I'm " down 2K's jock " cause the aliasing is more noticable on their sports games for some reason. It flatout looks bad on PS3. Even if they used some kind of post-processing effect it would help the game's visuals on PS3.
I was asking because yes, my guess was 2K wasn't alone in not anti-aliasing. That being said, my point wasn't to give you a hard time about it (I'll leave that to boilerbuz ). I just wanted to get an idea what the norm was.
You say the jaggies look worse on 2K's games. I'm curious, are you running the game in 720p or 1080(i or p)? If 1080, can I you try 720p? I know it is counter-intuitive, but I think the game actually runs natively at 720 and upscales to 1080, and I'm wondering if that is part of why it looks worse to you.
I'm glad I waited until today to post my impressions. Had I posted them yesterday or the day before yesterday like I had planned, they would have been generally negative. What a difference a day can make if you just give it a little more time before making an opinion.
What I Love:
- I love how the AI Defense (both Human and CPU) plays the passing lanes. Passes that I know for a fact would have been successful in 2K10 are no no's in 2K11. This may finally be the game where having those gem point guards that can thread needles really make a difference (which I think was talked about in one of the Insights)
- I love how aggressively the Human AI rebounds now. In last year's game, the Human AI was very pedestrian on the boards. I felt cheated out of a lot of rebound opportunities when playing on Superstar or Hall of Fame. I'm glad to see that every rebound I missed was based on better position by the opposing team and not lack of effort from my team.
- The jump shots feel very intuitive this year. I can go by the "feel" now whether I put up a quality shot or not. Last year, shooting felt more like a crap shoot and really felt like ratings were the only important factor, not spacing or touch like in this year's game.
- The CPU actually misses wide open shots. In 2K10, it felt like the CPU never missed. I'm seeing that FG% are more accurate this year as well because of the missed shots.
- Defense is so fun to play. It seems as though they may finally gotten it right. I wish we still had the ability to shade to one side like in 2K9. If they could add that ability, I would just cream my pants.
- Being able to post up on the perimeter is a Godsend!! Doing fadeaways with Kobe has never felt better. I can only imagine what it will be like controlling MJ because that was the staple of his game during the second 3-peat era.
- I love how passes are influenced by accuracy now. It seemed that in 2K10, the only passes that were ever off target were the forced full court passes. I love getting the rebound with Bynum, rushing to initiate the break, doing a quick pass to Kobe only for the pass to be behind him causing him to have to turn around to retrieve it and therefore negating the fastbreak because the defense was able to recover. Have big men with great outlet passing ability should make a big difference this year.
- Like others have touched on, blocking feels so nice, although I enjoyed blocking in last year's game as well.
- The out of bounds force field seems to be gone.
What I dislike:
- I hope they can add the ability to walk the ball. I don't know what kind of animation they have in place right now, but I hope it's gone in time before the game releases.
- Some of the ball ghosting (the ball going through players) is still evident as it has been in previous editions (although not near the frequency as before)
- All of the animation speeds don't seem to be in-synced. For instance, the running animation is too fast compared to the rest of the game. It just looks and feels awkward to me. The ball looks like it's moving too fast as well in some instances as well. On some shots and passes, it looks like a laser coming out of the player's hands.
Overall, I'm happy with the demo. The game just feels so much more dynamic now. I feel that every my success and failure versus the computer is totally on me and my decision making and my ability to take advantage of my team's assets and limit the harm of our liabilities. I feel that each individual play plays out like it should based on the decision making of my team and the cpu's. I can't wait to get the full game where I'll be able to make some personal tweaks (slowing the game speed a bit, zooming out the camera angle, playing with my new look Nets) and really enjoy what this game has to offer.
I was asking because yes, my guess was 2K wasn't alone in not anti-aliasing. That being said, my point wasn't to give you a hard time about it (I'll leave that to boilerbuz ). I just wanted to get an idea what the norm was.
You say the jaggies look worse on 2K's games. I'm curious, are you running the game in 720p or 1080(i or p)? If 1080, can I you try 720p? I know it is counter-intuitive, but I think the game actually runs natively at 720 and upscales to 1080, and I'm wondering if that is part of why it looks worse to you.
The game automatically sets to 720P on my TV and it looks fine to me; much better than things looked with 2K9 on the PS3.
