NBA 2K13 News Post
NBA 2K13 Videos
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I think this looks great! The gameplay is very fluid and I really like the way the people are doing dribble moves and tricks, the stick is much better for doing this kinds of things with as opposed to shooting. Really looking forward to this! 25 days away!!!
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# 103
youALREADYknow @ 09/07/12 01:29 PM
I wasn't a huge fan of the new perimeter defense bumping animations in the first place, but the lack of contact inside and in the post is more concerning at this point given the focus on creating so much on-ball contact.
Defense/contact in the paint was one of the huge issues with 2K12 that made post play and dribble penetration so unrealistic and arcade-like. I was hoping that would be addressed in 2K13 since we got so much news about contact animations and collision animations. The problem is not just on-ball and during shots, but off-ball as well where players should be battling for position, using weight and leverage to their advantage, fighting for angles, and stepping into driving lanes to force passes or create charge/block foul scenarios.
Without consistent contact and angle disruption, 2K becomes a game of who can pull off the most iso-motion moves to trigger "special" animations that bypass the laws of physics and positioning.
Most of the other gameplay related aspects such as shot success rate, steal success rate, dribbler ball control, etc., can be changed/tuned with sliders, so there's not much there to criticize at this stage.
Defense/contact in the paint was one of the huge issues with 2K12 that made post play and dribble penetration so unrealistic and arcade-like. I was hoping that would be addressed in 2K13 since we got so much news about contact animations and collision animations. The problem is not just on-ball and during shots, but off-ball as well where players should be battling for position, using weight and leverage to their advantage, fighting for angles, and stepping into driving lanes to force passes or create charge/block foul scenarios.
Without consistent contact and angle disruption, 2K becomes a game of who can pull off the most iso-motion moves to trigger "special" animations that bypass the laws of physics and positioning.
Most of the other gameplay related aspects such as shot success rate, steal success rate, dribbler ball control, etc., can be changed/tuned with sliders, so there's not much there to criticize at this stage.
Maybe it's just the walk-up and playcall animations, but I'm getting a 2k7 feel from this. Seeing some nice things...
0:43 - Though there could ahve been more contact, LeBron complains for a should-be call, like he would IRL.
1:02 - ILL pull-up by Kobe. Ultra-realistic.
A few seconds later...Dwight falls from minimal contact, but it should work nicely in the right context.
8:48 - BEAUTIFUL Kobe - Jamison Pick and Pop. Jamison pops out as he should and Kobe draws the defense away from 'Tawn and hits him and the perfect time. Looks like a human controlled it.
Don't feel like going back and breaking everything down but there were some other nice things (like the Nash fastbreak bounce pass).
0:43 - Though there could ahve been more contact, LeBron complains for a should-be call, like he would IRL.
1:02 - ILL pull-up by Kobe. Ultra-realistic.
A few seconds later...Dwight falls from minimal contact, but it should work nicely in the right context.
8:48 - BEAUTIFUL Kobe - Jamison Pick and Pop. Jamison pops out as he should and Kobe draws the defense away from 'Tawn and hits him and the perfect time. Looks like a human controlled it.
Don't feel like going back and breaking everything down but there were some other nice things (like the Nash fastbreak bounce pass).
# 105
blues rocker @ 09/07/12 01:32 PM
love the quicker first steps, faster sprinting, explosive drives, and quicker crossovers and stepbacks. the players finally move like athletic NBA players. can't wait to get my hands on a responsive NBA game again.
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Also some of the lakers big to big passing was a bit much but look at the fluidity of the freelance compared to 12 where we complained that guys were just standing around.
In the Lakers posession at 2:02 you have a pick and roll by Kobe and Howard You have tremendous spacing from MWP and Nash and here is where I am not sure what guys expect.
I see and understand the complaints that howard and Gasol are too often on the perimeter but watch this.
Look how much space howard has on the roll he would have even more if gasol was out at 15 instead of on the block like he is since he is a big.
Then the pass goes into Gasol and do we want howard to just stand on the opposite block or get space ? He get's space and instead of shooting Gasol decides to pass it to howard.
Howard receives the pass and does he go ISO crazy ? NO He passes to nash and attempts to set an on ball screen for a second PNR in the same possession but nash moves the ball to Gasol who also got spacing.
Sure Gasol could and maybe should have stayed near or on the block but to me the AI in a freelance situation seems to be trying to get and keep good spacing.
