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NBA Elite 11, NBA Jam Impressions from New York

What's happening family? It's your friendly neighborhood Czar coming at you from New York City. EA invited Czar out to the Change the Game event at the Cellar Bar in the Bryant Park Hotel. At this event, the NBA was well represented by the the new cover athlete Kevin Durant, as well as Steph Curry, John Wall and DeMarcus Cousins.

With an open bar and 9th Wonder on the turntables, the mood could not have been better for a video game enthusiast to get a first look at NBA Elite 11. In a show of raw professionalism and sheer strength of will, Czar avoided the bar until both NBA Jam and NBA Elite 11 could be properly examined.

Now, if the crowd reaction at the event was any indication, then EA may have knocked one out of the park with NBA Jam. Everyone who played Jam enjoyed it. I can easily see Jam as the centerpiece of any gamer's Wii arsenal. The development team stayed very true to the original while offering a few new modes and enhancements that others are sure to enjoy as well. For those who want classic controls, you can also play without the gestures and go completely old school by just using the controller.

Obviously, I was also very eager to finally get my hands on Elite 11. Yaw, an EA community manager, gave me a brief walkthrough on the basics, and executive producer Brent Nielson was kind enough to spend an hour or so going through the game and showing me some of the more advanced moves while answering a few questions.

When I first jumped on the sticks, I was absolutely horrible...

Horrid.

Frightful.

Brent had a good laugh as I launched airball after airball at the rim. However, I let him know that his barbs would be returned in kind as soon as I was more familiar with the controls. The point here is that NBA Elite 11 is a new take on an old story. There will be an adjustment period, especially for seasoned gamers who may be more familiar with other right-stick shooting mechanics.

 


Knowing my own reservations and those of the Sim Nation, I wasted no time inquiring about the hurdles present to restrict Wisconsin's finest (cheesers) from making a mockery out of what was developed to be a very sim control scheme. Many sim fans worldwide will be relieved to know that this is something the development team is aware of and intent on stopping.

To really understand how shooting works in Elite 11, you have to understand the core pillar of the team's gameplay philosophy this year, and that is, user skill determines the outcomes. While that may create a discord among those hoping the integrity of the game is not sacrificed, others feel this is a long overdue addition to what EA perceives to be a stale genre.

It has been pointed out on numerous occasions that you shoot the ball in Elite 11 by pushing up on the right stick. The skill part of the equation is releasing the stick at the top of the jump while making sure you push the right stick straight up. In the one-on-one practice mode, there is a meter on the right side of the screen that allows you to see the perfect release point, and it also allows you to see if your right stick is straight up or slightly left or right of the intended mark. If you release on time and within your sweet spot for left to right movement, you should end up with a good result. In fact, if you had a perfect release in the one-on-one game I played, the ball went in every time.

As I understand it, ratings determine how big of a sweet spot each player has during the shooting motion. This sweet spot will also be affected by difficulty level and defensive presence. So just like in real life, your wide-open shots should be easier for you to make, but if you are being closely guarded by a good defender with good defensive ratings, his pressure will change your sweet spot (As opposed to having an effect on your percentage). Basically, that means hitting a pressured shot will require more skill on your part. This whole breakdown rewards the great skill of the player shooting the ball, and it is reinforced by the ratings. In addition, a player like Kobe will have a greater sweet spot under pressure than a player like Joakim Noah.

One area that I have not seen much written about is the rebounding. Quite on accident another user and I discovered that by pressing up on the right stick to initiate a rebound you could still influence your player's direction with the left stick. We tested this by trying to jump in the wrong direction with the left stick, and we witnessed the rebounder reach back to attempt to grab the rebound. However, I have no idea if this is the way rebounding will work in the final game. But I can say that is was nice to see, and it fit well within their player control philosophy.

All that being said, I now have to say that the control offered in Elite 11 is not a marketing gimmick of any kind. Elite 11 is a game that will reward those who spend the extra time in practice getting more familiar with the controls. After some time on the sticks, your mind starts to grasp the left-stick body and right-stick hands connection, and that is when the game's controls really begin to shine.

One of the drawbacks to having so much control is that the movement of the game can, at times, look a bit erratic because there is nothing linking the offense to the defense. So while the control is amazing, there can be instances where it does not quite look like basketball we are accustomed to seeing. More than any other title, the skill of the people holding the sticks can have a huge influence on how the action is presented in videos of the game.

