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NBA 2K12 Preview (Xbox 360)

As many of you already know, I had the opportunity to play NBA 2K12 for the past two days, here at Gamescom in Cologne, Germany. Before I start with my impressions, I want to tell you where I come from, in the NBA 2K series. I started with NBA 2K7, which I thought was the greatest game ever. It still has a certain place in my heart. I played that game every day. I thought NBA 2K8 was good, but not as great as NBA 2K7. No momentum shots killed it for me. NBA 2K9 and NBA 2K10 were huge disappointments to me. It felt like they totally lost the controls in those games, even the shooting became worse. NBA 2K11 was really good again, but also had some issues. I have to admit that I liked NBA Live a lot, especially the last ones, because there are certain aspects of the game that are better than the NBA 2K games, for example spacing and working the ball around for a good shot.

With that said, let’s talk about NBA 2K12. The demo featured the Dallas Mavericks against the Miami Heat. I was automatically assigned to the Mavs, but could switch to the Heat, via option menu. Play calling was disabled, just like last year with 4 minute halves. The pregame introduction is great this year, as you can see in one of my videos, posted earlier.

Gameplay. After winning the tip, I moved around with my player and it felt a lot like NBA 2K11. I think the offensive movement, with the left stick has remained unchanged. The first disappointment came when I tried every possible combination, to see whether or not manual passes were in the game (bounce passes for example, like in NBA 2K7). I really wanted to see that in the game, but I couldn’t figure it out, couldn't find the modifiers.

The second thing on my watch list was shooting, I thought it was one of the largest shortcomings in NBA 2K11. I’m happy to say, jump shots are fun again. There are now momentum jumpers from every possible angle, whether you are running or walking. My favorite has to be when you walk towards the rim, in a straight line and push the x button, you get an immediate and smooth forward leaning jump shot. It’s really useful when you want to pull up on a fast break. It feels great too. Shooting is better, because of the release points. It’s not just a couple of milliseconds, then let go of the button. Now you can really elevate again and release the shot at the top of the jump. Jason Kidd doesn’t jump when shooting, but still feels a lot better than before. I could go on and on about shooting, that was the most important thing for me to look at.

Well after those observations I was pretty much sold. But let me tell you about some other cool stuff, before I arrive at some of the negatives. I’ve never been a great post game player in the NBA 2K series, but this could definitely change with NBA 2K12. It’s really easy and intuitive. You back down with the Y button, from anywhere on the court, then you can do all sorts of moves in the post. I’m sure I only scratched the surface of the available arsenal this year in the paint. I tried a few combinations and it was great to see what you can do. But quite honestly, I had no idea what I was doing, but I can state the post game is much more fun.

I thought defenders were much more active in helping out. I saw some early doubles for Dirk and rotations were made all over the place. I have to say, it’s still not as open (spacing-wise) as NBA Live 10 was, but you could tell the differences. For example, when I got a screen from LeBron, you could see the third defender rotated to the zone, to prevent penetration. Much more about that from Czar, if he makes the videos again this year.

Not everything was roses, I have to bring up some of the negatives. I want to demonstrate this with a play I often use in NBA 2K games. Let’s say I control Wade and get a screen from Bosh at the perimeter, I go around the screen to the corner to penetrate into the zone, which brings the help of a third defender in most cases, then I try to pass out to my open jump shooters, for a corner three. Okay, that’s why I loved NBA 2K7 so much. When you penetrated you could really kick the ball out with the manual bounce pass, for an open J. In NBA 2K11 and now also in NBA 2K12 (at least in this early build) the problem exists. Actually, there are two problems.

1) No manual bounce pass means Wade would throw an overhead pass to the corner 3, which often resulted in a throw at the backboard, going out of bounds.

2) Those passes get deflected 9 out of 10 times, even if the help defender is next to you.

I couldn’t find any passing modifiers in the build I was playing.

Here are some quick observations:

  • Players can stumble when running up the court
  • More contact shots in the zone
  • Great physics
  • Size Up Moves seemed to have changed, look for that in the videos. I couldn’t figure out how it worked, but felt like you had more control over the dribble.
  • Defensive movement improved
  • Much more fighting for the ball on rebounds thanks to the new ball physics
  • Steve Kerr did an excellent job as a third commentator

In summary, I would say the playable version of NBA 2K12 at Gamescom, was great, very similar to NBA 2K11, but improved in the right areas. It’s still early, but to me it’s already looking like a must buy, lockout or not.


