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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
# 41 blues rocker @ 08/20/11 11:44 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.
WRONG...i always play the CPU on Sim/Hall of Fame (hardest settings), and still manage to win by 15+ most games (and i turn the CPU's defensive awareness and steal sliders up to 100 just for the challenge).

my online record is 148-9 (but 7 of those losses were b.s. connection drops where i was given a loss when i was winning). so, technically my online record is 155-2....don't judge people before you know the facts.

the key to not throwing bad passes in 2k11 is to use icon lead passing to move your receivers away from their defenders as they catch...this ensures you won't get the ball stolen or tipped...another key is to not hold turbo when you pass...holding turbo makes your player throw bad passes. if you follow these rules, you will find that the passing usually works perfectly without the need for "passing control".

i don't have a problem with 2k adding some type of passing control, but i don't think the "hold, tap, double tap" scheme is the right way to do it, becuase it would probably cause a delay to the passing animations as the game tries to process whether you held the button or tapped it...a better solution would be to maybe use the triggers as pass modifiers...like maybe if you are holding the right trigger your player will throw a bounce pass, but if you don't hold the right trigger it would be a chest or lob pass.
 
# 42 wallofhate @ 08/20/11 12:47 PM
I completey agree with blues rocker! Why map the passing to a series of buttons where most of us no matter novice or the extremely experienced are going to try to make split decisions and hit the wrong buttons rushing. I mean im all gor having the option but I dont see it really necessary. Most of us want a simulation of sports so why not leave passing to the ratings and the player being used? J Kidd passes arent gonna be the same as C Billups! Why not let their tendacies and ratings dictate that? Some players just cant make the passes that the "elite" players can. Thats what makes the game feel more real and true to life using a team for their strengths and overcoming their weaknesses not just leaving it to who pushes the buttons on time! Learn basketball and the buttons not just have it be like street fighter or mortal kombat.
 
# 43 Knickerbocker @ 08/20/11 01:46 PM
It's about control. And passing is a big part of creating chances, your argument almost go to the extent why have a layup or dunk modifier, just let the situation and tendencies of the player sort what he does. And most other sports games have modifiers for passing and you dont miss the button when u have to use it, it becomes second nature after a while.
 
# 44 Ike04 @ 08/20/11 02:43 PM
wow great vids. definitely pre-ordering this game with the magic cover. like the new jumpshots, and the physics. ball seems more free, an players mommentum looks better too.
 
# 45 wallofhate @ 08/20/11 02:45 PM
Knickerbocker i agree with you. thats why i said it should be an option. but like the lay up or dunk modifiers I rarely use them. Because sometimes they put me into dunks that i dint expect so to prevent that I just presss The shoot button with the sped burst to dunk so they can choose the right dunk for the situation.
 
# 46 Sinner @ 08/20/11 02:58 PM
nice impressions and thanks for everything DaWolf pre-ordered mine already and can't wait till this game comes out. Hopefully there will be some passing options when the game is released.
 
# 47 Knickerbocker @ 08/20/11 03:03 PM
Wallofhate, in case you dont press the shotstick for the dunk, the left stick becomes the modifier. So the AI chooses nothing you just use the other stick to modify it. So if you are running towards the basket and dunk it's as if you would have pushed the right stick forward.
 
# 48 blues rocker @ 08/20/11 10:24 PM
Quote:
Originally Posted by Knickerbocker
It's about control. And passing is a big part of creating chances, your argument almost go to the extent why have a layup or dunk modifier, just let the situation and tendencies of the player sort what he does. And most other sports games have modifiers for passing and you dont miss the button when u have to use it, it becomes second nature after a while.
that's why the obvious solution is to just make it an option you can turn on and off...if they just offer both ways (the traditional "auto pass" and the new "pass control") then everyone's happy.
 
# 49 Knickerbocker @ 08/21/11 11:23 AM
Quote:
Originally Posted by blues rocker
that's why the obvious solution is to just make it an option you can turn on and off...if they just offer both ways (the traditional "auto pass" and the new "pass control") then everyone's happy.
Yep, like total control passing this year. I agree completely.
 
# 50 Po Pimp @ 08/21/11 12:03 PM
I think passing modifications could be done quite easily. I know it's too late now, but:

L-Trigger + Pass button = alley oop or lob pass (depending on the situation). It's actually sorta like this now.

Quick tap = fake pass

regular tap = normal pass

holding pass button = bounce pass

R Trigger should be able to modify any of these passes and make them fancier or with flair.
 
# 51 nba2kgaming @ 08/21/11 12:39 PM
i cant wait for 2k12!!!!!!!!!!!!
 
# 52 jordankobewade7 @ 08/22/11 06:06 AM
yup,the post entry sucks sometimes,and when the game is close its a definite controller throwing moment...its one of those things that makes u feel like u were robbed..

and its not always bad passes that create tipped passes and what not,its players with their backs turned miraculously knowing when to put their hands up for a steal...right now there is really nothing that makes steve nash stand out over a random rookie point when it comes to passing.jason kidd,steve nash,cp3 should all feel head and shoulders above most pgs passing wise,the fact that they dont shows us we arent yet where we wanna be in the pass control category
 
# 53 lodilla @ 08/22/11 04:34 PM
Thanks Dawolf, really appreciate your personal insight on your gaming experience with 2k12. I could not really see in the videos, but do the player you controlling still get in a defensive stance everytime you pass by an offensive player if you are not pressing the sprint trigger? Hope you understand what I am trying to ask, lol. In 2K11, if you attempted to just run up court without sprinting, your player would constantly stop and get in that defensive stance if you ran by someone...
 
# 54 luda06 @ 08/22/11 05:02 PM
Didn't read the posts, but I would assume this was an old build of the game. I recall reading that passing the ball wouldn't be such a pain this year.
 

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