Finally NBA 2K13 NEW CONTROLS ARTICLE

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 5 years ago '06        #1
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xFMx ALCHEMiST 262 heat pts262
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Finally NBA 2K13 NEW CONTROLS ARTICLE
 

 

[pic - click to view]


Took lives controls and improved it image
basically move with left stick, crossover/shoot with right stick. Hop step move is B button. New collision system and passing system. Also New signature skills

[pic - click to view]

 http://www.theverge.com/g .. a-2k13-preview
New screens @the link! Can't wait!

"You want the cool stuff to be accessible at any level," said NBA 2K13 senior producer Rob Jones, during a recent phone interview with Polygon.

Jones was speaking specifically about developer Visual Concepts' decision to shift control of dribble moves to the right analog stick — a major change from which the studio isn't looking back — but the sentiment applies to sports video games in general.

2K Sports' basketball franchise reached an unprecedented level of critical, commercial, and cultural success with its previous two releases. Not only did NBA 2K11 and 2K12 set new sales records for 2K Sports, they also catapulted the series into a cross-cultural awareness that few other video game properties enjoy.

Success on that level — to date, 2K Sports has sold more than 5 million copies of NBA 2K12 —often comes with calls for a more accessible game, one that novices and die-hards alike can enjoy. This year, Visual Concepts is answering those calls, but they're not ignoring the cries of hardcore fans, either.

Dribble moves are a vital element in any basketball player's arsenal; the sheer variety of techniques available to the most skilled ball-handlers allows them to toy with defenders and give themselves the best scoring opportunities. Previous NBA 2K titles featured a wide array of dribble moves, most of which were engaged by holding the left trigger and moving the left stick. Known as "Isomotion," this setup was not unlike a f!ghting game's combo system in its requirements of memory and finger dexterity. You had to know the various trigger/stick combinations and quarter-circle rotations in order to pull off slick-looking chains of moves that would embarrass a defender, and because Isomotion was situation-dependent, you needed to memorize multiple sets of moves.

"Everybody wanted to control their ball-handling moves in a way that felt more akin to real life than what Isomotion would allow us to do," Jones told Polygon, adding that "in order to build that into the left stick, we would've had to introduce a delay" — exactly what you don't want in a sports game. He also explained that losing the Shot Stick "wasn't an option" for Visual Concepts, so the team had to design a system that was more responsive and more accessible, without eliminating the depth demanded by hardcore players or completely abandoning existing control schemes.

Enter the Control Stick. Visual Concepts mapped all dribble moves onto the right stick in NBA 2K13, and Jones insists the new setup is the way of the future. For one thing, it lets everyone, regardless of their skill level, do awesome moves. "If you just throw the right stick around, you're gonna get cool stuff," said Jones, and indeed, we found it much easier to get around defenders —and look good doing it — by manipulating the right stick. And it allows you to more easily and fluidly chain together dribble moves and shots.

NBA 2K12's new scheme is also much more conceptually intuitive: think of it as controlling your feet with the left stick and your hands with the right, similar to the skate/stick setup in EA Sports' NHL series. In addition, the Control Stick unifies certain previously disparate suites of dribble moves, making them easier to understand and learn. The commands for moves in the post, for example, are now identical to those used when facing up a defender; it's a change that makes sense and makes you wonder why things haven't worked this way until now.

""If you just throw the right stick around, you're gonna get cool stuff""

Of course, NBA 2K13 still requires a time investment from players who want to dribble circles around their opponents, so newbies won't quite be on an even plane with longtime NBA 2K players. Jones describes the Control Stick as having an early learning curve with a big reward for players' time investment. When asked if the old system would still be available, Jones said that Visual Concepts discussed it, but he doesn't think that will be the case in the final game. "When you make a change this big, you want people to adopt it as quickly as possible," he explained.

Everyone will appreciate the new real-time physics system for collisions, which makes shots in the paint much more dynamic. A player going up for a lay-in can now get realistically bumped by defenders, altering his path through the air — as well as that of his shot. These aren't canned animations for contact; everything depends on the momentum of the players involved.

Another improvement NBA 2K fans will notice is passing, which Visual Concepts acknowledges has been a problem area in the past. "Passing is one of the toughest, toughest aspects of the game," said Jones, and to address it, the team dedicated a gameplay engineer to passing alone. Passes tended to feel floaty, and Jones explained the reason: the game prioritized the appearance of a pass and catch, so it had to keep passes slow in order to ensure that a receiver's hands lined up with the ball's position.

