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NBA 2K14 Hands-On Impressions
The King graces the cover of the King of the digital hardwood: NBA 2K14.
 

First things first: This is not a review. The official OS review will come around release day. This is just a hands-on preview and random thoughts of someone who spent this past weekend playing the game and nothing more.

I only played exhibition games and a couple of hours of My Player so this preview will mostly focus on gameplay. Very few people have the game at this point so while online is available there is no one around to play against to try out features like Crew mode.

If you want specifics about features like Lebron’s Path to Greatness mode, which I played 20 minutes of and could be fun, there are plenty of previews floating around which discuss that mode.

Over the past two days I have played eight exhibition games. I completed four of them and the rest I played up to a half. I played each game with 11-minute quarters, in simulation mode with a few tweaks to the foul sliders.
 

NBA 2K14 plays the most realistic game of basketball yet...period.

Positives

-Giving credit where credit is due, the gameplay features 2K has been promoting (improved pick and roll, blocking, better CPU AI) are all things which have been greatly improved. The first thing you will notice when playing the game on default is the game is a lot more physical. You will constantly see players hit the floor and getting knocked off balance when driving the lane, contesting a shot or battling for rebounds.

-On default, the players feel a bit heavier and have more momentum when driving than in past games.

-CPU AI: I swear every time I read one of these previews for a new NBA 2K game, the author is talking about how the CPU is so realistic and how each team plays like it does in real life. For the first time, I honestly feel like this year that statement is completely true. There are several examples I noticed:

  • Rockets v. Lakers- The AI consistently looks for Howard in the post, Lin in the pick and roll and Harden on Isos and pick and rolls. Shooters like Parsons hang out on the perimeter waiting for kick outs by Harden and Lin off picks. Houston also shoots a ton of threes like in real life.
  • Cavs v. Wizards – Irving absolutely destroyed me with the pick and roll(40 points and a game winning layup) but he didn’t ball hog. CPU ran several post plays for Bennett and Bynum. Waiters also got a few touches but he struggled in the game.
  • Grizzlies v. Thunder – CPU looks for Randolph and Gasol consistently in the post. Randolph plays like he does in real life. For example, he went to work in the post on two straight possessions. One ended with a baby hook in the lane. The second was him pivoting to face up Ibaka and sinking a 17ft jumper in his face.

-I was very impressed by the CPU’s defensive rotations and double teams. For example in a game with Clippers v. Heat, I had a mismatch with LeBron posting up Redick. Dudley came over to double to force me make a pass. The key here is that when Dudley left Ray Allen, Griffin rotated over to make sure that Allen didn’t have an open look.

-The improved help defense slightly improves the number of turnovers. What impressed me was that it didn’t feel cheap. If you dribble into traffic, there is a chance that you will turn the ball over because of the help provided by the CPU’s teammates.

-The CPU will also occasionally trap players in the corners and off of pick and rolls. In the Cavs’ game, Irving got really hot in the third and my CPU controlled teammates started to trap him. They did not do that in the first when he only had 8 points. It got so bad that Otto Porter (SF) started to cheat off of Alonzo Gee (All CPU controlled) to help Wizards PG John Wall keep Irving out of the paint.

-I absolutely love the “2k Best Play” feature. Instead of having to scroll though pages of plays to call the right play, you can rely on the AI to call the best play available based on the personnel on the floor. You simply press L1 and the CPU will call a play. The best thing about is that it doesn’t seem to be random. For example, I was playing with the Heat and Wade had the ball with 14 seconds left in the quarter. I pressed L1 and instead of selecting a play that could take longer than 14 seconds to develop, the AI chose “Quick Isolation” which is basically a clear out for Wade.

