I wish this were the way the universe works, so it’s the way I like to make NBA2K13 work. Fundamentally, I like for good shooters to mostly make open shots and mostly miss well-contested ones. I play this way because it’s the way I wish basketball were, with fewer clankfests that result in scores like 72-69. This means bumping up shooting sliders for both the player and the CPU just a bit so that I end up with teams hitting around 50% consistently and getting realistic scores (between 85 and 110 for each team) out of 10 minute periods. I, for instance, like shooting in the game to be a little hotter than in real life. There are a couple problems with this idea.įirst of all, you might not play NBA2K13 in the same way that real basketball gets played. Yes, there’s something appealing about downloading a set of sliders that promise the most “realistic” stats possible from a certain difficulty level or quarter length, but there’s actually nothing inherently moral about playing the most realistic basketball video game possible. So remember that when it comes to making slider adjustments for games you’re going to be playing against the CPU, the most important thing is to make the game play the way you want it. But look at the headline again: the right gameplay blend will be the right one for you. As a starting point, I highly recommend looking into mkharsh33's slider set, which seeks, among other things, to help the problem of the CPU grabbing defensive rebounds and taking off on unstoppable fast breaks - a real problem, in my opinion.
There are plenty of thoroughly researched and test-driven slider sets up on 2K Share - many of them from OS users who have crafted great matched sets of rosters and sliders for. Those pause menu shots looked awful, and need a different look than Live 15 - or I may vomit from repeat-withdrawal.Firstly, let me tell you what this is not: a post about the best slider sets out there or even one about what makes for the best slider set. Live isn't only guilty of that - 2k Sports is too but at least they appear to change each year in some relatively good capacity. without a single variation to mix things up. Nothing disappoints me more than seeing the same animation again and again and again and again and again and again and again and again and again and again and again and again and again. There had better be more variation between running animations too, or in general - emphasis on animation categories that we'll see constantly in gameplay. Especially that awful sprinting animation the ball-handler used at full-speed. I suppose skipping 14 and going to 15 was good because it was almost a fresh experience from EA Sports, but I really would hate it if they reused almost all the animations from their last release. They also definitely need to do away with some of those recycled animations - I will probably by the game, but I don't want to feel remorse after playing it. They need to fix clipping with the Jerseys before release, but I didn't notice any clipping with the jackets on. The game's looking pretty good, sounding pretty good, and appears to still be on the right track. That's very encouraging while NBA Live 15 was a big step up on NBA Live 14 in that regard, and once you got used to the foot planting and momentum the game did feel better yet again, there was still room for improvement.
The other thing I'm hearing from people who have hands-on time with the game is that it's more responsive and whatnot, so even if there are some things that don't look so good, the game feels good in your hands.
#Nba 2k13 demo gameplay free
Very glad to see it on free throws, too in the absence of the old T-Meter or something new entirely, that's good to see. I'm liking that new shot meter, with more feedback on the optimal release point. At least this way, the jerseys will change in Dynasty. The faces are at a point where it's not a bad idea, but I still kind of like real photographs there. I'm kind of torn on using in-game faces as portraits. Definitely an improvement on NBA Live 16. Really liking the off-ball movement, players trying to get open, coming over to set screens, and getting into position. As with the animations, that's not to say there can't be further improvement, but I feel they're quite satisfactory at worst. Overall, I'm fine with the aesthetics and visual style. The hand-offs are looking good, and I liked that floater by Curry. Definitely some familiar animations, a few that don't look so great, but also some really nice ones as well.