>Official NBA 2K14: Join NTers @ 2K Park IF Next Gen + General Tips/Discussion

Live could have a great trailer and I still wouldn't buy it. There would have to be many reviews saying its better than 2k.
 
not sure how i feel about this game, 2k13 sucked IMO

2k12 was so much easier and funner to play.

this is probably 2k13 with new rosters
 
2k's been the same for years, just a different sound track and cover :smh:

Plan on going with Live this year, already have 2k13
 
So jerseys are confirmed for crew mode. They said the court will be in an arena or a redesigned blacktop court. Seems pretty close to 2k11 crew.
 
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Bro didnt you help make rosters for 2k13? You gotta be trolling you seriously never played it?
Yea I helped out with the rosters with HyperBaller. Being serious, never played the game.
A. Didn't want to spend $60 on it
B. Loved 2K12
C. Missed out on some Black Friday Deals for $25, so I said forget it
 
When the demo drop? Game gotta have good motion, unlike that crapppy 2k12 crap. 11 was dope, 13 was cool. If this is more like those two, im IN
 
2k is having a livestream of current gen gameplay today @ 1pm EST.

It's gonna be a full game with the Knicks playing the Lakers.

You can watch it here:
 
[h2]  [/h2]
[h2]25 Things We Know About NBA 2K14[/h2]
With the basketball season only a month away, we sat down with Visual Concepts to talk about the new features coming to its hit basketball series.

In addition to getting my hands on the current-generation version of NBA 2K14, we chatted with Visual Concepts executive vice president Jeff Brown and producer Rob Jones about the changes coming to presentation, gameplay, online, and Association mode. Here is what we found out:

PRESENTATION
  • The best-in-class commentary isn't resting on its laurels. Visual Concepts says it has a huge amount of new lines that provide analysis and backstory in much more detail. "We have also made a lot of improvements to track dialogue and ensure that repetition of stories and common lines are limited, and it makes room for fresh angles of play-by-play and analysis," says executive vice president Jeff Thomas.
  • NBA 2K14 has two new stat overlays called "Scoring Breakdown" and "Hustle Stats" that track points off penetration, points off mid-range jumpers, points off fast break, points off assists, points off post plays, and second chance points.
  • To freshen up the arena experience, Visual Concepts has added more than 500 customized arena beats and music.
  • You should also notice major enhancements to the crowd reactions and the dynamic range of the ambience in the arenas," Thomas says."We've added more detailed event controls and reactions, which allowed us to provide a much more immersive and realistic crowd that keeps up with the action on the court."
GAMEPLAY
  • Last year the studio overhauled its right analog stick control by migrating the dribbling moves to the stick and hiding the shot stick options behind a left trigger modifier. In the quest to make the controls as intuitive as possible, NBA 2K14 removes the need of holding a modifier button to take a shot.
  • With this newly dubbed Pro Stick controls, the full suite of dribbling moves are still at your disposal just like last year, but if you hold the thumbstick in a particular direction it activates the shot stick. It takes a few games to learn the boundaries between shooting and dribbling, but after fooling around with a player in practice mode I grew more comfortable with this approach. I'm curious to see if this leads to accidental shots in the heat of the moment, however.
  • Holding down the left trigger now activates a suite of flashy no-look and bounce passes for skilled point guards like Chris Paul and Ricky Rubio. Simply push the direction of the player you want to pass to on the right analog stick while holding down the trigger and your skilled point guard will deliver a stylish dish worthy of a highlight reel. If you try using the Pass Stick with a less-talented passer don't expect the same results.
  • On the defensive side of the ball Visual Concepts added a deny system that improves player positioning as well as ride and holding. If you really want to stay between a player and the ball as he moves through the key you can hold the left trigger, which makes your defender really get up on top of him.
  • The "call for pick and roll" button has moved from the left bumper back to the B/circle button, where it started a long time ago.
  • While researching player data, Visual Concepts discovered many of its users aren't using the play system. Since plays allow you to be more successful, the developers wanted to expose them in a new way. In NBA 2K14, pressing the left bumper automatically selects a new play for you to run. If you want to page through play options, you can still do this with the d-pad.
  • In previous NBA 2K games, plays were normally run off of scripts. Veteran users could often see the play unfold early, anticipate what a player is trying to do, and take it away before it developed. The AI within the play system now has options and picks the right one based off what the user is doing. For example, if Ray Allen is supposed to curl off a double screen and you go over the top of that screen to try and intercept the pass, he'll either flare lower to get open or cut back door on you.
  • NBA 2K games never previously had a good system for rotating off pick and rolls. This year the dev team met with an unnamed coach to create a rotation system that reacts differently if a player is driving either strong side or weak side and pays more attention to the roller. Now defense helps to the guy that's rolling, not to the ball. This should open up the drive and kick game.
  • NBA 2K14 features a reworked blocking system that allows defenders to choose where to swat the ball instead of just going for the first place the defender's hand could intercept the ball. This allows players who perfectly time their blocks to deny dunks.
  • The defending animations feature a renewed sense of urgency, and overall the game feels much faster than NBA 2K13.
  • The team re-wrote the logic behind how the AI attacks the rim. If you're playing against aggressive players like Heat stars LeBron James and Dwayne Wade, you should notice how determined they are to get to the basket.
ASSOCIATION MODE
  • This year's big push with the Association mode centers on re-tuning free agency. Visual Concepts reworked the player logic so they have a keener understanding of the market when deciding whether to re-up with their current franchise or test the waters in free agency. As a result, you should see many more players hitting the open market.
  • Because more players are available during the free agency period, teams more actively plan by trying to clear cap space.
  • The player rotations have been rebuilt to take into account recent performances. Shooters with hot hands see their minutes increase, and slumping players spend more time on the bench.
  • Don't expect star players to start posting big numbers on the road to recovery after experiencing a significant injury. Players coming back from serious physical setbacks are now eased back into the lineup while they recover their stamina and durability.
ONLINE
  • As Visual Concepts previously revealed, Crews are coming back in a big way for the current-generation version of NBA 2K14. Using your My Player, you can compete in five-on-five pick-up games with nine other humans online.
  • Crews features season and playoff modes with full leaderboards and stat tracking. You earn VC for participating in these online match-ups just like you do with offline games.
  • My Team mode returns with new player modes, plus multi- and single-player tournaments. You can also play with friends this year.
  • In My Player mode you can play through NBA team schedules for prizes that increase in value the further into the season you play.
  • To spice up the action, Visual Concepts added a fourth tier of special reward players (sapphire) to go along with the bronze, silver, and gold levels.
  • Players can name their city and abbreviation for their My Teams, and Visual Concepts is also including logo cards.
NBA 2K14 is coming to PlayStation 3 and Xbox 360 on October 1. A next-gen version touting additional features is expected to launch day and date with both the PlayStation 4 and Xbox One. 
 
