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NBA 2K13 News Post


GameInformer has posted the 25 things we know (or will know, after reading it) about NBA 2K13.

Quote:
  • Holding down the left trigger turns the Control Stick back into the Shot Stick from last year.
  • Visual Concepts revamped the passing so players are smarter about which passes they make. This year if you take the ball down the middle on the fast break and see a guy filling the lane you will make a nice bounce pass instead of an overhead pass that is easy for the defender to pick off. If you want to guarantee your player throws a bounce pass, you can hold the left trigger and press the pass button.
  • For the first time in the series, the controls for a dribbler and a player in the post mimic one another. Twirling the right analog stick to spin works in both states. Since players no longer need to master a different minigame when posting up, it should be much easier for players to transition between attacking the basket and playing with your back to the rim.
  • NBA 2K games have always packed in a ridiculous amount of animations, but shots tended to play out the same regardless of contact. Thanks to the new Dynamic Shot Generator, the game now uses a physics system to takes into account momentum, the degree of contact, player size, and strength ratings to determine if a player knifes through the defender, is stopped at the point of contact, or gets the shot off but stumbles and falls to the floor. Visual Concepts hopes this will make contact more realistic and keep the outcomes from looking like canned animations.

Source - 25 Things We Know About NBA 2K13

Game: NBA 2K13Reader Score: 8.5/10 - Vote Now
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Member Comments
# 61 Da_Czar @ 08/11/12 04:36 PM
Quote:
Originally Posted by KSOR24
I have a question about the fogged up sides if you're a scoring-first point guard: does this apply to all game modes and camera angles? It wouldn't be realistic at all if I was playing a quick game with the Thunder and Westbrook had the ball and parts of the court were foggy on the broadcast camera angle.
It's not a literal fog. Just means the AI controlled player can't see as much of the floor as if there was a fog.
 
# 62 deetoman @ 08/11/12 04:52 PM
Yeah idk if I like that......
 
# 63 illwill10 @ 08/11/12 05:16 PM
I was not surprised that Gameplay was 1st. For most games, gameplay is always 1 of the 1st info given.

Since MP/Association/Online info wont be given until September, Hear is the outline I think for the next few weeks;

Week(13th): Game Play pt.2
Week(20th): Audio
Week(27th);Presentation & Maybe Jay-Z
Week(9/3); My Player
Week(9/10); Associaton/online association
Week(9/17): Online.

It could be moved around and stuff added in, but this is the schedule will look somewhat like
 
# 64 VDusen04 @ 08/11/12 05:47 PM
Quote:
Originally Posted by MrBigShot1
If all of these features are pretty much as advertised, 2k has my buy already.

"You also need to watch your mouth when using Kinect. If you swear after a bad call, the ref may decide to issue a technical foul."

That sounds...fun Would/has the NBA approve that though?

Being able to FINALLY throw a bounce pass and fixing the fastbreak is VEEERY good news.
My thought process is the NBA has forever been reluctant to have their own players and coaches acting in such a manner during a basketball video game. However, in the Kinect case, the technical foul would be coming from the user themselves. As such, the technical would have nearly no association with the league themselves.
 
# 65 videlsports @ 08/11/12 06:30 PM
Quote:
Originally Posted by The Kid 24
I love the part about Kinect... If you swear after a bad call you can get T'd up

I know that is awesome now in the heat of a close game my opponent curses and boom Technical foul
 
# 66 ffaacc03 @ 08/11/12 07:22 PM
Excellent news indeed !
 
# 67 jfsolo @ 08/11/12 08:37 PM
Quote:
Originally Posted by Da_Czar
It's not a literal fog. Just means the AI controlled player can't see as much of the floor as if there was a fog.
There has to be someway for that to affect the User when he is controlling a player with poor court vision, or who has been forced into a position on the court where his vision is limited.

If not, then the already great advantage that Users have because of their P.O.V., becomes exponentially greater. If a User makes Jodie Meeks the back up 1 for the Lakers, he should not be able to find players in the half court set in the same way that Steve Nash can. If the A.I. can't do it, then there has to be a way to limit human players as well.
 
# 68 stillfeelme @ 08/12/12 12:56 AM
Quote:
Originally Posted by jfsolo
There has to be someway for that to affect the User when he is controlling a player with poor court vision, or who has been forced into a position on the court where his vision is limited.

