nzeppos Δημοσ. 10 Σεπτεμβρίου 2011 Δημοσ. 10 Σεπτεμβρίου 2011 Full nba 2k12 my player insight (new features) http://www.facebook....150285386202267 Της κ@ριόλας! Αν και φέτος θα κρατήσω μικρό καλάθι, γιατί και τις άλλες χρονιές ωραία τα περιέγραφαν αλλά στην πράξη ήταν πολύ διαφορετικά τα πράγματα (ειδικά στον σημαντικότερο τομέα του παιχνιδιού, το gameplay). Τουλάχιστον προσθέτουν διαρκώς νέες προκλήσεις και το Myplayer φαίνεται να ωριμάζει γενικά σαν mode.
sleepy_head Δημοσ. 11 Σεπτεμβρίου 2011 Δημοσ. 11 Σεπτεμβρίου 2011 Για να δούμε όμως αν θα τα κάνουν σωστά. Ένας μήνας έμεινε...
nzeppos Δημοσ. 11 Σεπτεμβρίου 2011 Δημοσ. 11 Σεπτεμβρίου 2011 Καλό διάβασμα... NBA 2K12 Developer Insight #4 - Playcall System [...]We set up to do the following things: Dramatically improve the play system. Make Playcalling more accessible to the user, so that more players will understand the value of strategic basketball. Add On the Fly Strategic Adjustments to allow users to change their team’s approach to the game without having to go to the Coaching menu. PLAYSYSTEM AND PLAYCALLING [...]we decided that play types distribute themselves into eight key groups: Pick and Roll Ballhandler The man who dribbles the ball around the screen in Pick and Roll situations Pick and Roll Screener Man who sets a screen on the ballhandler’s man Isolation Space created for one-on-one opportunities Low Post Post plays where you receive on or near the low block. High Post Post plays where you receive the ball at the high post extended Cutter Plays where a man comes off a screen or receives a hand off headed towards the basket Screen Mid Plays where a player comes off a screen looking to get open for a Jumpshot from Midrange Screen 3PT Plays where a player comes off a screen looking to get open for a Jumpshot from 3PT range. In NBA 2K12, any player in the game can be assigned as many as four different play types. These four playtypes are ranked 1-4 and weighted accordingly, so those who choose auto playcalling can influence which types of plays are called more often. This allows a team’s playbook to be created dynamically which means that no manual intervention is needed when a player is moved into or out of the starting lineup and/or is traded. As in the real NBA, if a player is traded, he will keep his play type assignment and simply inherit all the plays of that type in his new team’s playbook. We, of course, made sure to have a few plays of each type in every current team’s playbook to account for trades that may happen during the course of the year. One benefit of this new system is that now, once a player is assigned a play type, he has access to every play of that type in his team’s playbook. So if you have Carmelo Anthony assigned as an Isolation player and you have 10 Iso plays in your playbook, he has access to all 10 of those plays in addition to any other plays in the other three slots. The only drawback to this system is that the playbooks are created dynamically based on which play types you select for each player; therefore, you cannot choose the order in which the plays show up in the play call screen. The order the plays appear will remain static until you choose to change the play types assigned to a particular player. Then, the play call list is dynamically recreated again and remains the same until changed. The Regular Playcalling interface remains virtually unchanged. Bring up the Playcalling interface by tapping LB (R1 on PS3). Then select the icon of the player you wish to run a play for. Once you get here, the plays display for that player. This menu has changed a bit from 2K11. Last year you had four plays to choose from. This year you have five. You can call a play by selecting either A, B, X, Y, or LT on the 360. However, if a player has more than five plays assigned to his selected play type, then at the bottom of the menu you will see a RT followed by current page / Total number of pages. Advanced users can use the RT to page through all available plays for this particular player. Now users are freed from the four play limitation and can get as creative as they desire (as all current teams play-books are fully editable). You are free to stack your playbook with plays that only apply to the play types of your stars or spread the playtypes evenly between the different types of player personnel on your team. You can choose to look for players that fit within your current play scheme or expand your horizons as your front office increases your talent pool. A second and quicker way of calling a play is to touch D-Pad Right and select RUN BEST PLAY. The AI will select the best play at the time and set it up for you to run. This feature can turn even the most casual player into a veritable Phil Jackson. Now that the interface and play selection part is done, let’s get to what I consider the most exciting part about the play system changes that are implemented in NBA 2K12. Living Branches We went back to the well as a team, along with Da Czar, to provide additional feedback to help us design a system that surpasses any before it in play execution and implementation. It quickly became apparent that our current play system would need to be refactored in order to do the job. One of our top engineers was tasked to redesign our play system to accommodate the massive overhaul to both play logic and play execution. We believe NBA 2K12 offers the most up-to-date and authentic NBA play calling experience available today. One of the main critiques was that our plays were too static and lacked the ability to branch into other scoring opportunities. In addition, some plays just took too long to get started while others were just plain ineffective. While past branching systems relied heavily on the pass or no pass option to initiate a