NBA Elite 11 News Post
NBA Elite 11 Videos
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Man I gotta admit...elite is really looking good aside from the WIP stamp on it and the minor things this is shaping up to be great..both games will be bought indeed.
# 22
Supersonic_BR @ 07/12/10 11:46 PM
Not feeling this game so far.
I hope i'm wrong, but some of those animations are just eye soring, and that had to be the focus this year, not the controls, the controls were fine.
I hope i'm wrong, but some of those animations are just eye soring, and that had to be the focus this year, not the controls, the controls were fine.
Those controls will be nice but the game still has that awkward choppy movement. That's something that pulled me away from Live 10. It's almost like the animations are missing a step. The same with the ball physics. The ball looks so heavy at times.
# 25
Dantecamp21 @ 07/13/10 12:43 AM
Although they stated that all is being driven by real time physics, the feeling that I have is that they're using the old animations (watch the recycled Tony Parker tear drop from 08) with this new system. The main thing is: that won't be nearly enough.
Animations have been the sore thumb for the Live series for years and I'm afraid we're in for a let down once again.
Animations have been the sore thumb for the Live series for years and I'm afraid we're in for a let down once again.
It's funny how people see the same thing so differently! I like that they put out all these videos and all this promoting of the game, because 2k puts out just about zero when it comes to advertising this early and getting to see previews about next years title always gets me eager.... But the bottom line remains that ultimately, no one can comment on how great or terrible this game will be until we've each played it for ourselves.
The one thing I don't understand is how guys who have played previous versions of Live, can say these videos look great are are even impressive at all. On the surface, it looks the same as Live 09 and Live 10. The ONLY reason I know this is "Elite" and not a previous version of the Live series, is because the developers are saying so and because the controller icon at the bottom of the screen.
The one thing I don't understand is how guys who have played previous versions of Live, can say these videos look great are are even impressive at all. On the surface, it looks the same as Live 09 and Live 10. The ONLY reason I know this is "Elite" and not a previous version of the Live series, is because the developers are saying so and because the controller icon at the bottom of the screen.
# 27
dirtypuppet @ 07/13/10 01:13 AM
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# 28
Behindshadows @ 07/13/10 01:21 AM
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And never have I seen player move so stiff, no hip movement, elbow joints with no fluctuations or directions. Knees not bending on jumps and so on.
It's definitely the animations that are killing their titles, as it has been since Live 06. Players are too stiff....I hope more will come of it. Plus EA use to be masters at graphics, but the images / videos have shown the lack of all things graphically impressive. Too bland, lack of detail, lightning, etc.
But then again, it's a W.I.P and more will be shown later.
# 29
rEAnimator @ 07/13/10 01:24 AM
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However, I don't feel that this criticism is really fair. Let me explain why.
My understanding of the controls in Live last year is that the timing of the button release would influence the likelihood that the shot would go in. But you had little to no control over when the shot would be released. Not only that, but the "perfect" release time was the peak of the jump shot when the player released the ball (more or less).
The blocked shot you're referring to in the video happens at the peak of the shot, which is also the "perfect" time to release the ball in Elite. This is not different from last year, and is pretty much common practice in basketball sim games (as far as I understand it).
Now in Elite this year, you have the freedom to release the shot at ANY time in the shot animation. That level of control is unprecedented.
The timing window will be smaller/larger depending on ratings and the difficulty of the shot.
What this means is that the shot in this video may very well have still gone in had the user released earlier. Remember, you don't have to wait until the "perfect" release point to get the basket. If you have a skilled shooter, are close to the net or have an uncontested shot you can release early or late and still get the shot in.
How early and how late depends on a lot of factors as I mentioned. But these are things that you can learn, and with practice you can get better and better over time.
Had the shot HUD been displayed in this video you would have seen all the options open to the shooter. And you'll get that info when playing the game in practice mode.
I hope what I've explained makes sense. There are definitely animation glitches in the video which is to be expected with a work in progress.
But don't take the fact that this one shot happened to be blocked to mean that the shooting system is fundamentally broken.
The bottom line is you have an incredible amount of control over your shots in Elite, more so than any other basketball game that I've seen.
I can't wait until you guys get a chance to try the demo when it comes out, and you'll understand what I mean.
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But yes, at times they aren't for whatever reason in a defensive stance, if that's the case then they are just standing around and will get yelled at and get taken out of the game. I say keep it the way it is.