There are numerous scenarios that can play out when you give users this much control. One of those scenarios involves two experts on the sticks having some potentially epic battles. However, any mismatch in skill sets could produce some of the most lopsided victories known to the digital basketball world. As such, there is no safety net to assist you. If you can not defend and your opponent executes perfectly, it is basically a Cobra Kai situation: strike first, strike hard, no mercy sir!

There are some gamers who will be elated by this. Others may not be too thrilled. At this point one thing is for certain, it is a very bold and assertive move on the part of EA. I applaud the developers for having the stones to set their own course and still build upon the foundation of Live 10's AI. I can only hope they stay responsive to the community as we find out the perils and rewards that may await us all with this new system.

Here is to hoping their execution matches their intentions. If so, 2011 could be a very good year for Elite 11.


NBA Elite 11 Videos
Member Comments
# 41 iminurbase @ 06/29/10 12:01 AM
I read the whole thing with the voice of the Czar in my head...
 
# 42 MarvellousOne @ 06/30/10 02:43 AM
Quote:
Originally Posted by iminurbase
I read the whole thing with the voice of the Czar in my head...
LOL know what's funny is I actually do the same thing.

Nice write up Czar, and congrats on becoming a official staff member of OS. Everything about this game so far has sounded nice and the responses on how the control scheme is sounds reassuring. I'm still going to have to keep my overall judgment on how this game will be until we get some 5 on 5 impressions and game play videos. With the info giving thus far I will say that it's got some potential to be a good title.
 
# 43 rEAnimator @ 06/30/10 03:01 PM
Quote:
Originally Posted by Starlin4Prez
I love the idea of this new scheme and can't wait to get my hands on it.

My only concerns are what is all being sacrificed in the animation department. Da_Czar was saying that when playing there was some unnatural looking movements and interaction between the two players because there are no two player animations to get locked into.

With that said I love the idea of no locked in animations, but at the same time I feel that those type of animations are what give the game an added realism when you can see an interaction between the two players on the court.

I don't know how much Da Czar saw but can you talk about what other animations are being sacrificed for this new control scheme. Are we still going to see signature jump shots and player specific go to moves? Like for instance, Down and semi-circle left from the post maybe be a hook shot for Dwight Howard but for Kobe it would be a turnaround jumper. Things like that. Also what about screen animations, are we still going to see players fight around screens or have those been scrapped as well?

I'm all for total control and allowing the user to create the situation, but I also like seeing these animations to give the game a realistic look when I'm playing.
We still have sig shots and we still have the swim animations and players fighting to get around screens.

I'd say one area where you might be able to argue that animation has been sacrificed is the pre-jump gather for blocks.

In last years game one of the things people found particularly frustrating was how difficult it was to block, and that you would have had to start the block well before the shot in order to be successful.

We have rewritten the blocking system to track the ball better, but we have also reduce the number of frames in that pre-jump gather portion to make it possible to react to a shot animation starting and still be able to get up in time for a block.

In this particular case I think the sacrifice in animation quality is outweighed by the improvement in gameplay.
 
# 44 gamerk2 @ 07/01/10 12:22 AM
Question: If I figure out Kobe's sweet spot, whats stopping me from giving the ball to Kobe and having him shoot every single shot and getting every single on in? From what I'm reading, Sweet Spot = points, which is very, very worrying.
 
# 45 ParisB @ 07/01/10 02:10 AM
Quote:
Originally Posted by gamerk2
Question: If I figure out Kobe's sweet spot, whats stopping me from giving the ball to Kobe and having him shoot every single shot and getting every single on in? From what I'm reading, Sweet Spot = points, which is very, very worrying.
it won't be easy to hit the sweet spot every time, unless you're getting open shots....and if the guy is skilled enough to sink the shots with Kobe often, then it's pretty realistic if you ask me. The guy has the most 50+ point games since Wilt...ask the teams he did that to what if feels like guarding him.
 
# 46 Da_Czar @ 07/01/10 12:06 PM
Quote:
Originally Posted by gamerk2
Question: If I figure out Kobe's sweet spot, whats stopping me from giving the ball to Kobe and having him shoot every single shot and getting every single on in? From what I'm reading, Sweet Spot = points, which is very, very worrying.
What's up gamerk2 ? It's all in the tuning. Personally I am on the fence as to how exactly this will play out. If they do what they are planning it shouldn't be an issue. but there is really no way to tell until you get your hands on 5 on 5 and play for a few weeks right ?

