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NBA 2K12 Impressions, Q&A (From Hands-On Event in Washington, DC)

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Old 09-07-2011, 07:51 AM   #129
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re: NBA 2K12 Impressions, Q&A (From Hands-On Event in Washington, DC)

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Originally Posted by RubenDouglas
Thanks Aaron for answering questions.

I've been finishing up some last minute touch ups on custom arena music. Did you venture into the menus at all to see how it was set up? Was there more event types or the same? That's likely the last thing you might have seen or remember doing but thought I'd ask.

I love this time of year
I should have looked but I forgot. I was kicking myself for not looking for it when I left. I made sure to pay attention to the tipoff music but forgot to look at the music.
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Old 09-07-2011, 07:52 AM   #130
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re: NBA 2K12 Impressions, Q&A (From Hands-On Event in Washington, DC)

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Originally Posted by ifriedrice
Any new/different camera angles for gameplay?

New presentation elements for halftime/postgame?
Didn't make it through a whole game but halftime was the same as last year from what I saw. Just a recap of the two most significant players.
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Old 09-07-2011, 08:05 AM   #131
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re: NBA 2K12 Impressions, Q&A (From Hands-On Event in Washington, DC)

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Originally Posted by Mike Smoove
Did you feel the AI played straight up or would they use cheap tactics to beat you ?

Also how does it feel with the baseline wall being gone ?

and last hows the paint contact ?
The AI was not cheap. The way I would describe it is they played realistic and strategically. For example, on one play against the Magic, Nick Anderson cheated a little to help Penny after I scored twice with Derek Harper and when the man Anderson was guarding (Hubert Davis) missed a few shots. I just dribbled in with Harper and kicked it out to Davis for an open 3. In past games, Anderson would have just stayed with Davis no matter how many points Harper scored or just outright doubled Harper. That play is an example of the AI playing like a real person....helping but not overcommitting.

The baseline wall removal didn't affect the game much imo. Being aware of it, I was a lot more cautious about the moves I made near the baseline.

Paint contact was good. You have to pick your spots if you are going to drive. Not a ton of easy layups
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Old 09-07-2011, 08:06 AM   #132
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re: NBA 2K12 Impressions, Q&A (From Hands-On Event in Washington, DC)

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Originally Posted by MagicFan4Life
Did you notice if there was a My Crew feature in the game?

Also, regarding the rosters the game will ship with. I know you said no rookies until after the lockout, but does that mean all we have is 2K11 rosters? Tyson Chandler/Caron Butler still on the Mavs, Jason Richardson still on the Magic, and Tracy McGrady still on the Pistons even though all of them are free agents?
Correct the 2k11 rookies are in the game and the FA are on their old teams (Ex. Yi and Nick Young were still on the Wiz).
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Old 09-07-2011, 08:08 AM   #133
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re: NBA 2K12 Impressions, Q&A (From Hands-On Event in Washington, DC)

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Originally Posted by Peninc
Hey thanks for Q and A

You mentioned in your impressions that all players seemed to have redone faces. Was Andrew Bynum a player with a new face. Ive fund him to not at all look like himself in previous iterations.

Also what stood out the most to you in your playtest? what was that one thing that made you say "Wow that was special"?
The presentation and Rondo in the open court made me say wow. Rondo in the middle of the court and running the break looked just like he did in real life. Also I loved a tip dunk by Russell.
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Old 09-07-2011, 08:08 AM   #134
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re: NBA 2K12 Impressions, Q&A (From Hands-On Event in Washington, DC)

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Originally Posted by breakitdown
did you notice if the invisible wall along the boundary was gone?
Yes, its gone.
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Old 09-07-2011, 08:09 AM   #135
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re: NBA 2K12 Impressions, Q&A (From Hands-On Event in Washington, DC)

Is the "2 player animations that ignores other players within the perimeter" still in?
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Old 09-07-2011, 08:12 AM   #136
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re: NBA 2K12 Impressions, Q&A (From Hands-On Event in Washington, DC)

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Originally Posted by Jesus
How would you say that good on-ball defense was represented? Would a player ride you off your angle to the rim or was it similar to 2k11 where a perimeter collision would stop progress?

What difficulty and setting did you play on?

Were shot percentages inflated?

Was lead passing changed much from last year in the version you played?
I played on Pro. I don't want to get into percentages too much because of the difficulty level and the fact that those can be adjusted by sliders. I will say that the game seemed balanced a pro shooting wise. The only thing I would change straight out of the box is the speed. Maybe slow it down a tad.
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