branch, NBA 2k12's Living branch system is the first to allow branching based on a pass / no pass option, as well as branches initiated by movement including off the dribble or dribble entry branches. We also have off-ball movement options where the play can branch depending on which way the offensive player decides to run off of available screens We are also excited to be the first to offer you plays with nested branching. Traditional play branch options usually only provide the option to branch on the initial pass / no pass opportunity. Nested branching is the key to some of the more advanced offensive options we will discuss as we continue. Persistent Offense In most basketball games, it has been relatively easy for a savvy defender to take away your best offensive option by simply fronting or denying your star offensive player the basketball. This leads to the offense being forced to freelance at the end of games when they really should be going with an established play. The limited number of plays and the lack of intelligent teammates has given the defense a decided advantage in key moments. This year, we developed what we call Persistent Offensive technology. These are key plays that some teams have available for their stars. These plays are identified in your team playbooks with a capital P in the name of the play. These are highly advanced and resilient plays that anticipate a defender attempting to take your star out of the play. As an example, we will review a play for the Knicks called NYK P 3 Ice High. In this play, Carmelo Anthony posts up on high post extended. If open, the pass is made from the top of the key and Melo has the ball 17 feet from the basket and can either post or face up. After you run this play a few times, the defense will more than likely adjust. If they front him or play off the passer, you have the option to run a dribble entry. Once the dribble entry option is initiated the PG (Chauncey Billups) runs a Pick and Post with Carmelo. Now you have Chauncey and Carmelo isolated on one side of the floor with Melo having great post position. If the defense is somehow able to deny the post entry pass to Carmelo or if you see a bigger stronger post defender guarding Melo you can initiate another dribble branch towards the top of the key that will make Carmelo give up the post up opportunity and cut to the Wing for the isolation. Some of the more advanced Persistent Offensive plays can offer you as many as six opportunities to score the basketball within the same play. Before NBA 2K12, it was only necessary to know the play that was being run to be able to fully shut it down. In NBA2K12 and beyond, knowing is only half the battle. Multiple offensive decision points means a greater interactive experience, be it User vs. Computer or User vs. User. There have been some epic battles going on during this development cycle. User vs. User games have an added strategic layer that makes NBA2K12 a blast to play. Not every play in the game is as complex as the one mentioned above. There are plenty of simple and effective plays that allow everyone from beginners to seasoned experts an opportunity to channel their inner Phil Jackson. Another area that benefits greatly from nested branches are alley oop plays. In the past, alley oops were a hit or miss proposition. If the play was well defended, there was rarely any time left on the clock to run another play. With the introduction of nested branching, if the defense takes away the lob, you have another option that flows naturally. Many times the defense’s overreaction to stopping the embarrassing alley oop sets them up perfectly for the counter. Out of Bounds Plays It's been awhile since a videogame has treated out of bounds plays with the proper respect. In the NBA, out of bounds plays are a crucial part of either winning or losing a game. In most basketball videogames up to this point, they have been more of an afterthought. With all of the new options mentioned above, NBA 2K12 looks to change that in a big way. All of the inbounds plays from NBA 2K11 have been destroyed. Some plays have retained the same name but have all-new designs. For the first time in the NBA 2K series, we have authentic NBA out of bounds plays for your gaming enjoyment. The out of bounds plays range from simple and effective to layered and lethal. The plays for this year’s game were created to fit within the following categories for Baseline and Sideline out of bounds. Inbound protect / secure ball plays These are plays were the goal is to get the ball to a specific player if possible usually your best free throw shooter. Quick 2 plays These are plays were you need a quick 2 point field goal. 3PT plays We have plays for when you need a 3 for the tie or win Post These are plays were you want to get a post up opportunity Alley Some plays give you two alley opportunities. One from the inbounder and another once the ball has been inbounded. You can call inbound plays from the Quick Play menu (D-Pad Right), or for finite control of play type and targets, choose the Inbounding Play Selection Tab in the Time Out overlay. QUICK STRATEGY OPTIONS NBA 2K12 also offers brand new quick strategy options to the user. These options, both on offense and on defense, allow the user to quickly adjust their style of play based on their preference and/or game situation. Offense These offensive options are tied to individual tendencies and behavior and affect the directives of each player on the team to achieve the approach dictated by the User. Space the Floor – Better spacing from the ballhandler; less running around / no onball screens Screen for Shooters – set up shooters on team to get open using Offball screens Leak Out – Outside player leaks out on shots to get a break going Collapse and Rebound – team attacks the basket for offensive boards Coach Default – resets current active strategy Defense This gives the user a quick access to setting up the Defensive Settings on the fly: Pressure Shooters – for opposing players good at med/long range shots; tight onball, deny ball, go over screens, hedge on screens Lock Down Paint – double down in the post for all players, go under screens Focus on Stars – for opposing star players; always double, tight onball, deny ball Constant Pressure – double team on drive for guards, double team in post for bigs, play tight on stars, go over screens, hard hedge Coach Default - resets current active strategy - Rob Jones Gameplay Director (από http://www.facebook.com/note.php?note_id=10150278579327267)
