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# 81
LeBronistheKing @ 09/07/12 12:45 PM
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Example
# 82
blues rocker @ 09/07/12 12:46 PM
LOVED that spin Lebron did at 6:12...where he explosively spun out of a stand-still and drove toward the baseline. it looked so quick and explosive. the sluggishness of 2k12's movements seems to be mostly gone. comparing the movement from 2k12 to this video, the players in 2k12 move like they belong in a retirement home.
some things that bothered me: turn-around fade aways still look unstoppable. still seeing some garbage contact shots going in that should be missing.
some things that bothered me: turn-around fade aways still look unstoppable. still seeing some garbage contact shots going in that should be missing.
Wow. I have to say I'm really impressed with the very wide variety of animations. Despite some little bugs, the animations are actually more human now, I especially like how players run and walk.
Is it me or do players have the A.I. dribble handle (carry 80% of the time)?
Also overhead and chest passes seem kind of floaty.
Overall the game is looking very good, a real evolution from last year.
Is it me or do players have the A.I. dribble handle (carry 80% of the time)?
Also overhead and chest passes seem kind of floaty.
Overall the game is looking very good, a real evolution from last year.
I guess you have to play the game to feel the difference. Its the same game I guess more polished. Didn't like Gasol being able to stay in in front LeBron.. If the other team is watching the hole is not that deep...
soooo, lebron must be rated a 105 this year. The only shot he missed was when he was hacked. Hope this was on Rookie level or something. Players feet still slid a lot
# 87
The 24th Letter @ 09/07/12 12:56 PM
The more I watch the more I am impressed with movements and animation transitions...like Kash said it almost looks like a new engine....I wasn't sure how the new dribbling mechanic would fit in but it looks seamless...
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In the first play by the Lakers, they had Dwight iso'd in the post against Shane Battier. Regardless of the difficulty level, Nash absolutely has to make that pass - as he would 100% of the time in real life. As any PG would. Instead, they float the ball around and the play ends with a Dwight Howard jumpshot?
My favourite MP position is PF/C. The post game is so key to opening up the game of basketball and it's unfortunately so rare to see it utilized by the CPU. From what I've seen of the gameplay videos so far, it looks like it's still is being ignored.
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Is there any way to turn off that ugly halo under the player? It totally disrupts my view.
# 91
swaggedout @ 09/07/12 01:11 PM
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I hope this is a older beta/build because the E3 videos look way better, not really liking what i seen
# 93
Streaky McFloorburn @ 09/07/12 01:13 PM
I had avoided watching any gameplay videos 'til now so I wouldn't kill my hype buzz. Now that I've seen this one, let me say thanks for tempering my expectations, 2k. I was getting all irrationally excited like I do every year in the month leading up to launch day.
First Lakers offensive possession, Pau puts the ball on the floor with Wade in a position to steal the ball, which he would never do (he should pivot away or hold the ball above his head and wait for a good passing opportunity). Wade swipes at the ball and...nothing. Pau did the standard low ballhandling rating slow, clumsy looking, high dribble, and still...Wade may as well have been a double amputee. Good to know that on-ball steals are still canimations with completely random, non-contextual success rates.
Unfortunately 2k can't win this one. Make that a 100% sure steal like it would be IRL and casuals can't enjoy the game. After all the whining about the "live ball" in 2k12, even from so-called good players, I'm sure it's true. All I know is that dribbling the ball off a foot was completely my fault every time it happened to me.
I know that I'm definitely experiencing an Uncanny Valley effect with this series from 2k11 on. The animations keep getting better and more lifelike, so it becomes increasingly disturbing when they have nothing to do with real physics. Rather than create the illusion of proper interaction, they really just highlight the inescapable fact that this is a videogame. I will always be more successful if I approach it as such and learn its idiosyncrasies, rather than assuming that my real basketball knowledge is doing anything other than providing a context for the wool I willingly choose to pull over my eyes.
If I sound a bit upset, I assure you I'm not. I know that what I'm experiencing is a testament to everything 2k does right, that if there was no element of lifelike feeling, I wouldn't be as frustrated when the game fails to emulate the GAME. Still, I can't figure out why the best animators in the business can't cover more of the design flaws.
If you can't implement something at least approximating realistic ball/swipe mechanics, have an auto ball protect animation trigger EVERY time a defender in range presses the steal button and the probabilty engine determines there is no steal. Reach in fouls should look like a foul on the replay, not like the hand was six inches away from anything, or knocked the ball away clean but brushed an arm on the follow through.
If your CPU defenders must be "psychic" to pick off certain passes, at least have the decency to make them face the ball or run with their hands up so the tip looks incidental.
If you can't keep arms, heads, torsos, etc. universally collision detectable - at least make the players do some crazy Matrix moves and warp around each other and the ball. I'd rather be laughing at something that I know is supposed to look absurd, rather than yelling at my TV because I just blocked the game winning shot, except that the game conveniently forgot that my player's hand exists at the worst time possible.
