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NBA Elite 11 News Post

REAL PHYSICS IN NBA ELITE 11
Jul 30, 2010

Hello everyone,

My name is Geoff Harrower and I’m a Software Engineer working on EA Sports NBA ELITE 11. I’m very happy to have the opportunity to write a blog about the Real Physics engine we’ve developed this year. The term “Real Physics” can mean different things to different people, so my hope is that this blog gives you a very clear understanding of what we’re doing, why we’re doing it and ultimately what impact Real Physics will have on the game.

The physics in NBA ELITE 11 impacts several different areas of the game in very different ways. I’ll go into detail on each one separately.

No More Two Player Animations

The number one reason we wanted to move towards Real Physics was to eliminate the two player animations that were commonplace in NBA LIVE.

One of my biggest frustrations in playing last year’s game was how often you lost control over your player due to these two player animations.

Some common scenarios in NBA LIVE 10 include:

-when driving the lane you could get pulled into a two player dribble bump animation or a two player jostle animation
-when playing defense against someone you could get pulled into a beat animation through no fault of your own
-when playing defense you could get pulled into a dunk on animation before you had a chance to attempt a block
-when going up for a rebound you could get pulled into a two player animation where the player who would get the ball was already decided before the animation started

Although these animations looked really good while they were playing back, they did not respect your momentum on the court, did not respect user input and had a negative impact on the gameplay experience.

Our solution to this problem in NBA ELITE 11 was to remove all two player animations from the game completely, and replace them with systems that allowed the user full control over their character and where a physical simulation determined the outcome on the court.

Physical Defense

As soon you remove the two player animations from NBA LIVE, there is a very glaring hole in defense which makes it completely ineffective. It became clear that the gameplay engine was relying on the these two player animations to prevent the ball carrier from getting to the rim. We realized that we’d have to start from scratch and rebuild the defensive systems in the game from the ground up.

In order to accomplish this, we built a one on one mode for testing purposes. The goal was to make playing defense fun and effective when you were one on one with your opponent without taking away control from the ball carrier.


The first stage was to take a look at our collision system. Like many sports games it was built to keep players from passing through each other, and encouraged players to pass by each other when in collision.

Under the hood, there were collision cylinders anchored at the players position. Because of the shape, if the dribbler collided with the defender he would just slide around him. This made it pretty much impossible to stop the dribbler.

Our solution for NBA ELITE 11 was to completely change the collision system and introduce something that would allow the defender to stop the dribbler by positioning himself between his opponent and the basket.


I’ve been using an analogy to describe the changes which involves ping pong balls and a pop can.

Take two ping pong balls and put them on a table. Now move them around as if they were two players in the game, one on offense and one on defense. Try and stop the offensive ping pong ball from getting past the defensive one. Not so easy right? They just slide by each other.

Now replace the defensive ping pong ball with a pop can and do the same thing. It’s quite clear that with these collision shapes defense is much more effective.

Things are obviously much more complex in the game, but essentially we have built two “pop cans” for the defender which are positioned along the shoulders and hips respectively. The offensive player has a “ping pong ball” positioned at his chest and hips.

The result is a much more realistic and effective collision system built for playing defense. You really feel like you have a physical presence on the court and have the power to stop the dribbler dead in his tracks.

Locomotion

Effective physical play isn’t of any use if you don’t have enough control over your defensive player to stay between your man and the basket. That’s why we scrapped our old locomotion system and implemented something new that is driven entirely using physics.


What this means is that you’ll get a level of responsiveness like you’ve never experienced before in a basketball game. Because the player is a particle in our physics simulation with a mass and forces applied to him, what he does will always respect momentum and will have a very consistent feel. We’ve tuned the momentum to give you just the level of responsiveness you need to stay with your opponent if you concentrate and react quickly to what your opponent does.

The physics implementation also makes it easy to give different players a different feel based on their player ratings.

