Steve_OS's Blog
NBA 2K11 Demo Impressions, "Flick Flick" Controls and How to Run Plays
Posted on September 15, 2010 at 10:00 AM.
The PS3 demo seems to be brighter, but also seems to be missing some frames, as I don't see it being as smooth as the 360 demo. Other than that, they both seem to play exactly the same, so there is no real need to really dig into the differences at this point.
The controls will take a little more time to master, but I've pulled off some nice moves. For those that don't know, here are some of the moves and how you can pull them off, taken from one of the NBA 2K11 Developer Insights, as well as a video.
Shooting the Ball
As many of you know, shot control is one of the things I’m most passionate about when it comes to my virtual hoops. And I’m proud to say that NBA 2K11 got a huge upgrade in that regard. When we introduced the Shot Stick back in NBA 2K6 it was one of the best innovations of its time. Unfortunately, over the years, the Shot Stick hasn’t seen a whole lot of upgrades. That all changes this year.
The first thing we did was re-map the dunks, as we felt Basic, Flashy, and Power had way too much overlap. Now, the categories are:
- Straight = Normal/Signature dunk
- Left = Hop/Euro Step dunk
- Right = Rim Hang dunk
- Away = Spin dunk (in traffic) or Reverse dunk (on a breakaway)
- Twirl = 360 in air dunk (for the few guys that can do them)
- Shot Modifier + Straight = Euro Step or Fake Pass (think Rondo) Layup
- Shot Modifier + Left = Hop Step left layup
- Shot Modifier + Right = Hop Step right layup
- Shot Modifier + Away = Spin layup
Momentum jumpers also got some love. Like last year’s drifters, these play when you’re driving across the basket and are useful for creating space against the onball defender. These shots are also interruptible. So you can trigger the shot animation and neutral out the Shot Stick before your player gets off the ground for a pumpfake. I love doing this against overzealous defenders looking for a highlight block. Hit the brakes and they fly right by:
- Shot Stick with momentum = Drifter
- Shot Stick away from rim = Stepback jumper
- Shot Stick opposite your momentum = Spin jumper (Lebron uses this all the time IRL)
Here is a little tidbit Mike Wang (Beluba) posted in our Forums, on "Flick Flick" moves.
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Here is a video from our own EdotD, showing off some of these moves.
As most of you already know, the playbooks have been disabled in the demo, you can't really call a play. But there is a work around for it, as explained by JrDoubleHockeySticks.
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One of the most common questions I've seen on OS and on the Twitter account is, "How do I post up?". It's simple, just hold the LT+RT buttons down.
Here are just a few things I've noticed while playing the demo.
- Paul Pierce set shot looks NICE, Kobe and Ray Allen sig shots are bananas
- Love the momentum and shots that are based off of said momentum, Kobe from the baseline, WOW
- Step back animations were tweaked, looks better
- Rondo fake pass layup, looks uncanny
- Driving and hitting a pull up jumper just feels so nice
- Love the variations on tipped passes
- Love the different types of blocks, weak block and get that S out of here blocks
- AI plays the passing lanes better, can't wait to try it on Sim w/ retail
- Couldn't stand some of the anims last year, where you'd sort of stick and drag along with the defender, not seeing that
- Spacing is lovely, 'nuff said
- Love the fact players spot up for 3 in various spots on the floor, drive and kick FTW
- Alleyoops seem to be more layups than dunks
- Feather the stick and layoff the turbo button some, or you will look stupid
- Choose who comes to double team, nice touch
- Offensive off the ball fouls, over the back fouls, I've seen a few, big thumbs up
- Love how the AI passes out of trouble in mid air, when it needs to
- AI making some nice fast break passes, especially the bounce passing
- Love the help D, was cheesing around (pump fakin') to see some of the dunks and got swatted by help (Perkins) a few times, love that weakside help D
- Seeing a few bad passes here and there at a players feet, where they have to regain control of it. Frustrating when the player is wide open, only to get a bad pass, but frustrating in a good way, since it adds a nice random effect
# 1
bxsteve @ Sep 15
everything u said lol! no but one of the biggest improvements are on D. the fact that u no longer get sucked into an animation on double teams and i've seen a lot less (if any?) canned block animations. in 2k10, if rondo was going for a dunk u'd be able to jus jump anywhere in the vicinity wit pau or bynum and it'd get blocked but in 2k11 i got dunked on as well as blocked a couple and it looked natural.
# 4
frbroussard @ Sep 15
Hey brto, how do u do that half spin fade away with koke. Ive been trying but i cant get to the half spin part
# 5
NBAfan#5423678976 @ Sep 15
@ NS HeLLaDOPe
I got crossed over by rondo defending with fisher and fish slipped a lil and lost his footing as rondo blew by me
I got crossed over by rondo defending with fisher and fish slipped a lil and lost his footing as rondo blew by me
# 6
bxsteve @ Sep 16
hold L trigger (L2 ps3) while ur shooting
u gotta do his signature gather, after doin a size-up or wutever hit Y (triangle ps3) by itself no direction with it and he'll do his sig gather then from there fade away lol
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# 9
LiL_MiK3Y @ Sep 18
i love that having some1 that puts up a weak layup and you are using players such as DW12 u can swat that weak stuff 2 the second or third row or to halfcourt that is an awesome addition. But why are the alley-oops mostly layups i heard you can pull off the off the glass alley oops but im wondering if they're going to do layups on that too, lol.
# 10
misterupgrade @ Sep 18
I seriously can't believe how fluid the movement is in this game. This is the first time I am anxious for a basketball game release.
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