I can only speak for myself, but I don't think anybody plays videogames to live out a fantasy of being less capable than they actually are. It's bad enough that Dwyane Wade can't do something he's proficient at, but when he can't even play at my level...let's just say - it's not surprising that there's no YMCA 2k.
NBA 2k, I love you, but if you were a child CPS would have taken you away from me (and I suspect most others) a long time ago. If the range and intensity of emotional response is any indication, this is probably the most dysfunctional, unhealthy relationship I've ever been in
First Lakers offensive possession, Pau puts the ball on the floor with Wade in a position to steal the ball, which he would never do (he should pivot away or hold the ball above his head and wait for a good passing opportunity). Wade swipes at the ball and...nothing. Pau did the standard low ballhandling rating slow, clumsy looking, high dribble, and still...Wade may as well have been a double amputee. Good to know that on-ball steals are still canimations with completely random, non-contextual success rates.
Unfortunately 2k can't win this one. Make that a 100% sure steal like it would be IRL and casuals can't enjoy the game. After all the whining about the "live ball" in 2k12, even from so-called good players, I'm sure it's true. All I know is that dribbling the ball off a foot was completely my fault every time it happened to me.
I know that I'm definitely experiencing an Uncanny Valley effect with this series from 2k11 on. The animations keep getting better and more lifelike, so it becomes increasingly disturbing when they have nothing to do with real physics. Rather than create the illusion of proper interaction, they really just highlight the inescapable fact that this is a videogame. I will always be more successful if I approach it as such and learn its idiosyncrasies, rather than assuming that my real basketball knowledge is doing anything other than providing a context for the wool I willingly choose to pull over my eyes.
If I sound a bit upset, I assure you I'm not. I know that what I'm experiencing is a testament to everything 2k does right, that if there was no element of lifelike feeling, I wouldn't be as frustrated when the game fails to emulate the GAME. Still, I can't figure out why the best animators in the business can't cover more of the design flaws.
If you can't implement something at least approximating realistic ball/swipe mechanics, have an auto ball protect animation trigger EVERY time a defender in range presses the steal button and the probabilty engine determines there is no steal. Reach in fouls should look like a foul on the replay, not like the hand was six inches away from anything, or knocked the ball away clean but brushed an arm on the follow through.
If your CPU defenders must be "psychic" to pick off certain passes, at least have the decency to make them face the ball or run with their hands up so the tip looks incidental.
If you can't keep arms, heads, torsos, etc. universally collision detectable - at least make the players do some crazy Matrix moves and warp around each other and the ball. I'd rather be laughing at something that I know is supposed to look absurd, rather than yelling at my TV because I just blocked the game winning shot, except that the game conveniently forgot that my player's hand exists at the worst time possible.
I can only speak for myself, but I don't think anybody plays videogames to live out a fantasy of being less capable than they actually are. It's bad enough that Dwyane Wade can't do something he's proficient at, but when he can't even play at my level...let's just say - it's not surprising that there's no YMCA 2k.
NBA 2k, I love you, but if you were a child CPS would have taken you away from me (and I suspect most others) a long time ago. If the range and intensity of emotional response is any indication, this is probably the most dysfunctional, unhealthy relationship I've ever been in
# 95
Belly_of_a_Whale @ 09/07/12 01:16 PM
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I am concerned about the ease at which both teams made shots. If this was just PRO, the CPU still made a very high percentage. And if it was harder than PRO, then the human was making too many shots. Hopefully, they're still tweaking the sliders prior to release...
I like:
This game visually and audibly seems the same, but it seems like there is a significant difference in the way it plays.
- The dribbling fluidity and the defenders reaction to dribble moves as far as footwork
- Space creation is very realistic; Did not notice unrealistic recovery.
- Some of the stat overlays they show...ie: Lebrons Efficiency rating at 2:51
- The fake spin Lebron does in the post at 5:08
- The lebron move at 6:11 and the defenders reaction to it
This game visually and audibly seems the same, but it seems like there is a significant difference in the way it plays.
# 97
JasonMartin @ 09/07/12 01:20 PM
Looks good but there is something that looks so off.
The way they dribble, the bend in their back, it's constantly the same. The movement looks kinda unnatural.
The way they dribble, the bend in their back, it's constantly the same. The movement looks kinda unnatural.
Hey fam. In that Lebron Drive @ 45 sec he didn't move MWP out of the way MWP was in a bad position like a step too far over.. I thought you guys who were anti 2 player animations would have appreciated the fact that just because MWP was close the ballhandler wasn't sucked into a 2 player contested shot animation.
Yet he does collide with Pau who manages to get in the way albeit it quite late. To me that is highlighting an improvement. We have all been victim to the ai being out of position only to be snatched into a contested shot and a miss when not appropriate.
Yet he does collide with Pau who manages to get in the way albeit it quite late. To me that is highlighting an improvement. We have all been victim to the ai being out of position only to be snatched into a contested shot and a miss when not appropriate.
# 99
blues rocker @ 09/07/12 01:23 PM
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# 100
swaggedout @ 09/07/12 01:26 PM
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