Czar do you know if the ball is live at all times?Probably not as live as your wanting Fatleg similar to last year you can dribble off the defenders legs or arms but it is not completely live as your wanting it.
They have a alternate control scheme if you want to do it the other way. I absolutely can not go back to using eft stick dribbling after playing 2k13. There appeared to me to be so much more control.
So if you want you can switch it to right stick left trigger for dribbles and right stick only is shot stick. How ever you want it.
http://espn.go.com/blog/playbook/tech/p ... t-nba-2k13
AUTOMATIC WIN
Another cool addition is the ability to throw alley-oops off the backboard to either a teammate or to yourself
Using the Xbox 360 controller, alley-oop is the simultaneous button press of X and A. But now if you want to do a little something even more crazy to get the fans on their feet, while hitting X and A, simply press the left stick towards the basket. My first attempt was a bit wild and actually went flying over the backboard, but on my second attempt I was able to pull off a sweet-looking play where Ray Allen threw the ball off the backboard, went up in the air, caught his own pass, switched to his left hand, and finished with a scooping layup (I guess even polygonal Ray is a bit old to finish that one off with a slam).
We’ve also done a lot to the defensive end using the right stick,” adds Jones. “We have crowding, shading, hands up, quick cut-offs ... there are a number of advanced moves you can now do on defense thanks to the right stick controls, and it’s so much more than the usual hands up or take a charge.
(KINECT ONLY) Technical fouls are actually tied to certain curse words and phrases, and a technical foul will be called on the bench. “We didn’t want a player to be kicked out of the game for something you said,” laughs Jones. “We just wanted to make it fun.”
This should be huge....
Also entertaining is the game’s new dynamic shot generator, where collision and physical reaction come into play with every move. Kevin Durant drove hard to the lane but was fouled hard across the top of his head, and I actually saw him stagger and rub his forehead, looking like a punch-drunk boxer as he tried to run back on D.
“And since these animations aren’t canned, the reactions are going to be completely dynamic every single time you play them.”
With Signature Skills, there are 28 special talents that affect the way you play, giving up to five of these special traits to certain players in the game.
http://www.nypost.com/p/blogs/gamerepor ... HAiehXAbjP
The first thing you’ll notice about NBA 2K13 is the change in presentation. Each game’s opening sequence will feature all new pregame animations and have clips from real games, adding to what was a new feature in last year's title.
Gamers can utilize each player’s unique skill set to maximize output and can view their player’s skills (and stat line) by pressing up on the D-Pad.
There were other minor tweaks that I was able to see briefly, including the Sprite Slam Dunk Meter, which measured the impact of your in-game dunks, a new screen-calling and pick-and-roll mechanic and the new grade system for free throw shooting.
http://www.gameinformer.com/games/nba_2 ... -2k13.aspx
In NBA 2K13, the team made an effort to seamlessly integrate ambient actions to make sure that players are doing things they would actually do in real life during dead ball situations.
This year Visual Concepts has added a few new flourishes, like Nike+ Basketball integration that shows you how high a player jumps during a slam-dunk replay. These replays only trigger if the player making the dunk is wearing Nike+ Basketball shoes.
Thanks to the new Dynamic Shot Generator, the game now uses a physics system to takes into account momentum, the degree of contact, player size, and strength ratings to determine if a player knifes through the defender, is stopped at the point of contact, or gets the shot off but stumbles and falls to the floor.
The physics system introduced by the Dynamic Shot Generator also affects rebounding, blocking collisions, and charging.
awareness differentiations. While a veteran, pass-first point guard like Jason Kidd has a 360-degree view of what’s happening around him, shoot-first point guards or less talented players will have part of the court shaded like a fog of war in strategy games.