After a big shot or a big dunk, the announcers get hyped with the 'Oooooooooooohhhh what a play" and the crowd is no where to be heard. The crowd should react to every steal, every block, every basket, but they don't. Even with the introduction, it's just one tone and that's it. Usually when the PA Announcer calls the last player, the franchise player, they usually get the loudest ovation, things like this matter. I wish they would get it right
NBA 2K: Let's Talk About Some NBA 2K Audio Issues
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2K has a lot of work to do with their crowd, It's one part of the game that is so stale. The amount of money they put into their game and can't even get the sound right is embarrassing. Rim sounds in 2K don't bother me as much as Live does, but they both could use some tweaking.
After a big shot or a big dunk, the announcers get hyped with the 'Oooooooooooohhhh what a play" and the crowd is no where to be heard. The crowd should react to every steal, every block, every basket, but they don't. Even with the introduction, it's just one tone and that's it. Usually when the PA Announcer calls the last player, the franchise player, they usually get the loudest ovation, things like this matter. I wish they would get it right -
Re: NBA 2K: Let's Talk About Some NBA 2K Audio Issues
2K has a lot of work to do with their crowd, It's one part of the game that is so stale. The amount of money they put into their game and can't even get the sound right is embarrassing. Rim sounds in 2K don't bother me as much as Live does, but they both could use some tweaking.
After a big shot or a big dunk, the announcers get hyped with the 'Oooooooooooohhhh what a play" and the crowd is no where to be heard. The crowd should react to every steal, every block, every basket, but they don't. Even with the introduction, it's just one tone and that's it. Usually when the PA Announcer calls the last player, the franchise player, they usually get the loudest ovation, things like this matter. I wish they would get it right
Man I agree the crowd is not only partly involved but don't give us the proper responses at the right time. Sometimes you go on a run or hit a big shot or even 2 in a row and they not only go dead but they sit down instead of stand up.
Imagine Reggie Miller hitting those 3s in the playoffs vs the Knicks and the arena went dead silent. It just doesnt happen.
Another thing that REALLY needs work is what used to get on my nerves in NBA2K5 when you dunked the ball. Sometimes it would go down like you finger rolled it.
This was fixed a couple of years ago when they decided to make the ball go through the rim with more force on dunks... Well shooting long 3's, its pretty much the same at times. It feels like an Al Jefferson finger roll.
What you get is the ball softly going in, and the sound is really weak, you NEVER hear the net rip...kinda like you do here around 13 seconds
<iframe width="560" height="315" src="https://www.youtube.com/embed/_VGT44LM_D0" frameborder="0" allowfullscreen></iframe>
With the rim being pulled down, and the net snapping or swishing hard, that would do wonders for the sound of this game in that area. Its been ignored/left as is for years although some have made mention of it.
All of the improvements in the game and keeping this the same makes it stick out even more and more.
Here is a regular normal swish that could easily stand for a regular jumper which sounds more like paper right now than this
<iframe width="560" height="315" src="https://www.youtube.com/embed/YgKg7LJ6fuY" frameborder="0" allowfullscreen></iframe>Comment
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Re: NBA 2K: Let's Talk About Some NBA 2K Audio Issues
THE problem is that nothing the crowd does makes sense in context to what happens on the court EXAMPLE: while they sometimes respond to late game situations they ONLY respond actively during these situations as if thats the only thing they came for, the crowd is NOT DYNAMIC.
SOLUTION/hope. The game MUST introduce a new system of how sounds are orderd and presented for crowds, no longer "CANNED" moments that sometimes work or don't (4th quarter crowds must react). Build a NEW sound library of authentic basketball sounds, dunks, rebound grabs, players falling/landing, rim flex/all directions, ball hitting the rim/backboard, nba crowds ect. This is not a hard as you might think as there aren't a lot of different sounds that the game of basketball makes just sound intensity. ONCE these things are done they can be put in the game and paired as they were.
CROWDS/robots. Crowds simply don't respond to basketball they ARE BLIND and it disconnects the player with there lack of emotion, a system that recognizes situations on the court and applys the correct sounds would be ideal, LIKE a valuable player coming in from injury the crowd reacts and cheers them in during the regular season but, during the playoffs they respond even louder and if that player gets a rebound/point you'll know why their cheering extra loud. Same for momentum, if our team gets a steal in lets say the 8th minute of the 1st quarter the crowd shouldn't explode in cheering as if your in crunch time but still get loud enough and cheer that its a pick me up for the player and team. BUT if we were on a scoring run, or facing rivals, in the playoffs/elimination, in that same time the crowd should erupt, and as the game gets closer to the end of regulation the system recognizes that and the crowd gets louder and more active movements with each scored basket especially if its a close game/back in fourth. Booing opposing players/teams, chanting player names(rare) booing ref calls, jumping up and down after a game winner/crazy sequence of plays (grabing a rebound for every missed shot on the same possession by same player or different players on same team) these things and MUCH more should make the crowd appear as real as ever before.
