I have a feeling live is gonna come thru and crush the buildIngs
I have a feeling live is gonna come thru and crush the buildIngs
I have a feeling live is gonna come thru and crush the buildIngs
That annoucement doesn't encourage me to pre-order it at all.
1st ever #NBA2K13 gameplay premieres during @SpikeTV #GTE3 All Access primetime special, Monday 10 ET/7 PT @GeoffKeighley @iJustine Pls RT
Yes this would be earliest we've ever shown gameplay footage. Speaks for itself. Of course, it's still early build but #NBA2K13 looking good
Let's go ahead and say it: NBA 2K13 is right back where it was two years ago—locked in the only meaningful head-to-head competition in sports video game publishing. It's a fight it won quite decisively, too, when its competitor failed to launch and then sat out 2011, while NBA 2K turned in its two best efforts ever.
This year NBA Live will be back on shelves and though the two teams are not jawing at each other yet, they are sizing each other up.
"There are things I'm going to gloss over here a little, because these are things we've been doing right, such as accurate arena lighting," producer Rob Jones says in narrating a behind-closed-doors demonstration, still calling out a point of pride expressed by EA Sports in its presentation of NBA Live 13.
But it's also clear 2K Sports has taken to heart all of this business about passing, an area NBA Live 13's makers think they can exploit. NBA 2K has a well earned reputation as a best-in-class sports simulation for several years, but also one carrying a bit of a learning curve for newcomers. Passing without bringing up icons (to assure the ball goes exactly to that player) has seen some frustrations, especially with tight defense picking off errant tosses.
Well, Visual Concepts, the in-house studio building NBA 2K13, wants you to know they have worked on passing, too. And it was probably no surprise that in a demonstration at which I was the only attendee—it was hands-off—two players from the studio ran a lot of half-court plays designed to showcase passing and player AI. It didn't take long to see the kinds of things EA Sports is so proud of creating, and as I said on Saturday, I've seen them take place before in NBA 2K12. James Jones of the Miami Heat, out on the perimeter, turned and ran back to the play, taking a high, long-armed pass from Chris Bosh and going strong to the rim. Good pass, good pass type, good decision by a bot player to get involved in the play. Look, we got this was the unspoken message.
Rob Jones elaborated on the perceived weakness of the 2K12 passing system, saying that some players may be aiming their pass where they expect the player to be, but not where he is at the point they decide to pass, resulting in a turnover (he did say pass logic on some plays, such as a pick-and-roll, accounts for throwing it to a spot). I pointed out that the game has directional passing on the right analog stick, with a modifier—that is, telling a player to throw it to a precise location. But that's an expert control set.
"Yeah, an expert control set," Jones said, letting the thought hang in the air.
"So, you're doing something with directional passing on lower difficulties?" I asked.
At this point I have written in my notes: "knowing smile."
2K Sports shows little at E3 because the game arrives in October. Even for something with this kind of a foundation there still is a lot of work left to be done. So usually what you get at E3 is a projection of strength, a statement of confidence, and a promise to show a ton more when July rolls around. Tuesday's demonstration followed that script.
But looking closely does reveal some tuning of a highly polished game. "The point is, we have worked our butts off on passing," Jones said. This is not going to go without a fight. Jones said he, Mike Wang and Zach Timmerman started working on NBA 2K13—little things that bothered them, but still, work—the day after NBA 2K12 shipped. It peeved some of their colleagues, he admitted. Still, one thing Jones wanted to do was give players dribble-moves from a standstill. You could do it in NBA 2K12 if you sized up with the trigger, but it sounds like this will be without the control modifier.
Another example: The timing of celebration animations. Ever notice how, after hitting a buzzer beater, there's a brief pause where players stand around like robots—and then they start celebrating? Jones wanted to swat that. "There's not a lot of glory in focusing on things like reaction time in celebrations," Jones said. But when you're leading a race by two years, you can spend time on those things.
It was an early build.NBA 2k13 looks just like NBA 2k12...I saw no difference gameplay wise or graphics wise.
Another thing about passing is they need to eliminate that bobbling shyt. Unless you're passing to a player like Jared Jeffries or Omer Asik there should be no reason for players to be juggling easy passes and shyt. I hate that shyt when you got a guy headed towards the basket only for him to bobble it and blowing an easy bucket or worse get the ball stolen. Also, eliminate that retarded dribbling off the foot/ass of an player in front of you animation. I understand you wont to eliminate clipping issues but it looks ridiculous. Have the player stop dribbling. And stop bailing the CPU in shot clock situations.