Steals, Block and Rebounds

As mentioned above, steals, blocks and rebounds were implemented (at least partially) using two player animations in last year’s version of NBA LIVE. In NBA ELITE 11 we leverage the physics system to give you something completely different.

The biggest difference is that we’re now layering dynamic, physics driven animations onto the player who’s performing these actions as opposed to playing a canned animation. This means that you can steal while you’re moving around (because the steal animation is layered only on the upper body), you can reach in a 360 degree volume around your player, and where your player is reaching to can change dynamically while the animations are playing back.

For steals, this means not losing control of your player while you perform the action. It also means we can use proper physics and collision detection to determine if you got the ball, what direction it will be deflected, and whether or not it was a foul. On offense, it means you really need to protect the ball at all times and position yourself accordingly if you don’t want to lose the ball.

For blocks and rebounds, it means the outcome is not determined before the animation is launched. Players can adjust mid air to counter a dunk adjust or react to a change in direction of the ball mid flight. The physics system also allows us to collide with players mid air and alter the outcome on the court dynamically based on the physics simulation. Bigger, stronger players will be less likely to get bumped off their flight path making them feel stronger in the game.

Releasing the ball to physics

In NBA ELITE 11 you’re going to see a lot more variety in what the ball does, and because so much of the game is simulated through physics you’ll get a much more emergent gameplay experience.

In previous years, when you were passing a ball you’d pick the reception animation first, and throw the ball to that animation. Passes were rarely deflected because the system for picking up a ball that had been released to physics wasn’t very reliable.

This year, the reception system has been overhauled with the goal of always being able to get to the ball in a realistic and responsive way. This will apply to passing/receiving, chasing down a loose ball and rebounding.

Because of this we are now free to release the ball into physics at any time, and the game will respond intelligently.

This means in NBA ELITE 11 you’ll see tips, deflections, missed rebounds, lost dribbles, dribbles bouncing off opponents if you don’t protect the ball. All of this simulated using real ball physics.

Opening up the gameplay this way has made things much more dynamic and unpredictable, just like real NBA basketball.

The Ugly Duckling

One thing I want to be very clear about is that we did not integrate Real Physics into NBA ELITE 11 as a gimmick or as eye candy. We were very deliberate about where we chose to apply physics and to what degree. Every step of the way our goal was to improve the gameplay experience and the feel of the game. At times our animation visual quality may have taken a slight hit in favor of a better feel or more dynamic response. This tradeoff is deliberate.

In a video, a two man mocap animation is always going to look better than a dynamic, physically driven animation because it can be presented in the exact same context in which it was captured. When things change and the situation is different every time, that’s where our system shines. Until you actually play the game and feel the controls and the way the game responds to physics you will not be able to appreciate the tradeoffs we’ve made.

My hope is that everyone who reads this blog will download the demo when it’s released and judge for themselves.

The Bottom Line

Integrating physics into NBA ELITE 11 has had a huge impact on the gameplay experience. The animation system is much more dynamic and responsive to both the physics system and the user’s input, defense has been made both fun and effective by giving control to the player and releasing the ball to physics has created a game with emergent behavior where anything can happen.

This combined with our new controls and the countless additional gameplay improvements the team has worked so hard on this year makes NBA ELITE 11 the most realistic, dynamic and responsive basketball game I have ever played.

And it’s really, really fun.

Source - NBA Elite 11 Blog

Game: NBA Elite 11Reader Score: 2/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 5 - View All
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Member Comments
# 101 Muzyk23 @ 08/01/10 07:57 PM
Quote:
Originally Posted by Pokes404
I think they had to redo the controls because they were taking out two-man animations and adding real-time physics. I'm not a programer or anything, but I don't see how last year's controls would have worked in this year's game. Last year, when you pulled a crossover, there were two things that could happen, either you trigged the "beat" animation and went around the defender or you trigged the "stopped" animation where the defender would bump you and stay in front of you. But since these animations are being taken out in favor of something more dynamic, my guess is that there had to be changes to the controls, as well.

