Review: 'NBA Playgrounds' aspires to be the next 'NBA Jam'

Bryan Wiedey

Review: 'NBA Playgrounds' aspires to be the next 'NBA Jam' image

It would be understandable for anyone glancing at 'NBA Playgrounds' to assume it's another 'NBA Jam.' While that iconic video game franchise hasn't been produced since 2011 an independent development studio known as Saber Interactive is stepping in to fill the void by not just taking inspiration but arguably copying its proven-to-be-successful look and formula.

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When making comparisons between the two arcade-style basketball games it's important to consider that 'Playgrounds' is the first effort from a studio with no sports game experience that's priced at just $20, because it's on the cusp of being really good but has a number of major faults that are unfortunately self-inflicted.

'NBA Playgrounds' is 2-on-2 arcade action played in a handful of different outdoor settings and it features full league licensing. There are over-the-top animations for dunks, pushing and throwing of elbows, and various power-ups to utilize during games.

Ultimately the most important factor in a game such as this is whether it's fun, and for the most part 'NBA Playgrounds' succeeds in that area - at least for a period of time it does. Due to of a lack of content and depth it's questionable how long that fun will last.

NBA Playgrounds

Gameplay is actually fairly polished with fun animations (even some immediately recognizable signature ones tied to specific players) and interesting elements of strategy coming into play. Dunks are really satisfying and there is some semblance of defense that can be played. The controls are simple enough to grasp quickly but those who put in the most time will be able to separate themselves from the pack. Games are quick to complete while still feeling as though the time allotted is appropriate for determining a winner.

The AI on the CPU side of the ball puts up an admirable challenge, but does so in a way which often feels like it's cheating. The CPU will get an extra point on shots very often while it's somewhat rare for the user to get it (awarded for perfect releases). The CPU also seems to make every open shot, regardless of distance or player ratings. At the same time the AI has some issues which include not recognizing game situations, as they demonstrate no urgency when losing in the final seconds whether on defense or offense.

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Yet going against the CPU is better than the online experience which has been more frustrating than fun. A heavy reliance on overpowered three point shooting and an abundance of turnovers make the games feel sloppy and unsatisfying. The online games feel chaotic as players tend to be mauled almost immediately after they get possession of the ball. It's almost as though there is a buffer to possibly try and compensate for lag or offensive dominance that provides a larger hitbox for pushes and steals online because it feels very different offline.

One interesting factor in gameplay relates to the shot timing which is required even on dunks and layups. This is most troublesome with layups which have proven to be the toughest shots in the game. I've seriously yet to make a single one.

The main reason for this is due to anticipating a dunk but getting a layup animation because of low stamina. In the heat of the moment you don't realize it's going to be a layup until it's too late and then the timing is "late" as well. Dunks can also be missed but generally it feels more as though a mistake has been made on those as opposed to what happens with the layups.

Rebounding is easily the most flawed area of gameplay however. It basically comes down to luck. There's no way to effectively judge the location or direction of the ball off the rim and jumping for any rebound is ill-advised, though the CPU is able to grab them out of the air and even throw down putback dunks. The best hope is for your CPU teammate to come up with the ball. That is an effective strategy particularly on offense where I've had my AI controlled teammate collect as many as 4 or 5 consecutive boards despite being outnumbered down low.

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One thing that 'NBA Playgrounds' does well is provide the ability for strategy to be employed based on the mechanics of the game and how that can define your skill level. Managing stamina is incredibly important, as abilities such as sprinting, pushing, stealing, and dunking are lost when it's depleted. Dramatic crossover moves allow you to avoid the steal and push attempts of defenders leaving them with depleted stamina. Shot timing is crucial and you'll even be rewarded the extra point when it has been executed perfectly. Player ratings matter in some areas more than others, but knowing where your advantages are allow mismatches to be exploited.

NBA Playgrounds

The various fundamental issues with 'NBA Playgrounds' are primarily design decisions that don't play out well, and include:

•Following a made basket the ball can't be inbounded until the defensive players are set on their side of the court. This massively disrupts the fast pace of the game and creates a predictable start to every possession which gets old quickly. A few players also have an annoying taunt after some dunks which stalls the game for several more seconds.

•The roster is used as the motivation for progression through the game. There are well over 150 players on the roster (44 of which are "legends" from the past) but who you get to use is based solely on chance. Card packs are granted for advancing through skill levels and player cards found in those packs provide access to them going forward. With this system it's possible the player or players someone wants to control most will never be available to them. It's also possible that someone will get the players they want most early on and find no use for anyone else.

•The power-ups granted are random and aren't explained as to their purpose or best way to utilize them. There are some that are powerful and others that feel useless in comparison.

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•Players can be upgraded through XP which is earned by simply playing games with them. There are three tiers, with fancier moves granted at Silver and Gold but no changes to actual ratings. This process happens quickly and there isn't much feeling of achievement because of that.

•The shot timing is a good idea from as a way to add in an element of skill but once someone has it down they'll almost never miss (unless they're attempting layups as noted earlier). The preeminent strategy online is get one of the best shooters in the game and launch threes from start to end. The best shooters can splash even from half court consistently. Contesting shots appear to have no influence on the likelihood of them being made, so that leaves shoves as the last line of defense against it, which unfortunately have the side effect of draining the power-up bar.

NBA Playgrounds

'NBA Playgrounds' launches with only basic offline and online exhibition games, and an offline Tournament Mode which can be completed in just a few hours time. There are plans to add new modes and options in the months ahead along with more players for the roster. 

The various elements that hamper enjoyment of 'NBA Playgrounds' are primarily missteps made through design decisions that require more creativity and expertise to be solved, and those type of early development stumbles could be learned from for a potential sequel. It's highly unlikely Saber Interactive acquired NBA licensing and built a game from the ground up without a long term vision in mind that includes sequels.

That's promising for sports gaming fans which have observed the large publishers abandon arcade-style games over the last decade. Now there are signs of life thanks to the work of independent studios and in this case even with the backing of a massive professional league. The formula works and these games are needed for a healthy genre. With proper support 'NBA Playgrounds' could become a great series in the future. It's just not quite there in this, its rookie season.

Three stars

'NBA Playgrounds' is available for $20 as a digital download on PlayStation 4, Xbox One, Nintendo Switch, and PC. Saber Interactive provided a download code for the purposes of this review.

Bryan Wiedey posts sports gaming news and analysis daily at Pastapadre.com, is co-founder of the sports gaming site HitThePass.com, hosts the "Press Row Podcast" and be reached on Twitter @Pastapadre .

Bryan Wiedey

Bryan Wiedey posts sports gaming news and analysis daily at Pastapadre.com, is a regular participant in the Press Row Podcast and Press Row Hangout shows, and can be reached on Twitter @Pastapadre.