No MyPlayer news?
Seen this yesterday on OS.
[h1]  [/h1]
[h1]“It’s more fun to be the big guy” we’ve got My Player details for NBA 2K14[/h1]
Andy Hartup on September 5, 2013

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While we were at NBA 2K14 developer Visual Concepts, spending hours with the game for our massively in-depth preview, we got the chance to sit down with several members of the team to chat all-things-basketball. We covered new features, LeBron’s involvement, motion-capturing real NBA players, the return of Crew and--oh yeah--the always popular My Player mode.

We love My Player, and we know it’s the most-played mode in the 2K series. So, we wanted to know how it was changing this year. That’s why we asked senior game designer Mike Wang the simple question: “what’s new in My Player?”

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"We’ve spent a lot of time in 2K14 making sure that you feel as if you’re playing with real people"
“We have telemetry data that tells us what the most-played mode is, and My Player always comes out way on top,” explains Wang. “From the gameplay side--we’ve spent a lot of time in 2K14 making sure that you feel as if you’re playing with real people. In the past it felt like you were on your own, and that your AI players were just getting in the way. You know--you’d create a great opportunity for one of your team mates, you’d kick it out to him for a shot, and he’d just pass it away or not really know what to do.

“So a lot of the changes I’ve been making are based on how to make the gameplay smarter. Especially in offense. If you kick it to a guy and he’s a good shooter and he’s wide open, you want him earn you an assist. You’re always thinking about your stats, right? So they’re a lot better at recognising opportunities in general. So My Player is more fun to play as a point guard this year.”

That inevitably leads us to ask about what that means for different positions. After all, because 2K13 is weighted so heavily towards rewarding offense and penalising defense, does that mean the big guys are getting some love?