# 31
rEAnimator @ 07/13/10 01:34 AM
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Physics too I think...I did some on camera interview about that stuff. We'll see if I make the cut
Seriously though, I completely agree when it comes to the player awareness. It's a work in progress, but I don't want to use that as an excuse.
It's something that is already better since when this video was captured, and there are things in the works which will improve it even more before we ship.
# 32
rEAnimator @ 07/13/10 01:42 AM
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We've already received some great feedback from the community, both on the boards and from the guys who came to the studio for community day.
I don't think I've seen EA release as much early, work in progress videos as I've seen with Elite. Personally I like it. It opens things up quite a bit. Gives us a chance to show things off before it's too late to change them.
But they are taking a chance I guess. If people see a video and think its the final product and it turns them off the game I suppose that could hurt us.
I hope people understand the significance of the "work in progress" label and give the demo a shot before making up their minds, one way or the other.
Personally, I'd like to see us be this open every year. Hopefully taking the chance pays off so we can keep doing it in future.
# 33
rEAnimator @ 07/13/10 01:56 AM
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2. This does look pretty jarring in the video. I'm impressed you noticed. I had to watch it a few times myself to be sure of what I was seeing, with the cross fade happening at the same time.
I just went into ANT (our animation and gameplay tool) and verified that there are 12 frames of blend from dribbling to a quick shot gather.
So I cannot explain what's in the video, but I was not able to reproduce that problem here.
Could be a bug, or could be something that has already been fixed.
3. Boxouts are still only really early in development, and I have no idea when this video was taken. So I'm not too worried and will give the guy working on them a bit more time before pointing out issues.
4. Same answer as 2.
5 & 6. The look of the blocks is being worked on now. We needed to get the feel and success/failure rate first right to define the requirements for the animations. Now that we have those requirements, the animations will improve as they are tuned and variety is added.
Thanks for all the feedback.
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Vid was just horrific and I've been pulling for Live the last couple of years. I really liked Live 09 and if they had just touched up on things along with the added animations for these past 2 years I believe they would have been close to catching up by now. This looks worse than 10. Sad to say the least.
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facing death keep his faith! so I hope everything will b smoothed out by gametime cuz u guys have alot of our faith riding on this one! and I say that bcuz there were quite a few things that I was not pleased with in that video, not just the blocked shot.... and with 2 months left til money time for u guys... I'm beginning to feel like wut we see is wut were goin to get bcuz u guys keep showin it to us!!!
so once again.. thanx for the feedback, and I still believe in u guys!!
# 36
rEAnimator @ 07/13/10 02:01 AM
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We could have released beautiful videos of canned mocap anims and just talked about control. But that would have been disingenuous.
All I ask is that you not judge us completely until you're picked up a controller and felt the improvements. The demo will be enough for you to understand what we're talking about.
If you still don't like it, so be it.
But understand the tradeoff between look and feel, and appreciate how early in development we're releasing these videos.
Thanks.
# 37
rEAnimator @ 07/13/10 02:09 AM
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I can't say for sure what the game will be like when it's done, but we're working very, very hard to make it as good as possible.
Thanks for the encouragement. Makes the late nights worth it.
# 38
Dantecamp21 @ 07/13/10 02:12 AM
Another thing that has me worried is the feeling of lack of weight. The players seem to be changing directions without the proper weight shifiting if any at all. That's been the case when they're getting off the ground as well.
rEAanimator, am I wrong? Could you elaborate on that?
rEAanimator, am I wrong? Could you elaborate on that?
# 39
rEAnimator @ 07/13/10 02:16 AM
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The honest answer is that some of it will be fixed, and some of it won't. I really think we can fix a large portion of it, but I know it won't be perfect.
Getting off the ground is a perfect example of where we've had to make tradeoffs between look and feel. People have complained about blocking in the past and how you had to jump before the shooter starts his anim if you want any hope of blocking the shot.
With the new one to one controls, we've given the user the control they need to play effective defense.
But because the game can't anticipate what the user is about to do, we have to make tradeoffs to the animations to make the game play as close to real life as possible.
But that doesn't excuse the weightless feeling when moving around on defense. That's something I think we can address before the game ships.
# 40
dirtypuppet @ 07/13/10 02:34 AM
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I don't mind a small gather before a block, it means you really have to anticipate, it just has to LOOK good.
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