[2K ] NBA2k10 PREVIEW
看板NBAGAME (NBA 遊戲)作者terrypili20 (你的熱情像大海)時間16年前 (2009/08/20 09:02)推噓1(1推 0噓 0→)留言1則, 1人參與討論串1/2 (看更多)
轉載自2K官方的FACEBOOK
http://xbox360.ign.com/articles/101/1015881p1.html
The NBA 2K series has been pummeling NBA Live into the ground over the last
few years. There's no doubt that Live is looking stronger than it has in a
long while this season, but NBA 2K is aiming to raise the bar even higher
with NBA 2K10. I recently spent some time at Visual Concepts to get my hands
on a preview build of the game. And yes, I beat both developers that I played
– though they always go easy on us journos.
The first and probably most important new addition to the 2K formula is
called NBA Today. It's both a small mode in the game and a feature that
permeates just about every other game you'll play. From the main menu
clicking on NBA Today will bring you to a list of real NBA games that are set
to take place. For our purposes – and since the NBA season hasn't started
yet – we were treated to a list of pre-season games. NBA Today not only
keeps up with the current NBA schedule, but it also has an effect on things
like franchise mode.
NBA Today influences what you hear from the commentators in NBA 2K10. Say,
for instance, you're nearing the All-Star Game in your franchise. Prior to
the break you'll hear Clark Kellogg and company referencing who's on the
starting lineup or if anyone from your team made the squad. They'll also talk
about your chances of making the playoffs and other aspects of your franchise.
Another feature addition that changes gameplay a bit is a partnership with
82games.com, a site that tracks an incredible amount of statistics throughout
the NBA. It goes beyond how many points and rebounds each player gets a
night. 2K Sports is using data such as how often players shoot when coming
off screens, how they get to the right position to use a screen and how often
they make certain cuts to the basket and where those cuts are made. The
detail even goes as far as to gauge a player's head position while driving to
the basket. This data will be used to accentuate and advance the typical
Signature Play that the series has become known for. 2K is adding 36 new
tendencies to the game that will be used by the AI to bring the action closer
to reality.
And yes, you'll still find the uber-detailed signature dribbling types and
specific jump shots for the top tier players in the league.
The biggest addition in the way of substantive game modes is undoubtedly My
Player, the game's single-player career mode. You can create your baller in
either NBA 2K10: Draft Combine and import that player into the full retail
release of 2K10 or you can create one using the same player creation tool
that's included in the regular game. From there you'll be drafted (2K is
hoping to get audio from David Stern for use in the draft portion of the
game) and from there you're off to the summer leagues to hone your skills.
There are six games and six drills that you'll need to complete and, if
you're good enough to survive the cut days, you'll make your team's NBA
roster. If you're not, then you'll be sent down to your club's D League team,
all of which are in this year's game.
Chances are you'll start off on the bench for your NBA team. Here you have
the option to either watch the game in real time, watch a quicker simulation
screen that follows the action or jump ahead to when you're actually being
subbed in.
There are no agent signings or contract negotiation talks in this year's
version of My Player. It's something that might be added in NBA 2K11, but
it's absent for now. As you progress in your career you'll obviously want to
improve your skills. To do this you'll need to meet requirements for each
game which will earn you skill points and you can also complete career
milestones. These include breaking Kareem's all-time points record and
getting your first triple-double, among others. Along your journey through
your career you'll be getting advice from the 2K Insider, the same that's in
Draft Combine. And, in case you're wondering, once you reach around age 38,
you'll start getting the option to retire. At that point increasing your
attributes will be very difficult and I'm told that a typical retirement age
is in your early 40s.
I didn't get a chance to play the new My Player mode in my visit to Visual
Concepts, so I'll be doing a much deeper hands-on with that mode once we have
a build here in the office.
The standard gameplay is something that I spent quite a bit of time with and
I noticed some significant changes to the core mechanics. For starters,
IsoMotion, the dribbling mechanic that governs how you handle the rock, has
been simplified. The developers felt as though the old IsoMotion was a bit
too inaccessible, so they've gone to great lengths to ease players into it.
