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NBA 2K14 Video - Gameplay Developer Insight

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Old 09-19-2013, 12:00 AM   #49
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Re: NBA 2K14 Gameplay Developer Insight (Video)

I would like to know if in the post the right stick defense is still as good as it was in 2K13. It requires no skills at all and was overpowered. It lead to defenders never biting on fakes. I'am hoping that they have slightly raised the effectiveness of the post fadeaway aswell as the hook shots to make the right stick defense not as efficient as before.
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Old 09-19-2013, 12:31 AM   #50
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Re: NBA 2K14 Gameplay Developer Insight (Video)

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Originally Posted by LD2k
Everyone who has played it has enjoyed it.

Every aspect in gameplay has been carefully looked at and balanced. It's just extremely smooth. Visually, yes, we're near the limits on CG, but the feel of it is outstanding.

JasonWilliams can attest to this as well. He had tons of hands-on in Vegas and believe me, you OS'ers came with questions hard and fast. Glad the fellas that were up there could play it and FEEL it for themselves.

Current gen users have a TON to be excited for. Game is FUN and balanced.

Marketing Strategy....
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Old 09-19-2013, 12:33 AM   #51
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Re: NBA 2K14 Video - Gameplay Developer Insight

found a microsoft store in my area! looks like it will be getting current gen version as well
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Old 09-19-2013, 01:00 AM   #52
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Re: NBA 2K14 Gameplay Developer Insight (Video)

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Originally Posted by JasonWilliams55
I think this is what 2K is struggling with this year, how to convey feeling. It's hard to do with words that will make sense for everyone and even harder to show with videos especially from people that really don't know how to play properly. Well what we here consider proper.

The game has a better feel to it that you can only appreciate by getting your hands 'dirty'.
Exactly. Some people are complaining about this being a complete rehash without having experienced the game yet. This is what I call 'Whine Time', the months before and after a 2k release when exaggerated statements are the norm. 2k is a game about subtleties like animation responsiveness and how contact feels, which can't be properly judged just from a video.
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Old 09-19-2013, 02:48 AM   #53
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Maybe there won't be as many missed put backs at the rim now
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Old 09-19-2013, 03:03 AM   #54
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Re: NBA 2K14 Gameplay Developer Insight (Video)

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Originally Posted by KyotoCarl
THIS is how the developer insights should look like! All of them!
This was more like the old written insights used to be, but in video form, which is way more informative and hypes me up for the game even more!
Yeah I agree this video did have that written insight feel. Still not quite as in depth but a very nicely put together video. It's cool because it seems like the focus of their marketing is geared towards us, the SIM crowd. I'm very intrigued to get a feel for 2 things, the improved passing and that solid feeling defense JasonWilliams55 keeps talking about.
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Old 09-19-2013, 03:18 AM   #55
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Re: NBA 2K14 Gameplay Developer Insight (Video)

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Originally Posted by JasonWilliams55
Spamming the block button will result in a collision, that much is certain. Spamming steal I don't think will cause any type of advantage for the defense, I didn't have success in the build I played on (spamming steal).


What I think a lot of people are waiting for is a collision system that mimics how steals occur in real life. If your hand hits ball, you disrupt the ball. If your hand hits flesh, you could be called for a foul.

Right now it's more of a roll of the dice based system so you have hands going through the ball, you have hands going through body parts and sometimes a steal happens, sometimes a foul happens and sometimes nothing happens. I was stoked about the live ball stuff from 2k12, I also get why they took it out. I know realistically any hope for the collision system I want to see lies with the Next Gen.

Another thing that I'm excited about is what we've been hearing about ball handler push offs and drawing charges. Those type of risk reward interactions are huge and have been largely missing. As the collision system evolves and more momentum and weight is taken into account this should really make the game more enjoyable. I'm actually way more excited about that type of innovation on next gen than I am for prettier graphics.
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Old 09-19-2013, 03:45 AM   #56
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Re: NBA 2K14 Gameplay Developer Insight (Video)

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Originally Posted by clipperfan811
What I think a lot of people are waiting for is a collision system that mimics how steals occur in real life. If your hand hits ball, you disrupt the ball. If your hand hits flesh, you could be called for a foul.

Right now it's more of a roll of the dice based system so you have hands going through the ball, you have hands going through body parts and sometimes a steal happens, sometimes a foul happens and sometimes nothing happens. I was stoked about the live ball stuff from 2k12, I also get why they took it out. I know realistically any hope for the collision system I want to see lies with the Next Gen.

Another thing that I'm excited about is what we've been hearing about ball handler push offs and drawing charges. Those type of risk reward interactions are huge and have been largely missing. As the collision system evolves and more momentum and weight is taken into account this should really make the game more enjoyable. I'm actually way more excited about that type of innovation on next gen than I am for prettier graphics.
The question for me is how much control will there be with this from both sides of the ball? How is it gonna work... things like that.

Quote:
YES the defense can push back, but at the same time, you can push off on offense (not just that shoulder lean in animation out of triple threat) I mean off the drive, you can forearm shove (not sure if its contextual or controllable) more than likely its gonna be controllable/contextual meaning that when a riding animation starts, (LD2K made it sound controllable but it has to be in the right circumstances, so to me a combo control/context) if you push for the step back jumper/dribble move you will see the forearm come out and extend giving that separation and even with that, the defense has a counter for that, to flop and draw the offensive charge foul call. So there are definitely levels upon levels of strategy in the gameplay. As said, 11, 12 and 13, mashed, re-tuned and balanced out.

(Think back to 11, when we had that defensive ride out animation where you could get the charge call and extend out that strategy aspect two more levels). So no longer is the offensive player locked into that rideout and no longer can the defensive player force the charge, now, you can fall back and try and get the call, you can break out the rideout on offense with the push off.
This is what I said... going back and looking at it now... damn that sounds like a lot, but really, as said, how controllable is this gonna be... is it gonna be one of those "oh I got the animation!" type things, or is gonna be "okay, i got him right here... bam!, got'em coach" type things.

Contextual vs controllable... have to wait and see.
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