Overall a bad offensive possession but only because Gasol went soft and didn't shoot the ball in the paint. LOL
How would that have played out in 2k12 ? Wouldn't Howard have looked like iverson with the moves he displayed ?
In the Lakers posession at 2:02 you have a pick and roll by Kobe and Howard You have tremendous spacing from MWP and Nash and here is where I am not sure what guys expect.
I see and understand the complaints that howard and Gasol are too often on the perimeter but watch this.
Look how much space howard has on the roll he would have even more if gasol was out at 15 instead of on the block like he is since he is a big.
Then the pass goes into Gasol and do we want howard to just stand on the opposite block or get space ? He get's space and instead of shooting Gasol decides to pass it to howard.
Howard receives the pass and does he go ISO crazy ? NO He passes to nash and attempts to set an on ball screen for a second PNR in the same possession but nash moves the ball to Gasol who also got spacing.
Sure Gasol could and maybe should have stayed near or on the block but to me the AI in a freelance situation seems to be trying to get and keep good spacing.
Overall a bad offensive possession but only because Gasol went soft and didn't shoot the ball in the paint. LOL
How would that have played out in 2k12 ? Wouldn't Howard have looked like iverson with the moves he displayed ?
Just got to watch... That move by Lebron at 6:14 was just sick. I see a LOT that I like out of this.
Oh my... at 6:56 too... Still watching. The explosiveness is nasty.
Oh my... at 6:56 too... Still watching. The explosiveness is nasty.
# 109
blues rocker @ 09/07/12 01:38 PM
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Games have to iterate to get better/. Which means incremental improvements. Sometimes when watching footage we can slip into a if it isn't perfect it isn't improved type of mindset.
In the realm of realistic improvements Now that the 2 player snatch has been addressed it opens the door for the need of better defensive logic or execution by on ball defenders.
This could not have been done prior because the 2 player animation would have covered this issue up. So it is not perfect but now at least it can be addresses if need be is my point.
# 112
youALREADYknow @ 09/07/12 01:43 PM
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I'm seeing ALL of the above in 2K12 CPU/CPU or against the Lakers CPU within Freelance sets (and/or Call Plays OFF) because I'm not using 2K's roster and instead have a roster where Freelance tendencies, tendencies as a whole, and Hot Spots actually make sense.
The big difference that I'm hoping for in 2K13 is that the motions within those freelance sets should be more branchable, more fluid, have less jogging/walking, and initiate earlier in the half court. I actually see some of that in the video and that's a GREAT thing. That's what I'm hoping to see more of within these gameplay videos as well.
The most obvious culprit for the problems that are in the video though are unfortunately rosters. That's the exact same problem that we faced on release day for 2K12 and it shouldn't be taken lightly by the community IMO.
# 114
Daking0325 @ 09/07/12 01:46 PM
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This.
I hope that the inside contact shot slider was low or something because I did not see 1 contact animation on an inside shot.
They need to fix that.
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In comparison now I see what dropping the difficulty level does is kinda level the playing field so that nearly any player can go off on you on offense. But on defense it seems like the easier settings take away many of the advantages and skills players have. For example, on HOF I noticed how many more steals I could get with defensive PGs like Kyle Lowry. It was so refreshing.
# 116
FLAWDAxBALLA954 @ 09/07/12 01:49 PM
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# 117
youALREADYknow @ 09/07/12 01:59 PM
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Also, are you aware that rosters extend far beyond attributes and stats? I don't know how you would expect to get "REAL-LIFE" gameplay without players having a context for their movements and actions. That context comes from the roster which includes coaching strategy, playbooks, player tendencies, player abilities, player hot spots, player hot zones, player animation packages, and more.
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But I know what you're saying about the incremental improvements and I fully agree. I'm just expecting this game to compete critically for game of the year (not just sports game of the year) and it's these things that hold it back. It's the gameplay that counts, regardless of how many extra bells and whistles there are.
# 119
Gstate_510 @ 09/07/12 02:04 PM
The idiots on ign YouTube page saying stuff like "it's the same game every year" are morons
# 120
FLAWDAxBALLA954 @ 09/07/12 02:04 PM
Everybody notices the sweet bounce pass to kobe which was nice indeed but what about how lebron got magically bumped and stopped running, in reality lebron chases that down rewatch the play n focus on lebrons movement 5:47
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