If not, then the already great advantage that Users have because of their P.O.V., becomes exponentially greater. If a User makes Jodie Meeks the back up 1 for the Lakers, he should not be able to find players in the half court set in the same way that Steve Nash can. If the A.I. can't do it, then there has to be a way to limit human players as well.
From what I read the CPU is no slouch this year but in a more realistic way and adapts to what you are trying to do. They haven't said it yet but I expect if you bring in Jodie Meeks and you try to play him like Steve Nash running the point he will not have pin point passing like Nash or be crafty with the dribble or be good off the pick and roll. I think this is where those new Signature Skills will kick in. So I think if you try to play Meeks like Nash you will be penalized. I hope I am right but that is how I read it.

http://espn.go.com/blog/playbook/tec...ok-at-nba-2k13

Quote:
The ability to quantify and differentiate between player traits is the final piece of the gameplay puzzle Jones showed me, introducing what he calls Signature Skills.

“If you played last year, and you were good, you wouldn’t be able to tell the difference between playing as Rudy Gay and playing as Kobe Bryant,” admits Jones. “If you knew how to play as Rudy Gay, he was pretty much the same guy in our game. The truth is, Kobe has these intangibles, he has these abilities in real life that Rudy just doesn’t do, and we needed to find a way to bring that into the game.”

With Signature Skills, there are 28 special talents that affect the way you play, giving up to five of these special traits to certain players in the game.

Explains Jones: “This isn’t as simple as saying Kobe’s better at this, and giving him an attribute boost. This literally changes the way the game reacts to certain things that happen. LeBron is a chase-down artist. You’ve seen him run down players all the time to block their layups. So now in a situation where he’s chasing someone down in ‘NBA 2K13,’ this comes into play, and we make it easier for him to run down and make the block. I look at it like a game trait.”

Other skills include Kendrick Perkins as a brick wall who will floor players with his hard screens, while a lockdown defender like Andre Iguodala will neutralize the brick-wall screen because he will know how to get around it while keeping his hands in the shooter’s face.

“It becomes a matter of not only knowing what a guy’s attributes are, but what he’s good at, and this is a fun way of learning that,” says Jones. “It’s not rock-paper-scissors because not everything has a full counter. Chris Paul is a floor general, so he makes everyone’s awareness on the floor better, and that helps him execute plays quicker. Shane Battier is a corner specialist, so pass him the ball in the corner and you know that ball is going in because that’s where he likes to shoot it from. We want you to be able to differentiate why Kobe is better than Rudy Gay in the video game, and these signature skills will help you figure out why while having a really fun time doing it.
 
# 69 DurtySoufReppin @ 08/12/12 01:56 AM
/\ this addition could be one of the best additions ever.

This is something i've tried to implement into my roster as best as I can.

But, if done right, signature skills will be amazing in the sim world.

Think about how it will effect My Player and Crew Mode potentially.

The fact that Rob Jones mentioned Rudy Gay is a great thing. He's obviously heard complaints about how Rudy Gay is ridiculously overrated in 2k. Glad they noticed this and took advantage of it by adding an addition to fix it. That's why 2k is the best.
 
# 70 illwill10 @ 08/12/12 02:27 AM
Quote:
Originally Posted by DurtySoufReppin
/\ this addition could be one of the best additions ever.

This is something i've tried to implement into my roster as best as I can.

But, if done right, signature skills will be amazing in the sim world.

Think about how it will effect My Player and Crew Mode potentially.

The fact that Rob Jones mentioned Rudy Gay is a great thing. He's obviously heard complaints about how Rudy Gay is ridiculously overrated in 2k. Glad they noticed this and took advantage of it by adding an addition to fix it. That's why 2k is the best.
This is one of my top likes so far. You will see players display their strengths more. You didnt see Lebron chase down blocks or Perkins set strong(illegal at times) picks.

Yeah, I want to see how they incorporate Sig Skills in My Player. I think we might be able to choose one to start with then have to earn alot of XP to gain more. So we might be able have our players play they way we envision them. I think this can also help teammates who are good at something. Good 3pt shooters would miss more than they take and good defenders would give up alot of points.

But, I hope not every position can get the same sigs and ratings play a factor. I dont want to see a Big Man being a Ankle breaker or a PG having a rebounding skill. I also want to see ratings play a part. I dont want see a player with 60 3pt with Corner Specialist. I want to see a starting point for some skills to be selected.
 
