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NBA 2K13 Preview (Xbox 360)

Written by DaWolf, owner of http://www.nbagames.de/ (regular in the OS Forums)

I had the opportunity to play an early build of NBA 2K13 for 2 hours today. My impressions are based on the demo code for Gamescom (5 minute quarter, Miami Heat vs. Oklahoma City Thunder, limited options/couldn’t even call for a pick). I also received a demonstration from one of the games Producers at the 2K Business Area, as they showed the demo and a game between the Dream Team and the 2012 Olympic team.


NBA 2K13 feels a lot like NBA 2K12, with a lot of positives and one major negative. Let me go through everything one by one.

Defensive movement: No more sliding, warping and magical defense. If you are beaten by a player you have no chance to recover. That also means that you can’t recover from an opponent’s fast break, if you are not running back at the same speed than the offensive player. I can’t comment on the speed issue at the moment but fast breaks seemed pretty much the same to me as in NBA 2K12. But defensive movement and momentum were really the high points of the game for me today.

On Ball Defense: There are a lot of new animations, as seen in the latest trailer, with two players bumping into each other. But it all felt natural. Overall defense has been vastly improved. I also saw a great block on the perimeter by Lewis, that knocked the ball out of bounds. The blocks under the rim weren’t that great looking, but none of the awkward looking ones with the elbow, etc. as seen in NBA 2K12.

Double teams: Yes, I saw the CPU double team Bosh in the post – I don’t know about double teaming when a player is hot.

Graphics: I saw a slight improvement in the player models – but nothing spectacular at this stage, of course. Coaches looked better as well. I noticed some of the dunk animations are now a little faster than last year, which is a good thing, as I really didn’t like a lot of the slow dunk animations in 2K12. Now they animate more like NBA 2K8, if you can recall that game.

Collision system: Extremely improved over 2K12, with tons of animations when driving to the basket with full or slight body contact. Imagine the system in NBA 2K2 but with much more variety and outcomes. Is it better than the system with two player animations in 2K11? Hmm tough one – sometimes I had the feeling that once you’re in a dunk animation, at a certain point, there is no way the opponent will change the shot. I saw one instance where LeBron took off and the defensive player was just pushed to the side by the animation. I really can’t say if the system was real time physics based, because I saw some contact animations twice – but overall massive improvement. Right now I would say 2K11 still got the edge on this one but we´ll see just how varied it is when we get to play more.

Right Stick Dribble System: Well I don’t want to write much about this because I really didn’t like it. Not because it was badly implemented – but because I´m not a fan of the right stick dribble at all. I kind of knew that before. I’m sure you will like it.

Ok lets get to my one major complaint: Jump Shots. If you have no problem with them in 2K12 you´re fine. But I had. Big time. And it’s not fixed. What I am talking about is the disconnection I feel with the releases of the jump shots in 2K12 and now seen in 2K13. The release window is so small that there is none of that “jumping up and releasing the ball at the highest point of your jump” – it is like there is a quick animation playing out for the jump shot and I have no control over the release whatsoever. It’s hard to explain, I just don’t feel like I’m the one shooting the J. It’s best explained if you go to NBA 2K8 and take a shot with e.g. Carmelo Anthony or in 2K7 with Kobe. Smooth animation – high release point which is triggered not by an animation but by the release of the button. I was sad that it was not addressed. Also in 2K12 your player has a totally different jumper behind the three point line than usual, which is still in there, sadly.

Similarities to 2K12: 2K13 feels like 2K12 in a lot of ways. The movement is a bit smoother (especially on defense), the rim physics haven’t change a bit (which was a disappointment to me), passing wasn’t vastly different (to me..), jump shots (as mentioned), floor spacing, pre-game presentation and even the camera angle on tip-off. All areas looked like 2K12 to me.

Random stuff:

  • When the shot clock is running down and there is less than a second to play your player will automatically throw up a quick shot with one arm. Mine went in with Ray Allen.
  • Off the ball fouls and over the backs are now more visible through collision animations.
  • Dunks in traffic tend to not go in (when a foul is involved). Saw a couple of instances where the dunker would just throw it at the rim.
  • Manual bounce pass – gotta love it.
  • Ball feels a bit more loose this year.
  • Dribble too much with the right stick and you will lose the ball.
  • Post game seemed to be expended on as well.
  • When you shoot a contested jump shot, your player will kick out his leg – nice addition.
  • On replays your player is colored whereas all the other players are black and white – looked weird.

Overall, I really enjoyed it. It’s a pretty polished game with the issues from 2K12 mainly addressed. I’ll give high points for the defensive movement and collision system.


NBA 2K13 Videos
Member Comments
# 21 aloncho11 @ 08/15/12 03:57 PM
Nice preview DaWolf! I would have to admit that it's all we can ask for a Gamescon preview, given that in a 5 min demo, not much can be concluded.

Thanks again.
 
# 22 iLLosophy @ 08/15/12 03:59 PM
Nice work DaWolf!

With the contact animations did you see any instances where a defender fell onto a shooter after biting for a pump fake?
 
# 23 DaWolf @ 08/15/12 04:00 PM
Quote:
Originally Posted by qnzballa5
3 ?'s..

1. Was there alot of putbacks like 2k12 cuz 2k12 was to many especially wit the thunder..

2. Is the heatcheckup,in game menu back during games like 2k11 n every gm before.. 2k12 instead had the change camera option which was terrible.

