay
In the past, the only time a replay would trigger was after a made basket, during gameplay. While it would give you a good chance to trash talk your buddy it would also interrupt the flow of the game and not mimic a broadcast. Last year there was a replay montage at half, but it would only play if you actually watched replays in the first half so they can save to your hard drive. If you skipped those replays during gameplay you wouldn’t see the montage. So, this year we re-vamped it. We re-did how replays worked to ensure we could save them off in the background and trigger them at appropriate times in the game (stoppages in play). By doing this not only were we able to show some cool stuff that’s happened, but also tell the story of the game. After a reach-in foul you may see a replay montage of a player who is playing well. Or, you may see replays of a team hitting from deep if they’ve been able to hit a lot of 3 point shots or a lot of dunks and lay-ups if they’ve been able to get to the rim effectively. Maybe you’ll see replays of a team committing a lot of turnovers if that’s contributing to the reason why they’re losing. You’ll also see replays at the quarter breaks and end of game to sum up what went down.
Dynamic DNA/Storylines
I don’t want to get into too much detail here, as I’ll probably be talking about this in a blog later on, but I know people are curious as to what the storylines are and how they’ll work. We’ve created over 100 storylines that can occur throughout the course of a year. And these are driven off of real-life data and our feed from Dynamic DNA. So, not only is gameplay evolving throughout the year, our presentation is too. To take an example from the boards, if Ramon Sessions is playing out of his mind Marv and Steve might talk about him being on fire. Or, if he’s averaging 25 points a game they might talk about him being one of the top scorers in the league. If his ratings start to increase he might also be talked about as a Star player or potential MVP candidate. What’s exciting is real-life will help drive what Marv and Steve talk about throughout the year. What this ensures is that some storylines will only trigger at certain points in the season so that you hear never before heard speech as the season progresses.
A few examples of possible storylines:
1. The Magic are on a winning streak
2. An MVP candidate match-up between Kobe & LeBron
3. Kevin Durant is leading the league in scoring
4. Tracy McGrady is injured
5. Mid way through the season and the Cavs are first in the east
6. The Suns are chasing the final playoff spot
7. The Magic have locked up home court advantage
8. The Shaq – Kobe Saga Continues
That’s a quick and dirty sum up of what it is. Like I said, I’ll probably get into more details on this later. And yes, it also works in your Dynasty Mode.
One more thing on Marv and Steve. We spent a ton of time this year ensuring they sound better than ever and filling in a lot of dead air we’ve had in the past (It sounds a lot easier to do than it actually is). We took on some new technology which has allowed us to do this, while not being repetitive in the same game. Compared to last year it’s a huge difference.
Cut Scenes Suck
In the past when the whistle blew we used to trigger canned cut scenes (we call them NIS: Non-Interactive Sequences). While these visually looked pretty good, they completely killed the flow of the game and didn’t allow us to have an organic transition from gameplay to post whistle. Quite often a player would be fouled at the foul line, but when the NIS triggered he was placed at the 3 point line. Or a player was fouled in an isolation situation, but when the cut scene would trigger there would be a bunch of his teammates around him. Problems like this occurred frequently, and also, the amount of these NIS we had became quite repetitive. Gamers usually just skipped them. This year we made sure that gameplay was extended into the stoppage of play and the transition was seamless. There are no more cut-scenes. If a player gets fouled he’ll instantly react and we just trigger unique cameras to focus on him. If a player picks up a charge he’ll immediately show his frustration. We’ve added well over a couple of hundred animations this year. Varying levels of intensities, multi-player reactions (high 5’s, chest bumps, disagreements, etc.) and signature reactions can all occur throughout the course of the game. What this means is that no stoppage of play is ever the same. Once we start showing some gameplay vids you’ll see some of these in action.

On Your Feet
Our bench and crowd received an overhaul this year as well with all new animations, improved reactions and they animate at 60 FPS. We wanted to make sure they were really involved in the game and all of the logic, partnered with the visuals stuff Santos has done on them, equals a heightened level of arena life. At the end of a close game when the fans are on their feet and the benches are going nuts, the game feels so much different than a blowout where everyone’s seated and chilling.
We’ve done a ton of other things in presentation this year from the intros, to the overlays, to our Player Of The Game. Some things are big and some are small, but it all adds up to a brand new presentation package. I’m going to end this bad-boy here since it’s gotten pretty long. Glad to see people are pumped for the game this year. It really has come a long way this year and is looking and playing great. (Be patient…gameplay blogs and videos are coming soon).
Matt