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NBA 2K17 News Post


UPROXX has posted their NBA 2K17 hands-on impressions and talk about the controls and the importance of your stick skills this year. They also go over the new shot aiming system.

Quote:
“Let’s say you start this little cool move and you want to break out at that moment in time,” Jones says. “The animation had launched and there were specific branch points where you could get out, but as a user, you wanna get out when you want to get out. This year, we took all of that — what we felt like — canned stuff and was (sic) like look: ‘as a user, you can still recreate it.’ The animations that make up that guy’s dribble package, are signature. But if you wanna create that situation that he specifically does, it’s on your stick skills.”

That emphasis on a user’s “stick skills,” specifically how they’re able to move their player in a fashion similar to how they would in real life, is now augmented. You are controlling all of the player’s movements instead of just most of them. There’s no jumping off point where you’re left the manipulations of what they’ve already programmed for that player at that time in the game.

Most games only do release stuff on jump shots. Jones compared it to pulling a bow and arrow: you pull it back to the right tension and then release it. That release timing has always been there for NBA 2K jump shots, but now they’ve added aim, so “you can actually aim left-right on the shots.”

Game: NBA 2K17Reader Score: 7/10 - Vote Now
Platform: PC / PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 14 - View All
Member Comments
# 41 ForeverVersatile @ 08/29/16 07:40 PM
Quote:
Originally Posted by stillfeelme
This is exactly what I wanted. The animations are tied to the player but you have to know how to pull off the dribble moves to turn the elite dribblers into elite dribblers.

Some of the sig size ups didn't have a good use in 2K16 because the branching didn't let you go nowhere to a point where you could explode or chain together. Some of them were real good like Steph and Kyrie's.

If you read one of the impression articles from PopSCi

http://www.popsci.com/nba-2k17-improves-on-merging-sports-and-gaming




This guy told me everything I need to know it is going to take a little bit of practice to get the advance size ups to chain like you want. This means some actual stick skill is needed. This is what is going to separate an advanced Steph user from a casual user.

Instead of us relying on the stringing together a long canned animation we have to do it ourselves.

I like how they are doing it although you have Kyrie's, Steph animations you have to actually learn the combo and how to read the defense to turn the player into somewhat real.


Some of the size ups were meant to give you space for a jumper not necessarily explode past the defender.


Sent from my iPhone using Tapatalk
 
# 42 scottyp180 @ 08/29/16 07:44 PM
Quote:
Originally Posted by stillfeelme
This is exactly what I wanted. The animations are tied to the player but you have to know how to pull off the dribble moves to turn the elite dribblers into elite dribblers.

Some of the sig size ups didn't have a good use in 2K16 because the branching didn't let you go nowhere to a point where you could explode or chain together. Some of them were real good like Steph and Kyrie's.

If you read one of the impression articles from PopSCi

http://www.popsci.com/nba-2k17-improves-on-merging-sports-and-gaming




This guy told me everything I need to know it is going to take a little bit of practice to get the advance size ups to chain like you want. This means some actual stick skill is needed. This is what is going to separate an advanced Steph user from a casual user.

Instead of us relying on the stringing together a long canned animation we have to do it ourselves.

I like how they are doing it although you have Kyrie's, Steph animations you have to actually learn the combo and how to read the defense to turn the player into somewhat real.
The size ups were frustrating in 2k16. There were times I felt like I had the defender leaning or favoring one side and when I would try to break out I would go no where. You were almost better off letting the signature size up animation play out and see if that alone would cross the defender.

Hopefully 2k17 will actually allow you to explode off a size up or dribble. IRL you can have the greatest ball control, dribbling skills in the world but if you don't have quickness and explosiveness with your feet it means nothing.
 
# 43 skillz773 @ 08/29/16 08:03 PM
Still lacking the split the defense off of the pick and roll animations! How could they not have put this key signature in the game yet.
https://youtu.be/P8hIwADbymQ
https://youtu.be/DxrweKfFFIs

Sent from my SM-N920P using Tapatalk
 
# 44 GudStuffzz @ 08/29/16 08:22 PM
sounds good yall. 'ball on a string' is something I never felt when playing 2k. It looks like they're taking a step to more freedom with ball handling. That's what I like to see!
 
