Home
NBA 2K16 News Post



The Oklahoma City Thunder and the New Orleans Pelicans square off in this new NBA 2K16 video. Check out Kevin Durant and Russell Westbrook as they go to work against Anthony Davis and the Pelicans. We get a behind the action view on this one with good viewpoints of the arenas coming alive and more. With over five minutes of gameplay, this one is a must watch. So go and do just that, and then leave a comment on what you see!

(Also scope out Steven Adams rocking his new wild-man look.)

You can also watch this video on YouTube. Feel free to Subscribe to our channel while there if you want.

Game: NBA 2K16Reader Score: 8/10 - Vote Now
Platform: PC / PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 45 - View All
NBA 2K16 Videos
Member Comments
# 61 Taer @ 09/14/15 09:57 PM
Things like triple-teams and help rotation are very hard to judge from just these clips.

5 minutes is not enough to even understand what is going on most of the team with regards to streaks, being cold, injuries, etc.

After playing for a few hours I think we will be in a better position to provide constructive feedback.
 
# 62 jfsolo @ 09/14/15 11:12 PM
Quote:
Originally Posted by JODYE
Still see some issues with player speed and momentum changes. Something 2k has never really been able to figure out. Most notably Durant struggling to come off the pick at about the 1:21 mark. Nothing is more frustrating seeing that you have separation yet can't exploit it. You can see Poindexter recover quicker than Durant can get to the free throw line which shouldn't happen if the Center doesn't flash out.
Quote:
Originally Posted by catfish9-5
Still didnt see that "explosion" to get around defender. Especially with KD going off screen. Good movement up to that point then it's like it "quick sands" ball handler to help defense. Maybe it's just me. I like the camera view.
Yeah, this is the one big thing that I haven't liked in the videos. That NBA level burst, without a bunch of dribble moves, especially to the rim, just doesn't seem to be there.
 
# 63 mqt @ 09/14/15 11:28 PM
Quote:
Originally Posted by Da-Man
I'm actually liking how Greg Anthony sounds, not overdone just simple and effective.

Sent from my SM-A300H using Tapatalk
I like how he fits with the others, but the sound feels off to me. I know that most of the audio from the others is older, but his parts sound like they were recorded in a different way or something. Almost as if you're listening to two announcers doing the TV broadcast and one doing a radio broadcast. I can't quite put my finger on it.
 
# 64 BluFu @ 09/15/15 12:25 AM
Quote:
Originally Posted by Jrocc23
Man, the little things. Actually hearing the refs talk and something as simple as mouth pieces adds a lot to the game for me.
The refs talking is gonna make bad calls even more personal now... The amount of times I'll yell "WHO IS THIS GUY" at the TV after I get called for a shooting foul... haha
 
# 65 Jrocc23 @ 09/15/15 12:26 AM
Quote:
Originally Posted by BluFu
The refs talking is gonna make bad calls even more personal now... The amount of times I'll yell "WHO IS THIS GUY" at the TV after I get called for a shooting foul... haha

Lmao. They need to put Joe Crawford in the game and also Mocap him. Hell piss a lot of people off. Blocking FTs and ish.
 
# 66 Rell7thirty @ 09/15/15 02:04 AM
Wow that camera angle is a big improvement over "2K". It's almost cinematic, doesn't move much and instead of rotating it instantly flips. Perfect for fast break offense and defense. I used to get lost when the camera would flip.

Gameplay looks good IMO. Can't wait!
 
# 67 Tomb Of God @ 09/15/15 03:27 AM
The user was able to lean in and draw a shooting foul when the CPU bit on an up-fake with Norris Cole @ 3:12. Not sure how accessible that is to do in 2K16, but the inability to counter the defender's freelance ability to fly around the court at shooters in 15 was maddening.

Unforunately none of the short clips today showed anybody flying around like that. Are shooters still giving free piggyback rides to defenders?
 
# 68 d23x @ 09/15/15 03:31 AM
I can't tell if they added the correct size leg sleeves for Durant but it looks like it. The ones last year were too long and you couldn't wear longer socks that leave skin showing. All of this looks phenomenal and I can't wait to cop for sure!
 