nzeppos Δημοσ. 13 Σεπτεμβρίου 2011 Δημοσ. 13 Σεπτεμβρίου 2011 Φρεσκότατο developer insight σχετικά με το νέο mode "Training Camp". Άντε πότε θα βγει το ρημάδι το παιχνίδι επιτέλους, έχουμε γίνει άρρωστοι να περιμένουμε! http://www.facebook....150288750897267 Hello everyone, Jerson Sapida, Gameplay Producer, here with my first Developer Insight for NBA 2K12. I want to introduce our new Training Camp mode for NBA 2K12. Before I get into the details of the feature, let me first take this time to thank you, our fans, for the overall success of last year’s NBA 2K11. It’s been a hectic and fun dev cycle for 2K12 (yes, both can co-exist) and I’m excited to share with you what we’ve put in for this year’s game. Now on to the Insight! During the development of NBA 2K12, one of our main goals was to create a mode where the user can learn both the basic and advanced moves that the game has to offer. This should be a mode where someone new to 2K basketball can just jump in and master the controls with ease. At the same time, it should also offer veterans of the series something deeper to give them that extra winning edge. But we didn’t want to stop there. To make learning the moves fun and easy, we implemented a Feedback System. This system works in 2 ways: first, you will see the move performed by the AI, showing you the buttons needed to be pressed and/or stick input. Second, the Feedback System precisely detects when and where you made a mistake when you are attempting to do a particular move. And with that, Training Camp is born. Lessons Training Camp takes you through all the facets of NBA 2K12’s gameplay. The moves are categorically broken down by Lessons. There are a total of 9 lessons in all: Jump Shots – Shots such as the fadeaway, escape dribble pull-up, stepback jumper, spin jumper, etc. Layups and Dunks – Master the Shotstick with moves such as hop step layup, reverse dunks, change shot, etc. Triple Threat – Learn the moves at your disposal pre-dribble; jab step, protect, and dribble launches. Dribble Moves - Moves with a live dribble; crossover, in-and-out, behind the back, etc. Post Offense – Learn the all new post system; spin fake, aggressive drive, shimmy shots, etc. Post Defense – How to counter and defend post moves. Off-Ball Offense - Moving without the ball; moves such as screens, jukes, spin cuts, and stutter cuts. On-Ball Defense – Learn how to shut down the ballhandler. Passing and Offense – Advanced passing such as give-and-go and alley-oop. Mentors Before I go any deeper, let me first talk about the Mentors in the mode (as you probably noticed in the image above). For each lessons in Training Camp, a Mentor awaits. His role is to teach you all the moves from that lesson and provide you with tips on how to master them. For instance, in the Jump Shots lesson, Kobe Bryant will be training with Michael Jordan. You will be in control of Kobe during training. As you progress through Training Camp, new Player/Mentor pairings awaits you. Dwight Howard and Hakeem Olajuwon is another one. The Mentor’s role in Training Camp is the following: Show you how to do each particular move Provide you with additional tips that can be applied in competitive play Challenge you to a test after each lesson Learning Moves As soon as you begin training and practicing a specific move, the Mentor will first show you how the move is performed. During this, you will notice a controller graphic on the screen. While the Mentor is demonstrating, the controller will actually mimic his movements. Think of it as watching someone who has mastered the game showing you the commands. The on-screen controller displays the following: Buttons/Stick required to do the move are highlighted to show you the gesture A step-by-step description of the command The controller graphic is really helpful since it will give you visual feedback on how the move is actually performed. If a particular move requires a half-circle gesture with the Left Stick, you will notice the Mentor move his stick in that direction. This is very helpful since it will also show you where it needs to start and end from. There is no more guesswork required. If you run into a move that comes off as particularly difficult, the Mentor will be there to give you some pointers. For instance, when you fail a move, the Mentor might give you a tip to steer you in the right direction. You may be pushing your stick too soon or too early, not holding a particular trigger, or flat out just not listening to a word he says. Either way, he’ll be sure to let you know. At any point during training, you can ask your Mentor to show you the move again. Use the Mentor Assist when you are having any trouble performing a move. Moves Challenge At the end of each Lesson, the Mentor will want to make sure that you remembered everything he taught you. Let’s say you finished going through all of the Post Offense moves with Hakeem. After doing so, he will challenge you to a game. In order to pass the challenge, you must use the moves you learned during the