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NBA 2K15 News Post


Check out the latest NBA 2K15 gameplay video from IpodKingCarter, featuring the Miami Heat vs. New York Knicks.

Post your thoughts.

Game: NBA 2K15Reader Score: 8/10 - Vote Now
Platform: iOS / PC / PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 64 - View All
NBA 2K15 Videos
Member Comments
# 61 JayAtkHar @ 09/14/14 06:28 AM
The AI STILL looks dumb
 
# 62 bumpyface @ 09/14/14 07:13 AM
YYAAAWWWWNNN
 
# 63 turty11 @ 09/14/14 10:11 AM
Quote:
Originally Posted by Boilerbuzz
It just hit me that this was an AI v AI game. No wonder I hated it.
as bad as it is, you can get a more accurate assessment on game play from CPU vs CPU rather than watching someone who is really bad vs the CPU or someone who is far too good for the difficult setting these early game play releases are on.

there is no hiding from it, what we have seen game play wise is HORRENDOUS, early build or not.
 
# 64 vtcrb @ 09/14/14 10:14 AM
No Ball Movement. The CPU looks LOST on the floor, standing around. Nothing Fluid at all about this. CPU vs CPU is BEST way to test out a game and I have to say i did expect more with all the hype the game has been getting. Now USER vs USER should be fine for guys, as it pretty much has been for years, but I Dont see where the CPU AI has improved. Still time for them to make tweaks.
 
# 65 WTF @ 09/14/14 11:00 AM
Quote:
Originally Posted by da ThRONe
It just feels like 2K is still too overpowered by animations. That gives off that "force field" feel to the game. There's a sequence between Wade and Smith where Wade is seemingly body up by Smith's aura. Then there's the sequence when Chalmers is force to pick up his dribble animation. The court just looks far too cramed. The passes don't seem appropiate for the situations and lack that much needed crispness. This isn't even getting to the AI which may just be the level the game is being played on.
This is my sentiment and issue with 2k. It's too over reliant on animation and 2 person sequences.

I'm hopeful that it's better than last years NG in that regard. I'll pick it up and give it a shot, or at least the demo. I just want responsive controls, and my input on the controls to matter. I don't want a ton of contextual animations because the game wants what I'm doing to look pretty.

I want what is happening on the screen to be a direct representation of what I'm doing on the controller.
 
# 66 turty11 @ 09/14/14 11:11 AM
if its a year of canned animations im just going to refer to this game as NBA 2Kanned from now on. WTF and throne are completely right. its a game of 2 person animations
 
# 67 kolanji @ 09/14/14 11:14 AM
Quote:
Originally Posted by Da_Czar
Thanks for your comments. Fist let me say yes the AI will not look fantastic on every possession.

Just an FYI the AI was evaluating about 3 different options that all could have separate branches within the triangle. While waiting there It decided to bypass them and you can see Melo then come off a back-screen for the post up. Then he decided to attempt a score instead of going to Melo.

For movement through the lane I didn't like it last year when bigs were sprinting to go short distances It looked unnatural especially with all the bumping etc. So we made sure to have the bigs use more controlled movements.

I will be eagerly watching for feedback from those who play in depth to see if that turns out to be a benefit or if we should speed them up.

So the AI wasn't stuck he was just evaluating options
. Maybe we need to speed that up.. We will see.

I know it looks familiar to last year when he wasn't really processing anything The difference is last year he really only had one option and was waiting for it or stuck. This year it's a bit different. Time and the feedback of fine gents on here will let us know how far away we are.

I believe we will be able to talk about some of the improvements here soon.

Am thinking if that is the case then my suggestion is why not just take away what is the actual weirdness of it all??? Just let the ball handler do something other than stand still....in other words let him dribble, size up, move left/right slightly or post up...it makes you keep your eyes on the ball and the awkwardness will dilute to almost zero


So even if the AI decides to take the shot after he still has possession, it will look like reading and reacting is actually happening


What u could speed up though is coming off the screens.....let them sprint around screens with urgency and explosion (would be nice to decide what side u want a screen set )


CPU tendency to use a bounce pass during plays are very low eventhough its very effective....
 
# 68 ffaacc03 @ 09/14/14 11:24 AM
I used to think like that, but it seems that there are certaint instances where 2man-canned animations are the best way to go ... what I dont like is that most take too long to develope (thus have seen changes that may be too subtle to identify for the untrained eye, but for 15 they have been improved, specially perimeter contact/bumps) and therefor hurt player control and for the most part, triggered when the context inst there ... there should also be more diverse results.