The first couple weeks everyone will be adjusting. But what I'm interested in seeing is after everyone is familiar with the controls and they get to know their team what happens then ?

Also if the person your playing has no defense and can't keep a hand up your going to bury them with a possibly unrealistic high percentage of shots.

I still am not 1000% convinced that 100% accuracy will work in a BASKETBALL game. Maybe other sports but time will definitely tell on this one. The last game to have something similar was admittedly much easier to shoot with (989 sports basketball games I think) and had a meter on screen but it got boring really really fast.
 
# 47 Da_Czar @ 07/01/10 12:11 PM
Quote:
Originally Posted by iminurbase
I read the whole thing with the voice of the Czar in my head...
what's up BASE ???? Haha what I found hilarious was that someone actually stopped me in public after hearing my voice and asked if I knew a guy on the internet named czar. Said I sound just like him.. Hilarious !
 
# 48 Hulkules @ 07/02/10 12:42 AM
Quote:
Originally Posted by ParisB
it won't be easy to hit the sweet spot every time, unless you're getting open shots....and if the guy is skilled enough to sink the shots with Kobe often, then it's pretty realistic if you ask me. The guy has the most 50+ point games since Wilt...ask the teams he did that to what if feels like guarding him.
I dont know man, most of Kobes points result in him making some sort of move or shake to free himself up to get space and then he shoots. If you take away that space or double him his percentage will drop and should result in a miss. Im with the Da Zcar on this one, Im not 100% on this. I would like to see more misses as a result of good defence. If he can "free" himself up which he usally does, then fine the shot is easier. Double teams should affect his contested shots greatly as well.
 
# 49 Jano @ 07/02/10 12:48 AM
Quote:
Originally Posted by Hulkules
I dont know man, most of Kobes points result in him making some sort of move or shake to free himself up to get space and then he shoots. If you take away that space or double him his percentage will drop and should result in a miss. Im with the Da Zcar on this one, Im not 100% on this. I would like to see more misses as a result of good defence. If he can "free" himself up which he usally does, then fine the shot is easier. Double teams should affect his contested shots greatly as well.
And the defense will have an effect on the sweet spot this has been said time and time again. If you are being heavily guarded when you take a shot your sweet spot will shrink it will not be the same as when you are open.

So that concern is being addressed all we can do is hope for the best though because if we don't all it will lead to is nitpicking and frustration.
 
# 50 Jano @ 07/02/10 04:49 AM
Quote:
Originally Posted by Smokez4DAyz
I have no gripe with EA trying to get their bball correct. But why is it they always, and I mean always are one year behind 2k? In 2K, the shooting has always been done with a signature shot, signature release point and a varying window for release point accuracy based on player skill, defense, spacing, etc.

Why is that the EXACT same explaination for this "new" for NBA ELITE? Maybe others don't pick up what I do, maybe I read between the lines better than most, but come on, don't you see it? Live 10 played alot like 2k8, now you want ELITE to be 2k10?

I love the quotes they make that state bball games in GENERAL all have the same issues. Well why are you implementing A SHOT STICK? About 4 Years ago you guys still used 2 shooting buttons, LMAO.
In 2k10 Kobe has a very funny release point, so does Dirk, which both are different from Lebron's, anyone who just shoots, will never hit on a consistent basis unless they practice, now nba elite is saying you might have to practice more with your favorite teams to get their style down...wow, something any 2ker has been doing. I still cant get Danillo Gallinari's shot release...lol
So once again to try to join them, you must copy them, just don't be so ignorant in these community events, admit that you guys still praise NBA 2K and they give you guys all your ideas for the next year, when yall see what they've implemented in the same turnaround time as you guys. I can see it already, NBA ELITE with 400 pairs of kicks to unlock, but no realism, and I see they might be going back to baseline view, Im a Broadcast view man. They want you to use baseline low cuz their corny control scheme only works when the ball handler is facing up/down. Gimmie a break with this. I care not about EA basketball. Like I never Cheerios, cuz Im a frosted flakes man. EA Canada continues to wait for 2K to show them what basketball should play like.
Lol at this whole post.

I guess EA should just hang it up now because obviously they can never make a game that can rival 2K.
 