Now the left trigger is all you'll need to execute IsoMotion moves. The right
trigger opens up a few more advanced dribbles, but the left trigger should be
your focus. I was able to easily pull off crossovers, spin moves and size up
moves using the new mechanics. Even the likes of Monta Ellis was able to cut
and weave his way through the defense for a 20+ point performance.
Another big change is the use of turbo. If there's one thing that too many
players abused in years past, it was the turbo button (myself included). This
year you'll need to use turbo very sparingly. Holding down on the right
trigger will not only deplete the new on-screen turbo meter, but your overall
energy will also drop. If you're out of turbo but you're still mashing on the
right trigger, then your overall energy will start to really take a dive.
Using lock-on defense also depletes your turbo meter because you're playing
much more aggressively, but not quite as much as holding down on the trigger.
This year lock-on defense is designed to be able to force the offensive
player in different directions along with getting up in their face and being
a constant annoyance when they have the ball. Let's just hope Shaq can't
guard Steve Nash this time around.
Post play has also seen refinements. The use of the right stick is absolutely
essential if you're going to find success in the post. Once you discover the
intricacies of how to use the right stick, scoring in the post should be a
snap, despite a new emphasis on being able to block shots. Moving the right
stick to the right and holding it will cause your player to spin to the right
and launch a shot. Flicking to the right and then holding to the left will
cause them to fake to the right then shoot to the left. It was a little tough
for me to get the hang of it at first, but once I wrapped my head around it
Dwight Howard was a force to be reckoned with. I was able to use the left
trigger as a modifier for quick moves while the right trigger is used for a
power move to the basket.
Playcalling is a bit different than it has been. While you still access the
playcalling menu by pressing right on the d-pad, you'll now have the ability
to access a slew of different plays arranged by position. While playing as
Golden State I constantly used the Iso play to clear space for Monta Ellis to
make a drive to the basket and had the same done to me by Chris Paul (who the
announcers were constantly comparing to Isiah Thomas).
Another small detail that many fans will enjoy is the ability to save and
quit out of a game and return to it later. It might sound minute but it's
amazingly significant if someone is nagging you to get out the door and
you're in the second-quarter of a playoff game.
Being that basketball is a team sport, last year's NBA 2K9 introduced Team Up
gameplay where five players from across the nation could take on another five
blokes on the other side of the country. This year Team Up is seeing some
notable additions. Much like in My Player, every action that you make on the
court will be judged and graded. Last year 2K9 featured too many players just
following the ball. It all looked like a group of headless chickens running
around. If you do that this year then your teammate rating will take a
nosedive and you'll be left out in the cold with no one to play with. This is
all in an effort to create more realistic spacing during online games,
something that developers also applied to AI behaviors while balling solo.
Defensive help rotations were said to be added, but they didn't make many
appearances in the build that I played. I constantly found open lanes to the
basket with no rotating center there to stop me. I'm hoping that the refined
AI that I was promised makes it in time for the October ship date.
I had a great time playing NBA 2K10, but the visuals still needed some
improvements. I was told that the build I was seeing was a submission build
so many of the texture filters and effects had been turned off to solidify
the framerate. Hopefully once the switch is flipped things will have the
required sheen that I'm used to. I saw players skin clipping through jerseys
and their eyes were affixed to a far off space where something very
entertaining was apparently happening. Player's faces looked good thanks to
technology from ImageMetrics (the same blokes that did GTA IV's faces) but
the textures on players' bodies looked too rigid to have the usual look of
realism. Here's hoping that these issues were due to the build I was playing
and not because of problems that are permanently installed.
NBA 2K10 is bringing a lot of game this year. The gameplay feels more
realistic than ever because of many of the refinements that have been made to
the overall formula. I liked the new dribbling and the new, more realistic
turbo mechanic, as well as the new post moves. Animations look great
(probably because they dumped every move that was pre-2K8) and players move
wonderfully on the court. Now if only the overall graphical presentation
could be brought up to the same level.
We'll be taking a deeper look at both My Player and Franchise Mode in the
near future, so keep an eye on IGN.com for those details. NBA 2K10 is
scheduled to launch on October 6 for PlayStation 3 and Xbox 360.
------
GOOD
越來越期待了
好強大的NBA TODAY!!!
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