nebriga wrote:No turbo button?? wtf!
nebriga wrote:why change something that is good, for example, the shooting in nba live 10 was great!
First of all, I have to get this out of the way: I'm somewhat surprised at the largely negative reactions so far. I don't disagree with all the criticisms - and I'll certainly get to those shortly - but I do feel like people have gone in with the attitude that the demo is going to terrible based on the videos that have been released, balking at the new controls without giving them a chance and refusing to see any good in the demo.
I know, I know, I'm coming off like a Live/Elite fanboy making excuses. I'll certainly admit to my long history with the NBA Live series and my enthusiasm for it, as well as my preference towards its approach to certain aspects of control and the like. However, the bottom line of my NBA 2K11 demo impressions was that the stripped down demo doesn't do the full game justice and that I expect great things of the final product, which in all fairness is just a few steps away from saying "Forget the demo and any problems you may have with it, the final game is going to be great". That's more along the lines of 2K fanboy sentiments and it's coming from a longtime NBA Live fan.
What I'm getting at here is that despite my history with the NBA Live series, I'm approaching both demos with an open mind and trying to be as fair and unbiased as possible. I wasn't as impressed with the NBA 2K11 demo as other people were, but I believe I'll like the finished product a whole lot better. In contrast, I liked the NBA Elite 11 demo a lot better than most seem to, while hoping that the finished product eliminates a couple of the issues and delivers the goods across the board.
A few more quick thoughts and I'll wrap up this lengthy intro and get into my impressions. First, for those who don't like the new controls, I'd highly recommend switching to the Alternate control scheme to play with classic face button controls. If you liked the controls in NBA Live 10, you might like them a little better. Second, you can change the camera angle before you begin a game; I prefer playing with the broadcast camera and as such find other angles awkward, which definitely affects the experience. If you haven't tried changing the angles yet, definitely give it a try.
Finally, if you have NBA Live 10, pop it in and play a game or two then go back to the NBA Elite 11 demo. If you don't have NBA Live 10, the demo is still available (or at least it still is in the Xbox Live Marketplace) and is close enough to the finished product to make a comparison. I do feel the improvements are apparent and as I said if the new controls are an issue, give the Alternate, NBA Live 10-style configuration a shot.
So, without any further ado, my impressions of the NBA Elite 11 demo.
I've found myself adapting to the new controls a little quicker than I thought I would, though using the right trigger to pass and switch players on defense does feel a little unnatural after years of using a face button. I'm still getting the hang of the dribbling moves as you have to be careful not to hold or tap up, otherwise you'll find yourself attempting or at least faking a shot (and picking up your dribble) when you don't want to. I'm finding it harder to take people off the dribble which isn't a bad thing as such, but hopefully in time I will be able to pull off those moves more fluidly.
The layup controls are a little awkward though. The theory behind the layup controls - roll the right stick from left or right to up - does make sense and is a fairly intuitive way to choose whether you want to finish with your right or left hand. It's a bit difficult to master though and the simpler control for attempting a dunk - hold straight up on the right stick as you're moving towards the basket - does invite the possibility of turning the game into a dunk fest. I've noticed sometimes your player will attempt a layup regardless, though there are a few dunks from too far out still in this build that will hopefully have been removed (or will be patched out) of the final version. I haven't come across too many of them myself but I know they're in there from videos and other people's impressions and I have seen a couple of iffy ones.
I do like the feel of the game though. The removal of the canned animations has definitely been to the game's advantage and while the results don't always look the best, there's a feeling of being in control that I feel is a definite improvement over NBA Live 10. Slight improvements have been made every year in that regard beginning with NBA Live 08 but there's always been a heaviness, a "clunkiness" to the controls where you'd lose control with a bit of momentum. Momentum still plays a factor but more than last year I feel like I retain control of my player once the pace picks up a bit.
While I'm still yet to master breaking my opponent's ankles, right stick shooting is fairly easy to pick up. So long as you're not shooting out of your range, there's enough leeway on the sweet spot so you don't get punished if the stick's at 88 or 89 degrees as opposed to a perfect 90 degree angle. It's easier to tell when you've released too early, too late or within the good release window and if you miss left or right, there's a rhyme and reason to it. Sliders might need to be tweaked for realistic percentages for longer quarters but the new controls are an improvement over the dice roll that took place with the shoot button in previous games.
I was skeptical about the removal of the turbo button but I'm finding that I'm not missing it much. The individual player acceleration abilities seem to work fine and the removal of the turbo button seems to have helped in cutting down on the out-of-control moments.
Free throws use the same method as jumpshots and as such, it's my favourite mechanic for free throws since the T-Meter. Whereas the down-up movement in previous games was too sensitive and the hold shoot method used the last couple of years took away the ability to aim, the new system is perfect. Like the T-Meter, there's a sweet spot with some leeway. Using the right stick is more challenging than the old T-Meter though and is nicely integrated into the gameplay because it's the same mechanic as shooting a jumpshot. With the on-screen display, you can see exactly what you did on an attempt (and correct it if necessary) with a clear indicator of when to release the stick. Indeed, I may end up liking it more than the old T-Meter.
