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NBA 2K15 Hands-On Impressions from Gamescom (Xbox One)

OSer DaWolf had the opportunity to attend Gaescom, and was able to get his hands on the sticks with NBA 2K15 for a solid amount of time. With plenty of game time, and a chance to speak with Senior Prodcer Rob Jones, DaWolf put together an impressions piece for Operation Sports as we get closer to the October 7 release date of the next NBA 2K iteration.

Impressions

As a typical 2K demo, NBA 2K15 started off right at tipoff without any added presentation of lineups and player information. The first thing noticed was how much smoother the players felt as they ran the floor – on offense as well as defense. Overall the game felt less chaotic than in last year’s version. The off-ball movement of the A.I. felt cleaner and more focused. Other than that, I couldn’t help but feel a bit disappointed with how similar the game felt to NBA 2K14 (shooting, passing, rim physics, etc.).

I saw a lot of improvements in the core gameplay which became much more apparent the more time I had with the sticks. Rob Jones kept reiterating the word “polish” during our discussion, and I would agree “polish” fits the mold of 2K15 perfectly. Here are a few specific areas of “polish” that I noticed:

Movement: This has to be one of the biggest improvement this year. No more sliding on defense (it’s gone!) which gives an overall smoother dribbling and movement system on offense. The improved movement made defense more rewarding as you were able to stay in front of your opponent without being pulled out of position.

Spacing/Defensive Rotations: Yes! This was a huge point for me and I can say that spacing and defensive rotations are a lot better this year. Jones explained they have rewritten underlying defensive A.I. mechanics for better awareness about various situations. I was able to rout the Heat with Ginobli/Parker and Duncan pick-and-rolls by kicking the ball out to a wide open Kawhi Leonard or Danny Green when Duncan slipped to the paint. I would have liked to see more help-for-the-helper defense which would give the opportunity to play a fun cat-and-mouse game with the defense. If 2K could implement more help defense and double rotations, it could rival NBA Live 10´s great spacing.

Rebounding: Jones said the team put in plenty of hours fixing the rebounding, which in turn is noticeable in the gameplay. Bigger players would win the battle most of the time, though I would have liked to see more diversity with rebounding animations.

Contact Animations: This is one of the more defining areas of the game that has improved significantly, and it showed each time players interacted during drives to the paint. Jones mentioned it was a huge point of emphasis this year. Also defensive bump animations had a very realistic feel to it. Overall, defense was much better than last year.

The Little Things

  • Heat check on the D-Pad has returned.
  • Defensive settings have returned.
  • Signature size-ups have returned (right stick towards the basket).
  • The added shot meter under your player was added to reduce the luck factor in wide open shots. If you hit the sweet spot, the ball will go in (most of the time). The meter varies depending on the position, player and situation.
  • FIBA games have a different feel to them (It just felt different and reminded me of College Hoops 2K8 for some strange reason).
  • Online net code was a main focus this year. Two of their best engineers worked on the coding.
  • A lot more and-1s.
     

What I Didn’t Like

  • NBA 2K15 feels like another year of refinements and “polish” rather than a fresh experience. I would have loved to see some radical changes to some of the game’s core elements as I can imagine the casual gamer will have a hard time noticing the differences in the gameplay. But I understand that taking risks with a franchise that sells over 7 million units is not necessarily a smart business move.
  • Lack of help defense and defensive rotations. On one occasion I was posting up Norris Cole with Tim Duncan and backed down deep into the paint. I didn’t see any double team coming over. This is even more frustrating because it happened in NBA 2K14 as well.
  • The transition and responsiveness of the jump shot is an issue when your playing is not facing the rim. There is a slight delay on the button input where the player positions himself to face the rim. Jones said the team would look into the issue.

Overall, most of the issues of next-gen NBA 2K have been fixed and several key improvements will definitely please the hardcore 2ers. NBA 2K15 at this stage is a very strong and polished version of a familiar game.

 


NBA 2K15 Videos
Member Comments
# 81 Jakeness23 @ 08/17/14 07:05 PM
After seeing the screenshot of Chris Anderson I think some work needs to be done on facial hair. It looks fuzzy and kind of weird, not like facial hair. Something like an updated version of The Show's would be good, with a lot more different length options.
 
