Gaming

NBA 2K’s MyCAREER needs to play the long game

The next level of NBA 2K27’s MyCAREER?

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Six or seven hours into NBA 2K27’s MyCAREER, I found myself thinking about what happens next.

Not just the next chapter of Fire & Concrete. I mean what happens after I make it to the NBA. What kind of career can my player actually have?

That question kept getting louder the more I played.

NBA 2K has spent years refining the fantasy of building your own player. We’ve had different stories, progression systems, and ways to get into the league. Now, MyCAREER Eras lets us drop that player into some of the most iconic periods in NBA history.

But I think there’s a bigger idea hiding in there.

What if MyCAREER actually let me live a career?

I don’t mean making the mode longer for the sake of it. Give the basketball enough room to tell the story.

I don’t want less basketball. I want the basketball itself to become the RPG.

Fire & Concrete has a good foundation

I’m still making my way through Fire & Concrete, but the fact that I was itching to get back to it tells me something.

It’s nothing too new or major, but it’s engaging enough. There’s more basketball this time, too. For the most part, you’re watching cutscenes or playing basketball.

I get why 2K has gone in that direction. Most NBA 2K players probably want to spend more time hooping than walking around doing side activities.

Still, there is room for more.

I’d love for the story to stretch into the NBA portion of MyCAREER instead of ending once you make it there. Give me choices that actually shape my career.

Even the little things could use more personality. I miss the days of Freq and Prez. Calling everyone MP for years just doesn’t have the same personality.

Give me less SGA and more Great Barrier Thief.

Let me earn my way into the NBA

The Draft could also be a much bigger part of the fantasy.

I haven’t reached it in my own playthrough yet, but I’ve seen that you can choose where you play anyway. That’s convenient, but I’d rather have more of a process.

Give me target teams. Let teams express interest. Put me through workouts and interviews, then let my performances influence where I land.

Maybe I dominate a workout and move up a team’s board. Maybe I struggle and fall to the second round. And maybe I don’t get drafted and have to fight through the G League.

Multiple paths would make each MyCAREER feel different.

More importantly, my path to the NBA should affect the career that follows.

Make the basketball part of the RPG

I don’t want NBA 2K to become a giant RPG where I’m spending hours managing menus and relationships instead of playing basketball.

The basketball itself should be the RPG.

Start me somewhere. Maybe I’m a fringe rotation player or  a second-round pick. Perhaps I’m a highly touted lottery selection.

Then let me play my way forward.

Year one could be about earning a rotation spot. Year two might mean becoming a starter. By year three, perhaps I’m an All-Star. Later seasons can bring bigger expectations, roster changes, injuries, championships, and the question of what kind of player I want to become.

That’s progression that means something beyond XP and VC.

SEE ALSO: NBA 2K27 review: A two-way All-Star

Running Mate shows the potential

The Running Mate system gave me a glimpse of what this could look like.

At first, I found the objectives with Trace Miller annoying. Then I realized they were forcing me to be more deliberate and play better team basketball.

That’s a pretty neat tutorial for someone like me, especially since I built an Athletic Iso Savant who would rather create his own shot.

The co-op MyCAREER concept points in the same direction. I didn’t get enough time with a second player to properly judge it, but even the early objectives made me think about being a better teammate.

Imagine if those relationships evolved over several seasons. Your Running Mate could become a lifelong teammate, get traded, or force you to adjust your game as the roster changes.

The career itself can create the drama.

Let the progression breathe

The starting rating of 60 is rough. If you don’t want to spend extra, you can grind activities like Casual Corner to reach the 73–75 range, where your player starts feeling like an actual NBA prospect.

But I’m not convinced the answer is simply starting everyone higher.

A 60 rating can make sense. The bigger issue is balancing progression for different kinds of players.

Some people have time to grind every game. Others don’t. Some will spend to speed things up. Others won’t.

NBA 2K27 already has Key Games, which lets you move through a season faster. The tradeoff is slower progression if you only play those.

