Either way the more control the better. Can't wait to see and, more importantly, feel the change.
NBA 2K17 Hands-On Impressions, Players Have Full Control of What They See (Uproxx)
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Definitely have heard the "full control" ploy before but this certainly sounds like an improvement over what we've had in this past. It might not turn out to be the full control people want but this is an area they have been working on for many years now so, perhaps, this will be the year things finally click.
Either way the more control the better. Can't wait to see and, more importantly, feel the change. -
NBA 2K17 Hands-On Impressions, Players Have Full Control of What They See (Uproxx)
This is exactly what I wanted. The animations are tied to the player but you have to know how to pull off the dribble moves to turn the elite dribblers into elite dribblers.
Some of the sig size ups didn't have a good use in 2K16 because the branching didn't let you go nowhere to a point where you could explode or chain together. Some of them were real good like Steph and Kyrie's.
If you read one of the impression articles from PopSCi
http://www.popsci.com/nba-2k17-improves-on-merging-sports-and-gaming
This guy told me everything I need to know it is going to take a little bit of practice to get the advance size ups to chain like you want. This means some actual stick skill is needed. This is what is going to separate an advanced Steph user from a casual user.
Instead of us relying on the stringing together a long canned animation we have to do it ourselves.
I like how they are doing it although you have Kyrie's, Steph animations you have to actually learn the combo and how to read the defense to turn the player into somewhat real.
Some of the size ups were meant to give you space for a jumper not necessarily explode past the defender.
Sent from my iPhone using TapatalkPSN: ForeverVersatile
Xbox Live: TheBluprint09Comment
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This is exactly what I wanted. The animations are tied to the player but you have to know how to pull off the dribble moves to turn the elite dribblers into elite dribblers.
Some of the sig size ups didn't have a good use in 2K16 because the branching didn't let you go nowhere to a point where you could explode or chain together. Some of them were real good like Steph and Kyrie's.
If you read one of the impression articles from PopSCi
http://www.popsci.com/nba-2k17-improves-on-merging-sports-and-gaming
This guy told me everything I need to know it is going to take a little bit of practice to get the advance size ups to chain like you want. This means some actual stick skill is needed. This is what is going to separate an advanced Steph user from a casual user.
Instead of us relying on the stringing together a long canned animation we have to do it ourselves.
I like how they are doing it although you have Kyrie's, Steph animations you have to actually learn the combo and how to read the defense to turn the player into somewhat real.
Hopefully 2k17 will actually allow you to explode off a size up or dribble. IRL you can have the greatest ball control, dribbling skills in the world but if you don't have quickness and explosiveness with your feet it means nothing.Comment
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Re: NBA 2K17 Hands-On Impressions, Players Have Full Control of What They See (Uproxx
Still lacking the split the defense off of the pick and roll animations! How could they not have put this key signature in the game yet.
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Re: NBA 2K17 Hands-On Impressions, Players Have Full Control of What They See (Uproxx
sounds good yall. 'ball on a string' is something I never felt when playing 2k. It looks like they're taking a step to more freedom with ball handling. That's what I like to see!Comment
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Re: NBA 2K17 Hands-On Impressions, Players Have Full Control of What They See (Uproxx
What I meant by that is I couldn't turbo to blow by or chain the move into a another or branched into a different move. There is a little delay or hiccup to chain certain moves. That basically limited what you could combo together to create separate or blow by.
I am not talking about every elite dribbler though.Comment
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Re: NBA 2K17 Hands-On Impressions, Players Have Full Control of What They See (Uproxx
The size ups were frustrating in 2k16. There were times I felt like I had the defender leaning or favoring one side and when I would try to break out I would go no where. You were almost better off letting the signature size up animation play out and see if that alone would cross the defender.
Hopefully 2k17 will actually allow you to explode off a size up or dribble. IRL you can have the greatest ball control, dribbling skills in the world but if you don't have quickness and explosiveness with your feet it means nothing.
I will give you an example I can't quick spin out of a escape left or right with Jamal Crawford. He can quick spin out of hesi though real fast. The little delay slows him up. So you can't chain that move together fast. He will do the spin but with a delayComment
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Re: NBA 2K17 Hands-On Impressions, Players Have Full Control of What They See (Uproxx
As someone said, I use square to shoot jumpers, and right analog for layups and dunks.
This is right up the ol' alley. Cannot wait. This game could be the major gameplay leap forward I've been waiting for this gen.Comment
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Re: NBA 2K17 Hands-On Impressions, Players Have Full Control of What They See (Uproxx
Since I can't kineticly be in the players body: I think we should have visual aid akin to Madden FG and Punting system that shows your Aim.
I just don't see the simulation benefit in re-centering your shot during the attempt. Right now if I want to perform a moving shot: I will use the right stick and aim it but now it seems I'll need to add a twist and re-aim it.
It seems a bit generic too if you're not actually aiming it towards your target but simply pulling forward or backward - is the left to right aim part of the process? Again, with no visual tutor / aid, how much value can be gained from this shot mechanic?
Sent from my SGH-I337M using Tapatalkhow could I lose? im playing by my own rules..Comment
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This is exactly what I mean. I need to have the ability to explode out of the size up.
I will give you an example I can't quick spin out of a escape left or right with Jamal Crawford. He can quick spin out of hesi though real fast. The little delay slows him up. So you can't chain that move together fast. He will do the spin but with a delay
Now here's something I'm confused about with the interview from this article. "The animations that make up that guy’s dribble package, are signature. But if you wanna create that situation that he specifically does, it’s on your stick skills.”"
This sounds like size up moves will be more similar to Live 16 where you don't simply flick the stick to initiate a size up animation but instead control the size up move by what is performed on the sticks. If this is the case I like it IF it is executed properly.Comment
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Re: NBA 2K17 Hands-On Impressions, Players Have Full Control of What They See (Uproxx
I think these reviews are how they are putting out info now. But i would be shocked if we didnt get some dev blogs or something this week being that we will all be playing the Prelude next Friday#SimnationComment
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Re: NBA 2K17 Hands-On Impressions, Players Have Full Control of What They See (Uproxx
They can explain things all day, but like SamPham said in his video, you still can't tell certain things from this like if a guy is leaving his man to play help defense properly or not.
Honestly man until now, it's really been pretty wack how this has been put out.Comment
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Re: NBA 2K17 Hands-On Impressions, Players Have Full Control of What They See (Uproxx
Ooooh nice one. I enjoyed the part about using Noah and it "feeling instinctual". Though worded vaguely, I totally got what he meant. Sounded promising.
I feel like every year I read the words "this year, we're giving control back to the user".......
Man I'm just ready for Mike's blog..... plus a lot of this stuff we won't REALLY know until we get our hands on the game.Comment
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