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Nba street showdown save games4/17/2023 The Gamebreaker system works like NBA Street Volume 2, with the ability to 'pocket' a Gamebreaker and save it for a chance at a Level 2 GB that's far more devastating. Instead, they manage to map two tricks to the Square button Ц one for tapping it, and one for holding it down combined with the L, R, or L+R buttons, you can get two tricks with the same combination. There's still not as many moves as Street 2 or 3, but there's enough. Surprisingly, they pulled off things fairly well, via a couple workarounds. When Street was first announced to hit the PSP, many wondered how, with 2 less shoulder buttons and no right analog stick, the game could contain the numerous tricks that the series is famous for. If you're burnt out on Street this will get old fast. It's a pretty lengthy mode of play, but ultimately a bit repetitive all the same. Like Street 2 (and not 3 where you had to actually pay out cash to get new players), you can choose a player from the defeated team for a maximum of 5 at a time on your squad including your own created player that you can deck out in various styles using points earned. The boss encounters are mixed up between a ton of different game options, giving you a bit of variety. Sometimes they throw a tournament in to mix things up but it's still the same idea. In KotC, you first must earn the right to challenge the current king, via winning basic pickup games Ц to 11, not 21 like the console versions Ц until you can advance. This features courts from both Street 2 and 3, and actually seems to have more Street 3 courts than anything. The main single player mode is King of the Courts, where you go from location to location and topple the 'boss' player and work to take control of every court around the country. Granted, these kinds of games are limited in a basketball game due especially to the simplicity that Street is known for. The shot blocker game is also fun but at the same time gets repetitive and easy as well. The arcade shootout game is fun, but only in bursts as it's simply too easy. Speaking of, the Party Play games for up to 4 players in 'pass the PSP' form are decent, but not as good as the ones in either NFSU: Rivals or Tiger Woods. There's no Infrastucture online play, which was expected given EA's reluctance to actually make a game that uses it thus far, instead pushing the Party Play games. NBA Street Showdown is filled up with the usual goodies Ц exhibition contests against either the CPU or a basic Ad Hoc wireless matchup against a friend. The wireless and Party Play modes are a nice bonus to what's not a great game in the vein of its console daddy, but merely a competent, flawed game that can be very fun when things click, almost despite itself. Showdown does loose something in the translation however once the allure of playing NBA Street on your new handheld wears off, the laggy control, occasionally moronic teammate AI and a ho-hum (but lengthy) single player career may grate on your nerves as you try to rule the streets. This fusion isn't really that big of a deal Ц after all, NBA Street Volume 2 was an amazing arcade hoops game and V3 is also a bonafide classic title. Carefully fusing aspects of both NBA Street V2 and V3 for the home systems (though definitely skewed towards NBA Street Volume 2, as that's the code this was ported from), Showdown could very well be called NBA Street 2.5 instead, though Showdown has that all-important subtitle to make unsuspecting PSP owners believe this game is all-new Ц marketing at its finest. Of all the games EA's Team Fusion has brought to the PlayStation Portable, NBA Street Showdown is most telling of the reasoning for the name of said development team.
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