-NBA 2K14 has added a ton of new plays, increased the pace of several of the old plays and improved player movement and intelligence during most plays. An example of this is the ”Punch” play. Punch is a straightforward play where the C/PF sets up on the block and the PG/SG will pass the ball to him from the 3-point line. In past years the PG/SG would pass the ball to the C/PF and would just hang by the 3-point line allowing the man guarding him to potentially double team the C/PF. This year, the PG/SG rolls through the paint after he makes the pass thus creating space for the C/PF to work or potentially pass it to him as he cuts through the lane.

-There are also different ways to run plays. For example, I was playing with Wizards and called the “Triple Dragg” play. This play gives you the choice of running Beal (SG) or Wall (PG) through picks to free up for a mid range jumper. It starts with Wall having the ball. At the top of the key, he can choose to pass it to Beal on the wing immediately. If he does, he will run through a series of picks set by Porter (SF) and Okafor (PF). If he doesn’t, Beal will run through the picks.

-Every year I purchase the 2K series, I have to spend the first week tweaking sliders to get the right game pace, realistic shooting percentages and a realistic number of fouls and turnovers. That hasn’t been the case this year. In the ten years I’ve been playing the NBA 2K series, I have never made less slider tweaks than I have with 2K14. I’m not saying you wont have to change some sliders (I will list the few I had to change in the negative comments) but there won’t be as many tweaks as you had to make last year.

-Some sounds have been improved specifically the on-court sounds. Players now scream “OH” occasionally when there is contact in the paint in an attempt to draw the foul. Default In Arena music is also better.

-The AI is more aware in late clock situations. Instead of holding the ball and taking deep threes when the shot clock runs down, the AI will recognize the clock is low and attempt to drive for a layup or midrange pull up.

-In My Player, specific stats are now connected to draft stock. For example, if you have a PG, getting assists in the draft showcase will affect your draft stock more than rebounds.

-Slight change to the Draft. This year’s version uses the actual audio from this past year’s draft. I laughed when I heard Bill Simmons shouting “Whoa” when Bennett was picked #1 by the Cavs.

-Norris Cole and Iman Shumpert now have their Flat Tops.
 

There aren't many negatives about this year's game, the lack of fouls being the biggest.
 

Negatives

-Loading time on PS3 is slightly longer than what I remember on the 360. This is not a big problem but it is noticeable.

-No improvements seen in crowd sound. Delayed reaction on some big plays like 3’s and dunks, which has been an issue for years.

-Presentation is pretty much the same as last year without Jay-Z and all the gold.

-I said earlier that the game needed very few slider tweaks but there are still some tweaks which are needed for realism purposes:

  • Fouls: I upped the fouls to 95 for both the CPU and user and I’m still not getting enough fouls in my opinion. At 95, I’m expecting teams to hit the bonus regularly but I’m seeing 3-4 fouls per team. Not bad but not enough.
  • Passing and Ball Control: You will need to lower both in order to get a realistic number of turnovers.
  • Inside shot tendencies: This is the biggest one in my opinion. At default, you have to work to keep the CPU out of the paint. The CPU will occasionally take midrange jump shots but needs to take more.

-I don't know if this was in last year’s game but there are no optional controller settings in this year’s game.

-Euroleague: I couldn't be more disappointed in the implementation of the Euroleague teams. Playing games with these teams feels nothing like Euroleague in real life and there is very little difference between the in-game environment in an NBA game versus a Euroleague game. No team specific chants like in real life. Each Euroleague team only have ten players each instead of 12. While the NBA teams in NBA 2K14 each have their own play styles, Euroleague teams do not play similarly to their real life counter parts at all, as there is not enough passing and ball movement.

-Last year’s substitution bug still remains but it isn’t as bad as last year. Anybody who watches NBA games knows that coaches rarely substitute more than three players at the same time but coaches in NBA 2K14 would constantly sub in four and sometimes five players at the same time. This year, the most I’ve seen is four and it happens less frequently than last year but 2K should still adjust it.

-No changes to the halftime show except for announcing the monthly award winners.