I'm all for it if it works as well as they claim. Once again, for me at least, signature shots/moves are great to have but at the same time they're "fluff." It doesn't have any impact on the actually gameplay. It's just there for show and to look good. I'm fine with having fewer sig shots/moves if it means having great controls, but most importantly, having gameplay that actually simulates real-life basketball (or at least as close as possible in a video game). I'd make that tradeoff in a heartbeat.
Good points. I'm asking to know if leaving last year's control, adding real time physics, retooling control to fit it all and finally removing off animations wasn't enough INSTEAD of inventing new control system. Inventing new control system could've taken away from production time. That production time could have been used to focus on some glarring issues the series has had. Looking forward to the DEVS answer.

I understand that last year's controls maybe weren't fitted to real-time physics and that forced the change. It would mean the main priority were real time physics, not control. Correct me if I'm wroong Dev. Thanks
 
# 102 Tha_Kid @ 08/02/10 07:29 AM
Quote:
Originally Posted by Muzyk23
That production time could have been used to focus on some glarring issues the series has had.
I'm assuming you're referring to

Quote:
Originally Posted by Muzyk23
getting rid of or fixing some nuances like 'suck in' effect, poor blocking, rebounding, stealing of the ball, poor defensive system, giving wieght to the players.

I'm absolutely not judging the end product or your vision but my point is why focusing on control when other things were really broken.
I think you're not seeing the forest for the trees. The Physics system is being used for the blocking & stealing of the ball , playing defense, factoring in weight & strength of players, blocking shots, and rebounding. Just reading how the passing used to work lets you understand why stealing was so broken. The physics system was the solution to the glaring problems the last game had. The controls are there to take advantage of these new systems.

Since you seem to want a dev answer, this might not change your opinion, so the best I can do is point to the Elite 11 interview from June:

Quote:
It is important to note that this is not a remapping of the controls. This is a new system with one-to-one control of the ball. The ANT technology that we use gives us the ability to separate the upper and lower body, to blend all animations, and to use real-time physics for player contact at the same time
I'm sure we've all read the interview before, but it doesn't hurt to look over it again as it might still be the most substantial piece on the game.

http://www.gamespot.com/ps3/sports/n...&mode=previews

I agree with 23 that signature animations are important for differentiating players. That said, I am intrigued to see how the physics in this game differentiate players on a more base level. Still, there is no way EA could expect to not have a backlash for standing put in this area, when they were already so far behind the competition, and really, behind in general. 2K notwithstanding, LIVE 10 was a disappointment in signature style and Elite 11 apparently will be as well. For anyone that played 09, the two years of a decline in this area is hard to accept. "Next year" is "now" in this department. No one should be blamed for not giving EA rope in this area.

I've agreed before with loadleft's ideals as far as the focus of a basketball game, and I expect EA to touch on those down the line. I think alot of this stuff will be moot in a month or so when they do. All the talk is about physics because that is the main cause of change and control because that is the biggest adjustment. Another clip from the June interview:

Quote:
Anything can happen/emergent gameplay--Real-time physics and hands-on controls are two new innovations, but that is not even close to what else is new. We have over 200 gameplay improvements, including a ball that is almost always considered "loose."
...

One thing I want people to understand is that we are building off of the great work that was in NBA Live 10. Most everything people liked about the game is still there. We are not starting from scratch. You will still be able to do set plays, screens, and pick and rolls (all with real physics and not canned scenarios). We are improving on what people liked. I haven't even touched on the new REAL-AI system (originally in NHL and Fight Night), where producers can play the game, and the AI will be able to use the best, most successful moves/shots that we have done right back against us. It is like playing against a human. You will hear and see much more about it over the coming months.
My biggest worry about NBA Elite is basketball strategy, the nuances of the game. So far, NBA Elite has had alot of talk about individual aspects of ball, but nothing on how it all comes together to form the team game. I hope Elite has implemented what i'm looking for in that area. It sounds like it stands a chance to play the best basketball, but will it play the best NBA ball? Time will tell.