As much as I like to feel in 100% control of a player, all the time, not even on real life do I feel like I am at 100% control of my body or dribbling or movement (maybe due to momentum, the preassure of the d, the stress of the atmosphere, my weaknesses as a player, etc) ... then again, maybe that is why I am not a professional player. Also, we have seen where close to a 100% total player control goes and it wasnt pretty nor did it was functional (hence the cancelation of that game, thus in all honesty, that doesnt mean it cant ever be achieved). Finally, within the very few seconds of the competition gameplay videos I see that there are also instances of 2 man animations, just far more short (which I like) but they are there, so, that might be a statement that either the tech isnt there yet or that they are a necessary "evil".

P.S:
I am not a blind fan, I have criticized them as much as anyone, but have "slowly, very slowly" become more aware of how things seem to work and why there are some directions taken instead of others ... if anything, thanks to the interaction that we have the honor to have with some of the devs and 2K team members ... if only all other companies were like that.
 
# 69 kolanji @ 09/14/14 11:34 AM
Quote:
Originally Posted by turty11
if its a year of canned animations im just going to refer to this game as NBA 2Kanned from now on. WTF and throne are completely right. its a game of 2 person animations


Nothing is wrong with that...defense was fun and we had hips rotations as defenders switch directions and very contextual engagements with dribbler and defender


Now I do agree that using a third player and trying to get into the two man animation was impossible so things like help defense was off but on ball defense was super fun.....if somehow 3 men animations were explored i would have preferred that over what we have now....
 
# 70 Rockie_Fresh88 @ 09/14/14 11:35 AM
I feel so restricted on defense at times
 
# 71 turty11 @ 09/14/14 11:36 AM
Quote:
Originally Posted by kolanji
Nothing is wrong with that...defense was fun and we had hips rotations as defenders switch directions and very contextual engagements with dribbler and defender


Now I do agree that using a third player and trying to get into the two man animation was impossible so things like help defense was off but on ball defense was super fun.....if somehow 3/4 man animations were explored i would have preferred that over what we have now....
but thats not NBA basketball...thats blacktop/street basketball.

as-is, its an arcade 1v1 game where the other 8 players essentially run around lost and wait for a rebound.
 
# 72 kolanji @ 09/14/14 11:57 AM
Quote:
Originally Posted by turty11
but thats not NBA basketball...thats blacktop/street basketball.

as-is, its an arcade 1v1 game where the other 8 players essentially run around lost and wait for a rebound.
Very much so true...but how often IRL NBA do you see a 3 man animation?
The most times you see it is in zones(that very few teams used) and in the paint a few times.....


Its more than likely a two man game... especially on the perimeter and defending a dribbler


I know most of us hates canimation like we call it around here and we want as much removed...but keep in mind NBA elite 11 was a testament to too much of one thing is good for nothing
 
# 73 Rockie_Fresh88 @ 09/14/14 11:59 AM
Are you guys sure if 2k used less 2 man animations the game would turn into NBA Elite... ?
 
# 74 VDusen04 @ 09/14/14 12:07 PM
Quote:
Originally Posted by Boilerbuzz
yeah, but I HATED the pass at 0:38. That belongs on the street courts/Park. Not the NBA game. But maybe I'm just a crusty, old curmudgeon.
I don't mind the animation itself, as I bet you do not, but the timing and situation for which it occurred was quite unrealistic. Granted, a drop pass animation of some sort made sense but that over-the-head animation is for like, someone getting flashy while setting the table for a trailer on a fast break. Having that pass there is kind of like if guys swung the ball along the perimeter with behind the back passes.

Quote:
Originally Posted by Rockie_Fresh88
Are you guys sure if 2k used less 2 man animations the game would turn into NBA Elite... ?
For the time being, I remain largely skeptical of a drastic reduction in 2-man animations. It seems like 2K's slightly delved into that idea over the past couple of years. One that comes to mind is their dunking animations.

Personally, I did not mind two-man dunk animations. I felt if LeBron James was attacking the paint and began to take off, and a user controlled defender arrived late to the scene, leaving him mathematically unable to block the dunk... at that point I felt a two-man dunk animation was okay. The game played out, the defender could have gotten there in time but he didn't, so now he's left himself to get dunked on, and it might just happen that he ducks a little and gets rocked (like it might look in real life).