I think that can work.

Want to become a Rookie MVP? Put in the work. Play more games. Perform better.

Want a more realistic career? Take your time and build your role naturally over several seasons.

That’s where MyCAREER Eras could really shine.

MyCAREER Eras is the Hail Mary

Introducing MyCAREER Eras showed me a potential time-travel, player-locked sandbox that’s waiting to be expanded upon.

I look at those historical eras and immediately think:

How else am I gonna help Allen Iverson get a ring?

That’s the kind of fantasy I want from NBA 2K.

The problem is that I can’t simply take my leveled-up build and jump into another era without having to level that build again through grinding or buying VC.

That’s the part that really rubbed me the wrong way.

If MyCAREER Eras is supposed to be an offline historical sandbox, it feels like the perfect place to take some of the live-service friction away.

Let me pick an era. Let me pick a year. And then let me bring in my player at the rating I’ve already earned.

Then let me play.

The City can remain the online, competitive side of NBA 2K. That’s clearly what a lot of players want, and that’s fine. It’s just not really my thing.

Give me an offline MyCAREER Eras sandbox focused on playing basketball and building a career.

And make it long.

What if I could stay for five years?

This is probably the biggest change I’d want.

Let me play a full five-year NBA career with my player. Not because 2K needs to artificially stretch the mode, but because the career itself should evolve.

Maybe I start as a nobody and finish as a franchise player. Perhaps I get drafted by the wrong team and have to fight for a bigger role. Maybe I never become a superstar and instead become a sixth man who wins a championship.

Maybe I become D-Rose’s Running Mate to a championship or two.

That’s where the fantasy becomes personal.

My suggested tweaks still need work. I’m not pretending I’ve figured out the perfect version of MyCAREER.

But MyCAREER Eras showed me something bigger than the feature itself: 2K has the beginnings of a time-travel, player-locked sandbox just waiting to be expanded.

You’ve already made me care about my player. Now let me actually have a career.

Give me the basketball, the choices, and the time.

Then let me see where my career takes me.

Gaming

NBA 2K27 review: A two-way All-Star

Better ball game, same 2K?

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NBA 2K27

If NBA 2K27 were a player, he’d be someone getting out of his rookie contract and coming back from the summer with improved defense and finishing.

Same player, but with some significant tweaks.

The general controls are the same, but there are notable changes to player collision and physics. Those changes have a real impact on how you finish shots around the rim and how you play defense.

There are also new modes you can sink your teeth into, although these could definitely use more training to reach their full potential.

That’s really the story of NBA 2K27.

It doesn’t reinvent NBA 2K. It makes the basketball better.

Call the play

The core gameplay changes are immediately noticeable.

The pace is slower. The game feels more deliberate. It feels even more like a real basketball simulation than something arcadey.

You’ll definitely feel the change during the first few hours, especially if you’re playing on Superstar or Hall of Fame. You have to be more precise with what you’re doing, whether you’re attacking the rim, looking for a shot, or trying to stay in front of your man.

But if you’ve been playing basketball simulation games for years, the adjustment isn’t particularly difficult.

I’ve been playing all the way back from NBA Live 97 before switching over to NBA 2K12. I’m familiar with how these games work, and NBA 2K27 doesn’t completely throw that foundation out the window.

If you’ve been playing NBA 2K since the ProPLAY era, a lot of the controls and animations will feel familiar.

The changes are most obvious when you’re looking for them. After a few games, though, they start fading into your normal gameplay. You naturally adjust to the new feel and speed.

Take it to the rack

NBA 2K27 Gameplay

The biggest adjustment for me has been finishing.

When I first got my hands on the game, I was attacking the rim with reckless abandon.

The results weren’t great.

NBA 2K27’s changes to player collision, the Dynamic Layup Engine, and the way contact plays out around the basket mean you can’t just assume you’ll get the same result every time you drive.

You have to be more methodical.

You need to know the ability of the player you’re controlling. That means understanding their ratings, their animations, and the defense you’re going up against.