Nokstar, no offense, but you're saying things that are not cut & dry true at all, and rubbing people the wrong way in the process. You've taken what rEAnimator has said and extrapolated it in a way that isn't true. How are more animations bad? As has been pointed out, technically speaking, there are more animations in Elite than in any previous version of LIVE, though the differences will be in many cases adaptations to the physics (my understanding of it, anyway.)
 
# 103 Pokes404 @ 08/02/10 02:06 PM
Quote:
Originally Posted by Muzyk23
Good points. I'm asking to know if leaving last year's control, adding real time physics, retooling control to fit it all and finally removing off animations wasn't enough INSTEAD of inventing new control system. Inventing new control system could've taken away from production time. That production time could have been used to focus on some glarring issues the series has had. Looking forward to the DEVS answer.

I understand that last year's controls maybe weren't fitted to real-time physics and that forced the change. It would mean the main priority were real time physics, not control. Correct me if I'm wroong Dev. Thanks
That's the thing. I think real-time physics WAS the emphasis going in this year, and because of this change, it required the controls to be changed, as well. Sorry, I don't think I explained myself well enough on this point.

I don't think they went in with the idea of completely overhauling the controls. As you've said, and I agree, there were much bigger problems with the gameplay than the controls (which were actually pretty solid to me). I think the #1 item on their list of priorities was implementing real-time physics (which meant taking out two-man animations) which forced them to change the controls to work with the new engine. Of course, this is all just speculation on my part.

I'm not sure I've ever looked forward to a demo more than this one. I was very excited about playing the Backbreaker demo, but my first love has always been basketball. I'm really eager to see if this game can replicate real-life basketball.
 
# 104 Nokstar @ 08/02/10 04:21 PM
Quote:
Originally Posted by Tha_Kid
I'm assuming you're referring to



I think you're not seeing the forest for the trees. The Physics system is being used for the blocking & stealing of the ball , playing defense, factoring in weight & strength of players, blocking shots, and rebounding. Just reading how the passing used to work lets you understand why stealing was so broken. The physics system was the solution to the glaring problems the last game had. The controls are there to take advantage of these new systems.

Since you seem to want a dev answer, this might not change your opinion, so the best I can do is point to the Elite 11 interview from June:



I'm sure we've all read the interview before, but it doesn't hurt to look over it again as it might still be the most substantial piece on the game.

http://www.gamespot.com/ps3/sports/n...&mode=previews

I agree with 23 that signature animations are important for differentiating players. That said, I am intrigued to see how the physics in this game differentiate players on a more base level. Still, there is no way EA could expect to not have a backlash for standing put in this area, when they were already so far behind the competition, and really, behind in general. 2K notwithstanding, LIVE 10 was a disappointment in signature style and Elite 11 apparently will be as well. For anyone that played 09, the two years of a decline in this area is hard to accept. "Next year" is "now" in this department. No one should be blamed for not giving EA rope in this area.

I've agreed before with loadleft's ideals as far as the focus of a basketball game, and I expect EA to touch on those down the line. I think alot of this stuff will be moot in a month or so when they do. All the talk is about physics because that is the main cause of change and control because that is the biggest adjustment. Another clip from the June interview:



My biggest worry about NBA Elite is basketball strategy, the nuances of the game. So far, NBA Elite has had alot of talk about individual aspects of ball, but nothing on how it all comes together to form the team game. I hope Elite has implemented what i'm looking for in that area. It sounds like it stands a chance to play the best basketball, but will it play the best NBA ball? Time will tell.