# 69 RachelD @ 09/15/15 08:55 AM
The footplanting looks unreal...looks real smooth alot better then last year.
 
# 70 alabamarob @ 09/15/15 10:18 AM
Quote:
Originally Posted by JoFri
i think this was mentioned in the post. just to add on.

at the 2:10 minute mark, augustine was triple team and he swung the ball over to KD at the top of the arc (saw that he came out from the double screen on the other side of the court, looks like CPU running a script in a play). KD swung it to westbrooks, where his man kept a close proximity to him (not prepared for help).

firstly, I thought the triple team shouldnt happen. secondly, the pass from augustine should go to collison though he may not have a offense threat but i'm sure he could go to the rim and make a play. guys what do u think?

other than this, i love the look and feel of the gameplay. good commentary by GA. the AD block was definitely awesome!






Sent from my iPhone using Tapatalk
I dont see a triple team. What we may be looking at is holiday not switching to cover one of the bigs since he is user controlled. It looks like the user and the defensive settings were doing opposite things. Its not three cpu defenders. One of the guys is user controlled. I am with you on everything else though.
 
# 71 AceDawg5 @ 09/15/15 10:34 AM
A small touch that may go unnoticed is how a screener raises his arm when screening at the top of the key, definitely a nice touch of realism for those of us who hated doing that in basketball practice lol

Sent from my SM-T217S using Tapatalk
 
# 72 Spidi @ 09/15/15 10:45 AM
Im really suprised how good the game looks and i am not talking about the graphics .

Honestly, the last nba 2k games weren't what I hope they would be. It wasn't a bad game, but i just didn't like the direction 2k was headed. It wasn't the simulation basketball experience i was hoping for.

After watching the short gameplay videos, i do believe that with 2K16 you guys are back on track.

Most of the dislikes has be said so i just list all q few things that l really liked in all of the gameplay vids.

  • opposing pgs can be defended hard from half court.
  • the AI doesn't look aimless on Off&Def
also the AI is very active
  • From what I saw, teams have different approaches to Off&Def
  • the difference between players can now be seen.
For example: CP3 (buffed) , Jrue Holiday (taller, long limps, shoulders not big) and Ty Lawson.
  • fluid movements in almost every situation

I'm hyped!
 
# 73 strawberryshortcake @ 09/15/15 10:57 AM
Quote:
Originally Posted by alabamarob
I dont see a triple team. What we may be looking at is holiday not switching to cover one of the bigs since he is user controlled. It looks like the user and the defensive settings were doing opposite things. Its not three cpu defenders. One of the guys is user controlled. I am with you on everything else though.
There was a triple team, and even though it certainly was the user controlled player creating the triple crowded congestion, I would have liked to have seen the two other New Orleans player recognize the user controlled player had stepped into the vicinity to re-guard the Thunder's ball handler. Secondly, it was strange the way the two New Orleans players' were lined up while creating a double team (they were standing back to back in a straight line as opposed to creating a two man wall/barrier on either side, left and right; notice their shadows under their feet).

Yes, the user probably should have switched as well, but the thing is the user chose not to switch in which case I would have hoped his teammates would recognize and adapt.

Adaptive behavior and adaptive artificial intelligence is what I would have liked to have seen the user's own teammate embody. It's great that the CPU has a new artificial intelligence in place but what about the user's own teammates. I might be wrong, but if I as the user does something unsound, I would hope my teammates would adapt and compensate for my unsound behavior.

Anyways, I would just chuck this one up as a fluke, hopefully.


Higher resolution







Lower resolution

 
# 74 alabamarob @ 09/15/15 05:22 PM
Quote:
Originally Posted by strawberryshortcake
There was a triple team, and even though it certainly was the user controlled player creating the triple crowded congestion, I would have liked to have seen the two other New Orleans player recognize the user controlled player had stepped into the vicinity to re-guard the Thunder's ball handler. Secondly, it was strange the way the two New Orleans players' were lined up while creating a double team (they were standing back to back in a straight line as opposed to creating a two man wall/barrier on either side, left and right; notice their shadows under their feet).

Yes, the user probably should have switched as well, but the thing is the user chose not to switch in which case I would have hoped his teammates would recognize and adapt.

Adaptive behavior and adaptive artificial intelligence is what I would have liked to have seen the user's own teammate embody. It's great that the CPU has a new artificial intelligence in place but what about the user's own teammates. I might be wrong, but if I as the user does something unsound, I would hope my teammates would adapt and compensate for my unsound behavior.

Anyways, I would just chuck this one up as a fluke, hopefully.