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"For every attacking move, there’s a defensive counter"
“Ha--yes, it’s much better when you’re playing as a big-guy too. You can rebound the ball and block-shots as a specialist defender--like a Serge Ibaka character--much more easily. You can have fun doing that, something we felt was really lacking until 2K14.”

“That philosophy has been applied to the whole game, so it isn’t just My Player that’ll get the benefit,” he continues. “We looked at everything you could do and tried to make it one-to-one between offense and defense. So for every attacking move, there’s a defensive counter. One example is that you can now block dunks. In 2K13 you just couldn’t, but now--if you see a guy coming down the lane--you can challenge that shot. Defense is half the game. We didn’t want My Player sessions to feel like you’re just waiting for offense. We want players to have fun all the time.”

Ok, that all sounds great. However, when you introduce a great new feature like chase-down blocks and the ability to block dunks down the lane, there’s always a temptation to over-power it, just so people get to experience this awesome new feature as quickly as possible. Wang acknowledges this, but explains why that shouldn’t be a problem in 2K14.  

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"Whenever we add something new the tendency is to crack its frequency up because it’s exciting to see that new feature in play"
“It’s definitely a temptation. Whenever we add something new the tendency is to crack its frequency up because it’s exciting to see that new feature in play. We saw this with one thing I call ‘dribbler smash’. So this is… if I’m jumping to block and the guy has pump-faked me, what happens in the past is that you’d land on him and push him back a little. There’d be no foul or collision. So what we did this year is add a feature where you can actually collide with that guy, and you might just fall on top of the ball handler.

“It looks really cool because the two guys topple each other, and they’re both on the floor… but when we first put it into the game it happened every single time you jumped to block. At the start it looked cool, but when it started happening over and over it stops being fun and all of a sudden you’re not having a good time any more. You’re always falling over. So we’ve got a dedicated QA team who are constantly

testing to make sure we’re not over-using new features, and the design team play a hell of a lot too. We just want it to be true to real life.”

Speaking of realism, we noticed a load of new animations during our hands-on session. Specifically, we pulled off a hugely satisfying circus shot with Paul George that earned us a 3-point play. Even in the relatively short time we spent with the game, these new animations made it feel more like real-life NBA.

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"NBA players come through to the studio and ask us to add their unique moves. So we do"
“Yeah, a lot of the features that we add are actually born in the mo-cap studio,” says Wang. “That’s because we’ve moved away from structuring everything. So we bring in these NBA-calibre athletes, and just let them go at it. They play five-on-five, one-on-one, and what comes out of these sessions is priceless for us. We see them do things that you can’t do in the game, so we retrofit it in. You see something and think: “Oh my god--the move that guy just did is amazing--how do we fit that into the game?”

“It comes from talking to the talent too,” continues Wang. “NBA guys come through to the studio and tell us stuff like “Hey, I have this specific move that I like to do on the court, but I can’t do it in NBA 2K--can we add it?” And we say “Yeah, sure.” So we’ve obviously got our vision for what the game should be each year, but the design comes from all kinds of directions and changes over the course of the year.”

While we’re on the subject of change--one of the things that fascinates us about My Player is how the team at Visual Concept simulate NBA teams and player transfers 4-6 years into the future. With the exception of the occasional bizarre transfer, or deep play-off run by a currently low-winning team, the simulation holds up after several seasons.

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"We don't want silly-looking teams or mad trades in My Player"
Rob Jones, gameplay director on NBA 2K14, chips in: “Most of the transfers, and all the stuff that happens in the back end, is handled by Eric our features lead. And he’s always looking at the data to see ‘where did we start failing’ in that area. We always aim to get the basic stuff right with simulation. We don’t necessarily want more frills--we just the basic stuff to happen as we’d expect it to. You don’t want silly-looking teams or mad trades.”

We agree. We don’t come away from Visual Concepts with a list of specific My Player stats--like how many new jackets you’ll be able to buy, or whether they’ve finally got more than two character models for the post-game press conference journalists--but we do get a sense that the team are working on the important stuff first, frills second. Good.

Check back next week, when we’ll be dropping details about the LeBron-fronted Path To Greatness mode, and discussing what happens when real-life NBA players don’t think their stats are high enough…
 
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