Visual Concepts "finally decoupled passing and catching" in NBA 2K13, which fixes that problem while introducing a greater chance of errant passes. "It's not as canned as it was before," Jones told Polygon, which is a good thing: the developers realized that previous NBA 2K titles had too few loose balls compared to real-life NBA games. The team also worked on pass targeting, although much of that comes down to a user's incorrect perception of their left-stick aiming. According to Jones, "there's about a 30-degree difference" between the direction in which most players thought they aimed and the truth. But thanks to those improvements, plus a new control option for user-initiated bounce passes (holding the left trigger and pressing the pass button), NBA 2K13 will let players better direct the flow of the game through passing.


Last edited by xFMx ALCHEMiST; 08-10-2012 at 07:33 AM..

36 comments for "Finally NBA 2K13 NEW CONTROLS ARTICLE"

 5 years ago '06        #2
xFMx ALCHEMiST 262 heat pts262 OP
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Other changes and additions are indicative of Visual Concepts' desire to open up NBA 2K13 to a wider audience. The Control Stick isn't the only streamlining the team has done; this year, calling for a pick is as simple as holding down the left bumper. And the hop step move, which the developers removed for NBA 2K12 — much to the chagrin of many fans — is back, on the B/circle button.

Visual Concepts also wanted to do a better job of differentiating players and highlighting their particular strengths. So NBA 2K13 incorporates 2K Sports' Signature Skills tags, with a list of abilities that have a material, though perhaps not quantifiable, effect in the game. Most Signature Skills affect probability rather than ratings; "we didn't really want to go there," said Jones, pointing out that attributes alone don't convey players' talents well enough. "Brick Wall" gives players like Kendrick Perkins a better chance of knocking down a player with a pick. Derrick Rose is a "Floor General," a Skill that increases his team's offensive awareness. Each player can have up to five Signature Skills, and they all have recognizable icons to let gamers know which ones a player possesses.

It's all part of Visual Concepts' twofold focus in making NBA 2K13 — the same line that most sports game developers try to toe: making the gameplay as good as they can, while ensuring that it's enjoyable for as broad an audience as possible. The changes coming this year seem geared toward accessibility, but they don't appear to sacrifice the franchise's acclaimed gameplay.

NBA 2K13 is scheduled for release on Xbox 360, PlayStation 3, PC, Wii, and PSP on October 2nd, 2012, and for Wii U this holiday season. Jay-Z is its executive producer.

TWEAK TO THE SHOT ANIMATIONS: With the new emphasis on the shot stick, the dynamic shot generator returns. It now takes into account more than two players when there is a collision during a field goal. The updated system takes into account the speed of the contact and the size of the people involved. Expect more natural-looking shots and reactions during plays.

SIGNATURE SKILLS: Jones said one of the things that bothered the team was that there wasn’t a great distinction between players. Sure they had ratings about how high they can jump or how well they can shoot but what was the difference between a Kobe Bryant and a Kevin Durant. Even though they were two points apart in their overall ratings, the two have distinct games and personalities.

How did they bring that personality to the players? Signature Skills. It’s a new system where Visual Concepts came up with 28 different characteristics (give or take a few) and they distributed them out to the stars. Each player can have up to five and they focus on scenarios. For example,Lebron has a chase down block trait and if he’s in that scenario, he has a good chance of spoiling someone’s SportsCenter highlight. Among the other skills are corner specialist, ankle breaker and brick wall (guys who can level opponents with picks).

The traits seem to give more personality to the video game personas.

GOOD KINECT SUPPORT: Visual Concepts is adding Kinect support to NBA 2K13 but it’s done in a smart way. Players won’t be pretending to shoot a jump shot in their living room. Instead, it’s being used to simplify how gamers call plays. Instead of digging through an extensive menu, which can be time consuming given the 24-second shot clock, players can just say “screen” and someone will come to set a pick.

They can call specific plays for players as well. They just have to say something like “Call Post Play for James.” and Lebron James will head to the block. The voice control goes even further because players can now use it to substitute players or bring them in. That’s fine and good but it’s strict. Players have to know the specific wordings that NBA 2K13 will react. Unfortunately, you also can’t use nicknames. If you say “screen for Black Mamba,” nothing will happen.