-Graphically, NBA 2K14 is pretty similar to last year’s game and I still have issues with some of the cyberfaces. Chis Paul looks nothing like he does in real life.

-Disappointed that Andrew Bynum still has a low haircut in 2K14. I wanted to see 2K’s take on his perm or the blowout afro.

-No updates for Madison Square Garden. MSG has been renovated for the last three years and looks significantly different than it did during the renovation but for some reason 2k hasn't updated the arena.

-Some strange music choices like John Legend’s “Who Do We Think We Are.” Its just strange hearing a love song playing as the game begins. Thank God for custom music.
 

More info on the modes within the game coming in our official review soon.

Other Random Thoughts

-I went into 2K Share and saw that new rosters are available almost daily. Transactions weren’t updated (No Xavier Henry or Shawne Williams on the Lakers and Caron Butler was still on the Suns) but ratings were adjusted. There also appears to be some bad starting lineups like the Pacers starting Granger at PF over David West and Luis Scola.

-The AI ran Chris Paul and Blake Griffin pick and roll is kind of hard to stop. Trap Paul and he throws an oop to Griffin. Roll with Griffin and Paul will take a mid range jumper.

-There are new stat overlays like “Heating Up” for hot players and “Points In The Paint” totals for players as well.

-I am not sure if last year’s foul bug is still in the game or not. For example, lets say Greg Monroe has three fouls in the middle of the second quarter. In last year’s game, the CPU would take out Monroe but he would return with 2-3 minutes left in the quarter, which would never happen, in real life (Monroe would be out for the rest of the half in real life). This occurred in a game I played against the Pistons and while Monroe did not come back at the 3 or 2-minute mark, he did attempt to check in with 1 minute left in the quarter.

-Sub rotations are much better. Bench players play the majority of the second while starters play the majority of the fourth even when tired. I’m not sure if this is a good thing but Bennett played the entire fourth even though Thompson was the starter. The CPU usually defaults to playing the starting lineup the last two minutes of the game unless it’s someone like the Spurs with Ginobili.

-One substitution positive: I never saw a time when there wasn’t at least one of the big 3 on the court for Miami. This would happen all the time in 2K13 using rotation subs and I would be stuck with Norris Cole being the best player on the floor. Rotations also seem better. For example, GSW has Harrison Barnes off the bench and playing the small ball four just like in real life.



The biggest flaw with this year's game is the decision to go next-gen or current gen.


Final Thoughts

There are enough changes and improvements to this year’s game that a purchase is completely justified if you are a fan of the NBA. Its by far, the most realistic NBA basketball game I’ve ever played. The biggest question for me is going to be whether I buy the current gen version or wait until the next-gen version.

Either way, I expect owners of the current gen or next-gen version will be very happy with this year’s game when it releases on October 1 for current-gen and PC owners and also on next-gen launch day in November.


NBA 2K14 Videos
Member Comments
# 141 rjohns23 @ 09/26/13 12:38 AM
Quote:
Originally Posted by Da_Czar
All of the spacing and movement that happens outside of a play aka the freelance enhancements are all there for classics as well. It's just their set plays will not have all the new bell's and whistles including any refinements to make them run better like handoff's etc.

The general system upgrades may have their set plays running better but they weren't edited to take advantage of the new improvements.
As far as freelance goes, in 2k13 if you called for a pick and roll on the wing with your big (big coming to set the screen) for some crazy reason the SF or whoever is the closest will cut and stand/post up on the block on the strong side clogging the lane.

Is this addressed in 2k14? Meaning that when you call for a pick does the CPU gives proper spacing?
 
# 142 ltylerj @ 09/26/13 02:18 AM
Is Create a Legend in or did they take it out?
 
# 143 La Verite @ 09/26/13 07:38 AM
Quote:
Originally Posted by Red Kafe
I mean I wasn't trying to be rude at all , I just saw me asking you were by passing it answering other questions that I posted before that . How was I suppose to know ? A simple " I will check , look back into the thread for an update after hours " to me it just look like you were ignoring . But if you don't want to check no hard feelings , I wasn't the only person asking . If you said you would look into and check then I apologize .


