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Old 09-02-2010, 04:00 AM   #233
P-Dub
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OVR: 9
Join Date: Jun 2007
Real-time physics

1:10 - Felton is lightly bumped by Jennings. User control is still maintained, unlike previous versions.
2:18 - Salmons bumped by Stoudemire as he goes up for a layup forces a bad (and ugly)layup attempt. Live 10 would have been a long 2-man animation during which you would have no control, but looked better.
2:21 - Maggette slightly bumped by Gallinari or Stoudemire during close shot.
2:30 - Walker collides with Salmons.
2:56 - Chandler deflects pass, ball is loose.
3:00 - Felton physical defense on Jennings.
3:02 - Pass is deflected by Felton or Stoudemire.
3:15-3:17 - Gallinari and Maggette collision during post up scenario. Players are not locked into this position like previous games. Collision during layup.
3:25 - Salmons collision with Walker.
3:44 - Walker collision with Salmons.
4:22-4:27 - Felton is able to move around while protecting the ball from the tight defense of Jennings.
4:30 - Maggette deflects pass.
4:44-4:47 - Gallinari's tight defense stops Maggette's drive attempt.

There is more going on than what I pointed out, of course. Every shot, every player running in to each other while cutting, the collisions during screens, etc.

The real time physics has allowed for much more dynamic style of play. Notice how it looks more like a free flowing game of basketball where you can do what you want and you have the controls to make the decisions you want to make on the court. While in previous versions it was really limited to playing the version of basketball that they wanted you to play.

For what you guys say about last year "looking" better, I do agree. But the moment you picked up the controller, it got so much worse. This year it should be the opposite. It should feel better when you are playing.

I agree with many people that have said the collision animations are bad. Especially the in-air collisions. It just seems like they are too exaggerated.

I think one of the things the developers need to look at is the actual jumping physics. It still looks like they have animations that simulate jumping instead of actual jumping physics. I believe that causes things like the adjusted layup defying gravity, and players that don't bend their knees to jump or seem to get pulled into the air.

The learning curve is actually quite big this year. None of the videos that have been released show you what a skilled player can do. It's all random people who don't know how to play. That's why the videos look bad, except for this one.

I'm glad they slowed the game down.
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