lesson. There is a required score that you must meet in order to pass. Once you accumulate enough points, you can then move on to the next Lesson. Don’t worry, he’ll take it easy on you. Or will he? To those new to the NBA 2K series definitely check this mode out when you get the game. Even if you are a longtime 2K gamer, I still recommend jumping into Training Camp. There are new controls and mechanics in NBA 2K12 that you will want to know about. New post moves, dribble moves, Shotstick controls, and defensive controls, just to name a few. Future gameplay insights will delve into these mechanics in detail, but for now I will say that there will be much to learn in NBA 2K12. At any point in Training Camp, you can quit out and resume it again at a later time. The game will save your progress to your Profile save file. Oh, one more thing before I sign off: as an added incentive, there is a special reward to those who complete Training Camp. Until next time... - Jerson Sapida a.k.a. DaCurse
sleepy_head Δημοσ. 13 Σεπτεμβρίου 2011 Δημοσ. 13 Σεπτεμβρίου 2011 nzeppos πρέπει να φας ban ώσπου να βγεί το παιχνίδι...με έχεις ξεσηκώσει με όλα τα updates
nzeppos Δημοσ. 13 Σεπτεμβρίου 2011 Δημοσ. 13 Σεπτεμβρίου 2011 Άστα να πάνε. Ευτυχώς σε λίγες ώρες βγαίνει και το demo του Fifa12, οπότε θα έχω κάτι να ασχολούμαι. Απ' την άλλη έχω ψιλολιώσει στο FIBA 2k11. Δεν είναι τέλειο αλλά έχει την πλάκα του. edit: Μεγάλη νίκη επί της Σλοβενίας 62-57, με τεράστια εμφάνιση Σπανούλη 21π, 8ασ, 4ρ, 3κλ (αλλά 6/17 σουτ). Επίσης Ζήσης 11π με 3/5 τρίποντα (μας κράτησε ζωντανούς όταν χάναμε 50-55) και Μπουρούσης 9π, 7ρ. Απ' τους Σλοβένους πάρτι του Μπετσίροβιτς με 17π σε 15'. Ένα τέτοιο επίσημο mode πρέπει να βγάλουνε ρε γμτ και δεν πρόκειται να ξαναπαίξω ποτέ ΝΒΑ.
nzeppos Δημοσ. 16 Σεπτεμβρίου 2011 Δημοσ. 16 Σεπτεμβρίου 2011 Παρακάμπτω το Developer Insight #7 "Creating a Legend", γιατί δεν μου φάνηκε ιδιαίτερα σημαντικό. Πάμε απευθείας στο #8, ενώ σήμερα περιμένουμε το #9 "Defense". NBA 2K12 Developer Insight #8- Post Game Zach Timmerman here, Gameplay Producer on NBA 2K12. I’m here to break down changes we’ve made to one of my favorite aspects of basketball: post play. One of our main goals this year was to improve the post game from top to bottom. While we were satisfied with what we gave you last year, we wanted to make post play more accessible and better balanced from offense to defense. There were numerous changes and upgrades that were made, but I’ll save you from some of the super small details and get into some of the most impactful changes we made to the post mechanics, movement, moves, shots and defense below. Mechanical Changes When we went to the drawing board this year, it was apparent we needed to reshuffle the mechanics to make the post game more accessible. The first change was to move the post engage mechanic to a toggle on the Y button. This essentially means you can press Y to put your player into a post backdown position and press Y to get back out again. Movement in the post remains on the LSTICK. Basic post moves are now on the Y button and R-Trigger. Shots still use the Shot Stick or Shot Button, but can now be combined with the L-Trigger to get shots off of moves. I am sure many of you saw this work so seamlessly in the recent Momentus Trailer. The L-Trigger is also used as a modifier to create stand-still fakes and clear space moves, or what we call, “Clutch Moves”. We nailed our goal of making post play more inviting with these mechanical changes. 360 Degree Movement (επιτέλους!) One of the bigger limitations for post play in 2K11 was the general movement. When backing down an opponent, you were left with just one direction to go and that was straight towards the basket. We felt this really limited the freedom of movement that players have in real life. In 2K12, we made a significant change that allows you to move around the court in a back-to-the-basket stance in any direction you wish, either with a defender on you or not. The difference is quite amazing when you’re not forced into moving along a singular path. You can now get yourself into an advantageous position without ever having to leave your post stance. Moves There are numerous moves that a player can perform while in the post, and we believe we’ve nailed the most effective moves seen in the NBA today. Some were carried over from 2K11 and others are new for this year. I’ll break some of the moves down below: Drives – Last year, you first had to face the basket in order drive towards the hoop from a post position. In 2K12, you can now start drives with your back to the basket. We have three different drive moves depending on the button you press and the direction you have your LSTICK. The Drive to Basket move (seen above) will take your player directly to the hoop, good for finishing strong at the rim. The Aggressive Drive to Key and regular Drive to Key moves will take your player into the key area and can be combined with running floaters/hooks/fades to score while on the move. Drives are most effective when you’ve got clear space in the direction you’re driving and when you’ve got a quickness advantage on the post defender. Spins – You were able to spin out of the post in 2K11 but we added a new one called the Drive to Spin move. This move quickly fakes an inside drive before spinning towards the basket. As with the Drive move, you should only spin when you’ve got a clear area over your back and when you feel you’ve got a quickness advantage on the defender guarding you. Faceups – Like last year, you’ll be able to pull your player out of the post to face the basket without using a dribble. This is a great move for players who are at a weight or strength disadvantage in the post, or for players who have nice mid-range shots or quick drives. New this year: you’ll be able to choose whether you want what we call an ‘Inside Faceup’ or an ‘Outside Faceup’, based on the direction you have your LSTICK when pressing the Faceup button. The Inside Faceup will have your post player turn his body into the defender to face the basket (think Kevin Garnett). The Outside Faceup will turn his body away from the defender. Both are equally effective and should be mostly used to change up your moves to keep the defenders guessing. Dribble Disengages –Similar to the Faceup moves where you face the basket following the move, the Dribble Disengage moves do the same, except you’re performing them from a dribble. The first move is the simple Dribble Disengage, which essentially turns your player 180 degrees to face the basket while maintaining his dribble. The second move is the Stepback, where the player jabs his inside foot into the defender and follows it up with a hop back to create space. Both moves are a quick way to create potential space to get off a jumper or drive by a slower defender. You can even queue the shots or drives during the moves for quicker results. Aggressive Backdown – Sometimes, you may want to drop your shoulder and shove the defender back to get you closer to the basket. In 2K12 we’ve introduced the Aggressive Backdown mechanic (seen below) that allows you to control this by holding or pressing the R-Trigger with the LSTICK pointed towards the on-ball defender. You can loop one after another to get deeper position for that potential Shaq-esque throwdown directly under the basket. Clutch Moves – Clutch moves are essentially “fakes”, sizeups and clear space moves that can be performed by holding LT and moving your LSTICK in various directions. The moves under the Clutch Move umbrella are the Drive, Spin and Shoulder Fakes as well as the Lean Back and Create Space moves. The Drive and Spin Fakes are fairly self-explanatory. They basically start the Drive or Spin move but come right back to the normal post stance. The Shoulder Fake is a quick twitch of the shoulder while maintaining the dribble. While holding the ball, the Lean Back move (seen below with Dirk) leans the ball-handler’s upper body into the defender and the Create Space move pushes the ball-handler’s rear-end into the defender. All clutch moves are best used to change up the post game and possibly force the defender into relaxing or pushing their stick in a bad direction (something we’ll get into in the Defense section). The beauty of the clutch moves are that you can combo them into other moves or shots. For example, you can fake a drive into the key and then queue a spin towards the baseline or you can fake a spin towards the baseline and follow it up with a queued fade away. Definitely one of my favorite parts of the post game in 2K12. Something to note: If you don’t like the result of the move you’re in the middle of performing (maybe a defender is locking you up), you can press the post engage button again to queue up an engagement that keeps you in the post once the move ends. This can allow you to quickly attempt another post move. Post Shots After watching some footage from some of the all-time great post players, including Hakeem Olajuwon and Kevin McHale, one of the areas, that lacked versatility, was the types of shots you can do out of the post. We retained all the shots you could do in 2K11, changed the mechanics for them to be more user-friendly and then added some new shots to take it to the next level. We’re even allowing you to do everything you see below from the protect-ball stance on the perimeter. I’ll talk about the post shots from 2K11 that changed as well as discuss the new shots we added. Hooks and Fades – Two of the types of shots that changed from last year were the hooks and fades. The main difference is that we’re now allowing you to decide which one you want, rather than relying solely on the distance to the basket and tendencies of the player shooting. One of the main reasons for this change was Kareem Abdul-Jabbar. Here’s a guy who was willing to pull out a hook shot as far as 15-18 feet, something you couldn’t do in 2K11. Now, you can perform a hook from this far so long as you’re aiming your Shot Stick towards the basket. To the right of the hoop would be a right hook and to the left would be a left hook. You can also perform a fadeaway extremely close to the hoop if you wish, unlike 2K11, so you can now be more Nowitzki-like when attempting a post shot from close to the basket. Hop Shots – If you really want to create some space on your post shot, a Hop Shot is a great way to do so. By holding the L-Trigger and your Shot Stick to the left or right and away from the hoop, your player will hop step away from the defender and basket before turning to shoot. It’s a beautiful move-to-shot that only the more skilled post players can knock down regularly. Stepback Shot – A combination of the Stepback Move and Hop Shot, the Stepback Shot lets a player jab step into the defender before hopping back to shoot. It is the same mechanic as the hop shot except you’re pulling the Shot Stick directly away from the hoop. Dropstep Layup / Dunk – This was a move we had last year that is now grouped in with the shots, as it is a dropstep to shot move, rather than just a dropstep. To perform, you’ll hold L-Trigger and then move the Shot Stick towards the basket either left or right. Your player will put the ball down and either hop into the lane or step towards the baseline for the shot, depending on which way you’re holding your Shot Stick relative to the rim. Up-and-Under – The mechanic to pull this off last year was far too difficult even for our experienced players. Now it’s as simple as moving your Shot Stick one way and then the opposite direction. In 2K12, we added the ability