# 82 Nodima @ 08/17/14 07:31 PM
Since no else has asked yet, I will: when you say Heat check, do you mean the team-wide points overlay that was in older 2Ks, or the most recent one that was replaced by signature skills and displayed whatever player you were controlling's points, rebounds, etc.? I miss the hell out of the latter and hope that's what's returned.
 
# 83 ojandpizza @ 08/17/14 07:35 PM
Idk why all sports games don't just make CAP, and hair/facial hair/facial features the same way games like Tiger Woods, UFC, Saints Row, etc does/did there's.. It all looked very realistic and much better customization options..

Idk how hard it is to implement something like that, or how much disk space it uses.. But 2K could completely eliminate my team and add a super realistic CAP system and I would be ecstatic.. Change the dimensions of the nose, brown, chin, jaw, eyes, mouth, eyes, etc.. Facial shading, hair length on the face and head, hair color shading, features like bumps, freckles, etc..

Plenty of games have had really amazing facial customization options, and I've never understood why 2K wouldn't just take a page from their book. Especially once they added "my player" and realistic caps became even more important. I just don't get it. Why have a system that makes created players look like aliens/cartoons in comparison to everyone else on the game.


Sent from my iPhone using Tapatalk
 
# 84 ojandpizza @ 08/17/14 07:36 PM
My post is extremely off topic lol.. But the post about Birdmans beard above mine just made me think about it all.


Sent from my iPhone using Tapatalk
 
# 85 LILSPAZ57 @ 08/17/14 10:33 PM
No Sliding is something that was said when they introduced ECO Motion in #NBA2K14 I bet when the game comes out most of the stuff we hate WILL still be in the Game this includes. #1.Suck in Animations on Dunks.. #2.Bump Animations #3.Server Connectivity Issues. The only thing I expect to change are the game Modes Thats is What I'm excited for especially My League!
 
# 86 strawberryshortcake @ 08/17/14 10:35 PM
Quote:
Originally Posted by Rockie_Fresh88
Anybody know if the issue at 1:28 has been addressed ? Diaw slides into place

http://youtu.be/wFOKF7m-zWI
I sent Beluba, LD2k, Leftos, OGSPORTS about these sliding concerns a few days ago. I received a thank you response from OGSPORTS for the feedback. At least, hopefully someone's looking at it.

Whenever I see new footage from NBA2k15 leaked footage, all I really care at this point is the defensive footplant -- it's lacking, and definitely needs improvement. There's still too much sliding on the defensive side of things.
 
# 87 Jakeness23 @ 08/18/14 11:05 AM
Another thing that worries me about the game is you have all of these dunks and dunk packages and even if you give your player a bunch of different ones, they still up doing the same 2 or 3 every time.
 
# 88 GudStuffzz @ 08/18/14 12:27 PM
they should add like an explosiveness/first step attribute. it would be nice to see some explosiveness when getting to the rim. I wanna see the unstoppable speed/strength that westbrook/rose/wall/etc uses when slashing their way to the rim
 
# 89 Rensational14 @ 08/18/14 12:37 PM
Quote:
Originally Posted by GudStuffzz
they should add like an explosiveness/first step attribute. it would be nice to see some explosiveness when getting to the rim. I wanna see the unstoppable speed/strength that westbrook/rose/wall/etc uses when slashing their way to the rim
Thats the quickness attribute i guess
 
# 90 2_headedmonster @ 08/19/14 01:48 AM
Quote:
Originally Posted by strawberryshortcake
I sent Beluba, LD2k, Leftos, OGSPORTS about these sliding concerns a few days ago. I received a thank you response from OGSPORTS for the feedback. At least, hopefully someone's looking at it.

Whenever I see new footage from NBA2k15 leaked footage, all I really care at this point is the defensive footplant -- it's lacking, and definitely needs improvement. There's still too much sliding on the defensive side of things.
not only does it need to be present, but it needs to be consistent and not compromised for the sake of rotations. this is what would differentiate speed, agility and elite rotations.
 
# 91 m-dogg @ 08/20/14 10:02 AM
Quote:
Originally Posted by GudStuffzz
they should add like an explosiveness/first step attribute. it would be nice to see some explosiveness when getting to the rim. I wanna see the unstoppable speed/strength that westbrook/rose/wall/etc uses when slashing their way to the rim
this is a good idea, quick first step is definitely different than quickness. Paul Pierce had a deadly first step in his prime, but we was not quick by any means. just had some of the best footwork in the NBA and could readily beat his man off the dribble if they were overplaying his jumper. once his man was beat, his size and deceptive strength made it hard to stop him. Maybe these players should come out of the triple threat moves a little better than the regular animations. do not want it to be overpowered though of course.

