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NBA 2K13 News Post


2K Sports Team Up and OS Forum member, vannwolfhawk has just posted his NBA 2K13 hands-on preview.

Quote:
The driving animations and contact in the paint and on drives is awesome! LeBron feels like LeBron now. He can outmuscle a Kevin Durant in different situations as well it should be, but it was balanced where Durant could still body up and stay with him if played correctly. I would see Durant getting knocked back at times, but not the other way around when facing each other. When LeBron would attack the rim you could feel his strength in getting to the hole. I saw some great animations with fouls that still ended up with players getting shots up. This was balanced well to as I did not see many, if any of them go in. You felt like LBJ when playing with him. There are also some great triple threat animations and bumping on the perimeter game between defender and ball handler before a dribble has been used. It is another risk/reward situation for a defender playing to close depending on skill and quickness of the player he is guarding.

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Member Comments
# 41 iLLosophy @ 08/17/12 08:45 PM
Quote:
Originally Posted by vannwolfhawk
I agree in all cases. Every player should not have the same abilities and capabilities. Westbrook is a great example or old school wise I am thinking of "The Glove" Gary Payton! It just needs to be tweaked is all. Lets just say they implemented some of these issues but overcompensated for them is what I meant. BUT this is a 2 week old build so who knows if its been fixed or not? Believe me I am talking realistically just like you are and by no means do I want anything that isn't realistic to what you will see in any given game in the real NBA.
No doubt man. Once again I'm glad you got picked. You really did your due diligence! Thanks for the responses.
 
# 42 tcnumba10 @ 08/17/12 09:01 PM
Did the CPU opponent utilize the midrange game (pull-up jumpers) more in 2K13 rather than chucking 3s or going hard to the rim all the time?

Thanks for all your input btw!
 
# 43 illwill10 @ 08/17/12 09:02 PM
Quote:
Originally Posted by vannwolfhawk
Hard to say because I am not sure what each player had as a sig skill. I saw a few. I will say though that players felt more like themselves than years past.
That is great to hear.

I dont want it to be too powerful and I still want players to play their tendencies and ratings.
 
# 44 LeBronistheKing @ 08/17/12 09:06 PM
Quote:
Originally Posted by illwill10
How did you feel the Sig Skills were? Were they balanced or too powerful?
I have heard this concern voiced a few times about Sig Skills being too powerful, but isn't that the point? I mean there are certain abilities and skills that differentiate elite players from the rest of the NBA pack. Honestly this new feature has me the most intrigued. All Pro football had something similar implemented in their game, and I thought it worked very well in making players play closer to their real life counterparts. If handeled correctly with some signature animations that are user controlled it really could make this game feel different than anything that has come before it.
 
# 45 illwill10 @ 08/17/12 09:07 PM
Quote:
Originally Posted by tcnumba10
Did the CPU opponent utilize the midrange game (pull-up jumpers) more in 2K13 rather than chucking 3s or going hard to the rim all the time?

Thanks for all your input btw!

Will a AI-controlled Westbrook pullup like he does in real life?
 
# 46 NINJAK2 @ 08/17/12 09:09 PM
Excellent write up van!! Answered alot of my questions. Really happy you got picked to go over to the studio.
 
# 47 morningstar777 @ 08/17/12 09:10 PM
Great write up Van, 2K made the right choice inviting you to the team up. I know you represent the sim nation well. Me and you had the same gripes about that game, hopefully in 2K13 everything will be addressed. Did you ask them about spectator mode for online associations? That would be sweet! I haven't been on Xbox lately so don't think I forgot about you, still need to add you.
 
# 48 2_headedmonster @ 08/17/12 09:16 PM
did you notice any difference in block attempts (moving vs stationary..... swat vs regular)?

did they get rid of slow motion steal and block gathers?
 
# 49 vannwolfhawk @ 08/17/12 09:17 PM
Quote:
Originally Posted by morningstar777
Great write up Van, 2K made the right choice inviting you to the team up. I know you represent the sim nation well. Me and you had the same gripes about that game, hopefully in 2K13 everything will be addressed. Did you ask them about spectator mode for online associations? That would be sweet! I haven't been on Xbox lately so don't think I forgot about you, still need to add you.
spectator mode was way down on the online priority list but it was on my online list of stuff as it would be an awesome feature especially for us online association lovers BUT servers are priority number 1 before we get crazy IMO. LOL
 
# 50 vannwolfhawk @ 08/17/12 09:18 PM
Quote:
Originally Posted by chandlerbang
wolf, do scrubs play like scrubs? No worries about guys like perkins hitting consistant jumpshots?
You can definitely feel and tell the difference between players realistically!
 