Nokstar, no offense, but you're saying things that are not cut & dry true at all, and rubbing people the wrong way in the process. You've taken what rEAnimator has said and extrapolated it in a way that isn't true. How are more animations bad? As has been pointed out, technically speaking, there are more animations in Elite than in any previous version of LIVE, though the differences will be in many cases adaptations to the physics (my understanding of it, anyway.)
and i think you're taking what i said the wrong way. I didnt say more animations were bad...the developers havnt even said they were taking anything away other than two-man animations. What IM sayin is...the guy i was going back and forth with is making it seem like you can just "take away" the suction feeling you get in the game without taking away those animations. I think the more of those animations that cause this, the worst. I know he said he's worried about sig animations...but they havnt said they were taking them away...nor have they said they werent adding any new animations at all....so i just dont get the guys angle really.

If im rubbing people the wrong way that that is just them being emotional about something that is not worth getting emotional about. I am definately taking what reanimator and other developer are saying and taking it for what its worth...because thats who is in control of how the game is going to be. I dont know everything about the game obviously...nobody does beyond the developers...all im doing is forming my opinion and discussing it...this is a forum that is what im supposed to do if im here at all.

None of this should be rubbing anybody the wrong way...that is just silly..we're talking about a videogame lol.
 
# 105 rEAnimator @ 08/02/10 07:01 PM
Quote:
Originally Posted by Muzyk23
hey reanimator..was it really necessary to invent new controls system? I mean Live 10 had a lot of 'suck in' moments but I believe control was its brightest spot..Now I see I was wrong thinking that what new EA Sports basketball title needed were things like more animations and better quality of them, signature stuff all over the place, getting rid of or fixing some nuances like 'suck in' effect, poor blocking, rebounding, stealing of the ball, poor defensive system, giving wieght to the players.

I'm absolutely not judging the end product or your vision but my point is why focusing on control when other things were really broken.
The only thing you mentioned that we didn't put a lot of effort into was "signature stuff all over the place", but like I said, we haven't taken away from what Live '10 had and we have added more player differentiation. It just wasn't the focus.

I think I've gone into enough detail in this thread and others for you to see how we're addressing the " 'suck in' effect, poor blocking, rebounding, stealing of the ball, poor defensive system, giving wieght to the players".

But to your first question: "was it really necessary to invent new controls system?"

I believe this was absolutely critical to making Elite a really great sports game. Shooting in basketball games in the past have been a dice roll where the probability of success is influenced by ratings and position on the court.

In Elite, shooting will be skill based and the difficulty of the shot will be influenced by ratings and position on the court.

In may sound like a subtle difference, but the difference is actually quite significant and changes the entire feeling of playing the game.

Imagine yourself playing a game where you're down by 2 points with 10 seconds left on the clock. You bring the ball up the court and get the ball to your best 3 point shooter who is tightly guarded.

In games that don't have skill based shooting, this is where your involvement ends. You've done all you can do, you take the shot and you know you have maybe a 5% chance of scoring (or whatever number the game calculates for you). You hope for the best, and wait to see if the ball will go in or not.

In Elite 11, if you get the ball to the same guy you'll get a shot that will be pretty difficult. But you know with certainty that it is possible to hit the shot. It's on you to execute well enough to score the game winning point.

In the first example, if you miss you chalk it up to bad luck and hope that maybe next time you take that shot it will go in.

In Elite 11, if you miss that shot you know it was your fault and your fault alone. You know that if you practice, or if you're more composed next time you'll be able to make the shot.

In the first example, if you hit the shot, you know you got lucky.

In Elite 11, if you hit the shot you know you earned it, and that feeling of accomplishment is quite real. It's the closest thing you'll get to playing the real sport through a video game.

That's why we needed to change the controls. We wanted the outcome of your actions to be based on you, and the difficulty of executing those actions to be based on real life basketball.

No more random used to decide the outcome of user actions. Period.

In order to accomplish this we needed to rework the shot controls completely, and I'm really happy with what we came up with.

Everything else fell into place around that.

Hopefully that explains our choices.
 
# 106 dvir10 @ 08/02/10 07:20 PM
Quote:
Originally Posted by rEAnimator
Rest assured that everyone won't act and play the same. Far from it. We have some really amazing AI tech that hasn't been announced yet that I think you guys will really like that was put in specifically for AI behaviors.