Sent from my iPhone using Tapatalk - now Free
Other reviews our out now as well.
 
# 144 iceberg760 @ 09/26/13 08:51 AM
thanks Aaron/great preview...excited about the gm---oct 1!
 
# 145 aholbert32 @ 09/26/13 10:32 AM
Quote:
Originally Posted by The 24th Letter
Holbert, as you play, can you let us know if the controls grow on you any?
They have and I realized there is a form of controllers settings you can change. While you cant change what the other buttons do, you can change what the shot stick does. I changed it to isomotion and now Im not having issues with accidentally shooting when I intend to do a dribble move.
 
# 146 aholbert32 @ 09/26/13 10:33 AM
Quote:
Originally Posted by Yamomsfavorite
Does the steal button=automatic foul in 2k14? Or is it still a wild pimp smack like last year? And if you miss a steal what happens? How is the recovery from a missed steal?
Not really sure how to answer that. There are multiple steal related animations. Recovery depends on the steal animation used.
 
# 147 aholbert32 @ 09/26/13 10:34 AM
Quote:
Originally Posted by Goffs
Just thought of a question....anything new in the arena sounds? Like free throw misses or player foul outs?
Nope but they separated the sounds for the ASG slam dunk and 3 point contest.
 
# 148 aholbert32 @ 09/26/13 10:36 AM
Quote:
Originally Posted by MarvinOida
I would still like to know if there's any improvement in shoe creator/if it's still there. Also any other shoes added/removed. Thanks for taking time for looking at our comments, aholbert.

EDIT: Steve took care of what shoes were in the game, now I gotta see the shoe creator.

Tap Taptalking away from my iPhone 5.... C.
Dont know what was added but Spalding shoes are now included. Peak and Anta (?) shoes are now in the game but not editable in shoe creator.
 
# 149 aholbert32 @ 09/26/13 10:37 AM
Quote:
Originally Posted by jaosming
Revising my earlier post, thanks for answering all these!
  1. Any new courts for Blacktop Mode (2K13 was Rooftop and Daytime Rucker)? Do players still wear their own uniforms in Blacktop?
  2. Can we upload/download sliders from 2KShare? And does 2KShare still do Rosters/Teams/CAPs?

Thank you again!
I'll check this later today.
 
# 150 aholbert32 @ 09/26/13 10:44 AM
Quote:
Originally Posted by Taer
Thanks for the concise and relevant write-up aholbert32. I think you have reassured me more then any other reviewer that this year's purchase is still worth the time and effort.

My questions focus on the defensive side of the ball; thank you for your answers in advance:

1: With regard to players with signature skills - is there a difference in actual game-play within their specialty or do these players still fill very generic and interchangeable?

2: Do the lower level defenders show their defensive limits out-of-the-box or do you feel we are going to need to tweek the rosters to reflect their issues?

3: I am still a bit concerned with ai perimeter closing and shading; almost all the gameplay vids I've seen still show the ai lagging off of deadly perimeter players (ie Ray Allen in the corner) in key situations. During your gameplay, was the ai shadowing their assignments decently, forcing the play elsewhere or were they still allowing for too many kick-out opportunities as in years past?

Again, thank you for your time.
The tough thing about answering this question is I dont share your opinion about signature skills. Ive always felt that the Skills felt specific to that type of player and never "generic". A player like Harden plays completely different than say Ray Allen and thats largely because of sig skills.

Dont really have an answer for 2.

They shade but it depends on the player they are shading. For example, if its Lebron in the post, the AI will help. If its Greg Oden, they seem to stick with Allen.
 