to break out of any of the post shots listed above (as well as the Shimmy Shots we brought back from 2K11) simply by letting go of the Shot Stick before the player starts the shot portion of the move. You can then turn that post move into an up-and-under by moving the Shot Stick the opposite way. For example, you start a fade away on the block by moving your Shot Stick towards the baseline. Before the player shoots, you can then move the Shot Stick the opposite way towards the key to fake the fade away and step into the key for the up-and-under shot. Defense By now you might be wondering, “how do I defend all this?” With all the new additions to the offensive post game, we had to show just as much love to the defensive end. The best way to do so was to allow users to counter moves or stop them before they even start. There are three ways to defend post moves in 2K12: anticipate, counter and steal. Anticipate – Let’s say you’re playing against your buddy and you recognize that he continually spins baseline with Robert Parish. ‘Kevin Willis isn’t that bad of a post defender, right?’ You may have been able to force a few neutral results but for the most part he’s getting where he wants to go. Luckily for you, you’ve now got the ability to anticipate the move before he performs it. In 2K12, you can press your LSTICK in the direction you believe he’s going to go and it will force a ‘defensive win’ that will make your buddy rethink his go-to move. Essentially, his spin won’t gain any ground and you’ve rendered it basically useless. Spins, Drives, Aggressive Backdowns and Dribble Disengage moves all have the ability to be stopped before they’re started, forcing your opponent into expanding their post game. Be careful, however, as a wrong anticipation will result in a clear offensive win. It’s a major risk/reward type of decision. If you’re playing against a well-versed post player you might be best waiting until the move starts and then countering it. Counter – In 2K11 you may have found yourself defending a post move by pressing your LSTICK in a direction that you felt might be shoving the ball-handler out of where he was trying to go. It felt like the right thing to do, right? Unfortunately, the result of the move was already chosen so your reactionary pushing and shoving meant nothing. Thankfully, you can now counter the same moves that have already begun by pressing your LSTICK into the ball-handler. This means you can turn a potentially bad result into a more desirable one simply by reacting to the move you’re defending. Let’s take the Aggressive Backdown move, for example. Shaq is feeling Alonzo Mourning’s strength so he starts to aggressively back him down. Leaving your stick neutral, you’re recognizing Shaq is treating Mourning like a rag doll. The next time Shaq tries this, you can counter and immediately notice Shaq gain less ground. You’ve now countered the move and turned what would have been a “win” for Shaq into more of a “neutral” result. Against someone with less strength and weight than Shaq, Mourning could turn a neutral result into a defensive win, where the offensive player gains zero ground. The Aggressive Backdown also has two other counters, where pulling your stick away during the move will either “pull the chair” on the ball-handler (seen above) or will have your defender flop. Every move you see listed in the Anticipate section can also be countered. There’s a bit of a learning curve here, as you only have a certain amount of time to counter a move once is starts, so be on your toes. Steal – As with 2K11, you’re also given the ability to potentially strip the offensive player of the ball during a post move. We look at your timing as well as some ability checks to determine the result. In 2K11, there were no negative consequences to users spamming the steal button. New to 2K12 are what we call ‘steal fails’. Each post move gives you a small window during which a steal attempt can be successful. That same window is available for failing. Steal fails are chosen based on ability checks, so if you’ve got a guy who is not good at stealing from the post, steer clear from that strategy. Otherwise, you risk giving your opponent a clear lane to the basket. There you have it. Like I said at the very beginning, this Insight does not get into everything we did to improve the post game. There were significant changes made to the post game logic and improvements to the AI behaviors. There are hundreds of new animations, including ball losses for scrubby players doing moves outside their ability. The protect-ball mechanic has been expanded to allow you to shoot and pull off moves. Ratings and tendencies have been expanded to accommodate the new moves. There is no doubt that this is the most versatile, accessible and well-balanced post game to date. I’m excited for you to try it out and make it part of your NBA 2K12 repertoire. Also, look for a Controls trailer early next week that breaks down some of the Post Game info you’ve read above. - Zach Timmerman Gameplay Producer (από http://www.facebook....150292184137267 )
giorgospan Δημοσ. 16 Σεπτεμβρίου 2011 Δημοσ. 16 Σεπτεμβρίου 2011 http://www.youtube.com/watch?v=XTPBCWheCXo Νέο βίντεο για το 2Κ12, όλη η πρώτη περίοδος. Τα roster προφανώς είναι τα περσινά όπως και τα rotation υποθέτω, παρ' όλα αυτά είναι αρκετά ενδιαφέρον. Νέα γραφικά, νέος σχολιαστής και φαίνονται σε μερικές περιπτώσεις και τα νέα συστήμα και ο τρόπος που εφαρμόζονται. Γενικώς δεν ενθουσιάστηκα αλλά δεν μπορώ να πω ότι έχω κάποιο παράπονο. Επίσης έχει ελάχιστα post-moves και πολλά σουτ απ' την περιφέρεια. Highlight ωστόσο για μένα η επαναφορά του Davis 6" πριν τη λήξη. Έμεινα λίγο χαζός μπορώ να πω. Τα καινούρια name-plates(?) μου φάνηκαν λίγο μη-πρακτικά αλλά θα το δούμε στο παιχνίδι.