# 71 stillfeelme @ 08/12/12 02:31 AM
I agree if implemented right this could impact all game modes very well vs. the CPU, user, my player online and association. When I was reading this I was thinking wow they are taking it to a whole different level and I admit I wanted this in the wishlist thread. I basically said they need more attributes/skills to differentiate players that were more intangibles related. I also think this may in a way create less cheesy play because you will have to play to your players Signature Skills and realize the other teams skills to increase your chance to win, basically simulating real basketball more. The more you play to your strengths the higher chance of winning.
 
# 72 richmo @ 08/12/12 03:48 AM
Quote:
Originally Posted by jfsolo
There has to be someway for that to affect the User when he is controlling a player with poor court vision, or who has been forced into a position on the court where his vision is limited.

If not, then the already great advantage that Users have because of their P.O.V., becomes exponentially greater. If a User makes Jodie Meeks the back up 1 for the Lakers, he should not be able to find players in the half court set in the same way that Steve Nash can. If the A.I. can't do it, then there has to be a way to limit human players as well.
(Hopefully this post makes sense) I mean, I kinda see what you're saying...but I don't know, some things I just don't think you'll be able to put User and CPU on an even playing field for like that. At the end of the day, we're human intelligence controlling virtual players. We BECOME the players with our decision making. It becomes extremely hard for someone like me, with great awareness of my 4 other teammates, to NOT catch a man open and give it to him so I have no idea how they would limit someone with my vision from being aware that the player's open. It's kind of like shot selection. Much like vision, we can control the quality of shots we take. I can choose to ignore my man on the cut to the basket wide open with Hasheem Thabeet with the ball. much like I can get triple-teamed with Kobe and choose to jack it up...But why would I when I'm the one controlling them? I may have just gotten besides the point, but to stay relevant to yours, here's something that could possible be a workaround:

To help kind of keep guys from playing out of their element, having MAAAAJOORR passing skill difference between those two would make a world of difference. Even if we choose the type of pass we want, there should be differences on speed and accuracy, maybe even flash. But if I put Meeks at the one and continuously **** up should-be good passes, it's going to make me WANT to put Nash back in because I know he's less liable to make those mistakes. It's going to finally show the user the benefit of playing a true point there.
 
# 73 Multi @ 08/14/12 01:15 PM
God damn, the lack of a manually-triggered bounce pass in 2K12 was infuriating. I'm glad they've rectified it.

also glad they've altered the shot stick. Accidentally heaving up a half-court prayer after performing a successful steal got real old, real quick.
 
# 74 jfsolo @ 08/14/12 02:55 PM
Quote:
Originally Posted by richmo
(Hopefully this post makes sense) I mean, I kinda see what you're saying...but I don't know, some things I just don't think you'll be able to put User and CPU on an even playing field for like that. At the end of the day, we're human intelligence controlling virtual players. We BECOME the players with our decision making. It becomes extremely hard for someone like me, with great awareness of my 4 other teammates, to NOT catch a man open and give it to him so I have no idea how they would limit someone with my vision from being aware that the player's open. It's kind of like shot selection. Much like vision, we can control the quality of shots we take. I can choose to ignore my man on the cut to the basket wide open with Hasheem Thabeet with the ball. much like I can get triple-teamed with Kobe and choose to jack it up...But why would I when I'm the one controlling them? I may have just gotten besides the point, but to stay relevant to yours, here's something that could possible be a workaround:

To help kind of keep guys from playing out of their element, having MAAAAJOORR passing skill difference between those two would make a world of difference. Even if we choose the type of pass we want, there should be differences on speed and accuracy, maybe even flash. But if I put Meeks at the one and continuously **** up should-be good passes, it's going to make me WANT to put Nash back in because I know he's less liable to make those mistakes. It's going to finally show the user the benefit of playing a true point there.
I agree with everything you're saying. It is an absurdly tough thing to implement without so kind of somewhat artificial limiter on User input. In addition to speed and accuracy of the pass, and I know that some people won't like it, release speed of the pass as well. This is to simulate the inferior court vision and offensive awareness of various players.

In NCAA football this year, it you're controlling a Defender and his head is turned so that he can't see the ball coming, he won't try to swat or pick it, even if you the User can see it and are feverishly pushing the button.