NBA 2K12 Videos
Member Comments
# 21 Goffs @ 08/19/11 07:23 AM
Quote:
Originally Posted by Da_Czar
Ffaaco I don't know how much better it will be but I know they worked on that area this year anytime we saw any questionabke steals they went to the code to see what triggered it and removed it. Again I don't know if they got to everything.

as a side note the rotations have improved which means that first pass is not always open that will take some adjustment on our part.

everytime I got trapped I would auto pass to the next availabke guy and it was transition city. But those weren't back to the ball steals.

I know its improved but sure if its enough for gen population.


Sent from my iPhone using Tapatalk
trapping defense is weak in this game...how is it this year? do we still have to wait for the double team animation to kick in?
 
# 22 jordankobewade7 @ 08/19/11 07:24 AM
Quote:
Originally Posted by Sam Marlowe
Sounds good. I'm curious if this kind of thing is possible in the game as well though:



Shorter players with excellent shot blocking ability.
im with you on this one man i def wana see this in the game....it was alot better in 2k11 but seeing it improve even more in 2k12 would be great...and this manual bounce pass thing sounds great too,maybe they can work that in,the type of pass you use is definitely directly related to whether or not its possible to steal it.sometimes its just a really really good pass,the right speed,angle,and type of pass.its what separates steve nash and jason kidd from regular joe pg's...i really hope they put a better focus on this in 2k12,starting with manual bounce passes.
 
# 23 tril @ 08/19/11 08:30 AM
Its abut time that they add dynamic passing to the game. How hard could that be, it also existed in CH2k8.
Regardless, Im sold on 2k12.
when it comes to basketball, the 2k series has never disappointed.
 
# 24 DJ @ 08/19/11 09:54 AM
Good job, Wolf.
 
# 25 1WEiRDguy @ 08/19/11 11:09 AM
Quote:
Originally Posted by Goffs
trapping defense is weak in this game...how is it this year? do we still have to wait for the double team animation to kick in?
I lOVED the trapping defense in CH2k8...it actually made a difference
 
# 26 videobastard @ 08/19/11 11:50 AM
I was hoping for a manual bounce pass feature. The backboard hit passes, blind deflections, and broken up fast break plays due to passes you did not want to have happen make the game play look ugly and frustrating at times.

I am encouraged though by the momentum jumpers.
 
# 27 stillfeelme @ 08/19/11 12:13 PM
Czar,

That is what we like to hear. I watched all the videos and I didn't see the psychic steals, as long as I see that on all levels of play I am good. I also didn't see the low trajectory passes. It looks like there should be less turnovers by steals this year.
 
# 28 blues rocker @ 08/19/11 12:17 PM
Quote:
Originally Posted by Goffs
nice! i wonder how you do the pro-hop now that the Y button is the new post up button...

personally i would like to see that gone since it so damn overpowering once your in the paint...
yes...i'm curious...how do we do hopsteps now that hopstep the button is used for post up? i hope they didn't get rid of hopsteps...sure, they needed to be made less powerful in 2k12, but not eliminated...the hopstep is a common basketball move and therefore should be included.
 
# 29 kolanji @ 08/19/11 12:55 PM
a job well done Da_wolf they should have u on payroll....haha
hoping Da_Czar shines some light on the improvements in his videos if he does them alright.so far the shooting news is very interesting to me..hope floaters works better and have a better % hits...nba 2k11 floaters were just clumsy and ineffective....
 
# 30 23 @ 08/19/11 01:07 PM
I actually think all of the dudes who came in here calling Da Wolf a liar need to give him an apology


BUT HEY, THATS JUST my opinion
 
# 31 scottyp180 @ 08/19/11 02:13 PM
Quote:
Originally Posted by kjjnesb
I have to admit I'm geeked especially hearing Steve Kerr was correctly implanted can't wait.
steve kerr might be the best thing i read lol. Loved in on tv and the Live series. this will definitely up the presentations and make the announcers feel fresh.

Im disappointed to here there is still no manual bounce passes and to be honest I thought I made up the fact that they were in 2k7 because they have been left out of the games for so long. Lack of control over passes is one of the biggest problems because you never know what kind of pass will be thrown. I can understand if i pass to the wrong person but there are times that I pass to an open man and the ball is not passed properly, whether it is a bad pass or a pass that doesnt get there quick enough. Hopefully 2k will announce new pass controls or logic later on. Besides passing, and the movement seeming to be untouched, the game should be solid. I just hope there are enough improvements to keep this game fresh for a year.
 
