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NBA Elite 11 OS Exclusive Video: Oklahoma City Thunder @ Detroit Pistons

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Old 09-04-2010, 06:53 PM   #513
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Quote:
Originally Posted by Jakeness23
Yeah, EA should definitely give up NBA basketball and stick to football, baseball, and hockey because after watching these vids and seeing all that 2K is doing, it's not even kind of close. 2K will dominate sells, graphics, gameplay and everything in between this year. EA will lose more money than they make with their basketball series, or if they happen to make a profit, it won't compare to 2K. Sorry Live/Elite, I actually was kind of hoping I would like it this year, but it's a no-go.
stick to football? they suck in that too.i'll be damned if they hold an nba license.
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Old 09-04-2010, 06:57 PM   #514
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Re: NBA Elite 11 OS Exclusive Video: Oklahoma City Thunder @ Detroit Pistons

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Originally Posted by Clutch masta
looks like a polished ps2 game.
That's only like the 200th time that "witty" comment has been made in this thread...try to be original next time...
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Old 09-04-2010, 07:00 PM   #515
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Re: NBA Elite 11 OS Exclusive Video: Oklahoma City Thunder @ Detroit Pistons

Wait, so you've actually taken the size-up animation and control OUT of the game?

What the hell is going on here? Yet another great feature and great looking move from Live 10 removed?

I seriously feel sorry for anyone with talent on the dev team who has to make a game they don't like but are told to.

I've been one of the harshest critics at times and at other times the biggest fan of Live over the years, obviously seeing all of its highs and lows but this year takes the cake for me. I'm simple stunned at the decision to make this game the way it is.
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Old 09-04-2010, 07:05 PM   #516
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Re: NBA Elite 11 OS Exclusive Video: Oklahoma City Thunder @ Detroit Pistons

Figured you would've know that man, seeing as the dribbling was changed, so were the things that came along with it.
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Old 09-04-2010, 07:05 PM   #517
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Re: NBA Elite 11 OS Exclusive Video: Oklahoma City Thunder @ Detroit Pistons

The ability to do size-up moves is still in the game Admiral but the actual motion captured sequences we saw last year are out.

Most likely took them out because those moves were a sequence of consecutive animations rather then a single set of moves the player could do.

Last edited by Jano; 09-04-2010 at 07:08 PM.
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Old 09-04-2010, 07:16 PM   #518
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Re: NBA Elite 11 OS Exclusive Video: Oklahoma City Thunder @ Detroit Pistons

I just don't get.

Live 10 was close to achieving something special with it's mo-capped animations and multi-player sequences, in that they actually were beginning to feel seemless and less scripted.

The amazing control just topped it off.

I think it's really wrong of a company to release what is essentially a test or work in progress, something that might be worth buying in a couple years and scrap possibly their best ever product in the series.

Sure, if you want to try a new direction then keep it behind closed doors and build it over a couple years, but in the meantime keep polishing the potential in Live 10.

I've almost never based my purchases on a bias or opinion of the company/devs (often jumping back and forth from Live to 2K over the years, based on the better game) but what EA is doing here is certainly isolating their fan base.
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Old 09-04-2010, 11:16 PM   #519
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Re: NBA Elite 11 OS Exclusive Video: Oklahoma City Thunder @ Detroit Pistons

No ball/rim variations whatsoever. According to EA, the sticks are supposed to determine the accuracy of the shot, yet all I see is "Clanks" and "Swishes".

http://nbaelite.easports.com/videos?...-ImO6Coha6DV2r
Sorry. Won't embed.
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Old 09-05-2010, 12:20 PM   #520
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Re: NBA Elite 11 OS Exclusive Video: Oklahoma City Thunder @ Detroit Pistons

Quote:
Originally Posted by Boilerbuzz
This discussion, which I think in general is a good and pertinent discussion here, continues to get derailed from "control versus function" to "control versus look" and I think it's being done to justify one's argument for control. Who here would try to argue looks over gameplay? For guys like Da_Czar and 23, the issue focused on the lack of animations that reflex the physical limitations of the human body in motion. The fact that the result is ugly in their opinion is just frosting on the cake. But the 'cake' is function and function IS gameplay. I don't think anyone can rightly defend the lack of function and the breaking of reality in a 'sim' game as a universally acceptable compromise.

Then we come to the misnomer of "canned" and "2p" animations being made into this pariah. This is the fact about canned animations: if you do not dynamically manipulate or create a single instance of an animation during playback, then it is by definition "canned". If you build a system that smoothly changes animations based on input and events in the game, that doesn't make the animations "uncanned". THIS is what Elite is doing as I understand it. It's not forcing you to start AND FINISH every animations. This is outstanding, but this is not new and that's fine. It may be new to EA basketball, but it's not new. It may have been taken to another level. And that seems to be too far for some people. The concept of branching and interrupting animations has been around for a long time. But to claim that having canned animations is a bad thing is silly. Almost every animation in almost every game (save few tech demos posing as games) is canned.

But I don't want to detract from the main discussion. Being able to interrupt animations is awesome. Hands down. Giving you as much control as you can stand. But not every animation can be interupt-able. How about that "ankle-breaker" animation that played on the user (3:47 first video)? Do you think the user could interrupt or control that? Sure, his actions triggered it. But once it started, he had to wait until it was done. It was not interrupt-able and therefore, using the adopted meaning given: it is a canned animation. But that animation is MORE than fine. No one complained about anything but the context in which it played. How about ball pickup animation? Do you think any of them are interrupt-able? Rebounds? Not interrupt-able. And none of them NEED be! And these are key animation groups in the game. So to argue that "canned animations are bad" is misplaced.

Same for 2p animation. I can start a long thread on this one in of itself. But having a 2p animation DOES NOT, I repeat, DOES NOT, preclude you from interrupting or branching from any of the animations playing on the 2 actors. If I have a problem with any decision made in Elite, it was the decision to just remove 2p animations all together instead of adopting them into the control system. But I won't sit here and try to argue the merits of 2p animations or question EA's decisions. It's their game and they know what's best for their game. If they feel it was the right decision for their game, who am I to say otherwise. I just think the anti-2p animation mantra building here is misguided though.
Branching and interrupting animations have been around for awhile but that don't have anything to do RTP, its the animation engine. RTP takes out sequences in 2-player animations so nothing is predetermine. IRL when you dunk on some one can you say that he is going to fall on his back every time? Do you have 20 different outcomes in real life? RTP is going to give us a different outcome on-the-fly based on the situation in the game instead of having to choose from a animation pool.
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