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noa999 said:
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neovsmatrix said:
Uh, the Live tutorial was to show FREESTYLE defense (which hasn't changed from Live 2003). Not team defense. I don't understand why you have to bash Live constantly, for things that aren't even being shown yet. I make no such conclusions on video footage, because it'd be stupid to do so.
IMHO, the ANIMATIONS for the traps and double teams in Live CAN be judged from vids at least to a point. And to me, they look outstanding.
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Fully agree. How the team defense is implemented remains to be seen, but from what I've deduced watching all the gameplay footage (probably staged - hahahahaha) is that everything is much improved. I was worried to death about the dunk button creating havoc and another dunk-fest, but it looks and sounds like that's not the case.
Nice Post, neo.

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I'm gonna hafta agree with you guys on this one. From the gameplay movies I've seen, the defense looks much better than in 2003. Live IMO looks very sharp this year, the only thing that looks broken is the abused pro-hop. But since they've added sliders, it shouldn't be a problem to fix.
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I don't know if the prohop will be abusable or not - if it gets you into the lane consistently that's one thing, but if you can't score every time you get there it won't be abusable. IE. If you can prohop into traffic whenever you want but can't dunk cleanly or put up a jumper succesfully, you have now given up your dribble and would be forced to pass or you may even get double-teamed/have the ball stripped.
I think the whole 'it's too easy to get into the lane' thing (whether it's freestyle, ISOmotion, or just plowing your way in) is looked at as too much of a negative thing in video hoops games. In reality, quick guards and good slashers can get at least a half-step on their defender and get reasonably close to the basket whenever they want, it's just that they (wisely) don't choose to every possession because they know they will be met by the bigmen inside, blocking them or otherwise forcing them to adjust to a difficult shot.
So, while many games have gone the route of having the defender have a magic invisible wall that won't let the User ever get by the defender, I think this is the wrong approach. What they should be focusing on is having the interior defense be such that if and when a User decides to take the ball to the rack they are met by solid helpside D and miss their shot or get rejected. This would force a User to pick and choose his spots and be sure to only do it with good slashers like Kobe/TMac or guards like Nash/Marbury that can effectively (though not too succesfully) lob a teardrop over the oncoming block.
When a game delivers that (I'm not holding my breath) they'll be onto something.
Know what I mean?
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