Sat Aug 05, 2017 7:53 am
Brian Mazique wrote:I traveled to 2K headquarters on Thursday and had an opportunity to play the game on PS4 Pro. Half of the games I played came against human opponents.
I left impressed and optimistic about almost every aspect of the game, but there were some concerns that I expressed to the development team.
Here are my takeaways on the gameplay, graphics and animation.
The area of the game that needs the most tuning is the passing. The long passes are successful far too often. The development team told us that is something that will be fixed by the time the game is released next month. There are some other issues with passing that are slightly more concerning. The speed in which you're allowed to move the ball around, especially in and out of a dribble move, can be a little slow.
After every shot you'll see a small box near the top of the screen that tells you your release was very late, late, good, very good or excellent, which is a green release. Right next to that reading is a field that tells you your player was smothered, heavily-contested, contested, open or wide open.
I may be leaving one out, but you get the general idea.
This system offers great rhyme or reason for every miss and make in the game.
Guys fight for the ball, even after the possession has been determined in some instances.
The strength rating seems to be far more important in NBA 2K18. In the post, the heavier player almost always wins the back down segments. Contact in the paint is more apparent and impacting.
The body types issue has been largely corrected. The malnourished player model has been removed and every player looks like a legit athlete. Most of the players that looked too hefty in NBA 2K17 are leaner.
Sat Aug 05, 2017 9:21 am
Sat Aug 05, 2017 11:11 am
Sat Aug 05, 2017 11:22 am
[Q] wrote:Random question: what is up with the obsession for needing to know on-demand if you held the shoot button for too long, not long enough, or just right?
Remember back in the day when you'd just attempt shots and just tried to time it without watching a shot meter? I remember 2k7 was the first game that I had obsessed over shot animations because some of them were so stupid or impossible to time on a regular basis. Life was good when you just played the game and tried to release at the top of the jump. If you missed, you know you fucked up and just try it again. I see a use for feedback in a practice or shootaround mode, but not during a real game. That's not realistic
Sat Aug 05, 2017 2:26 pm
[Q] wrote:Random question: what is up with the obsession for needing to know on-demand if you held the shoot button for too long, not long enough, or just right?
Remember back in the day when you'd just attempt shots and just tried to time it without watching a shot meter? I remember 2k7 was the first game that I had obsessed over shot animations because some of them were so stupid or impossible to time on a regular basis. Life was good when you just played the game and tried to release at the top of the jump. If you missed, you know you fucked up and just try it again. I see a use for feedback in a practice or shootaround mode, but not during a real game. That's not realistic
Sat Aug 05, 2017 3:38 pm
buzzy wrote:I agree and I always try to play with as little shot feedback and metering as possible. Worst thing for me is reading that the shot is good or off before it even happens. That's not basketball. The moment the ball goes through the net should bring us joy, not the moment you see a green bar under your player.
Sat Aug 05, 2017 7:25 pm
Mon Aug 07, 2017 3:56 am
Mon Aug 07, 2017 2:42 pm
Tue Aug 08, 2017 1:09 am
Nick wrote:Shame about passes being slow again. Slow ball movement was one of the things that turned me off 2k17
Tue Aug 08, 2017 1:20 am
"In NBA 2K17, these two areas of the game were the most problematic. There were too many instances where ballhandlers got stuck in an unwanted animation, and it often felt as though defenders had no chance to stay in front of their opponent.
In NBA 2K18, there are noticeable improvements on both fronts. I found the dribble moves far more intuitive. There's a bigger gap in skill between the elite ballhandlers and the guys who are good, average and below average."
Thu Aug 10, 2017 2:59 am
Mon Aug 14, 2017 3:58 am
Mon Aug 14, 2017 8:31 am
Hadley88 wrote:Its always the same with NBA2K. Its always 2 Steps foward and 1 Step backwards. I expect the same this Year again.
Mon Aug 14, 2017 10:45 am
Barkley_Sixers wrote:Hadley88 wrote:Its always the same with NBA2K. Its always 2 Steps foward and 1 Step backwards. I expect the same this Year again.
Then next year the step backward become step forward. Look at bodytypes for example. Sure, they will probably be much better than 2k17 on that aspect, but how much is it better than 2k16 bodytypes?