07-07-2015, 01:58 PM
|
#22
|
Pro
OVR: 21
Join Date: Jul 2005
Posts: 863
|
Re: NBA Live 16: Game Shows Potential, But What Are You Looking For?
|
Quote: |
|
|
|
|
Originally Posted by P-Dub |
|
|
|
|
|
|
|
|
There is some early impressions that are conflicting with each other. One person stated that the game is more responsive when talking about the controls, and some dribble moves really give you a nice first step. Another person stated that they had some trouble getting players to start moving. This is huge for me. If the game doesn't respond to my controls, I can't play it. It will be a chore.
Player differentiation aside, the game is meant to represent some of the best basketball athletes in the world, and I need to see it and feel it when I am playing the game. Here's an example - If I see a wide open man and make the pass, depending on how much space there is around the receiver, I shouldn't always have a defender in my face by the time I catch the ball. Of course, a defender should be able to recover sometimes, as well. So we need that response from the animations, on both sides of the ball. That will help create the grind and chess matches that should make every basket or stop quite satisfying.
I don't just want the game to speed up it's animations. That's not the problem in most cases. It's how quickly they activate when you provide input. There needs to be a consistency of that input response across all areas of movement on both offense and defense, while still maintaining the disparity of players talents and abilities.
I want to be able to read, react, adjust and readjust in real-time to gameplay situations.
|
|
|
|
|
|
Excellent points, P-Dub. I was playing Live last night and thought to myself how "the game within the game" aspect was lacking. Immersion is huge for me and very quickly a game can become stale.
|
|
|