# 151 sactown_13 @ 09/26/13 10:47 AM
Quote:
Originally Posted by aholbert32
Yes but that makes sense.
In myplayer it doesnt make sense. as a post player im going to set picks that doesnt mean i shouldnt be able to run plays
 
# 152 aholbert32 @ 09/26/13 10:52 AM
Quote:
Originally Posted by VDusen04
I had a big problem with forcing organic turnovers last year against the computer (i.e. not just relying on stealing the inbounds passes). Does 2K14 seem to produce more realistic turnover opportunities via the reading of passing lanes, on-ball strips, helpside tips, and player error (computer/human dribbling into a crowd, losing control)?
Its better but not even close to realistic. One issue that I'm seeing is that when a helpside tip or cpu error occurs, the cpu tends to recover the ball. That significantly lowers the number of turnovers. I'm gonna tweak some slider to see if that helps.
 
# 153 Da_Czar @ 09/26/13 10:55 AM
Quote:
Originally Posted by rjohns23
As far as freelance goes, in 2k13 if you called for a pick and roll on the wing with your big (big coming to set the screen) for some crazy reason the SF or whoever is the closest will cut and stand/post up on the block on the strong side clogging the lane.

Is this addressed in 2k14? Meaning that when you call for a pick does the CPU gives proper spacing?
I mentioned in a video on some pre release footage that the pnr works great in the 3 out 2 in sets but some of the 4 out 1 in sets show the same issue.

http://www.youtube.com/watch?v=vDUA2mFYsSk

I submitted this finding to the Devs after making the video hopefully they had enough time for a fix for next gen if not current.
 
# 154 The 24th Letter @ 09/26/13 11:15 AM
Quote:
Originally Posted by aholbert32
They have and I realized there is a form of controllers settings you can change. While you cant change what the other buttons do, you can change what the shot stick does. I changed it to isomotion and now Im not having issues with accidentally shooting when I intend to do a dribble move.
Interesting, so how are you shooting?
 
# 155 aholbert32 @ 09/26/13 11:44 AM
Quote:
Originally Posted by The 24th Letter
Interesting, so how are you shooting?
Buttons. Ive been anti Shot Stick since the beginning.
 
# 156 shugknight @ 09/26/13 11:47 AM
When you say that there are no Optional Controller Settings is missing, what do you mean by that?

Is there still an option to control one position the entire game?
 
# 157 aholbert32 @ 09/26/13 11:52 AM
Quote:
Originally Posted by shugknight
When you say that there are no Optional Controller Settings is missing, what do you mean by that?

Is there still an option to control one position the entire game?
Years ago, they had multiple contoller settings: Default, Alternate A, Alternate B etc. This year, the only thing you can change is what the shot stick does.

Yes.
 
# 158 JasonWilliams55 @ 09/26/13 11:55 AM
Aholbert,

If you get a chance, could you take note of what happens when holding L1 before halfcourt... and also what happens when holding L1 starting after crossing the HC line.
 
# 159 VDusen04 @ 09/26/13 12:14 PM
Quote:
Originally Posted by aholbert32
Its better but not even close to realistic. One issue that I'm seeing is that when a helpside tip or cpu error occurs, the cpu tends to recover the ball. That significantly lowers the number of turnovers. I'm gonna tweak some slider to see if that helps.
I appreciate the feedback. I'll be interested to hear what sliders you tweak to limit CPU recovery via tips. I recall that being an issue last year as well. I felt as though I'd work very hard to force a tip or loose ball of some kind, only for there to seemingly be a 90% chance the offense would recover possession.
 
# 160 aholbert32 @ 09/26/13 12:25 PM
Quote:
Originally Posted by VDusen04
I appreciate the feedback. I'll be interested to hear what sliders you tweak to limit CPU recovery via tips. I recall that being an issue last year as well. I felt as though I'd work very hard to force a tip or loose ball of some kind, only for there to seemingly be a 90% chance the offense would recover possession.
Play passing lanes and lowering the passing and ball handling sliders worked a little last year.
 


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