My play style was never that of a layup mixmaster, so I’m admittedly having a tougher time getting a feel for this.

Even with players I regularly use, like Vince Carter, Derrick Rose, and Giannis Antetokounmpo, some of the layups and close-to-the-rim shots still feel awkward.

But the tools are there.

You just have to figure out when to use them.

That’s where NBA 2K27 starts feeling like actual basketball. You find where you can create an advantage, attack that point, and then adjust depending on how the defense reacts.

The Dunk Meter also gets a logic-driven overhaul, which means you can’t simply rely on forcing your way to the rim and expecting a highlight every time.

You have to read the situation.

Lock him up

Defense is another area where I immediately felt the difference.

The AI feels smarter.

Where it used to take a while for the AI to lock in on a player who was on fire, it now makes adjustments more quickly, especially at higher difficulties.

Help defense also feels less arbitrary. It reacts to the pace of the game and adjusts accordingly.

That’s important because it makes defending feel less like you’re fighting the game and more like you’re actually reacting to what’s happening on the floor.

It also happens to fit my play style.

I’m much more interested in shot contests and blocks than steals. My MyPLAYER build reflects that too. I tend to favor a higher block rating over steals.

NBA 2K27 gives that approach more room to breathe.

Position yourself properly. Time your jump. Read the play.

You can rack up blocks.

The improved collision system plays a big part in that, as does the redesigned hands-up defense and better contest feedback. There are more situations where you can actually feel like you made the defensive play instead of simply hoping the animation goes your way.

Find your rhythm

Shooting is a little different for me because I basically have two experiences with it.

In MyCAREER, I’m a deadshot.

I’ve been using mostly the same shooting animations, so I have them down to a tee whether I’m using the button or Rhythm Shooting.

Quick Play and MyNBA are trickier.

There, I’m constantly adjusting to the timing of every player I use.

But I appreciate that there’s no randomness to the shooting. It behaves pretty much exactly as 2K described it.

You have to hit the green window.

That window expands or tightens depending on the player’s ratings and the intensity of the shot contest.

So when I miss with a player I’m not familiar with, I don’t immediately feel like the game cheated me.

I probably just missed.

That’s the kind of consistency I want from a basketball simulation.

Let him cook

The slower pace also changes how you approach offense.

You can’t always just run your favorite action and expect it to work the same way it did last year.

The game wants you to pay attention.

That doesn’t mean every possession suddenly turns into some high-level basketball chess match. It’s still NBA 2K. You can still get into your rhythm, call the plays you like, and let your best players cook.

But when the game gets tighter, especially at higher difficulties, you have to make better reads.

There’s a significant amount of computation happening where both your own skill and the stats of the player you control affect the outcome of each action and play.

In that regard, the game feels balanced.

My brother and I used to play against each other a lot when we were younger. One of his biggest complaints was that things in the game didn’t behave the way they would in real life.

I used to think it was mostly about learning the physics of the game.

His criticism still made sense from a development standpoint, though.

And I think NBA 2K27 is closer than ever to things in the game behaving the way they would in real life.

Make the right read

NBA 2K27 Gameplay

That balance is also why the new gameplay takes some getting used to.

You can be good at NBA 2K and still have to respect what your player can actually do.

You can have an elite player and still make the wrong decision.

And you can have a great matchup and still attack the wrong part of the floor.

The game gives you the tools. It’s up to you to find the advantage.

That’s especially true around the rim.

If you’re going to attack, you need to understand the player you’re using and the defender in front of you. If the defense closes one option, you need to find another.

That sounds obvious when talking about actual basketball.

It feels surprisingly refreshing when a basketball game makes you think about it in the same way.

Running the floor

MyCAREER is where I spent the most time outside of straight-up basketball.

I put around six to seven hours into Fire & Concrete and, even while writing this review, I was still dying to get back and finish the story.

It’s nothing too new or major, but it’s been engaging enough.