Just for fun, the Kinect will listen to what you say and if you complain about a call or have a few choice words for the ref, you can get a technical. It’s anice trick that fans will get a kick out of, but it also makes you wonder what would happen in a Joey Crawford-Spurs game.

[video - click to view]



Last edited by xFMx ALCHEMiST; 08-10-2012 at 08:02 AM..
 5 years ago '07        #3
CadillacVyse 943 heat pts943
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Seems legit...cant wait to try!
 5 years ago '06        #4
johnsontj 
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Damn techs now awww I'm ready for this
 5 years ago '06        #5
xFMx ALCHEMiST 262 heat pts262 OP
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Replays are now in slow motion and include Nike+ measurement of vertical!
Game intro includes live nba footage remixed with some Hov

This game is gonna be perfect if they add a deep my player mode with ability to play a fully hack n lag free my crew!
And have USA team accessible n recent legends from the Dlc last year
 5 years ago '06        #6
ChevyBrah 216 heat pts216
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Just for fun, the Kinect will listen to what you say and if you complain about a call or have a few choice words for the ref, you can get a technical.

live where's my ammo to talk sh*t with

help
 5 years ago '06        #7
Kingme 7 heat pts
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They got my money. Knocking folks down with picks especially around that 3 point line is gonna hurt feelings.
 5 years ago '05        #8
Rockstar718 69 heat pts69
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If i get two techs, do i get thrown out the game and have to watch the computer finish the game for me?
 5 years ago '08        #9
GrownmanJ 21 heat pts21
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No my player pick up, no buy...
 08-10-2012, 11:12 AM         #10
DrX 
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thank god they fixed defense....im a defensive player first...i lock dudes down
 5 years ago '12        #11
SwizZy 74 heat pts74
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Told myself I wasnt gonna preorder because I still dont care about the All Star Game DLC, but this game looks like it'll be the best one yet, the developers are actually listening to a lot of the complaints that a lot of people have with 2k12 and improving them. If this game has a capped crew mode so ppl dont hack players and an improved Online it might be flawless
 5 years ago '11        #12
does any 1 care 19 heat pts19
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 Ghost Writer said:
So how are you going to shoot with the shot stick if it now controls dribble moves???
You're gonna have to hold down the LT button for xbox or the L2 button PS3
 5 years ago '04        #13
xplicit_03 8 heat pts
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Woot! Changes sound pretty sick to me, as long as the shot stick (pressing the shoulder button, and right stick) is responsive enough.
It's rare to really cross the A.I. up in 2k12, but doable, looks like it'll be a little more realistic in 13...

I'm happy to hear about the passing changes, although I'd still like a modifier for passes, so you'd be able to control a lob, bounce, flashy pass, ally oop...

Anyway, MY BODY IS READY...

 5 years ago '10        #14
Agentzer0oo0 209 heat pts209
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 xplicit_03 said:
Woot! Changes sound pretty sick to me, as long as the shot stick (pressing the shoulder button, and right stick) is responsive enough.
It's rare to really cross the A.I. up in 2k12, but doable, looks like it'll be a little more realistic in 13...

I'm happy to hear about the passing changes, although I'd still like a modifier for passes, so you'd be able to control a lob, bounce, flashy pass, ally oop...

Anyway, MY BODY IS READY...

But thanks to those improvements, plus a new control option for user-initiated bounce passes (holding the left trigger and pressing the pass button), NBA 2K13 will let players better direct the flow of the game through passing.
 5 years ago '07        #15
dipset121 39 heat pts39
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yes!!!!! isomotion was annoying as fu*k
 5 years ago '05        #16
Rockobox 76 heat pts76
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So glad they modified passing and defense. Two of my most aggravating complaints.
 5 years ago '08        #17
iPunish901 12 heat pts12
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 dipset121 said:
yes!!!!! isomotion was annoying as fu*k
this. no way i was taking the time to figure all that sh*t out
 5 years ago '10        #18
kamianisan 16 heat pts16
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I love this franchise, but they keep revising the controls.........for what? They're talking about this like it's some innovation, but they're just re-implementing a control scheme that they've used already. Same sh*t with the post play. I know they don't wanna seem stagnant, but if something ain't broke, don't fix it. They only do this so we can't go back to playing the previous years' iteration, I'm 97% sure of this.
 5 years ago '08        #19
AC_89 200 heat pts200
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Never really used the shot stick anyway I use square
 5 years ago '10        #20
SmoothTay 23 heat pts23
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I see 2K still can't make the jerseys fit tighter
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