In 2K13, it seems 2K tried to go away from those two player animations. That year, when the same type of play would play out, instead of a realistic defensive animation occurring, the defender instead would hold his upright, reaching-high-for-block animation, sometimes defying physics and absorbing contact in mid-air, getting pushed backward in a completely unrealistic fashion. It was long-animation-free (long meaning anything more than twitch input) and each player acted completely individual of one another, but it looked awful to me.
 
# 75 Pared @ 09/14/14 12:14 PM
Quote:
Originally Posted by Boilerbuzz
yeah, but I HATED the pass at 0:38. That belongs on the street courts/Park. Not the NBA game. But maybe I'm just a crusty, old curmudgeon.
No, it's actually good that it is in there. Problem is it should be playing out on a situation where there is a fastbreak.

Or - if the game is tracking momentum somehow (by number of steps or how long the player is in "run" animation) it should be allowed to trigger. From that video, it played after one step, a big no-no.
 
# 76 eko718 @ 09/14/14 12:20 PM
Quote:
Originally Posted by Da_Czar
Thanks for your comments. Fist let me say yes the AI will not look fantastic on every possession.

Just an FYI the AI was evaluating about 3 different options that all could have separate branches within the triangle. While waiting there It decided to bypass them and you can see Melo then come off a back-screen for the post up. Then he decided to attempt a score instead of going to Melo.

For movement through the lane I didn't like it last year when bigs were sprinting to go short distances It looked unnatural especially with all the bumping etc. So we made sure to have the bigs use more controlled movements.

I will be eagerly watching for feedback from those who play in depth to see if that turns out to be a benefit or if we should speed them up.

So the AI wasn't stuck he was just evaluating options. Maybe we need to speed that up.. We will see.

I know it looks familiar to last year when he wasn't really processing anything The difference is last year he really only had one option and was waiting for it or stuck. This year it's a bit different. Time and the feedback of fine gents on here will let us know how far away we are.

I believe we will be able to talk about some of the improvements here soon.
After watching that vid again, it does seem like actions should be sped up significantly. Players need to go around picks and execute movements with a sense of urgency. The computer just jogs around in this vid... none of these actions seem to actually work and get them open, which results in a stagnated iso affair.

Also, @32 seconds is an example of this foot-in-mud movement of 2K. In real life, Wade would have likely gotten to the paint off of that high pick and roll. Instead, he moves so slowly there that the defense recovers before he even passes the 3pt line. The lack of first step acceleration in this game is a major point that needs to be corrected.
 
# 77 turty11 @ 09/14/14 12:32 PM
Quote:
Originally Posted by kolanji
Very much so true...but how often IRL NBA do you see a 3 man animation?
The most times you see it is in zones(that very few teams used) and in the paint a few times.....


Its more than likely a two man game... especially on the perimeter and defending a dribbler


I know most of us hates canimation like we call it around here and we want as much removed...but keep in mind NBA elite 11 was a testament to too much of one thing is good for nothing

i dont get where all this elite 11 comparison is coming from..that game never even came out right?

aside from the ISO, 99% of the NBA involves more than 2 players. whether they be directly involved (PnR) or if its some sort of cut action going on with guys coming off screens, setting down screens and so on. in 2k, its "run this play" while the ball handler and the guy getting the pass kind of do what the play wants, everyone else is just standing around. its not NBA ball. from these videos 2k is nothing more than a pickup game at the Y where you got the ball hogs on your team

of course, if its like 2k14 its "fixable" but, we shouldnt have to spend HOURS messing around with playbooks/rosters/tendencies to get the CPU to play even an ounce like actual NBA players

2k represents #ArcadeNation right now.
 
# 78 da ThRONe @ 09/14/14 12:49 PM
Quote:
Originally Posted by WTF
This is my sentiment and issue with 2k. It's too over reliant on animation and 2 person sequences.

I'm hopeful that it's better than last years NG in that regard. I'll pick it up and give it a shot, or at least the demo. I just want responsive controls, and my input on the controls to matter. I don't want a ton of contextual animations because the game wants what I'm doing to look pretty.

I want what is happening on the screen to be a direct representation of what I'm doing on the controller.

Couldn't agree more.


