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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
# 161 setis @ 08/20/12 08:47 AM
Van, thanks for answering all this questions.

Do you know if the defensive icon is going to be there for online games?

For online leagues where auto defense is not allowed, would be very useful.
 
# 162 vannwolfhawk @ 08/20/12 11:53 AM
Quote:
Originally Posted by eko718
Hey Vannwolf, got another question I'm hoping you can answer.

Having watched several of the gameplay videos out there it seems to me that everyone dribbles the ball quite similarly with the exception of the speed of the handle. When you played the game did you notice dribbling styles looking varied? I saw vids with guys like Battier doing crossovers that you'd expect a point guard to do. I also noticed Sefolosha doing some things that looked inconsistent with how he dribbles. Do we still have dribble packages in the game?
I have no idea if dribble packages are in or not? I did feel like I could do the same moves with everyone though if i did the same thing on the control stick:-( like you said though the speed of move is 1 difference along with player with not so great handles will lose the ball at times. Remember this is on pro and not simulation, but the next insight you will see with chris Paul and his dribbling moves looks just like him IMO. I really hope there are dribbling packages still for the CPU player and for play purposes!
 
# 163 vannwolfhawk @ 08/20/12 11:53 AM
Quote:
Originally Posted by setis
Van, thanks for answering all this questions.

Do you know if the defensive icon is going to be there for online games?

For online leagues where auto defense is not allowed, would be very useful.
No idea???
 
# 164 vannwolfhawk @ 08/20/12 11:55 AM
Quote:
Originally Posted by FluffyTonka
Van. IS the game better than 12 & even 11?
This game has potential to be better than both games combined. Only way to say it is it's a bigger jump from 12 than 11 was to 10. They addressed everything!
 
# 165 KyotoCarl @ 08/20/12 02:10 PM
Quote:
Originally Posted by vannwolfhawk
This game has potential to be better than both games combined. Only way to say it is it's a bigger jump from 12 than 11 was to 10. They addressed everything!
That just sounds awesome. I'm one of those who thought 12 was better then 11 and fro what I've heard and seen from 13 it looks to be great!
 
# 166 mango_prom @ 08/20/12 06:11 PM
Quote:
Originally Posted by vannwolfhawk
This game has potential to be better than both games combined. Only way to say it is it's a bigger jump from 12 than 11 was to 10. They addressed everything!
Sounds great!
One thing that I didn't like about past 2k games was that some tendencies didn't have much impact on how the AI plays.
Most people might not care but it bugged me that when I edit touches in 2k12, say Kobe to 50 and Gasol/Bynum to 100 I would expect the AI to run the offense mostly through them.
Instead, apparently playcalling seems to be hardcoded to a large extend. Also, many plays simply break down because of bad design and end in an iso situation anyway.
Do you know if 2k has improved playcalling and situational awareness of individual players?
For example high post plays were completely useless in 2k12 because once a player was in position waiting for the ball he was slowly pushed out of position by the defender almost everytime which led to the AI offense completely shutting down.
Did the AI appear to be improved in that regard?

On a different note, I feel like touches shouldn't be determined by an individual tendency but rather by assigning them for a team via coaching settings, which seems more realistic to me because roles of players can differ depending on the team they play on. It's not a fixed number in reality.
 
# 167 Kbjunior @ 08/21/12 02:44 AM
Is 2k gonna have ball to rim physics cause the ball always bounce a certain way ,too many balls going over the backboard in 2k12 hope its in 2k13
 
# 168 vannwolfhawk @ 08/21/12 03:12 AM
Quote:
Originally Posted by Kbjunior
Is 2k gonna have ball to rim physics cause the ball always bounce a certain way ,too many balls going over the backboard in 2k12 hope its in 2k13
They did some stuff to the net and I heard from others they noticed some different bounces off the rim. Didn't notice this myself though.
 