There’s also more basketball this time around. The experience is mostly cutscenes and basketball, which I actually appreciate. As someone who likes story and RPG elements, I do wish there was more to it, but I also understand why 2K is leaning harder into the basketball.

Most players probably just want to hoop.

I do wish MyCAREER would give us more meaningful paths into the NBA, though.

I haven’t reached the Draft in my own playthrough, but I’ve seen videos showing that you can essentially choose where you play anyway.

That’s generally fine, but I liked the idea of previous MyCAREER games having target teams, workouts, interviews, and ways to influence where you end up.

That’s a real process draftees go through.

I’d like to see more of that.

Running Mate

The Running Mate system is a nice new wrinkle. I completely forgot about it when I was building my MyPLAYER because I was so focused on making my own build as self-sufficient as possible.

My archetype is an “Athletic Iso Savant,” molded around Kaede Rukawa from Slam Dunk, although my actual play style leans more toward Mitsui.

Then I had to pick a Running Mate for Trace Miller.

There are nine archetypes inspired by NBA stars, with three options each for guards, wings, and bigs. Ultimately, I went with the Giannis build because it felt closest to Hanamichi Sakuragi, who would have been Rukawa’s actual running mate had Slam Dunk continued.

The Running Mate objectives were annoying at first.

But they did force me to think beyond my own player and actually use the tools 2K gives you to play within a team.

I also spent around three hours in the MyPLAYER Builder, exploring my own builds, prebuilt options, and builds I found online. I like the new badge-led approach because it feels a lot like the passive buffs you’d find in an action RPG. You build around the badges that fit how you want to play, then use Badge Tokens and other systems to further shape that build.

I haven’t spent much time with female MyPLAYERs yet, but I absolutely intend to. I’m planning to play The W with another Iso Savant build: Dance Machine Momo.

The second unit

Progression is still where NBA 2K27 loses some points with me.

It’s still very much pay to— I wouldn’t necessarily say win, but pay to have a better experience.

Starting at level 60 is insufferable for those first few games. If you want to avoid spending, your best bet is to grind some VC through places like Casual Corner and get your player somewhere around 73–75.

After that, progression starts feeling more reasonable.

I also didn’t get enough time with Co-op MyCAREER to properly judge the experience with another player. Certain personal circumstances got in the way of me actually hooping with a Player 2.

From what I did experience, though, it adds another interesting wrinkle to MyCAREER. Some early objectives require both players to perform well, which gives the mode a different dynamic from playing through the story alone.

MyCAREER Eras is another story.

I haven’t played enough of it to give it a proper verdict, but there’s one part of the mode that immediately disappointed me.

I think it’s highway robbery that you can’t just take your current leveled-up build and jump into another era.

You can take the build, yes.

But you still need to get VC, either by grinding or buying, to level that MyPLAYER up for that save.

If it’s the same build, I should be able to take that same leveled-up player into another era.

How else am I gonna help Allen Iverson get a ring?

The Hoop ‘What If’

MyCareer Eras

MyNBA is my ‘What If”.

This is the mode where I usually take Jason Kidd’s Nets, add Vince Carter, keep Richard Jefferson, change up the rest of the players, and try to get them a ring.

The Kidd, Vinsanity, and the Bald Eagle.

This is also where I give D-Rose a ring and imagine what his career might have looked like if he never suffered those devastating injuries.

I’m particularly fond of the 2000s NBA, so I’ll sometimes build around the 7-seconds-or-less Suns or reunite Stephon Marbury with Kevin Garnett sooner.

That’s what I love about MyNBA.

It’s where I can rewrite NBA history however I want.

NBA 2K27 gives me more room to do that.

The biggest addition for me is the expanded number of teams and assets you can move around in Trade Proposals. That’s something I’ll get a lot of mileage out of because I’m already planning a full Kobe Era What If.

I previously used one save file for one focus team. This time, I think I’ll go all in on a couple of saves. One starting in 2002-03 and another a season or two later.

I still wish there was a simpler way to jump into a specific season, though.