Some people hate that lost of User control, but IMO, these kinds of things are vitally important to keep the User with his omniscient view from having too big an advantage over the CPU, by making every player have near flawless offensive and defensive awareness.
 
# 75 BezO @ 08/14/12 03:37 PM
Quote:
Originally Posted by Da_Czar
It's not a literal fog. Just means the AI controlled player can't see as much of the floor as if there was a fog.
Can you confirm how this works during a game? Inaccurate passes when passing outside a player's vision? Turn & look animations prior to passing to those areas?
 
# 76 ej3599 @ 08/14/12 05:58 PM
BETTER WITH KINECT?

Like FIFA and Madden, NBA 2K13 takes advantage of the Kinect’s voice recognition software to offer players a new way to interact with the game. The Kinect controls work for several basic menu functions, such as calling a timeout, substituting players, changing defenses, or calling plays.

Most of the commands are conversational and supplemented with AI logic. If you notice Kevin Garnett is tired, simply say “substitute Kevin Garnett” and the AI will chose an appropriate player. If you want to bring a resting star like Kevin Durant off the bench, say “bring in Kevin Durant” and the AI will choose who should sit.

These conversational commands extend to playcalling as well. Rather than calling out specific plays for players, you can simply say “Run a screen play for Kobe” and the game will automatically choose one of the many screen plays for him. Once the play is activated, the play vision art will appear on screen to guide you though the attack.

You also need to watch your mouth when using Kinect. If you swear after a bad call, the ref may decide to issue a technical foul. Stay tuned for more information on NBA 2K13 in the coming weeks.





I think that's a great idea to put NBA 2k13 on the kinect but I would also like to have that techinical foul feature on the playstagionn by using the playstation eye.
 
# 77 DatGD12guage @ 08/14/12 06:35 PM
hopefully they add a trailer trait for big men who run the floor and not the lazies.
 
# 78 lockdownD @ 08/15/12 07:34 AM
I wish 2k would of just left the controls for alley-oops at LT+B. Its just one more thing we've got to re-learn. It worked just fine before and was easy enough. I don't really like the idea of having to try and mash multiple buttons at once to do something. Hope 2k reconsiders this one or atleast allow us in the controls to change it.
 
# 79 Goffs @ 08/15/12 07:50 AM
Quote:
Originally Posted by lockdownD
I wish 2k would of just left the controls for alley-oops at LT+B. Its just one more thing we've got to re-learn. It worked just fine before and was easy enough. I don't really like the idea of having to try and mash multiple buttons at once to do something. Hope 2k reconsiders this one or atleast allow us in the controls to change it.
It's only two buttons A+X and it's no different from pressing LT+B nothing multiple about it. I would complain if the alley-oop buttons where the X+Y buttons....now that would be awkward...

If you're one of those people that skip the demo then I would understand but once that demo drops it's going to be played a lot and I mean a LOT! Once the retail version is released you should be used to the controls by then....

Coincidentally they really should redo the demo like the one Live 10 had where they had a freestyle type practice before getting into the game. A two player option would be nice to have as well...
 
# 80 lockdownD @ 08/15/12 08:44 AM
Quote:
Originally Posted by Goffs
It's only two buttons A+X and it's no different from pressing LT+B nothing multiple about it. I would complain if the alley-oop buttons where the X+Y buttons....now that would be awkward...

If you're one of those people that skip the demo then I would understand but once that demo drops it's going to be played a lot and I mean a LOT! Once the retail version is released you should be used to the controls by then....

Coincidentally they really should redo the demo like the one Live 10 had where they had a freestyle type practice before getting into the game. A two player option would be nice to have as well...
My only concern is the possibility of people not hitting both buttons at the exact same time and it not registering as an alley-oop and having unintended consequences. Such as throwing a stray pass that could cause a turnover or throwing up an ill-advised shot. Holding down LT then pressing B was pretty simple before.

I'll have to see how this turns out when the demo drops. With so many changes to all the controls this year its just one more thing I wish I didn't have to relearn & worry about.

Once the demo's out I'll be playing the hell out of it thats for sure. Its gonna take awhile to adjust & try to relearn everything all over again. I agree, it would be good if they offered some kind of practice mode in the demo this year.
 


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