- The CPU actually misses wide open shots. In 2K10, it felt like the CPU never missed. I'm seeing that FG% are more accurate this year as well because of the missed shots.
Its on pro...once you jack it up to HOF (which im assuming everyone will) that should come back hopefully...i dont want the CPU missing a bunch of wide open shots
A few pages back some guys complained that the game lacks control. WTH? Can you change direction when you go for a dunk IRL full speed? Can you change direction when you try to cross someone out hard (in the middle)? Can you break contact if someone is really determined to body you up? Those are things that can't be done in the game and that is the way it should be and stay that way.
On a second thought there are always guys IRL that think can shoot turnaround J's all the time, but they air-ball an open set shots consistently. Daydreamers.
WOW the presentation is great. first of all i love the new variety of people in the crowd. When Kobe made a fadeaway 3 the crowd was a heck of alot louder then when derek fisher made a open three, i really loved that. The new controls are really good, even though i havent really got the hang of it yet. Another thing is that i decided to try and cheese for a few games, and i think all of the cheese moves are pretty much gone ( and this is on pro-default, mind you.)
another thing i got a kick out of is when the game was over and it says "quit" as your only option, lebron was in the background. This was probably just a coincedence but i still cracked up.
One thing that is slightly bugging me is the amount of contested, turn around, fade away shots Kevin Garnett makes on me. I know he can shoot from mid-range, but no one should be making THAT shot at the frequency he does in the demo.
Something that is really starting to irritate me is some of the floaty animations that occur when you contest a shot in the paint. They look really unnatural like the dude has a jetpack helping him hover to stay up longer.. No sense that those animations should look that bad when everything else is so good.
I posted this in another thread and figured it could help some guys in here with the controls.
Quote:
These are the sig moves I've been able to pull off thusfar:
reverse pivot -- LT+Y+LS in crossover movement
pump fake and step under shot -- LT+RS(flick)+ LS in direction +RS second flick + LS in direction
I also pulled off a crazy Hakeem Olajuwon-esque one hand fake turn around jumper, but I haven't been able to pull it off again.
EDIT: Ok, I just pulled off two ILL moves which included a one hand ball fake before the shot. It seems to have to do with the flick, flick controls Beluba described. It seems depending on the direction of the left and/or right stick, the animation will be different. I wish I could pinpoint how I did it but all I know is that the LT+LS+RS buttons are included.
I can imagine: drive right, LT+RS flick right, RS left + LS down for fade, right? Complicated, but would be dope to pull it off
^^^Yeah, different directions pull out different moves. I've been pulling out some nice moves but they are hard to pinpoint since the controls are screen relative right now.
One thing that is slightly bugging me is the amount of contested, turn around, fade away shots Kevin Garnett makes on me. I know he can shoot from mid-range, but no one should be making THAT shot at the frequency he does in the demo.
>
Same here. But the one thing I noticed about the defense is that if you keep pressing the left trigger while pressing triangle (PS3), they will run at the shooter with one hand up. This seems to make them miss more than just jumping at them using turbo + jump. Not sure how you're playing D, but that has helped lower the percentages for me
Ok I think I got one. I was able to do a one hand fake turn around J using LT+RS(up)+ LS (up). I did this at the top of the key, so in an absolute control scheme this would equal LT+RS(right)+ LS (right).
What you're saying is absolutely movement, which is not what the demo is. The demo is camera relative movement for the isomotion and shot stick.
My description was absolute, but relative if, for example, you start the move from the baseline (left corner of the screen in the demo). You would drive with your right hand toward the paint to start the sequence...
Same here. But the one thing I noticed about the defense is that if you keep pressing the left trigger while pressing triangle (PS3), they will run at the shooter with one hand up. This seems to make them miss more than just jumping at them using turbo + jump. Not sure how you're playing D, but that has helped lower the percentages for me
They seem to do this by default when they are outside of a reasonable distance to actually block the shot, which is good. You won't see guys jumping in the air trying to block shots from like 5 ft away any more.
Can someone explain me how to do Kobe's pump fake followed by reverse spin pivot, exactly, please(on the ps3)? Like where do I have to be, where to I have to drive, what direction to have to flick the shot stick and the direction stick, when should I be holding the left trigger and when to I have to let it go...