For those complaining about sliding, are you new to video games? Do you play all your games in slow motion? Just wondering....it's really a non-issue as long as it's minimized. It happens in every game.
Some of the anims still look rough but I can already tell this game has a chance to be light years better then Live 10.
Everything was happening in real time no canned animation. Last year Kobe would have been sucked in to KG and would have gotten forced into some canned shot animation.
I bet if that was LBJ going in like that it would have been a completed dunk and that would have been great to see. Because it would be just like someone getting dunked on irl, he jumped to late and he payed for it in the air.
I'm loving these videos because they are addressing some huge holes that were in Live 10. Can't tell you how many times I wanted to throw my controller because of some stupid collision animation. This system is going to finally keep those animation centered in reality.
This change was sorely needed because EA was just not going to be able to compete with 2K using the system they had last year. I believe this system allows them to work on multiple parts of the game at the same time. Whereas in last years game they could only focus on one because each area on the court was on its own separate system.
Now everything is universal so they can improve a lot more areas at once. So that alone should make this a more well rounded game instead of the primarily perimeter based gameplay of last year.
So far a guy that liked Live 10 last year this is more then I could have asked for, I just hope that the execution is there. Because if it is I'm going to be having a lot of fun with this one on and offline.
I really hope the foot planting is taken care of prior to launch. I can definitely understand why the systems are fighting each other though. I have 2 issues with this clip.
1) Because of Kobe's momentum off of the bump from Ray Allen, he shouldn't be able to take 1 step and launch from that far and/or jump that high, just looks unrealistic. More of a Kobe fadeaway or scoop layup makes more sense. I know this is user-controlled, and we have the ability to choose, but this was something I mentioned to Connor and think such a shot attempt from that distance and in that much traffic should result in a different type of shot and not even have the possibility to pull off a dunk like that.
2) I really think a lot of the awkwardness people are referring to has to do with the vertical of big men or players in general. Pause the video when both Garnett and Kobe are at their peak, look how far their feet are off the ground. The distance between the floor and their feet is exaggerated. Hypothetically speaking, if Garnett were to have his arms raised at the peak of his jump, he'd nearly be slapping the top of the backboard. The game will look much more natural if vertical ratings are toned down. Just my opinion.
Overall apart from a few visual quirks which have been listed already, I'd say that this sequence plays out the correct result. I look forward to controlling the 'feel' of such moments.
Only major visual quirk for me (apart from the foot sliding) is how high KG gets up. He almost jumps a tad high to begin with, but once contact is made he shoots up even higher (head near the rim). rEAnimator, is there any way to tune this? Verticals seems to be a constant flaw in Elite/Live. Even Kobe, who can get up that high, is probably stretching it at this point in his career. Sure it's possible, but it shouldn't be the norm.
Another small thing I noticed. When Kobe beat Allen, you can see the separation of arms to legs that has mentioned over and over. His arms follow up along Kobe's torso, attempting to somewhat follow the ball/action. Now it looks a tad awkward, but I like how I can see it's more of a dynamic animation rather than a canned 'out of position shot challenge' animation. Good effort on that one (and hopefully there's lots of little things like this all throughout the game)
I know this is user-controlled, and we have the ability to choose, but this was something I mentioned to Connor and think such a shot attempt from that distance and in that much traffic should result in a different type of shot and not even have the possibility to pull off a dunk like that.
This is something I've been trying to get across to rEAnimator also. I know it's user controlled, but there should be a bit more context to court position and most definitely player tendencies (player who rarely attempt dunks etc).
I really hope the foot planting is taken care of prior to launch. I can definitely understand why the systems are fighting each other though. I have 2 issues with this clip.
1) Because of Kobe's momentum off of the bump from Ray Allen, he shouldn't be able to take 1 step and launch from that far and/or jump that high, just looks unrealistic. More of a Kobe fadeaway or scoop layup makes more sense. I know this is user-controlled, and we have the ability to choose, but this was something I mentioned to Connor and think such a shot attempt from that distance and in that much traffic should result in a different type of shot and not even have the possibility to pull off a dunk like that.
2) I really think a lot of the awkwardness people are referring to has to do with the vertical of big men or players in general. Pause the video when both Garnett and Kobe are at their peak, look how far their feet are off the ground. The distance between the floor and their feet is exaggerated. Hypothetically speaking, if Garnett were to have his arms raised at the peak of his jump, he'd nearly be slapping the top of the backboard. The game will look much more natural if vertical ratings are toned down. Just my opinion.
Great post especially on the Kobe dunking sequence I thought it looked bad not just because of what you said but also because its kobe..
He ain't getting up like that anymore he would definitely need a lot more room then that in order to dunk I would think.
And it looks like we gon have to lower them verts by 15 again this year. Guarantee as soon as we do that it should fix the dunk issue and exaggerated jumping just like it did last year.
I really hope the foot planting is taken care of prior to launch. I can definitely understand why the systems are fighting each other though. I have 2 issues with this clip.