All I'm saying is we did not focus on individualizing through animations.

You still have all the sig anims from last year and effort put in on individualizing behaviors of AI players.

Our focus on the animation side was control and physics.

But there are many aspects of a players abilities and behaviors that differentiate him in Elite.
so there aren't any new sig anims??
does this mean that kobe sig shot is the same??? because lest year, his shot wasn't even close.
 
# 107 NoTiCe_O @ 08/02/10 07:45 PM
Good Explanation rEAnimator, I've realized this for a while, the fact that skill makes the difference jut puts this game in its own area, alot of people think you guys shooting control is like 2k's when really the only similar thing is that you use the stick.

I been sayin this and i continue, I hope that this game really differentiates the good from the bad, and when you play online you can tell the skill difference between the higher ranked players and the lower ones. It seems like exploits won't control who wins in this game, an with physics you cant learn the animation, you actually have to learn the game.
 
# 108 Muzyk23 @ 08/02/10 08:25 PM
Thanks for answering and explaining.
 
# 109 Piccaso @ 08/02/10 08:38 PM
It seems like exploits won't control who wins in this game, an with physics you cant learn the animation, you actually have to learn the game.[/quote]
 
# 110 NoTiCe_O @ 08/02/10 10:44 PM
Yea, I cant wait to try it .. It a breath of fresh air for basketball gaming, I'm a 95% online player and anything that brings more competition while making it balanced and skill based at the same time i good with me ..
 
# 111 Jonesy @ 08/03/10 12:08 AM
Pretty interesting blog / read. I think it has the 'potential' to be fantastic and is the way going forward in the long run ie games being physics based as opposed to animation driven.

It's just the fact that it's going to be very bloody difficult to get right is my main concern. I sure hope the EA devs are putting some serious Q and A sessions into this game with real unbiased gamers because it has the potential to be superb and just as equally has the potential to be a bug filled, herky jerky mess. I really can't wait to try it out for myself once the demo drops and see it for myself.
 
# 112 NoTiCe_O @ 08/03/10 05:18 AM
They have a new animation system, and I don't think they're just trying to sell us controls i mean theres still month before more info is released. And they are stressing the control because it changes the game dramatically, its not like there just switching the shoot button from square to circle or something, they are actually changing the way you play the entire game.

The control is gonna be better than past games but its not just about that, it gives the game a natural feel and you actually can think basketball rather than thinking videogames. Most of the motions you use on the controller are similar to motions a player would do in real life.

And EA is smarter than that when it comes to sales, I think that's why they're bundling NBA Jam with Elite 11, not to mention Jam has online multiplayer for some replay Value
 
# 113 Muzyk23 @ 08/03/10 07:09 AM
Quote:
Originally Posted by navi24
lol that is a contradictory statement u made, be real for a minute, u talking about being desperate, it cant get more desperate than to put jordan on the cover lol, because the jordan challenge and getting rid of 2 man animation is the only thing that they have to offer because their player models still look like crap,nba elite 11 has way more stuff to offer us than the other game. i bet u that m.wang ran back to to the other company running his lips about all the good stuff we have this year and they can loose alot of fans unless they put jordan on the cover. because really, thats the only thing thats saving them this year cause if it werent for that alot of ppl would of switch this year just like last year. so go read all the articles EA has put out so u can grasp all the drastic changes that went on before running ur mouth because if u think that controls and physics is the only thing they are bringing to the table then u really are d***,deaf and blind.(no offense)
posts like this one will get you banned quickly (being a rookie)..besides, they are childish and 'no offense' doesn't help
 
# 114 Muzyk23 @ 08/03/10 07:11 AM
Quote:
Originally Posted by NoTiCe_O
They have a new animation system, and I don't think they're just trying to sell us controls i mean theres still month before more info is released. And they are stressing the control because it changes the game dramatically, its not like there just switching the shoot button from square to circle or something, they are actually changing the way you play the entire game.