I want to drop into 2005-06 with the correct rosters.

The players are already in the file.

Why can’t I just pick the season?

MyNBA Legacy

MyNBA Legacy is a much bigger commitment.

I tried it, but dipped out pretty quickly. It feels like a mode that needs more attention than I could give it during this review period.

My first instinct was to pick a retired legend and drop him into the modern NBA.

You can technically do that, but it’s a roundabout process. You’d have to add a Classic Team where that player is part of the roster and build a custom league around it.

That also means adding his teammates and creating a weird imbalance when all I really wanted was the player.

I didn’t get far enough into Legacy to properly judge the generational mechanic either. From what I’ve seen, it feels more like a G Leaguer than a regular NBA rotation player.

I’d still try a long Legacy save, though.

There’s enough here for me to be curious.

Same old ball game

This is ultimately where NBA 2K27 gets complicated.

The basketball is better.

The rest of NBA 2K feels much more familiar.

The City is basically the same experience for me. The nighttime and neon redesign looks nice, but it also feels like a copy-paste of the last two or three years.

Casual Corner is a genuinely useful addition for someone like me, though. I consider myself a casual online player, and having a place to grind and advance my specialization without jumping straight into the deep end worked wonders.

The general menus are familiar too.

The home menu looks almost exactly like NBA 2K26, with minor changes to the look, colors, and featured players.

None of this is particularly egregious.

But you notice it after enough annual releases.

There’s an argument to be made that NBA 2K could work as a live-service game with major annual software updates instead of an entirely new release every year.

I don’t know what that would do to the business or how players would react.

But as we get closer to the next generation of consoles, I think it’s at least worth looking into.

The same goes for roster management.

I remember back in the 2000s and early 2010s when I memorized every player because I had to manually handle player movement myself. Now, I don’t necessarily want to go back to that. I just want an easier way to keep the game current.

And then there’s the Kobe-Pau Lakers.

Why are those teams still not part of Classic Teams?

That’s a HUGE and GLARING missed opportunity.

Don’t reach for the check

If you already own NBA 2K26, the strongest reason to upgrade is the gameplay.

The collision system changes how you attack the rim, how shots at the basket play out, how blocks happen, and how shot contests feel.

The smarter AI helps too.

So does the slower pace.

All of it pushes NBA 2K27 closer to the kind of basketball simulation I’ve always wanted it to be.

But if you’re short on funds, don’t make this a priority.

Wait for the inevitable Christmas or All-Star Weekend sale.

NBA 2K27 is still very much NBA 2K.

It doesn’t reinvent the franchise. The City isn’t suddenly a revelation. The menus aren’t going to make you feel like you’re playing a brand-new game. Some of the modes still feel like they need more time and attention.

But the actual basketball?

That’s where 2K made the right investments.

NBA 2K27 is a two-way layup mixmaster that’s a borderline perennial All-Star.

I’m giving the game a Swipe Right because as a basketball simulator, it remains uncontested.

There are certainly many things they can improve in terms of presentation, rosters, and keeping other game modes more interesting and engaging, rather than just focusing on the ones that have people spending on Virtual Currency.

But it’s still a joy to play if you’re a hoop head.

You can recreate NBA moments however you want. Maybe it’s something that just happened on a random Tuesday. Maybe it’s getting your favorite NBA star an elusive championship.

That’s what keeps me coming back.

And NBA 2K27 gives me a better basketball game to do it with.

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Final Fantasy VII Revelation launches April 8, 2027

The remake trilogy reaches its finale

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Final Fantasy VII Revelation

Square Enix has confirmed that Final Fantasy VII Revelation will launch exclusively on PlayStation 5 on April 8, 2027.

The announcement came during the latest PlayStation State of Play, alongside an extended look at the action RPG’s gameplay, new features, and Premium Editions.

Final Fantasy VII Revelation serves as the final entry in the Final Fantasy VII Remake series. It follows Final Fantasy VII Remake and Final Fantasy VII Rebirth, bringing the reimagined story toward its conclusion.