nzeppos Δημοσ. 16 Σεπτεμβρίου 2011 Δημοσ. 16 Σεπτεμβρίου 2011 Αυτό με την επαναφορά στα 6" γινόταν και πέρσι (με LT και πάσα). Από φέτος όμως νομίζω ότι θα το κάνει και το ΑΙ.
nzeppos Δημοσ. 16 Σεπτεμβρίου 2011 Δημοσ. 16 Σεπτεμβρίου 2011 NBA 2K12 Developer Insight #9 - Defense http://www.facebook....150293254127267 Επίσης εντός ολίγων ωρών αναμένεται να ανακοινωθεί από τον Ronnie η ημερομηνία κυκλοφορίας του demo για τις κονσόλες. Λέγεται ότι θα βγει το πολύ μέχρι τις 27 του μήνα αλλά ίσως να το δούμε και νωρίτερα.
nzeppos Δημοσ. 17 Σεπτεμβρίου 2011 Δημοσ. 17 Σεπτεμβρίου 2011 Demo στις 20/9 μόνο για κονσόλες (δεν πρόκειται να βγει σε PC). Οι ομάδες λογικά θα είναι οι Mavs και οι Heat. Νέο video: Επίσης νέο hands-on από operation sports: http://www.operationsports.com/previews/139/nba-2k12-hands-on/ NBA 2K11 was a fantastic game. The classic teams (mainly the Sonics), the graphics, the gameplay; the game had it all. No chance 2K was going to be able to even match what 2K11 accomplished. We were wrong. After getting some quality time playing NBA 2K12 I can safely say that the crew has done it again. For the umpteenth time, NBA2K will almost certainly be better than its predecessor. Gameplay The gameplay has taken it to another level. Every year you hear us at OS talk about how the game feels better or the game is more fluid. After playing 2K12 I take that comment with a grain of salt. 2K12 has shown how much more fluid a game can be. Player movements are seamless while running across the court interacting with the other nine players. All animations run smoother. Jump shots, alley oops, lay ups, and dunks all look like the way they should. I saw a loose ball roll across the court and it made my jaw drop. I had about six total hours of game time and I didn’t see one clunky animation. I was never stuck in an animation that caused me to lose possession. Instead, with the player falling out of bounds, passing is still an option. Total control has finally found its way into sports gaming. One of the bigger improvements this year was all in the post game. The ‘Y’ button is now the button to post up (hop step is part of the shot stick now). I was able to figure out a couple post moves, and enjoyed it thoroughly. But Rob Jones recreated Hakeem’s shake – it was beautiful. One of my more proud moments was when using Ewing to spin around a young Shaq for a monster slam that caused the whole room to scream. And there is still a lot left to uncover. Also, at long last, help defense actually does what it supposed to do -- help. This goes hand in hand with the improved AI. The CPU isn’t stupid anymore – in fact you need to be smart in order to win. If you don’t know the game of basketball, your frustration levels will cause your head to explode if you try to play the game on a higher difficulty setting. A lot of the cheese moves have been addressed. Spin dunking is still in the game, but you can stop it easily with good defense. Defenses are more aware of lead passing, which will not allow users to abuse the new fast break (which is fabulous in its own right). Signature style is better than ever. Durant’s shot is a thing of beauty. When you play with Dirk, enjoy posting up your defender and sinking awkward looking fadeaways all day. The Greatest I know you’re sick of hearing about legends, but it really is as good as advertised. One big change with the classic games this year is the ability to change the difficulty and quarter lengths. Game developers felt the goals from the Jordan challenge were fun, but didn’t allow the user to play the game. Too many people would just take every shot with Jordan rather than playing the game how it’s meant to be played. So if you want a challenge, beef it up to All-Pro,; if you want to unlock the teams for quick play, rock Rookie until all 15 challenges are complete. My favorite part from this mode was the presentation. The crew over at 2K did a great job capturing what it felt like to play in all decades. As you know, when playing in the ‘60s the presentation is grainy and black and white. Another nice touch to it is the dark, shaded out corners. Even the game clock in the corner looks like an old school digital clock. As you advance to the newer era games you’ll notice the changes. You’ll slowly move into the Technicolor era, but still have the grainy feel. Eventually you’ll see a broadcast similar to the good old days of the NBA on NBC with the big fatty yellow text taking up the entire screen. One final thing to be mentioned is the rules from each era. If there was no 3-point line when the game happened, there won’t be one when you play. Players will play the way they did in the ‘80s. When Pistol Pete is on the floor you’ll be able to tell he is the best player by far. The defense won’t be too much different, so zone may pop up on the occasion. Also fouls