In fact, Monstercat is both an outlier and a potential role model when it comes to relationships with gamers. Artists and labels can also now run their own Verified Server pages on Discord, similar to how labels like EDM-focused Monstercat host their own 24-hour channels on live-streaming platform Twitch. Streaming may be the music industry's easiest gateway into gaming: Spotify has been Sony PlayStation's exclusive streaming partner since 2015-replacing the latter’s own failed Music Unlimited Service-and recently announced a partnership with Discord, a text and voice chat platform for gamers. Overall, gaming has been much quicker to embrace innovation in terms of new product offerings and revenue models, from freemium services to micro-transactions around virtual goods. On a strategy level, the music business is looking increasingly to gaming as an industry that profited, rather than suffocated, from digitization. A handful of bands have expanded albums into full-fledged mobile games with their own characters, such as what Glass Animals implemented for their latest album How to Be a Human Being. In April 2016, rapper and Forbes 30 Under 30 nominee Logic launched a personal gaming channel on YouTube that gained over 100,000 subscribers in a single day. Other musicians have incorporated their gaming enthusiasm directly into interactions with their listeners and fans. 2 (and, incidentally, got inspiration for his stage name from the Streets of Rage game series) electronic artist Squarepusher recently composed original music for the Super Nt, a new Super Nintendo system made by retro hardware company Analogue. Nine Inch Nails founder Trent Reznor scored first-person shooter game Quake in the late ‘90s hip-hop producer Just Blaze, who touts album credits for Jay Z and Eminem, made the background beats for NBA Street Vol. The other big addition was the ability to play as NBA Legends such as Bill Russell, Wilt Chamberlain, and various versions of Michael Jordan.As long as video games need some sort of sound design to function, musicians from all genres will step up to the job. These moves included the Back 2 Papa (passing to yourself off the backboard), Off the Heezay (passing to yourself off an opponent's head), and the Be the Oop (an alley oop to yourself). New moves were also introduced in the game. The level 2 Gamebreaker, which was also unblockable, gave the team 2 points and takes away 3 to 4 points from the opponent, depending on where the shot is from. 2 introduced the ability to "pocket" your first Gamebreaker, thus allowing you to rack up enough points to receive a level 2 version. In the first game, the player could only achieve a level 1 Gamebreakers, while Vol. 2 added new gameplay mechanics to the series, with the most significant addition being the introduction of level 2 Gamebreakers. Street SchoolĪn interactive tutorial showing you how to use the game's controls. Throughout the "Be A Legend " mode you play against many NBA players and a different Street legends. Winning games and tournaments unlocks new courts to play on. You start out with low stats and a weak team, but as you play and win you have the opportunity to add better players to your teams and increase your skill points. You create a character and attempt to conquer the courts with him/her. You must beat NBA teams in that region to unlock the final game, a game against the legends of that Region. You pick a region such as the Northwest to play in. Up to 4 Profiles can be loaded at once as well, allowing you to keep track of overall wins and losses. Players can play the computer or up to 4 can battle it out at once. A gamebreaker is a special shot that is worth the same as a normal shot, but takes away a point from your opponent. If a player accumulates enough trick points they can activate a gamebreaker. The more stylish you are the more trick points you accumulate. Players have a limited turbo meter that allows them to perform tricks, trick counters, dunks, and trick blocks. Unlike most real street basketball the full-court is usually used for play. The majority of games go to 21, with the winner having to win by at least 2 points. The object of the game is to score points, just like in real basketball. Like the other games in this series, it is a cartoonish take on street basketball. It was developed by EA Sports Big and published by EA. It was released on the Xbox, Gamecube, and PlayStation 2. This is the second installment in the NBA Street series.
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