Explore the world aboard the Highwind

Final Fantasy VII Revelation expands the series with a vast open world that players can explore aboard the iconic Highwind airship.

Players can also travel with Piko, the party’s chocobo companion. Piko returns as both a mount and combat ally. The chocobo will grow stronger alongside the party and unlock new abilities that help with exploration and battles.

The game also introduces a new dynamic character-switching system. Players can instantly switch between party members while exploring the world.

Traversal gets another upgrade with a grappling gun. It lets players quickly scale rooftops and move through cities in new ways.

A new combat system

Combat expands with the Function-Integrated Tactical Suitwear, or FITS System.

FITS lets players customize their play styles through uniforms with unique move sets. Four specialized FITS are available: Warrior, Knight, Black Mage, and Summoner.

Each FITS changes a character’s abilities and combat role, opening up new tactical options. The uniforms also change the characters’ appearances.

The latest gameplay footage shows Cid using the Knight FITS and Vincent equipped with the Summoner FITS.

Players will also have more control over how certain quests unfold. They can choose which party member handles specific quests, with those decisions affecting subsequent story events and gameplay scenarios.

Queen’s Blood returns

The popular Queen’s Blood card game also returns in Final Fantasy VII Revelation.

This time, the minigame gets a new storyline centered on Red XIII. Players will face new opponents and challenges that expand on the strategic card game.

Some opponents can dramatically alter the flow of matches, providing new challenges even for experienced Queen’s Blood players.

Premium Editions revealed

Pre-orders for Final Fantasy VII Revelation are now available through the PlayStation Store.

All editions include a pre-order bonus: the Mecha-Chocobo & Moogle Summon Materia.

The Premium Edition includes the base game, Story Expansion Pass, and 24-hour early access. It also comes with the Reclaimant Choker accessory and consumable items for the early stages of the game.

The Story Expansion Pass will provide access to two story-focused DLC expansions. Square Enix says more details will be revealed at a later date.

The Premium Plus Edition includes everything in the Premium Edition, along with additional digital and in-game bonuses. These include a digital art book, digital mini soundtrack, Polydroid Alexander Summon Materia, Nymphwing Bracelet armor, and Risk Taker’s Choker accessory.

With its expanded world, new combat systems, additional traversal options, and more personalized character-focused storytelling, Final Fantasy VII Revelation is shaping up to be the most expansive entry in the remake trilogy.

Final Fantasy VII Revelation launches on PlayStation 5 on April 8, 2027.

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Acer unveils the smaller Predator Atlas 7

The console will have the same power but with more portability.

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Sometimes, an inch makes all the difference. Fresh off the launch of the Predator Atlas 8, Acer is back with the Atlas 7, a similarly powerful handheld console with an inch lopped off for better grip.

An inch isn’t just an inch in this case. The smaller form factor is supposedly better for your grip, making it much more portable than its predecessor. In line with that, the grips are better molded for your hands. It has a larger palm rest area and an anti-slip texture.

Inside, you’ll find much of what made the Atlas 8 so powerful. The console can come with up to an Intel Arc G3 Extreme processor and up to an Intel Arc B390 GPU. These are paired with up to 24GB of memory and up to 1TB in storage.

For the nitty gritty on the display, the Atlas 7 has a 7-inch FHD screen with 120Hz refresh rate and 500 nits of brightness. It’s also protected by Corning Gorilla Glass Victus for additional handheld protection.

Rounding everything out, the Atlas 7 has Thunderbolt 4 ports, room for a microSD card, and support for Wi-Fi 7 and Bluetooth 5.4. Finally, you can get up to an 80Wh battery.

Though Acer unveiled the console at IFA 2026, you’ll have to wait a little longer to get your hands on it. The Acer Predator Atlas 7 will come out in the last quarter of 2026.

SEE ALSO: Acer unveils Predator Atlas 8 handheld with Intel Arc G-Series power

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