SOUNDS NEED TO BE DYNAMIC. Aside from money players PLAY FOR FANS!! End of story. Some of the most memorable moments in nba HISTORY happened because of players seeking attention from the fans. Their just as much part of the history of basketball as the Celtic, Laker dynastys without them there would be no game. 2k needs to realize this and simulate them with the same accuracy as they simulate the rest of there game no longer a after thought. ITS TIME TO STEP IT UP.
Wish i could post examples but ps4 suxs as a computer.Last edited by WishListGOD 1 OF 2; 07-12-2015, 01:24 AM.PSN: PYROINCAIRO
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Re: NBA 2K: Let's Talk About Some NBA 2K Audio Issues
One rim sound that I love, but doesn't happen all that often, is when a guy hits a straight away jumper (usually a 3), and the ball grazes the back of the rim just right and makes that thump noise.
I've never heard that in a 2K game.Comment
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Re: NBA 2K: Let's Talk About Some NBA 2K Audio Issues
That video of the audio mod was amazing. The other game does a much better job of rim and net sounds. Please fix, 2k.Comment
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Re: NBA 2K: Let's Talk About Some NBA 2K Audio Issues
This more than anything. Stuff like game winners need to have better reactions.Comment
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NBA 2K: Let's Talk About Some NBA 2K Audio Issues
Only on OS could I find someone who can appreciate this...
I was trying to explain this to my boy and he looked at me like I was crazy, lol
Completely agree with the thread...an overhaul is WAAAAY overdue on thisComment
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Also, the rims sound a little different in each arena (as I believe was mentioned in the article). MSG and Dallas come to mind as a couple that are really distinct. This is probably asking way too much right now but I'd like to get to the point where they capture rim sounds for different shot/dunk makes and misses in each arena. Or at least enough arenas where there is more varietyComment
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Re: NBA 2K: Let's Talk About Some NBA 2K Audio Issues
Also, the rims sound a little different in each arena (as I believe was mentioned in the article). MSG and Dallas come to mind as a couple that are really distinct. This is probably asking way too much right now but I'd like to get to the point where they capture rim sounds for different shot/dunk makes and misses in each arena. Or at least enough arenas where there is more variety
We have signature dribbling
Signature shots
Team specific plays
But shooting a jumper dunking and the overall atmosphere still sounds like its in progress of being converted over from ps3.
I'm not bad mouthing I'm nuat saying you'd be surprised what a difference it makes.
I currently am using the fantastic UBR from 2k14 Pc with those modded sounds and it feels so much better when you hit a man coming off of a curl, and hear the ball hit the back of the rim with the thump noise rather than the net sounding like tissue paper....as 24th and Wisports mentioned above.
When you watch a game things that matter are
Crowd
Players
Announcers
Arena chant music
And man when you are watching an intense game and say Kobe hits a crucial jumper and you hear the net wick.....you feel itComment
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Re: NBA 2K: Let's Talk About Some NBA 2K Audio Issues
New comer here, but a lurker for about a year!
Every year I seem to complain mostly about the sound, mainly the crowds.
But firstly, I feel for digital Doris. Every half time/post game interview, I have to turn down the crowd volume from 60 to about 5-10 because I cannot hear her or the players. It's annoying how it's not just once or twice, but EVERY single time. I hear those weird sounds when Doris talks too. I had to pause the game the first time thinking "What's that high pitched sound?" thinking it was coming from home. Nope, it went when it paused it.
My main issue is the crowd is useless. There is no natural flow to their reactions and it's annoying. My top 3 actual NBA game moments featuring crowds are:
1) Mavs vs Spurs, when Vince Carter nails a 3pt dagger over Manu Ginobli to tie the conference series 2-2 in 2014. Dead silence in anticipation for in-bound pass and the eruption (and goosebumps!) as the shot goes in.
2) Same year, different series as Damian Lillard does the same over the Rockets in Game 6 (I think).
3) I think it was game 5 in the Spurs win over the Heat. About 2nd or 3rd quarter, the Spurs were behind about 45-52 or something, when they go on a huge run through Leonard and Ginobli. Every bucket saw the crowd grow stronger and more excited as they cut down the lead and overtook the Heat. Each bucket past the Heats score, until a time-out was called, elevated the players and the crowd went nuts.
I am yet to experience anything exciting as these plays in 2k. Even when home teams are shooting FTs, there is still a roar not a hush. I often have the crowd volume low as I find it irritating.Comment
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Re: NBA 2K: Let's Talk About Some NBA 2K Audio Issues
I'd like to throw in that the arena chants are great, just wish they were louder and more frequent.
Still the best commentary team out there, and we cant make the announcers scream and holler when big plays happen or throw out catchphrases. Im sure its odd and hard to do after seeing it all in real life anyway.
..That crwod though...thye have total control over that, and it should be big deal....like i said there are too many times now where you'll hit a shot and they just sit down lol.Comment
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Re: NBA 2K: Let's Talk About Some NBA 2K Audio Issues
Bump... I Always put the crowd volume on max, just to get something resembling decent autoComment
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