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NBA 2K13 News Post



2K Sports will be live streaming a full game of NBA 2K13 on Wednesday, September 19th at 5:00 PM EST. Check out the Oklahoma City Thunder (controlled by Ronnie2K) against the Miami Heat (controlled by LD2K). Here is the link to the live stream.

Game: NBA 2K13Reader Score: 8.5/10 - Vote Now
Platform: PC / PS3 / Xbox 360Votes for game: 75 - View All
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Member Comments
# 381 AllStarDaDon @ 09/24/12 04:15 AM
Quote:
Originally Posted by 23
No But I'd like to know

Sent from my A500 using Tapatalk
Same.

The crowd is really dead in 2K games. You could hit a game winner of a double OT game and the crowd will react like you just got a rebound.
 
# 382 Sundown @ 09/24/12 09:50 AM
Quote:
Originally Posted by Nokstar
Every NBA 2k game after 2k8 attempted to accomadate extreme sim players by MAKING us do things so the game LOOKED like real basketball...this is what birthed all those canned animations that we realized we really didn't want. If it wasn't for that, I have a feeling that 2k13 would've been 2k9 to be honest.

Sent from my Verizon Galaxy S3
I think 2K10 and onwards is when the game really started to play well and take into account real momentum. Yes, 2K went with long, canned animations at first as a stop gap, but they've been trying to make them more responsive *and* realistic with every subsequent release. 2K10 had lock on defense which was loathed (though I didn't mind it). 2K11 and 12 went back to twitchy user defense but we're seeing some of the shading controls and contextual animations brought back to strike a nice balance between control and realism in 2K13.

2K9 was the worst release after 2K8 not because it was overly realistic, but because it played nothing like real basketball while exacerbating all the twitchy, arcade movement of earlier games. 2K13 didn't get where it is without all the experiments with momentum, canned animations and adding realism and keeping what worked and tweaking what didn't in 2K10, 11, and 12.
 
# 383 blues rocker @ 09/24/12 12:44 PM
Quote:
Originally Posted by liberaluser
Piccolo's idea to balance dunking is pretty good, all I would add is have a specific blown dunk stamina rating which determined just how much a player could push themselves with multiple dunks over what period of time.

Dunking is a little out of control right now and stamina should matter more in doing it.

I'm happy signature skills are tied with stamina though, that's a good sign.
Yeah, i like the idea of there being a very specific REASON for blowing the dunk that is made apparent to the user...as opposed to how it is now where you just miss and wonder why it missed. sometimes you'll blow a dunk, then another time you'll do a similar dunk in similar situation and finish it...so why did one miss and the other go in? i wish there were more clear cut rules/explanations for makes and misses.

i also like the idea of there being a limit to how many times you can successfully execute certain "overpowered" moves (like dunks in traffic, turn-around fade aways, etc.). this would force people to be conservative about when they use certain moves so they could save them for when they really need them. if a user tries to abuse these moves too often, the player would start to miss these attempts. i'm sure there is a mild version of this already built into the game, but it might be nice for there to be a clearly communicated limit so you know when you've used something too much for it to be successful (almost like the Tony Hawk games where the more you repeat a certain move the less points you get for it). for example, if a guy keeps using the turn-around fade-away with Kobe, after the 4th or 5th attempt within a certain time frame, it will be impossible for Kobe to make the shot again within that time frame - this would force people to mix up their attack and try different things with different players. variety would be rewarded and repetition would be punished.
 


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