The control is gonna be better than past games but its not just about that, it gives the game a natural feel and you actually can think basketball rather than thinking videogames. Most of the motions you use on the controller are similar to motions a player would do in real life.

And EA is smarter than that when it comes to sales, I think that's why they're bundling NBA Jam with Elite 11, not to mention Jam has online multiplayer for some replay Value
come on man you sound like you have already played the game
 
# 115 bigeastbumrush @ 08/03/10 09:47 AM
Quote:
Originally Posted by flyboy703
yes people say they want more sig playing styles, but its like you arent getting the big picture you can make the players play as sig as you want them to because you control them... They have already stated the sig shots that where there last year will still be in the game along with a few add-ons... If the gameplay is good people will barely even notice some of the sig play is not there. if you can still post some up with kobe fake one way and then fade back the other with smooth transition and control you will love the game
The bolded is just not true.

I'm all for control and I think skill-based shooting is a huge step in the right direction. Yes, I think the user's skill should play a big part in the player's success/failure.

But don't say that generic-based dribbling, shooting, blocking mechanics is sufficient enough for a next-gen game because it's not.
 
# 116 2kfanatic @ 08/03/10 10:51 AM
so basically physics engine = no more sucking players in to an animation..... I don't think anyone could hate that lol.
 
# 117 Muzyk23 @ 08/03/10 11:51 AM
Quote:
Originally Posted by bigeastbumrush
The bolded is just not true.

I'm all for control and I think skill-based shooting is a huge step in the right direction. Yes, I think the user's skill should play a big part in the player's success/failure.

But don't say that generic-based dribbling, shooting, blocking mechanics is sufficient enough for a next-gen game because it's not.
I'm surprised sb even answered that post. I agree with your take.

There is a huge difference between everyone shooting fadeaways, running or handling the ball the same way versus individualism and uniquesness. I barely see any sig moves in Live 10. I guess that is just me. So be it.
 
# 118 23 @ 08/03/10 12:25 PM
Sick of the topic always faltering to games that dont belong in this topic

Im sorry but its not tolerated plain and simple...just too bad
 
# 119 NoTiCe_O @ 08/03/10 02:03 PM
Quote:
Originally Posted by Muzyk23
come on man you sound like you have already played the game
I mean I've enough read previews/ hands ons, talked to the developers, heard from community guys and seen videos. I've seen enough to know that the control is better than they're past NBA lives, and just think about the inputs you have to put in on the controls to do a shot. I mean after playing a ton of super street fighter i can tell you than doing scoops (half circles) and hooks (U shaped moves) on the controller starts to become second nature after a while.

I actually thought of what it would be like to use the controls with a controller in hand and it actually is pretty intuitive if u ask me. Your not jut pushing left for a left hand layup, your scooping it upwards as if your really lifting his hand. All the moves makes sense in a basketball manner, and its not like your just doing some crazy motions to pull off moves.

Your right I haven't played the game, but I've played NHL and I know where good control can take a game.
 
# 120 Muzyk23 @ 08/03/10 04:18 PM
Quote:
Originally Posted by NoTiCe_O
I mean I've enough read previews/ hands ons, talked to the developers, heard from community guys and seen videos. I've seen enough to know that the control is better than they're past NBA lives, and just think about the inputs you have to put in on the controls to do a shot. I mean after playing a ton of super street fighter i can tell you than doing scoops (half circles) and hooks (U shaped moves) on the controller starts to become second nature after a while.

I actually thought of what it would be like to use the controls with a controller in hand and it actually is pretty intuitive if u ask me. Your not jut pushing left for a left hand layup, your scooping it upwards as if your really lifting his hand. All the moves makes sense in a basketball manner, and its not like your just doing some crazy motions to pull off moves.

Your right I haven't played the game, but I've played NHL and I know where good control can take a game.
I hope you are right.
 


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