# 169 vannwolfhawk @ 08/21/12 03:21 AM
Quote:
Originally Posted by mango_prom
Sounds great!
One thing that I didn't like about past 2k games was that some tendencies didn't have much impact on how the AI plays.
Most people might not care but it bugged me that when I edit touches in 2k12, say Kobe to 50 and Gasol/Bynum to 100 I would expect the AI to run the offense mostly through them.
Instead, apparently playcalling seems to be hardcoded to a large extend. Also, many plays simply break down because of bad design and end in an iso situation anyway.
Do you know if 2k has improved playcalling and situational awareness of individual players?
For example high post plays were completely useless in 2k12 because once a player was in position waiting for the ball he was slowly pushed out of position by the defender almost everytime which led to the AI offense completely shutting down.
Did the AI appear to be improved in that regard?

On a different note, I feel like touches shouldn't be determined by an individual tendency but rather by assigning them for a team via coaching settings, which seems more realistic to me because roles of players can differ depending on the team they play on. It's not a fixed number in reality.
We didn't have play calling in my build but expect huge changes in plays, play books, AI running plays in freelance and thru plays. Also expect big changes in AI with running pnr and being aware of how the defense or user plays the CPU. They can read and react. Also they will be more apt to call plays that worked throughout the game more often than other plays that we're not as successful. Lastly, the plays now have a option b,c,d,and e for the CPU to read and move on to the next option rather than see a play die because a pass could not be made. Again, I did not get to test this but it was all talked about.
 
# 170 BezO @ 08/21/12 10:25 AM
Quote:
Originally Posted by vannwolfhawk
We didn't have play calling in my build but expect huge changes in plays, play books, AI running plays in freelance and thru plays. Also expect big changes in AI with running pnr and being aware of how the defense or user plays the CPU. They can read and react. Also they will be more apt to call plays that worked throughout the game more often than other plays that we're not as successful. Lastly, the plays now have a option b,c,d,and e for the CPU to read and move on to the next option rather than see a play die because a pass could not be made. Again, I did not get to test this but it was all talked about.
As half my games are against the CPU in Association mode, AI improvements are definitely appreciated. Hopefully the CPU has as much life as they imply.
 
# 171 KyotoCarl @ 08/21/12 11:44 PM
How did the crowd sound? Have they upgraded anything regarding crowd reaction sounds, chants etc?
 
# 172 DoWork @ 08/23/12 08:55 PM
Quote:
Originally Posted by vannwolfhawk
Awww man, I'm 50/50 on this truly! It was better on some sense than 12 for sure. It reminded me of 11 at times as well with when you were playing really good defense. One thing I didn't like is instead of me getting in a defensive stance the CPU did that automatically for me when I was a certain distance away. I didn't like that! I want all control of what my player does at all times! With that being said, because I was in a stance 5 feet from a player the offensive player could blow by me by using his turbo as I couldn't counter it with turbo in a defensive stance. Now, I learned a bit to adjust to this and play angles better but all anyone would have to do Is just pull up for a jumper and they would be money. I think players could cheese it as is by getting close enough to a player to have him get in a defensive stance and then turbo by him right after as there is to much distance. In real life a player will give you a step and a half and cut you off at the point of attack. I don't want to see skating in a defensive stance but I want to see players mobility and speed in it up'd a notch or 2.

Again, it needs to be tweaked in the area of on ball defense some more. If they balance it out and take out that auto defensive stance so I can turbo to stay with a guy who is doing the same and then drop into a stance to cut him off along with speeding up defense ughy I would be happy. In real life if a player gets beat he turns and sprints to get back in position and catch up. This did not happen in the half court set. I think 1 part of this as well is when a player gets shook its like he gets stuck for to long if that even makes sense? Lol! It's a feel thing for me that's hard to explain. It just didn't feel as responsive as offense or what I would like to see with defense in the build I played.