# 51 Hulkules @ 07/02/10 07:45 AM
Quote:
Originally Posted by Jano
And the defense will have an effect on the sweet spot this has been said time and time again. If you are being heavily guarded when you take a shot your sweet spot will shrink it will not be the same as when you are open.

So that concern is being addressed all we can do is hope for the best though because if we don't all it will lead to is nitpicking and frustration.
Dude, I know the sweet spot gets smaller. But I want there to be a penalty for taking dumb shots over doubles and heavy guarding. If you can push it straight up then it goes in all the time which shouldnt be the case. I can already see people shooting heavily contested shots with Kobe instead of passing the ball to the open man which isnt good basketball.

Even open shots are missed by great shooters, but apparently it goes in if you push it up perfectly. I hope I am very wrong cause this game sounds unbelieveable.. Cant wait to get my hands on the Demo.
 
# 52 ©roke @ 07/02/10 10:01 AM
Quote:
Originally Posted by Hulkules
Dude, I know the sweet spot gets smaller. But I want there to be a penalty for taking dumb shots over doubles and heavy guarding. If you can push it straight up then it goes in all the time which shouldnt be the case. I can already see people shooting heavily contested shots with Kobe instead of passing the ball to the open man which isnt good basketball.

Even open shots are missed by great shooters, but apparently it goes in if you push it up perfectly. I hope I am very wrong cause this game sounds unbelieveable.. Cant wait to get my hands on the Demo.
If the open man has a larger sweet spot than a heavily contested Kobe, why people wouldn't pass the ball?

Anyways, shooting those heavily contested shots with Kobe even if 4 teammates are open is 100% realistic, so...
 
# 53 dexvex @ 07/02/10 10:29 AM
Quote:
Originally Posted by Smokez4DAyz
I have no gripe with EA trying to get their bball correct. But why is it they always, and I mean always are one year behind 2k? In 2K, the shooting has always been done with a signature shot, signature release point and a varying window for release point accuracy based on player skill, defense, spacing, etc.

Why is that the EXACT same explaination for this "new" for NBA ELITE? Maybe others don't pick up what I do, maybe I read between the lines better than most, but come on, don't you see it? Live 10 played alot like 2k8, now you want ELITE to be 2k10?

I love the quotes they make that state bball games in GENERAL all have the same issues. Well why are you implementing A SHOT STICK? About 4 Years ago you guys still used 2 shooting buttons, LMAO.
In 2k10 Kobe has a very funny release point, so does Dirk, which both are different from Lebron's, anyone who just shoots, will never hit on a consistent basis unless they practice, now nba elite is saying you might have to practice more with your favorite teams to get their style down...wow, something any 2ker has been doing. I still cant get Danillo Gallinari's shot release...lol
So once again to try to join them, you must copy them, just don't be so ignorant in these community events, admit that you guys still praise NBA 2K and they give you guys all your ideas for the next year, when yall see what they've implemented in the same turnaround time as you guys. I can see it already, NBA ELITE with 400 pairs of kicks to unlock, but no realism, and I see they might be going back to baseline view, Im a Broadcast view man. They want you to use baseline low cuz their corny control scheme only works when the ball handler is facing up/down. Gimmie a break with this. I care not about EA basketball. Like I never Cheerios, cuz Im a frosted flakes man. EA Canada continues to wait for 2K to show them what basketball should play like.


so much fail dude........
 
# 54 Da_Czar @ 07/02/10 10:38 AM
Quote:
Originally Posted by turftickler
What's up Czar? I can honestly say that I am actually excited for at least one EA Sports title this year. That is NBA Elite 11. I almost got excited for NCAA 11, but I had to pass.

Now, from many years of experience with video games, about a year with FNR4, and now a few weeks experience with Backbreaker, I can say that physics is definitely the way to go. And giving us more control over dribbling, shooting, passing, running, and hopefully dunking will put this game on top of the NBA 2k series. I am a 2k fan, but I used to be an avid NBA Live fan.

On to my question. Are there any plans to go to a variable, real-time acceleration system or are we going to be stuck with a stop and sprint system seen from in the 7 minute NBA Elite 11 video. The reason I ask is since I have been playing Backbreaker, I have notice that all the players accelerate realistically. I would like to see that in a basketball game for once.
What's happening Turf forgive me for not answering this question man I just saw it... I am not sure of the exact plans and maybe one of the devs can step in here but there is no more turbo button so the aim would have to be towards something more along the lines of what your question is..

