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NBA The Run review: Uncovering the Hidden Crisis Threatening Basketball’s Future

NBA The Run review: Uncovering the Hidden Crisis Threatening Basketball’s Future

The largest and fairest criticism levied against sports video games is a lack of imagination and innovation. It’s perceived by a majority of gamers that each year developers make some small tweaks, update rosters, and trot out the same game — knowing full well that FOMO will carry them over the finish line, as players become desperate to have the newest title. Subverting those expectations is a large part of what makes NBA The Run special. Sure, it has its roots based in the NBA Street franchise, which was a modernization of NBA Jam’s DNA, but developer Play by Play Studios has created an exciting, unique foundation unlike anything else in sports gaming, which could blossom into something truly special, provided they can garner the support.

It’s been over a month since NBA The Run was released, and the choice to hold off before reviewing the game was part circumstance and part intentionality to see how it would settle in for the long run. This game is inherently an online-only experience, with the only available offline mode (for now) being practice. That is the design of this game. It’s supposed to be competitive, 3v3 street basketball, which might look purely arcade-focused from afar, but it has serious chops when it comes to being an online game, complete with a burgeoning metagame that makes the experience unlike anything else in sports video games right now.

The fundamental format of the game is baked into its title. Players embark on “runs,” a series of tournaments that end after four wins by taking home the championship against other teams of real players. Lose early and you’ll be bounced back to the menu to start another run, with the reward for winning it all being more XP to level up your account and more in-game currency used to unlock players, jerseys, dunks, taunts, and more. The major wrinkle to this format is that every game in a tournament is subject to a roulette spin that determines the ruleset for the game. You might roll up a standard “first-to-15” game, but there’s also a chance to hit something like “Dunk City,” where all dunks are worth three points, with every other bucket being worth one — and the same exists for three-pointers and alley-oops. These rule differentiations are critical because it ensures there’s no singular strategy that results in an easy win. Field a team of Steph Curry, Damian Lillard, and Kevin Durant and yeah, you’re going to have the edge in those three point game modes, but hit one that rewards points for dunks, or deducts the opponent’s points for blocked shots and you’ll be in trouble.

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