3. Is the fatigue system better? in 2k12 u can play an entire quarter witout having to sub in your players. They need it like 2k10 where it forced us to sub our players in..
1. I didnt see one putback in all of my games
2. Its back with d pad up I think. Plus you can see which signature card the player has. I think its always the player in possession that is shown
3. cant tell from a 5 mnute one quarter demo
 
# 24 DaWolf @ 08/15/12 04:01 PM
Quote:
Originally Posted by iLLosophy
Nice work DaWolf!

With the contact animations did you see any instances where a defender fell onto a shooter after biting for a pump fake?
Yes actually that was pretty great. Lebron pump faked and I got up for the block and while I was in the air I was like "noo he got me". than he got up again and i fell slightly onto him for the foul call
 
# 25 Goffs @ 08/15/12 04:01 PM
Rebounding did you notice the physics in that area? I read that players collide during a rebounding battle...
 
# 26 Altimus @ 08/15/12 04:02 PM
DaWolf, you sir are a legend around here during this time. Thank you.
 
# 27 yungsta404 @ 08/15/12 04:02 PM
Hopefully the demo he played was just an early version. I remember last year on the preview the guy said 2k12 felt very similar to 2k11.

Quote:
Ball feels a bit more loose this year.
This doesnt sound good so does that mean centers and PF will be able to strip Guards again this year?

Quote:
When you shoot a contested jump shot, your player will kick out his leg
I am not feeling this. The contested shot animation from 2k11 is back. I didnt like it because it was waaaaayyy too effective when you got the release right.
 
# 28 DaWolf @ 08/15/12 04:03 PM
Quote:
Originally Posted by Goffs
Rebounding did you notice the physics in that area? I read that players collide during a rebounding battle...
Hard to say. Didnt see anything like that.
 
# 29 Vni @ 08/15/12 04:03 PM
Quote:
Originally Posted by qnzballa5
When the shot clock is running down and there is less than a second to play your player will automatically throw up a quick shot with one arm. Mine went in with Ray Allen.

Sad to see they went the route of them telling us what to do when the shot clock is up.. Y cant we have control if we want to shoot it or not? Sometimes 2k goes overboard alot..
So it is an automatic thing? Basically Ray allen decided to shot the ball on his own?
 
# 30 yungsta404 @ 08/15/12 04:06 PM
Quote:

When the shot clock is running down and there is less than a second to play your player will automatically throw up a quick shot with one arm. Mine went in with Ray Allen.


Shot clock cheese part 2????? why 2k??????

 
# 31 DaWolf @ 08/15/12 04:06 PM
Quote:
Originally Posted by yungsta404
Hopefully the demo he played was just an early version. I remember last year on the preview the guy said 2k12 felt very similar to 2k11.
Yes and I still mean that. When you compare Pro Evolution Soccer 2012 and 2013 there is a massive difference in the feel of the game. I didnt see that from 11 to 12 and now to 13. Dont have to be a bad thing if the core is not broken though. Fifa for exaample... omg almost exactly like last year.
 
# 32 Altimus @ 08/15/12 04:06 PM
The automatic thing is a disappointment. In a way it favors the offensive team because it gives them a last second life line. Or at least a second chance if the ball hits the rim.

Hopefully this is eliminated as it is completely unnecessary.
 
# 33 wrelax13 @ 08/15/12 04:07 PM
2k...remove the one handed heave for users...no one wants to be told what to do with their possession...get rid of the weird replays...we're going for sim here. The player cards IMO are totally unnecessary. These traits should be handled with ratings.
 
# 34 DaWolf @ 08/15/12 04:07 PM
Quote:
Originally Posted by Vni
So it is an automatic thing? Basically Ray allen decided to shot the ball on his own?
Sorry that was not correct. Its not automatic. I mean when you shoot the jump shot the shot changes to this type of shot.
 
# 35 blues rocker @ 08/15/12 04:07 PM
Quote:
Originally Posted by DaWolf
Yes actually that was pretty great. Lebron pump faked and I got up for the block and while I was in the air I was like "noo he got me". than he got up again and i fell slightly onto him for the foul call
this was already in 2k12, wasn't it?
 
# 36 DaWolf @ 08/15/12 04:08 PM
Quote:
Originally Posted by Altimus
The automatic thing is a disappointment. In a way it favors the offensive team because it gives them a last second life line. Or at least a second chance if the ball hits the rim.

Hopefully this is eliminated as it is completely unnecessary.
Sorry just bad translation from my part.

NO AUTOMAITC SHOTS
 
# 37 wrelax13 @ 08/15/12 04:10 PM
I hope Wang knos what he's doing
 
# 38 Altimus @ 08/15/12 04:10 PM
Quote:
Originally Posted by DaWolf
Sorry that was not correct. Its not automatic. I mean when you shoot the jump shot the shot changes to this type of shot.
Thanks for the clarification.
 
# 39 Blak_Baki_Hanma @ 08/15/12 04:11 PM
Will fatigue matter at all or can you still play a whole game with an energized starting 5 just by calling timeouts?
 
# 40 The 24th Letter @ 08/15/12 04:11 PM
When you say the game 'automatically' makes you do a one handed hoist at the end of the shot clock, do you literally mean automatically? or of you happen to hit the shot button...

I remember in similar situations in the Live 10, you would do a quick shot so you wouldn't get caught in an animation when the shot clock is going down...you'd have to actually initiate it though...

Is that what you mean?
 


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