# 51 vannwolfhawk @ 08/17/12 09:20 PM
Quote:
Originally Posted by Zen_Master07
1 - My biggest issue with the offense in 2k12 was the post-game, sending guys to cut to the basket (think stockton/malone) never worked as it should. The CPU AI wouldn't cut to the basket or they'd run and either hit the post-man or his defender, or hit some invisible force field. In the off-chance that you could hit a cutter, they were never ready to quickly put up a layup so it usually meant getting blocked or in an ugly animation
#1 was not an issue but I can't speak on pick n rolls though. Cuts were great and they would catch and lay in right away. Looked smooth.
 
# 52 tcnumba10 @ 08/17/12 09:30 PM
Did the CPU opponent wait till the Shot Clock was down to the final seconds to put up a shot or did they set up the offense earlier and efficiently against the user?

Also was there more pull-up Js taken by the cpu rather than a large # of PIP and 3PTers taken?

Thanks!
 
# 53 kevmasood @ 08/17/12 09:59 PM
THAT was one hellava blog WOW GREAT INFORMATION GOOD STUFF
 
# 54 blues rocker @ 08/17/12 10:16 PM
nice write-up, vannwolfhawk. very informative. looks like the devs really went all-out this year. my main issue in 2k12 were the inappropriate, ineffective, and unresponsive contextual animations...this often led to your player doing all kinds of stupid things he shouldn't be doing and made the control feel unresponsive and frustrating. looks like a lot of that weirdness and sluggishness in animations has been worked out for 2k13, so i'm looking forward to it. i just want a basketball game that feels responsive in my hands again. in 2k12, it felt like maybe the devs just didn't have time to iron out the animation library to ensure each animation was appropriate for the situation. in a video game like nba 2k, you can only be as good as the animations the game provides you with, so the effectiveness of the animations is crucial for me...that and realistic physics/collisions. looks like both areas got major attention this year.
 
# 55 Vni @ 08/17/12 10:16 PM
Got a question. Can we pass out of any layups/contact layups this year? In 2K12 you cannot pass out of certain contact layup animations, wich hardly ever goes in btw, and that's pretty annoying. Like you want to fake the penetration layup to attract help defense on you to kick out to the perimeter, but then all of a sudden you can't because you got caught in an animation you can't pass out of.
 
# 56 dcdreadhead @ 08/17/12 10:22 PM
Great read and write-up, Vann! Usually this time of year, my primary focus is football and more football but I'm very excited about this release! Quick question, can you comment on an improvment on the graphics? Is there a discernible difference in the player models between 2K13 and 2K12?
 
# 57 Gatorfan Frank @ 08/17/12 10:28 PM
Great preview, dude! Quick question:

Are little point guards still blocking 7-foot centers from behind?

Also, are more fouls called, or are the calls at least consistent for both the AI and user? I like the shading addition, but it seems to me that most times when a player drives baseline and the defender forces him out of bounds, that's a blocking foul.
 
# 58 vannwolfhawk @ 08/17/12 10:28 PM
Quote:
Originally Posted by tcnumba10
Did the CPU opponent wait till the Shot Clock was down to the final seconds to put up a shot or did they set up the offense earlier and efficiently against the user?

Also was there more pull-up Js taken by the cpu rather than a large # of PIP and 3PTers taken?

Thanks!
I didn't see it wait to end of clock at all and i saw a good variety of shots from all spots. That could have something to do with me trying to get a better feel for the control with the defensive positioning and giving up easy and quick shots though.
 
# 59 JerzeyReign @ 08/17/12 10:29 PM
Vann -- Did y'all see the 'flop glitch'? Maybe it was just in the 'European build'?
 
# 60 vannwolfhawk @ 08/17/12 10:32 PM
Quote:
Originally Posted by blues rocker
nice write-up, vannwolfhawk. very informative. looks like the devs really went all-out this year. my main issue in 2k12 were the inappropriate, ineffective, and unresponsive contextual animations. looks like a lot of that weirdness and sluggishness in the player movement has been worked out for 2k13, so i'm looking forward to it. i just want a basketball game that feels responsive in my hands again. in 2k12, it felt like maybe the devs just didn't have time to iron out the animation library to ensure the animations were quick and appropriate for the situation. in a video game like nba 2k, you can only be as good as the animations the game provides you with, so animations are usually my main area of focus.
I have to say we all said it looks great, but we needed to see if it felt great as well... and it did!

You would be better at this area than me I am sure, seeing that you focus on this. Shakedown was voicing his thoughts on these type of things as well though as thats big for him too. So, it was definitely talked about.
 


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