Higher resolution







Lower resolution

If the defensive setting is to switch everything then thats on the user. I would want my guys to follow the setting and not improvise. On second look it seems like both guys switch on the double screen and that is why they are doing the same thing. Had he took user control over 1 of the bigs there would have been single coverage all around is my guess. So i am good with this result. Otherwise, you would have defenders going rouge.
 
# 75 stillfeelme @ 09/15/15 05:43 PM
Quote:
Originally Posted by alabamarob
If the defensive setting is to switch everything then thats on the user. I would want my guys to follow the setting and not improvise. On second look it seems like both guys switch on the double screen and that is why they are doing the same thing. Had he took user control over 1 of the bigs there would have been single coverage all around is my guess. So i am good with this result. Otherwise, you would have defenders going rouge.
Thanks for this I think you guys may have found the first bug. On switch double teams they both were picked so they both switched even if it didn't make sense. One should have rotated back realistically hopefully that is fixed on the first patch.

The question is how would guys like the AI to disobey a command in an instance like this
 
# 76 alabamarob @ 09/15/15 05:54 PM
Quote:
Originally Posted by stillfeelme
Thanks for this I think you guys may have found the first bug. On switch double teams they both were picked so they both switched even if it didn't make sense. One should have rotated back realistically hopefully that is fixed on the first patch.

The question is how would guys like the AI to disobey a command in an instance like this
Assuming this only happens if he makes contact with both picks then i am fine with this result.
 
# 77 nikoemo @ 09/15/15 06:19 PM
Two player screens! Just awful!I hope this is just a bug but this is not a good example of smart cpu AI! Other than that the game looks so much better than 2k15.
 
# 78 richmo @ 09/15/15 07:11 PM
Depending on that player's particular defensive IQ ratings, I wouldn't mind it as much, so long as it makes sense.
 
# 79 strawberryshortcake @ 09/16/15 05:48 AM
Quote:
Originally Posted by alabamarob
If the defensive setting is to switch everything then thats on the user. I would want my guys to follow the setting and not improvise. On second look it seems like both guys switch on the double screen and that is why they are doing the same thing. Had he took user control over 1 of the bigs there would have been single coverage all around is my guess. So i am good with this result. Otherwise, you would have defenders going rouge.
Correct me if I'm wrong, but my interpretation of what you're saying is that you would rather see your teammates stick to the "script" rather than be aware of where everyone on the court is, and what they are doing on the court. Better to have no "true" adaptive behavior, no "true" adaptive intelligence, no "mind of their own" to their changing environment and would rather "sequences" stay true to the "initial setting" or "script."

If a play breaks down due to the user, the cpu teammate absolutely must stick to the "script" because of the initial setting. The user is part of the team. If one player on the court does something unsound, the rest of the team is suppose to stick to the script. It may be on the user to follow the setting, but if the user chooses to deviate from the setting however small or large it may be, you don't want the CPU to adjust using "adaptive behavior/adaptive intelligence." You don't want the "human element of thinking" (or whatever is programmed into the CPU) to be part of the gameplay because you simply want the AI to move with respect to the initial script.
 
# 80 alabamarob @ 09/16/15 08:05 AM
Quote:
Originally Posted by strawberryshortcake
Correct me if I'm wrong, but my interpretation of what you're saying is that you would rather see your teammates stick to the "script" rather than be aware of where everyone on the court is, and what they are doing on the court. Better to have no "true" adaptive behavior, no "true" adaptive intelligence, no "mind of their own" to their changing environment and would rather "sequences" stay true to the "initial setting" or "script."

If a play breaks down due to the user, the cpu teammate absolutely must stick to the "script" because of the initial setting. The user is part of the team. If one player on the court does something unsound, the rest of the team is suppose to stick to the script. It may be on the user to follow the setting, but if the user chooses to deviate from the setting however small or large it may be, you don't want the CPU to adjust using "adaptive behavior/adaptive intelligence." You don't want the "human element of thinking" (or whatever is programmed into the CPU) to be part of the gameplay because you simply want the AI to move with respect to the initial script.
I understand your point and it is a valid one. I am saying that defensive settings is an option that you can turn on or leave on auto. If the pnr settings are on auto I agree with you 100 percent. But, if I give them an assignment like switch everything then I want them to switch everything and stick to the "script." Unpredictability (if that's a word) is the opposite of what I want when i set my defensive settings.
 


Post A Comment
Only OS members can post comments
Please login or register to post a comment.