# 45 stillfeelme @ 08/29/16 08:28 PM
Quote:
Originally Posted by ForeverVersatile
Some of the size ups were meant to give you space for a jumper not necessarily explode past the defender.


Sent from my iPhone using Tapatalk

What I meant by that is I couldn't turbo to blow by or chain the move into a another or branched into a different move. There is a little delay or hiccup to chain certain moves. That basically limited what you could combo together to create separate or blow by.

I am not talking about every elite dribbler though.
 
# 46 stillfeelme @ 08/29/16 08:42 PM
Quote:
Originally Posted by scottyp180
The size ups were frustrating in 2k16. There were times I felt like I had the defender leaning or favoring one side and when I would try to break out I would go no where. You were almost better off letting the signature size up animation play out and see if that alone would cross the defender.

Hopefully 2k17 will actually allow you to explode off a size up or dribble. IRL you can have the greatest ball control, dribbling skills in the world but if you don't have quickness and explosiveness with your feet it means nothing.
This is exactly what I mean. I need to have the ability to explode out of the size up.

I will give you an example I can't quick spin out of a escape left or right with Jamal Crawford. He can quick spin out of hesi though real fast. The little delay slows him up. So you can't chain that move together fast. He will do the spin but with a delay
 
# 47 de_jesus @ 08/29/16 08:46 PM
Didn't a lot of users complain about the speed boost for size ups and 2K removed it?

Sent from my SM-G930V using Tapatalk
 
# 48 Eman5805 @ 08/29/16 09:14 PM
As someone said, I use square to shoot jumpers, and right analog for layups and dunks.

This is right up the ol' alley. Cannot wait. This game could be the major gameplay leap forward I've been waiting for this gen.
 
# 49 JAY_D1 @ 08/29/16 09:26 PM
I am excited what the guys at Team Up have to say..
 
# 50 hanzsomehanz @ 08/29/16 09:26 PM
Since I can't kineticly be in the players body: I think we should have visual aid akin to Madden FG and Punting system that shows your Aim.

I just don't see the simulation benefit in re-centering your shot during the attempt. Right now if I want to perform a moving shot: I will use the right stick and aim it but now it seems I'll need to add a twist and re-aim it.

It seems a bit generic too if you're not actually aiming it towards your target but simply pulling forward or backward - is the left to right aim part of the process? Again, with no visual tutor / aid, how much value can be gained from this shot mechanic?

Sent from my SGH-I337M using Tapatalk
 
# 51 scottyp180 @ 08/29/16 09:34 PM
Quote:
Originally Posted by stillfeelme
This is exactly what I mean. I need to have the ability to explode out of the size up.

I will give you an example I can't quick spin out of a escape left or right with Jamal Crawford. He can quick spin out of hesi though real fast. The little delay slows him up. So you can't chain that move together fast. He will do the spin but with a delay
The spin move in general is a little weird in 2k16. When it works and responds properly it can be great but there are times where there is a delay or the game won't respond to the input. The delay kills me sometimes. I'll be open when I spin on the stick but by the time the year responds the defense will be in position, or just be in the way, and I lose the ball.

Now here's something I'm confused about with the interview from this article. "The animations that make up that guy’s dribble package, are signature. But if you wanna create that situation that he specifically does, it’s on your stick skills.”"

This sounds like size up moves will be more similar to Live 16 where you don't simply flick the stick to initiate a size up animation but instead control the size up move by what is performed on the sticks. If this is the case I like it IF it is executed properly.
 
# 52 GSW @ 08/29/16 09:36 PM
I think these reviews are how they are putting out info now. But i would be shocked if we didnt get some dev blogs or something this week being that we will all be playing the Prelude next Friday
 
# 53 23 @ 08/29/16 09:38 PM
Quote:
Originally Posted by GSW
I think these reviews are how they are putting out info now. But i would be shocked if we didnt get some dev blogs or something this week being that we will all be playing the Prelude next Friday
The problem is we don't see anything.

They can explain things all day, but like SamPham said in his video, you still can't tell certain things from this like if a guy is leaving his man to play help defense properly or not.


Honestly man until now, it's really been pretty wack how this has been put out.
 
# 54 MarkWilliam @ 08/29/16 09:56 PM
Ooooh nice one. I enjoyed the part about using Noah and it "feeling instinctual". Though worded vaguely, I totally got what he meant. Sounded promising.