So short answer I don't know, But also yes I think so if that makes any sense.
 
# 55 loadleft @ 07/02/10 01:14 PM
Czar, I've asked this question of the dev's several time and have gotten no response, but did anyone explain to you why they didn't just put the full range of speed on the left analog?
 
# 56 Da_Czar @ 07/03/10 12:16 PM
Quote:
Originally Posted by loadleft
Czar, I've asked this question of the dev's several time and have gotten no response, but did anyone explain to you why they didn't just put the full range of speed on the left analog?
Great question Load. I haven't asked and no one has mentioned it. But they have said that they are still tweaking that aspect to try and get it to feel right. From the time I have spent with these companies there is one thing I definitely know for sure. That is that almost everything you see in a game is there because it solves some sort of problem or issue. Now it may cause many more but there is always a tradeoff when making these games.

As I said last I heard they were still working on this area. Maybe start a detail thread talking about how you would like to see it implemented and maybe that can give them some ideas or get them to test it out if they have time.

If i find out something on this and its not a top secret deal I will def let you know Fam !
 
# 57 Da_Czar @ 07/03/10 12:27 PM
Quote:
Originally Posted by thomonkey
the thing you people don't understand is that if somebody does play ****ty defense they SHOULD get killed with an "unrealistic" shooting percentage. if an nba team played defense like some people play online, the opposing team would be shooting in the 80 percents. that is realistic.
Sup thomonkey. In theory, while a bit of an exaggeration, your right, If were talking over the course of a game or two against a bad defensive team and if your hot you can shoot a high percentage. Maybe not 80 but high.

However a bad defensive team would probably be giving up layups and dunks and offensive rebounds and things like that. With this system against a poor defender you could have guys shooting 60 % off of jumpers if they are wide open.

since no one has yet played a build with all the defensive stuff effecting the sweet spot and in a 5 on 5 situation we don't really know. I'm definitely intrigued though and there will definitely be two completely different and hopefully excellent games to choose from which is what I know a lot of us want.

I don't think we can loose this year.

From a me vs you standpoint that could be pretty entertaining as long as your playing with people of equal skill level and there are no major exploits.
 
# 58 ParisB @ 07/03/10 03:27 PM
Quote:
Originally Posted by randombrother
I agree with this. The sim part of the game shouldn't be the score. The sim should be what your players on the court are able to do and the X factor is what can YOU do with them.

So if some chump runs with the Cavs all day and truly sucks at BBall IQ , has no idea there is even a pass button and thinks just by making a couple of dumb juke moves without setting anything up should get him the win he should lose and lose bad against the worse defensive team as long as THAT guy knows how to move his pieces on the hardwood chessboard. He knows how to bring the help, he knows exactly what this guy is going to do and get ready to combat it the he should destroy the Cavs.

See one thing people don't seems to realize is that these elite players aren't dummies. It's hard to defend a Kobe or Lebron because they can do you with the rock OR they can set you up for the kickout to the open man. See it's that "OR" that makes them lethal. But if you KNOW for a fact that he'll never trust his squad and once he gets the rock it's never leaving his hands then playing defense is that much easier. And if they played like these guys online where you ABSOLUTELY KNOW FOR A FACT the guy ain't passing then he should be getting stopped often and frequently by a guy who knows his defense.

Don't take my word on it just look at real life. When Kobe didn't trust his squad they didn't do squat. Once he started trusting his squad look at the rings start rolling in.
Well to his defense, it's not that he didn't trust his teamates before. It was because they sucked. The starting lineup was Kwame Brown, Chris Mihm, Smush Parker, and Luke Walton. Quite a difference between Gasol, Bynum, Fisher, Artest, Odom etc.
 
# 59 sportyguyfl31 @ 07/07/10 09:24 AM
I'm really intrigued to see how this plays out in full game play, full court 5 on 5.

I applaud their efforts, and I hope they are able to execute. I always root for the game that used to be called Live, to re-capture the fun that made me love the series int he 1st place.

The gradual death of pre determined canned animations, is nothing but a good thing for me.

I want to be in full control of everything my player does, as much as possible.
 
# 60 DC @ 11/15/20 04:04 PM
Somebody just brought this article up to me and damn, this was sad man.

They had SO much Promise with NBA Live 10
 

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