This should also be tied to tendencies, as already there are too many non-driving NBA players (in real life) trying to constantly drive into the paint in 2k in the AI side. last thing we need is more of that.
 
# 92 Rockie_Fresh88 @ 08/20/14 10:36 AM
Quote:
Originally Posted by LILSPAZ57
No Sliding is something that was said when they introduced ECO Motion in #NBA2K14 I bet when the game comes out most of the stuff we hate WILL still be in the Game this includes. #1.Suck in Animations on Dunks.. #2.Bump Animations #3.Server Connectivity Issues. The only thing I expect to change are the game Modes Thats is What I'm excited for especially My League!
These issues with online play. Abusing alleys , full court charges just by walking the ball , court spacing , take the fun out of the game for me. Hopefully they've been addressed.
 
# 93 reptilexcq @ 08/20/14 11:52 AM
They need to bring back effective at taking defensive charges; get rid of lame long football pass that resulted stepping out of bound purposely; get rid of arm reach animation that leave you frozen in time and have no way to control or break the animation giving the dribbler a huge advantage; allow more user control...when i shoot the ball, i want to be able to control a different player immediate to try to get offensive rebound. I can't do that in any of the previous 2k game. Either it's too slow or it's ineffective rendering being useless or your skills as a player is violated. If you say, oh that might be an exploit for people try to get offensive rebound after the shot...but wait a minute, the user who play defense can also control a player and box out and get their rebound as well...it's pretty fair to me. I mean if it's in the game, it should BE IN THE GAME!! All i am asking is....let the user dictate how they play the game based on their skills and not the game dictate how the user should play the game.
 
# 94 thedream2k13 @ 08/20/14 11:55 AM
Quote:
Originally Posted by reptilexcq
They need to bring back effective at taking defensive charges; get rid of lame long football pass that resulted stepping out of bound purposely; get rid of arm reach animation that leave you frozen in time and have no way to control or break the animation giving the dribbler a huge advantage; allow more user control...when i shoot the ball, i want to be able to control a different player immediate to try to get offensive rebound. I can't do that in any of the previous 2k game. Either it's too slow or it's ineffective rendering being useless or your skills as a player is violated. If you say, oh that might be an exploit for people try to get offensive rebound after the shot...but wait a minute, the user who play defense can also control a player and box out and get their rebound as well...it's pretty fair to me. I mean if it's in the game, it should BE IN THE GAME!! All i am asking is....let the user dictate how they play the game based on their skills and not the game dictate how the user should play the game.
But the game should dictate what's successful regardless of people's playing style.
 
# 95 stillfeelme @ 08/20/14 12:30 PM
Quote:
Originally Posted by reptilexcq
They need to bring back effective at taking defensive charges; get rid of lame long football pass that resulted stepping out of bound purposely; get rid of arm reach animation that leave you frozen in time and have no way to control or break the animation giving the dribbler a huge advantage; allow more user control...when i shoot the ball, i want to be able to control a different player immediate to try to get offensive rebound. I can't do that in any of the previous 2k game. Either it's too slow or it's ineffective rendering being useless or your skills as a player is violated. If you say, oh that might be an exploit for people try to get offensive rebound after the shot...but wait a minute, the user who play defense can also control a player and box out and get their rebound as well...it's pretty fair to me. I mean if it's in the game, it should BE IN THE GAME!! All i am asking is....let the user dictate how they play the game based on their skills and not the game dictate how the user should play the game.
Some things have to be in the game or it will be cheesed to death because it was in the past and would impact much more users in a bad way. Think about it like this you are playing the game from a 3rd person view controlling one person and knowing where the other person is as soon as you switch before you throw the pass. The long touchdown pass is a pass that happens so rarely because of that fact.

The rebound thing you may have a point. I hope that the CPU rebounds the same regardless boxes out the same whether you switch or not. I wanted the ability to quick jump after a shot some animations you can't do it.
 
# 96 reptilexcq @ 08/20/14 12:52 PM
Quote:
Originally Posted by thedream2k13
But the game should dictate what's successful regardless of people's playing style.
lol..this is getting funny. Well then I might as well watch a real basketball game because no game dictate better than a real basketball game. Hey, no user input and style needed...regardless if they're the same or not...see?
 


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