2) I really think a lot of the awkwardness people are referring to has to do with the vertical of big men or players in general. Pause the video when both Garnett and Kobe are at their peak, look how far their feet are off the ground. The distance between the floor and their feet is exaggerated. Hypothetically speaking, if Garnett were to have his arms raised at the peak of his jump, he'd nearly be slapping the top of the backboard. The game will look much more natural if vertical ratings are toned down. Just my opinion.
I agree. They're both jumping way too high, and it don't look natural.
I really hope the foot planting is taken care of prior to launch. I can definitely understand why the systems are fighting each other though. I have 2 issues with this clip.
1) Because of Kobe's momentum off of the bump from Ray Allen, he shouldn't be able to take 1 step and launch from that far and/or jump that high, just looks unrealistic. More of a Kobe fadeaway or scoop layup makes more sense. I know this is user-controlled, and we have the ability to choose, but this was something I mentioned to Connor and think such a shot attempt from that distance and in that much traffic should result in a different type of shot and not even have the possibility to pull off a dunk like that.
2) I really think a lot of the awkwardness people are referring to has to do with the vertical of big men or players in general. Pause the video when both Garnett and Kobe are at their peak, look how far their feet are off the ground. The distance between the floor and their feet is exaggerated. Hypothetically speaking, if Garnett were to have his arms raised at the peak of his jump, he'd nearly be slapping the top of the backboard. The game will look much more natural if vertical ratings are toned down. Just my opinion.
this! It's weird but it looks like garnett is trying to block kobe with his head or his chest lol
1. When Allen bumps Kobe, are we seeing a canned animation or the animation is created in RTP? It looks so great (besides the sliding).
2. Just after the bump and before the spin move, that dribble that Kobe did was user controlled or it was part of the animation talked in question 1?
Just like everyone else, I don't like Garnett's reaction after the contact, and it may be because of how high he is. The rest of the sequence is very life-like.
This video showed that the physicality will be there (not only in mid air like other videos showed), and I absolutely loved it on that play.
Making me think that the physics engine is doing his thing, and you guys are doing work with it, having said that, it shows another problem, that in my opinion is in all sport video games, but in basketball it is even more noticeable, foot planting.
rEAnimator already mentioned in other posts, and it is nice to know that people are working on this, because in basketball foot planting is as huge as physical contact. I still say that the first NBA game to get foot planting to perfection, will put basketball games on another level
Another thing that people already pointed out, if you pause the play at the apex of kobe´s jump, he is too hight, he just passed by Allen, 2 step jump, and his head it too close to the rim, RATINGS
You should not have people jumping so hight in certain circumstances, it is different to dunk in a fast-break or after spinning around someone, and this is a common thing in lives games over the last years, and I just hope that this is noticed, as other problems have been, and it wasn´t addressed this year, because of priorities, I can live with that
I liked Kobe adapting mid-air, and if I had to be picky I would only say that it looked easy, it almost felt like the ball slipped from his hand to the basket, and of course Garnett went threw the net without any affect, but rEAnimator already said it was not going to be in this year so np.
Thanks for the video, and mentioning the WIP (doubters), and sorry to be so picky, but when I see Elite franchise raising the level of realism, I have to raise my game, and be more specific and detailed in my opinion
1. When Allen bumps Kobe, are we seeing a canned animation or the animation is created in RTP? It looks so great (besides the sliding).
2. Just after the bump and before the spin move, that dribble that Kobe did was user controlled or it was part of the animation talked in question 1?
Just like everyone else, I don't like Garnett's reaction after the contact, and it may be because of how high he is. The rest of the sequence is very life-like.
I can answer both of those. It's not a canned animation and the move is a user-controlled counter to the defensive pressure.
You know what I get most out of these clips? I feel GREAT knowing how hard they are working on getting these things right and how much they CARE about their product...because of that I feel confident that even if the "day 1" game is not perfect they will be working hard to strive for "perfect"...
Maybe I'm seeing things but it sure looked like Kobe was trying to swat the ball away from him when he tried to get back up from falling as if the ball was in his way of getting up...is the AI awareness gonna be that intuitive ?? maybe I was just seeing things..lol
I just love you can see the physicality, and it's not a canned animation
question: Will the controller vibrate on each "bump" and will the intensity of the vibration or rumble be reflective of how hard you were bumped or nudged? I think it would give a nice touch.
p.s.- i would think that if you were controlling it at normal speed, it would feel so much better than watching it in slow motion
I just love you can see the physicality, and it's not a canned animation
question: Will the controller vibrate on each "bump" and will the intensity of the vibration or rumble be reflective of how hard you were bumped or nudged? I think it would give a nice touch.
p.s.- i would think that if you were controlling it at normal speed, it would feel so much better than watching it in slow motion
Yes, the controller vibrates when you collide and the intensity is driven by the force of the impact.
And I agree about the slow motion thing. It's tough to describe a video when it goes full speed which is why I usually slow it down in these clips.
But at full speed from the gameplay camera many of the visual issues are much less noticeable.
reAnimator is there anyway you would be able to tell us when we are going to get some sizzle? I mean im getting the game regardless but i feel that some sizzle might even get some nay-sayers on over to the Elite side