Some people complain about uniform fit(even though it varies from player to player) or the way players look while running which I do notice as well, but it's a video game I expect those things for the time begin. What I need from a visual standpoint is to be able to look at a digital player from the basic camera angle and be able to quickly identify the specific player. As long as I can do that it's pretty much all I ask from a game graphically. It appears that 2K has taken steps forward there with better player models.


The other aspect of gaming that matters to me is to try and get the best representation of basketball I can get. And it's been hard for me to do that with 2K because there are so many things like the sliding, warping, and forced animations. As some have stated it appears that it has been cut down some. There's a play during the brief vid where Calderon bounces a lazy pass to Anthony that's tipped by Chalmers that I thought look very realistic. However I still see poor spacing, low percentage passes completed with high accuracy, player sucked into animations, out of position players getting back into position without proper foot planting, etc. All those things make it difficult to feel like the results that happen on court are A) something you would really see in the NBA if you turned your tv on, and B) like I'm the one who's making those things happen.


I understand that they want the casual fan to pop in/download the game and play right away successfully. I just feel it's at the expense of what I want in the game. The only games I buy are sports titles(FYI I Gamefly all my other non-sports games) because those are the games that have the most replay value. So I don't mind tweaking rosters for weeks and/or getting my stick-skills on point for weeks before really digging into the game. If that meant that once I found a good sim core I could have that experience from the time I was successful tweaking the game until the new game was released.
 
# 79 Semipro91 @ 09/14/14 12:57 PM
Quote:
Originally Posted by luda06
This footage looks terrible.

The second Knicks possession featured a triangle play with Amare in the high post, and I'm assuming he's reading the defense to determine if Miami sends someone to cheat from the weak side of the floor. Either that, or he's waiting for Calderon to take his sweet time around a screen set by Anthony. These reads should be much quicker, and put more pressure on the defense, to force an extra defender over, and have some true ball movement with a purpose.

Speaking of ball movement, I absolutely hate when players get stuck on an island (ball handler picks up his dribble, and no teammates come over to receive an easier pass), yet I see evidence of that with Chalmers' failed drive attempt. So, I can only imagine there will be the usual stolen pass that stems from such scenarios.

The A.I. still appears to have no general purpose besides running sets that involve their star players. It's annoying to see players still jogging/walking around screens, and their defender screened by their own teammates. It's also unacceptable to feature teams casually initiating their sets considering the fact they have 24 seconds to score.

The slow developing offense will render certain plays unusable in competitive settings. Also, how come the A.I. is unable to appear competent in isolation? Amare and Wade should have passed (or immediately shot) the ball, resetting the offense into a simpler play instead of attempting to cheese to the hoop or become idle for 2-3 seconds.

Maybe the A.I. shouldn't run plays designed to draw extra defenders until it's actually warranted? Like, when a player actually gets hot from the field, or if a player gets extremely close to a spot they're comfortable in scoring from?

Overall, the offensive A.I. lacks fluidity; the execution just isn't there. Why can't the A.I. calculate basic reads a human controlled team, or even a real NBA team would make on offense? Every read should have a branching decision to accommodate it, and it should happen within the span of 24 seconds, with desired shot attempts (relative to the defense).
Cool story bro.
 
# 80 da ThRONe @ 09/14/14 01:00 PM
Quote:
Originally Posted by eko718
After watching that vid again, it does seem like actions should be sped up significantly. Players need to go around picks and execute movements with a sense of urgency. The computer just jogs around in this vid... none of these actions seem to actually work and get them open, which results in a stagnated iso affair.

Also, @32 seconds is an example of this foot-in-mud movement of 2K. In real life, Wade would have likely gotten to the paint off of that high pick and roll. Instead, he moves so slowly there that the defense recovers before he even passes the 3pt line. The lack of first step acceleration in this game is a major point that needs to be corrected.


While all of this is spot on. I think the importance of solid physics can't be ignored when taking about offensives plays. A lot of plays work because it forces a defender to commit. When you are playing a game with bad physics the digital players covers way too much ground and aren't forced to commit. This often times kills any ability to have success running a lot of the plays.


There's a play in the Thunder vs Cavs gameplay vid where Love pump fakes Collison and drives to the basket and Collison is completely out of position yet warps back into place to cut Love off and forces him to take a bad shot. Don't remember if the shot went in and it doesn't matter. That contest should have came from the help defender or not at all as Collison was out of the position to contest. It's these things that make the offense stagnant as well.
 


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