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NBA Elite 11 Community Day Event Q&A

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Old 06-23-2010, 10:53 AM   #1
Legen - WAIT FOR IT
 
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NBA Elite 11 Community Day Event Q&A


Ok, we can get into specifics, such as the control scheme and such now that the embargo has been lifted.

If we can't answer something, obviously we won't.

So... what you do guys want to know?
Platform: PS3 / Xbox 360
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Old 06-23-2010, 10:58 AM   #2
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Re: Community Day Event - Q & A

How is five on five gameplay.
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Old 06-23-2010, 11:03 AM   #3
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Re: Community Day Event - Q & A

Unfortunately we still have not played a solid 5 on 5 yet.

They are still working out all the kinks before they show it to the public. It was very unfinished and they were still putting in the tech. at the time. 5 on 5 shouldn't change much from what you saw last year. However, we did stress to them most of the issues when we were there about it.

The controls should have no problem translating. I'm guessing with all the real-time physics it's a bit more difficult b/c players auto-sense one another. You don't have do anything to body up; You go next to the defender and he gets into a stance. If you lean into him, he puts up one of his forearms and leans back into you.

You can fight in the back down by flicking the stick at him on defense, just like you would on offense. There is a real struggle to it that I haven't seen since NBA 2k3. I like that you can actually force him off the block too.
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Old 06-23-2010, 11:06 AM   #4
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Re: Community Day Event - Q & A

Will there be real-time physics for in-air collisions (when both players are in the air)?
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Old 06-23-2010, 11:10 AM   #5
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Re: Community Day Event - Q & A

It looked to be there, but didn't seem to be as well done as on the ground. The falling animations however looked to be canned, similar to what has been done in the past.
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Old 06-23-2010, 11:19 AM   #6
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Re: Community Day Event - Q & A

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Originally Posted by gmix411
Will there be real-time physics for in-air collisions (when both players are in the air)?
Judging from what I saw, it looks like players have specific areas of the body that can make contact with others. For instance, there is a system in place that recognizes a player's shoulder and if you make contact with that shoulder it pushes that particular part of the body back. So I would imagine that it will work the same in air as well. I'll say that I was pretty impressed with how the physics seem to work even though they weren't finished implementing it when we were there. I remember the developers saying that they still had a lot of animations and stuff that they were adding to the game and what we were looking at was pretty bare-bones.
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Old 06-23-2010, 11:20 AM   #7
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Re: Community Day Event - Q & A

After playing the game for awhile did the controls start to feel natural?
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Old 06-23-2010, 11:20 AM   #8
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Re: Community Day Event - Q & A

1) Does the new Animation/Control system create any problems with foot planting? In the Developer Diary video, you could see when the players were taking off from the top of the key, they're weren't so 'planted' to the ground.

2) How exactly does the 'real-time physics' come into play? My guess is that upon collisions such as dunks-ons and charges that the falling defender will have a simulation run for his animation, but is there any other ways it will be implemented? Would the player going for the dunk/drive/layup adjust his Animation based on physics also, or will the animation just play out (as it does in the video of Durant dunking on Jennings)

3) For dribbling, the new control scheme seems like it will be taking a whole lot of pre-determined animations and blending them together to create a nice seamless result (similar to quick strike last year), but do you know if there is any room here for signature Animations? EA has done and seems to do a great job of creating control mechanics, but in doing so sacrifices too much in the animation variation department.

4) Explain how the post game is and your opinion on it's implementation.

5) Does shot blocking actually seem rewarding and realistic?

6) With what is quite a drastic advance in controls and mechanics, do you feel that Elite 11 will feel like a finished product in it's own right, or more like a strong step in the right direction with lots of potential, but even more holes.

thanks.
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