# 32 Da_Czar @ 08/19/11 05:22 PM
Quote:
Originally Posted by Goffs
trapping defense is weak in this game...how is it this year? do we still have to wait for the double team animation to kick in?
Goffs honestly I will wait to play it again before I answer this one. I know for certain the cpu's traps work and work well. I can't remember any specific instance of me trapping them so I won't speculate on that part.
 
# 33 Da_Czar @ 08/19/11 05:26 PM
Quote:
Originally Posted by kolanji
a job well done Da_wolf they should have u on payroll....haha
hoping Da_Czar shines some light on the improvements in his videos if he does them alright.so far the shooting news is very interesting to me..hope floaters works better and have a better % hits...nba 2k11 floaters were just clumsy and ineffective....
Floaters work like they should to me this year. I couldn't REALLY use them last year. I mean I could but not like I wanted to. This year the control for them just makes sense and you can pull them off in tight spaces.

1 thing to games change during the development process. I am only describing the game I played a month or so ago. So if they changed something between then and now obviously I am not privy to that. So keep everything I'm telling you in that light. Things may have changed.
 
# 34 Da_Czar @ 08/19/11 05:32 PM
Quote:
Originally Posted by scottyp180
steve kerr might be the best thing i read lol. Loved in on tv and the Live series. this will definitely up the presentations and make the announcers feel fresh.

Im disappointed to here there is still no manual bounce passes and to be honest I thought I made up the fact that they were in 2k7 because they have been left out of the games for so long. Lack of control over passes is one of the biggest problems because you never know what kind of pass will be thrown. I can understand if i pass to the wrong person but there are times that I pass to an open man and the ball is not passed properly, whether it is a bad pass or a pass that doesnt get there quick enough. Hopefully 2k will announce new pass controls or logic later on. Besides passing, and the movement seeming to be untouched, the game should be solid. I just hope there are enough improvements to keep this game fresh for a year.
Scottyp not sure what exactly you mean by movement so what I'm saying may not relate but movement did get refined this year.
 
# 35 Vast @ 08/19/11 07:57 PM
Quote:
Originally Posted by Da_Czar
Scottyp not sure what exactly you mean by movement so what I'm saying may not relate but movement did get refined this year.
yea. You can clearly see from the videos that movement and isomotion is much more precise.
 
# 36 Eman5805 @ 08/19/11 09:23 PM
Oh yeah. Isomotion's much more achieved this time around.
 
# 37 Mos1ted @ 08/20/11 07:10 AM
With NBA 2K11, I felt certain elements of the game were better pre-patch than post-patch, such as jump shooting and isomotion. As long as NBA 2K12 comes close to that, it will be fine in my opinion. Like others have said, I would love to see pressure sensitive passing make a return: tap for a lob/overhead pass, hold for a chest pass, with an option to modify that into a bounce pass.
 
# 38 blues rocker @ 08/20/11 08:44 AM
Quote:
Originally Posted by Mos1ted
Like others have said, I would love to see pressure sensitive passing make a return: tap for a lob/overhead pass, hold for a chest pass, with an option to modify that into a bounce pass.
i'm cool with it, BUT only if we have the option to turn it off. i would actually prefer the "old way" and just let the game pick the type of pass, because the passes are more responsive that way, and i wouldn't have to stop an think about the type of pass i want to make every time...with 2k improving the passing animations and pass logic this year, i don't think i will even feel the need to choose my pass type (heck, i didn't feel the need last year, so with the passing improved even more this year, i'll be even more happy to let the game decide the pass type for me)...when i have to make a lightning quick decision, i don't want the delay of having to choose my pass type (delay from myself, or from the game delaying it while processing the various button presses).
 
# 39 Knickerbocker @ 08/20/11 11:18 AM
Still no feedback if the offensive boards were fixed. That would give a totaly new dimension to the game, right now good rebounders are not really needed. Just think of some Bulls games when they had around 20 offensive rebounds, thats a game changer.
 
# 40 TheKasmar @ 08/20/11 11:41 AM
Quote:
Originally Posted by Jesus
This post tells me one of three things, either you aren't very good at the game, didn't play against others/on a challenging difficulty level or the people you play against aren't very good at the game.

There are sooo many instances where passing control is needed that it boggles my mind you never once felt the addition was needed.
I dont like the lack of passing controls either, but icon passing is more than fuctional. How can you assume his skill level just because of his opinion on pass controls.
 


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