So, to answer your question no it was not fun for me. It has potential to be fun though with all the new defensive options. This is my 1 area of serious concern for me personally. I want it to be challenging too. I hated 12's defense! I had fun playing defense in 11. I want to have fun on defense again and at least feel like i have a chance playing on ball defense so i dont have to play off ball! Just take away those bumping animations of 11 and it was pretty good in some cases. But 13 blows it away with what you see when good defense is played and on drives where the offensive player has the defensive player beat. This area is a ginormous improvement and best there is in a basketball game. BUT Defense wins championships! I led my online league with fewest ppg allowed at 84.00 ppg I believe it was in 2k11 (12 min qtrs). Playing defense was fun then! I'm a huge defensive guy in real life too as I put big defensive focus and strategy into my teams team defense.

Anyways, sorry to ramble its just a area of concern for me and one I'm still up in the air about and it's a huge part of the game. If it stayed the way it was on our build I think reviews would be 50/50 as well upon release in this area.

Hope that helps answer the question?! Lol
Very nice write up! Hopefully they address this before release.

Did you notice the game feeling scripted at all? In 2k12 it seemed like the other team would hit contested shots, grab offensive rebounds, get put back dunks, and other frustrating things just to keep the game close or make a come back in the second half.
 
# 173 Jano @ 08/24/12 02:13 AM
Haven't read too much of the thread but I wanted to know about the CPU's mid range game. Do the players pull up and use the mid range shots?

Last year on the base roster EVERYONE drove the lane no matter what and never used the mid range and instead decided to abuse the paint. So did you see any changes in that area?
 
# 174 Phreezy P @ 08/24/12 02:46 AM
Quote:
Originally Posted by vannwolfhawk
They did some stuff to the net and I heard from others they noticed some different bounces off the rim. Didn't notice this myself though.
I hope so, am I the only one who hated the toilet when the ball kept rolling around forever? That happens like once every 4 years, yet happens like every 5 games in 2k.
 
# 175 JerzeyReign @ 08/24/12 05:14 AM
Quote:
Originally Posted by Jano
Haven't read too much of the thread but I wanted to know about the CPU's mid range game. Do the players pull up and use the mid range shots?

Last year on the base roster EVERYONE drove the lane no matter what and never used the mid range and instead decided to abuse the paint. So did you see any changes in that area?
Vann will probably expand on this but from my experience I saw the AI take numerous midrange shots -- Westbrook would do it at the drop of a hat. I also noticed a couple of forced shots.
 
# 176 vannwolfhawk @ 08/24/12 12:24 PM
Quote:
Originally Posted by KyotoCarl
How did the crowd sound? Have they upgraded anything regarding crowd reaction sounds, chants etc?
Unfortunately we had sound down the whole Tim so I didn't notice.
 
# 177 vannwolfhawk @ 08/24/12 12:33 PM
Quote:
Originally Posted by DoWork
Very nice write up! Hopefully they address this before release.

Did you notice the game feeling scripted at all? In 2k12 it seemed like the other team would hit contested shots, grab offensive rebounds, get put back dunks, and other frustrating things just to keep the game close or make a come back in the second half.
Our build was only 1 quarter long. I'm hoping clutch rating being gone takes away from those miracle last second contested shots falling all the time?!
 
# 178 vannwolfhawk @ 08/24/12 12:34 PM
Quote:
Originally Posted by Sam Marlowe
Vann, were you able to test out fake passing off the dribble?
No, I wish I tried it but limited time and never thinking of doing it prevented me from trying.
 
# 179 vannwolfhawk @ 08/24/12 12:38 PM
Quote:
Originally Posted by Jano
Haven't read too much of the thread but I wanted to know about the CPU's mid range game. Do the players pull up and use the mid range shots?

Last year on the base roster EVERYONE drove the lane no matter what and never used the mid range and instead decided to abuse the paint. So did you see any changes in that area?
Yes, I know it was a problem last year but it was a good mix between drive and pull ups from what I saw especially with Westbrook!
 
# 180 NINJAK2 @ 08/24/12 04:59 PM
Did they mention anything about player art updates in 2k13 vann since they didn't do them last year?
 


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