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NBA 2K13 Hands-On Preview From 2K Sports Team Up (vannwolfhawk)

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Old 08-17-2012, 10:28 PM   #65
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Great preview, dude! Quick question:

Are little point guards still blocking 7-foot centers from behind?

Also, are more fouls called, or are the calls at least consistent for both the AI and user? I like the shading addition, but it seems to me that most times when a player drives baseline and the defender forces him out of bounds, that's a blocking foul.
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Old 08-17-2012, 10:28 PM   #66
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Re: NBA 2K13 Hands-On Preview From 2K Sports Team Up (vannwolfhawk)

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Originally Posted by tcnumba10
Did the CPU opponent wait till the Shot Clock was down to the final seconds to put up a shot or did they set up the offense earlier and efficiently against the user?

Also was there more pull-up Js taken by the cpu rather than a large # of PIP and 3PTers taken?

Thanks!
I didn't see it wait to end of clock at all and i saw a good variety of shots from all spots. That could have something to do with me trying to get a better feel for the control with the defensive positioning and giving up easy and quick shots though.
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Old 08-17-2012, 10:29 PM   #67
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Re: NBA 2K13 Hands-On Preview From 2K Sports Team Up (vannwolfhawk)

Vann -- Did y'all see the 'flop glitch'? Maybe it was just in the 'European build'?
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Old 08-17-2012, 10:32 PM   #68
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Re: NBA 2K13 Hands-On Preview From 2K Sports Team Up (vannwolfhawk)

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Originally Posted by blues rocker
nice write-up, vannwolfhawk. very informative. looks like the devs really went all-out this year. my main issue in 2k12 were the inappropriate, ineffective, and unresponsive contextual animations. looks like a lot of that weirdness and sluggishness in the player movement has been worked out for 2k13, so i'm looking forward to it. i just want a basketball game that feels responsive in my hands again. in 2k12, it felt like maybe the devs just didn't have time to iron out the animation library to ensure the animations were quick and appropriate for the situation. in a video game like nba 2k, you can only be as good as the animations the game provides you with, so animations are usually my main area of focus.
I have to say we all said it looks great, but we needed to see if it felt great as well... and it did!

You would be better at this area than me I am sure, seeing that you focus on this. Shakedown was voicing his thoughts on these type of things as well though as thats big for him too. So, it was definitely talked about.
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Old 08-17-2012, 10:44 PM   #69
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Re: NBA 2K13 Hands-On Preview From 2K Sports Team Up (vannwolfhawk)

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Originally Posted by Vni
Got a question. Can we pass out of any layups/contact layups this year? In 2K12 you cannot pass out of certain contact layup animations, wich hardly ever goes in btw, and that's pretty annoying. Like you want to fake the penetration layup to attract help defense on you to kick out to the perimeter, but then all of a sudden you can't because you got caught in an animation you can't pass out of.
I know what you mean and I do not know. Never tried it. That would be awesome though in a few certain types of drives with contact. Maybe have a cut off point as you wouldn't want to see this at the last second of contact would you? Maybe have a open and closed window to pass?
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Old 08-17-2012, 10:45 PM   #70
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Re: NBA 2K13 Hands-On Preview From 2K Sports Team Up (vannwolfhawk)

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Originally Posted by JerzeyReign
Vann -- Did y'all see the 'flop glitch'? Maybe it was just in the 'European build'?
What was the flop glitch? I had not seen it yet. Was it by cpu or user? We supposedly had same build as games com so I'm curious what you mean by this...
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Old 08-17-2012, 10:47 PM   #71
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Re: NBA 2K13 Hands-On Preview From 2K Sports Team Up (vannwolfhawk)

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Originally Posted by vannwolfhawk
I know what you mean and I do not know. Never tried it. That would be awesome though in a few certain types of drives with contact. Maybe have a cut off point as you wouldn't want to see this at the last second of contact would you? Maybe have a open and closed window to pass?
Definately something that recquires timing. In 2K11 there was no layup animations you coudn't pass out of.
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Old 08-17-2012, 10:48 PM   #72
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Re: NBA 2K13 Hands-On Preview From 2K Sports Team Up (vannwolfhawk)

physics are very important to me as well, because realistic physics forces gamers to earn their shots, rather than being able to ram into the paint and warp through people. there was a lot of lenient physics going on in 2k12 which bailed people out and allowed them to be reckless with their decisions. hopefully 2k13 doesn't baby people by letting them do all kinds of unrealistic junk in the paint...like ramming through a crowd without being stopped or called for a charge, or being able to dunk over players with almost no momentum before the jump. however, i am a bit worried after hearing how easy it was to pull of crazy alley oops at the team-up event.

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