I feel like every year I read the words "this year, we're giving control back to the user".......

Man I'm just ready for Mike's blog..... plus a lot of this stuff we won't REALLY know until we get our hands on the game.
 
# 55 MarkWilliam @ 08/29/16 10:13 PM
Quote:
Originally Posted by 23
The problem is we don't see anything.

They can explain things all day, but like SamPham said in his video, you still can't tell certain things from this like if a guy is leaving his man to play help defense properly or not.


Honestly man until now, it's really been pretty wack how this has been put out.
Just to comment on this - I actually am getting the feeling that this Prelude thing will be out before a blog.... haha.

It's pretty much 2 weeks til we can just play it ourselves - definitely feels like they're holding out on us haha. But 2 weeks is 2 weeks. Not long now I guess.

I may load up against GSW and see this Curry business for myself.
 
# 56 scottyp180 @ 08/29/16 10:14 PM
Quote:
Originally Posted by 23
The problem is we don't see anything.

They can explain things all day, but like SamPham said in his video, you still can't tell certain things from this like if a guy is leaving his man to play help defense properly or not.


Honestly man until now, it's really been pretty wack how this has been put out.
Don't they usually have short clips in the blogs to demonstrate the additions and improvements?

2K has always done a poor job of releasing official gameplay videos. At best we'll see this week of release. At least we get the prelude on the 9th. Hopefully we'll be able to experience the changes first hand and determine if offense and defense is balanced.
 
# 57 Dyslexicphish @ 08/29/16 10:14 PM
Quote:
Originally Posted by GSW
I think these reviews are how they are putting out info now. But i would be shocked if we didnt get some dev blogs or something this week being that we will all be playing the Prelude next Friday
It is. Basically 2k pays these websites to come in and try the game a little while someone from 2k talks about it. These articles are little more than ads.
 
# 58 BA2929 @ 08/29/16 10:14 PM
Quote:
Originally Posted by 23
The problem is we don't see anything.

They can explain things all day, but like SamPham said in his video, you still can't tell certain things from this like if a guy is leaving his man to play help defense properly or not.


Honestly man until now, it's really been pretty wack how this has been put out.
Exactly. We're 17 days away from "early" release and there have been zero official gameplay videos put out.

I'm tired of reading about this game and imagining what is fixed or what is new. If NBA 2k17 was a text based RPG I'd be fine reading about it in blogs and in articles, but it's not. It's a video game where being able to see it run in real life with your eyes is probably the biggest feature it has going for it.

I hate to say it, but if we don't see any gameplay videos this week I won't be getting the game for awhile unless the Prelude blows me away. Imo, if we go under 2 weeks until the game releases and there are ZERO official gameplay videos out, then I'm going to assume there is something critically wrong with the gameplay and AI and that's why they're not showing us anything. I don't care if this is "how 2k always does it" because that's not an excuse and shouldn't be.

/rant

That all being said, 2k hasn't let me down once with 2k basketball ever since I came back in 2k12, so I fully expect everything to be a-okay. But ya. I'm going to be worried something terribad happened if we don't see any gameplay this week.
 
# 59 youvalss @ 08/29/16 10:32 PM
Quote:
Originally Posted by iam31yearsold
I hope this makes the game brutally hard. I have been playing 2k for 16 years, I want to get new game and feel like an infant I don't know the control nuances.
I think that only a
Spoiler
can give you that...

NBA 2K is being built on top of the previous versions. It takes almost a full generation to feel a huge difference. If you played 2K7...skipped 5 titles...and then went back and played 2K13 (or 2K12 or 2K14 on the old gen), you would get that feeling that's you're looking for.

EDIT:

Almost forgot there was an article here. I liked it, if it's what it sounds, then it's something that many of us have been waiting for. But, as always, it might have some shortcomings, which will be taken care of next year and the year after. A new system always takes some tweaking and more development time, it's not going to be just there yet the first time. But it's a first and important step.
 
# 60 Bolt957 @ 08/29/16 10:32 PM
I like what I'm reading, but knowing we'll have a demo, I'll reserve my judgement until then. My biggest concern about the game is the passing...Have they toned down the high probability of the CPU almost seemingly playing perfect in the passing lanes? What have they done to remedy the terrible TOs? Are players still clipping through each other to get rebounds & steals?
 


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