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Game: NBA 2K13Reader Score: 8.5/10 - Vote Now
Platform: PC / PS3 / Xbox 360Votes for game: 75 - View All
NBA 2K13 Videos
Member Comments
# 101 Gramps91 @ 09/07/12 01:27 PM
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!!!
 
# 102 kjjnesb @ 09/07/12 01:27 PM
Quote:
Originally Posted by Goffs
Sole reason why I wanted raw gameplay footage so I can hear the crowd noise....I'm disappointed in that area...

I'm guessing we won't have playoff atmosphere again this year? Live 10 HAS that option on what kind of crowd noise you wanted in an EXHIBITION game!


Spoiler
I wish you hadn't posted this just reminded me that EA had such a good foundation there smh...
 
# 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.
 
# 104 richmo @ 09/07/12 01:30 PM
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).
 
# 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.
 
# 106 Myxtapes @ 09/07/12 01:36 PM
Quote:
Originally Posted by Da_Czar
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.
I actually did notice that World Peace was responsible for the overplay - that is wasn't the animation pushing him out. But that was my problem. World Peace would not overplay like that. If Lebron tried that on MWP, Lebron would likely be caused to pick up his dribble. It reminds me of the out of control spin move success from 2k12. Like it's the Holy Spin that razzle-dazzles all defenders.
 
# 107 Da_Czar @ 09/07/12 01:36 PM
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 ?
 
# 108 WTF @ 09/07/12 01:36 PM
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.
 
# 109 blues rocker @ 09/07/12 01:38 PM
Quote:
Originally Posted by Myxtapes
I actually did notice that World Peace was responsible for the overplay - that is wasn't the animation pushing him out. But that was my problem. World Peace would not overplay like that. If Lebron tried that on MWP, Lebron would likely be caused to pick up his dribble. It reminds me of the out of control spin move success from 2k12. Like it's the Holy Spin that razzle-dazzles all defenders.
yeah, i agree. MWP just let Lebron through too easily. hopefully the low difficulty level is responsible.
 
# 110 JwP23 @ 09/07/12 01:41 PM
Gameplay looks absolutely fantastic.
 
# 111 Da_Czar @ 09/07/12 01:41 PM
Quote:
Originally Posted by Myxtapes
Like it's the Holy Spin that razzle-dazzles all defenders.
LOL MWP is not a great onball defender anymore. IF this same thing happens consistently to great defenders against poor offensive players tho you are right it is a problem.

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
Quote:
Originally Posted by Da_Czar
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 ?
All of the bolded issues above in 2K12 were due to the 2K rosters.

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.
 
# 113 Goffs @ 09/07/12 01:44 PM
Czar will we be getting twenty teams twenty days this year?
 
# 114 Daking0325 @ 09/07/12 01:46 PM
Quote:
Originally Posted by 2_headedmonster
plenty things to like here

-the rotation on the pick and roll
-the missed oops
-the on ball defense interaction
-the dbl team didnt freeze Lebron to wait for it
-the quick dbl on the lebron corner iso
-the contact on Wade's euro
- various speeds to bringing the ball up
-speed of the passes

what i didnt like is that inside shots are still unrealistic in general, and are performed as if they are the only ones in the gym. also the cpu still retreats to the 3pt line when the shot clock is about to expire.


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.
 
# 115 Myxtapes @ 09/07/12 01:48 PM
Quote:
Originally Posted by blues rocker
yeah, i agree. MWP just let Lebron through too easily. hopefully the low difficulty level is responsible.
Yeah, and it definitely might be. I'm a recent convert to Hall of Fame difficulty. Not because I'm really awesome or anything, more because of how much better the game plays. Like, way, way better. I see a ton more animations, players playing more like themselves - that is more player differentiation.

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
Quote:
Originally Posted by RleWorm
Once again, 2k fails at accessories like always
Live focused alot on accessories, look at them now
 
# 117 youALREADYknow @ 09/07/12 01:59 PM
Quote:
Originally Posted by thevaliantx
Wrong. The ice skating issues, the constant double-teaming down with NO backdoor cutting, has nothing to do with rosters. It might not even have anything to do with sliders, unfortunately. Sorry, but I'll take REAL-LIFE gameplay with stick figures any day over rosters with correct players, attributes and stats.
Where did I mention ice skating or animation related issues? My comments were in specific reference to offensive execution as it relates to 2K12 and 2K13.

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.
 
# 118 Myxtapes @ 09/07/12 02:00 PM
Quote:
Originally Posted by Da_Czar
LOL MWP is not a great onball defender anymore. IF this same thing happens consistently to great defenders against poor offensive players tho you are right it is a problem.

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.
No doubt you're right about that. And I'm not saying the game doesn't look improved. It's mostly that from what I saw it looks like some disappointments I had in 2k12 - lack of real and consistent post play and that cursed spin move - hadn't really been addressed.

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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