will still be called as often as they do when you play with the current teams, so you won’t be able to rough the opponent too much. My Player My Player is this year’s bread and butter. The mode has been taken to a whole new level. Everything Ronnie has released the past week or so is not just a gimmick, it’s flat out awesome. But what you all want to know about revolves around the gameplay. The gameplay has vastly improved in My Player. It seems as though 2K has finally been able to translate the regular gameplay into the mode. It runs as smoothly what I mentioned earlier in this article. CPU AI is greatly improved, both on your team and the opponent. Sometimes your teammates will get a little selfish in the Rookie Showcase, but that’s expected. After the showcase you’re thrown straight into interviews with three teams. I was a 3-point threat shooting guard and was interviewed by Charlotte, Sacramento and Utah. Each team asks questions based on your position, how much you can contribute, if you’re OK with riding the pine and questions revolving around their star player. The way you answer these questions can make you look like a nice guy or an arrogant bucket case, so be careful. The next step is a mock draft, which will give a fairly detailed description on all prospects. I was slated to go No. 9 overall to the Bobcats, which was spot on. Steve’s point guard was projected No. 18, but fell to No. 21 after being pretty arrogant in interviews. Contract negotiations are in the game, but you can’t do anything about the rookie contract. Now don’t be discouraged by the Rookie Showcase gameplay from your teammates. Once you get into the NBA (no D-League in My Player this year), teams will play the way they’re supposed to play. On Charlotte, Augustine took a lot of shots and Thomas did work in the post. I know Charlotte isn’t the best team with the best options, but you won’t be the No. 1 option off the bat. I only had a couple of stints off the bench in my one game. Your player’s grade is more accurate this year. You won’t be knocked points for taking a last-second half court shot anymore or for your teammate allowing your man to score. The only frustration I came across was on defense. Once in a while your team’s defense will get out of sync and “your man” will switch constantly eventually leading to him scoring taking away points. It isn’t a game-killer since it doesn’t happen often, and I’m sure a patch will easily fix it. There is a lot more to My Player I can rant on and on about, but it’s all in the Insight, which you should have already read. Final Thoughts To sum it all up, NBA 2K12 offers so much more this year that it will easily surpass the greatness we experienced in 2K11. From head to toe it has been improved. Honestly, I definitely missed some details in this article since it was a massive overload of 2K12 info for me, so hopefully when Steve posts his impressions article on Monday he fills you in on what I may have left out. But for now, do your best lasting another three weeks with 2K11. After playing 2K12, I can’t even enjoy that game after playing what potentially looks to be the greatest basketball game of all-time.
GIANNIS400 Δημοσ. 27 Σεπτεμβρίου 2011 Δημοσ. 27 Σεπτεμβρίου 2011 θα έχει online παιδια το 2k12.. και αν εχει θα λεει τιποτα ή μαμακια, όλο λαγκ και κωλύματα? Και αυτό με το ευρωπαϊκό μπάσκετ μακάρι να το εχει μαγκες.. να το βγάλουν δλδ. Και κατι αλλο, μου ειχε δωσει το παιχνιδι πριν 2 χρόνια ενας φιλος απο τον (δεν λεω ποιον), και ειχα τα εξης προβληματα.. δεν μπορούσα να κάνω save και δεν μπορουσα να ρυθμισω τα κουμπια με το loghitech wireles gamepad ( http://www.websupplies.gr/el/product/393639373330/ProductDetails.aspx ) που έχω, φετο θα μπορω να τα κανω ευκολα αυτα?
sleepy_head Δημοσ. 27 Σεπτεμβρίου 2011 Δημοσ. 27 Σεπτεμβρίου 2011 θα έχει online παιδια το 2k12.. και αν εχει θα λεει τιποτα ή μαμακια, όλο λαγκ και κωλύματα? Και αυτό με το ευρωπαϊκό μπάσκετ μακάρι να το εχει μαγκες.. να το βγάλουν δλδ. Και κατι αλλο, μου ειχε δωσει το παιχνιδι πριν 2 χρόνια ενας φιλος απο τον (δεν λεω ποιον), και ειχα τα εξης προβληματα.. δεν μπορούσα να κάνω save και δεν μπορουσα να ρυθμισω τα κουμπια με το loghitech wireles gamepad ( http://www.websupplies.gr/el/product/393639373330/ProductDetails.aspx ) που έχω, φετο θα μπορω να τα κανω ευκολα αυτα? Προβλήματα με save και τέτοια δεν είχα καμία χρονιά. Όσο για το gamepad δεν έχω ιδέα γιατί χρησιμοποιώ το xbox360 χειριστήριο. Online λογικά θα έχει και εμείς ελπίζουμε να είναι καλύτερο από τις άλλες χρονιές.
nzeppos Δημοσ. 27 Σεπτεμβρίου 2011 Δημοσ. 27 Σεπτεμβρίου 2011 Αυτός ακριβώς είναι και ο λόγος που δεν το έχω προπαραγγείλει ακόμα (με κίνδυνο να χάσω τον κωδικό για retro Kings/Warriors). Θέλω πρώτα να δω τι θα πει ο κόσμος για το online και μετά... βλέπουμε.
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