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NBA 2K13: Demo Roundtable

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Old 09-27-2012, 08:45 PM   #57
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Originally Posted by CRAZY2KFAN
2K13 SHOULDVE NEVER CHANGE THE BUTTONS FROM 2K12! PLAYING THE GAME FOR A YEAR THOSE BUTTONS BECAME SECOND NATURE! !!!!!!!!!!!!!!!
I think you can use 2k12's control scheme if I'm not mistaken.
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Old 09-27-2012, 08:45 PM   #58
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why did i just hop step with james and had an easy dunk/layup and he jumps up and does this awkward one handed shot when nobody was in front of him?
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Old 09-27-2012, 09:07 PM   #59
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I love how every 2k basketball demo that creepy guy with the laugh is in there. He sounds like Joba the Hut's little pet with that crazy laugh. I know its always gone in the retail version but it wouldn't be a NBA2k demo without him.
I noticed this too. It's a little strange because he's SO loud and he's SO frequent. Almost rhythmic.

Anyway, I've let a couple of games play out CPU vs. CPU, and it looks pretty arcade-like, lots of fastbreaks and lots of turnovers from bad passes. Not an abnormal amount, but a real-life preseason amount. I'm guessing the play style is set to 'Regular' and the difficulty is 'Pro'. The CPU's generally score around 8-11 per simulated quarter.
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Old 09-27-2012, 11:13 PM   #60
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Re: NBA 2K13: Demo Roundtable

Quite an odd review. It's far less objective than the FIFA one. Funny how "the new controls are so amazing" is the new mantra adopted by the majority of players. How about commenting on some of the arcadish passing, especially on the run? What about the lack of collision in the paint with the up and unders? Or the fact that the continuation rule is inconsistently called? Or the fact that we have to wait in the pause menu?
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Old 09-27-2012, 11:25 PM   #61
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Re: NBA 2K13: Demo Roundtable

Quote:
Originally Posted by Norris_Cole
Some things I noticed already

-Spin move and up and under moves are way overpowered...
-Self alleyoops need to be drastically toned down (I personally would even remove them from the entire game)
-Lack of contact when an offensive player is close/under the rim (maybe a slider thing?), combined with poor shot blocking/too slow contest animations for the defenders. Lead passes could be the cheesers' favorite weapon this year

Everything else feels GREAT, having a lot of fun with the demo
Im with you their, the defense gives up to many easy layups and dunks. Their needs to be more contact, more effort to block shots, or if they can't block shots put them on the line with a hard foul. I hope we can adjust this with sliders also. And hopefully some of this is due to the low skill level.
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Old 09-28-2012, 01:58 AM   #62
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i really enjoyed the demo once i playe it enough i understood the stick controls making it more fun, n its all ive been playing since i downloaded the demo
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Old 09-28-2012, 05:06 AM   #63
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Re: NBA 2K13: Demo Roundtable

Quote:
Originally Posted by actuallybrown
I noticed this too. It's a little strange because he's SO loud and he's SO frequent. Almost rhythmic.

Anyway, I've let a couple of games play out CPU vs. CPU, and it looks pretty arcade-like, lots of fastbreaks and lots of turnovers from bad passes. Not an abnormal amount, but a real-life preseason amount. I'm guessing the play style is set to 'Regular' and the difficulty is 'Pro'. The CPU's generally score around 8-11 per simulated quarter.
Noticed that too. It's like they have a crowd soundtrack for demos and a separate one for retail. Retail has that weird background fan(?) that goes MEEEEOOOOWW every once in awhile instead of the demo's WHOOHOOHOO. I got flashbacks from last year when I first ran the demo.
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Old 09-28-2012, 10:08 AM   #64
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I think the demo is nice. I'll wait to grade the game after tuesday. I do have few concerns though. The rebounding seems kinda off. Even if you're in position for a defensive rebound, a lone offensive player will grab it in the mist of 3 defenders in position for it. Secondly I'm praying that the momentum bs that was in 12 is in 13. I would hope that the better player is rewarded vs a free bee handed to the less skillfull player. I guess we'll see whats up tues.
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