Defense is certainly harder without the Defensive Assist but with good positioning it's definitely possible. I haven't yet mastered the defensive slide that allows you to gamble on trying to make a quick recovery and get back in front of an opponent but I can see it being a useful tool. To be honest, I'd prefer to use a face button to grab rebounds and block shots, it does feel awkward to do that by pressing up on the right stick though I have found myself getting used to it somewhat. Steals are good, I've also seen a couple of nice hustle plays take place on steal attempts which I'd deem better than last year; your players actually try to save the ball to a teammate, though they aren't always successful.
The default sliders do allow a lot of blocked shots, so that's something we'd have to try and tweak. Interceptions aren't too bad and generally come from bad decisions, rather than some of the magnetic interceptions the CPU would make in the past. There seem to be more deflections rather than flat out interceptions as well, giving you a better chance to recover the loose ball. The physics engine does a nice job of having deflected passes and blocked shots go off at different angles in a way that makes sense. At the very least it's not the same thing all the time with anything canned.
Speaking of the physics, I think it's going to prove to be a worthwhile addition as I've seen a couple of good looking collisions but having said that, there are some that aren't aesthetically pleasing and I can certainly see that costing EA Sports some sales. Even though the aftermath of a collision usually makes sense it's not always pretty or 100% realistic so I can see why that's turning a lot of people off the game. I liked the feel of it though and in that respect I think they've done a pretty decent job in the space of a year. Unfortunately the lack of polish is noticeable at times, certainly in videos and I realise how that can be off-putting.
Presentation is good, although the EA Sports logo is still being used the style of the overlays is definitely making use of the ESPN license and the NBA on ESPN music is also featured. Along with the three man crew of Mike Breen, Jeff Van Gundy and Mark Jackson, it does a more than respectable job of aping an ESPN broadcast including the highlight reels and instant replays. I've seen some complaints about the commentary and while it could be better, I didn't think it was too bad.
I still think it's a mistake to make Baseline High the default camera angle. I know I can't speak for everyone here but I prefer the broadcast angle and I know I'm not alone there. It's easy enough to change and the setting is saved, but for the sake of presentation I think the broadcast angle should be the default. I'm also disappointed to see that once again, the PAL version uses the metric system for player measurements. I'm sure it's done to make things easier for those us in countries that use the metric system but when it comes to basketball I think in terms of feet and inches and again from a presentation standpoint, it would make sense to use the imperial system in all versions. If that could be patched or toggled, that'd be great.
I'm a Dynasty geek but I do like the look of Become Legendary. Obviously what we saw is very limited and the full version is prone to more quirks, bugs and annoyances, but for me it's a case of so far, so good. The Player Lock AI wasn't too bad, you might need to call for the pass fairly regularly if you want to get your touches but your teammates don't just stand around which is certainly good news. It's tough to get a really good idea of the grading system with two minute quarters but it seems reasonably fair and logical. As with everything, I'll let the final verdict rest with the finished product though.
A small thing I noticed that I thought was cool was that when I finished the Jordan Draft Showcase game and proceeded to the mock draft, the game listed "Australia" under my school, seeing as though I had selected "N/A" for my school and entered Australia as the country of birth for my player. Not a big deal, but a nice little detail for those of us who might seek to create foreign born players. You can also save and upload your player from the demo to use in the final version, much like NBA 2K10 allowed you to do last year with the Draft Combine.
Getting back to the gameplay for a moment, I do see some improvement in playcalling this year. The extended playcalling time that Novell mentioned in our Q&A is definitely helpful in setting up the play and it's a lot easier to run plays with teammates being a little smarter (and more patient) as well as the automatic icon passing when running a play. It works much better than it did last year when the "next pass" indicator was the same as the pass button, which all too often led to passing to the wrong person if you didn't resort to Direct Pass which isn't always as quick.
The CPU does run plays but I felt there was perhaps a bit too much freelance basketball taking place. I'll reserve judgement until the finished version however, by which time I should hopefully have mastered the defensive controls and positioning. The correct players seem to be taking the most amount of shots though and it is possible to play defense, with the physics engine cutting down on a player's ability to get to the hoop at will by clipping through the defense, though that's not to say there isn't room for improvement.
Earlier I mentioned giving the Alternate controls a try if you're not feeling the new Hands-On Control and I feel that's worth repeating. I tried a couple of games out with the face button control scheme and the game was certainly very playable (and perhaps more palatable to some) with very limited use of the right stick (dribbling moves only) but there is definitely less precision on jumpshooting with the face buttons. Deciding whether to dunk or layup is a bit easier with the NBA Live 10-style controls though.
On the whole, I liked what I saw in the demo. I realise that may be an unpopular opinion but it's an honest one. I would certainly agree that the physics engine doesn't always have the most pleasing results from an aesthetic standpoint and like I said, I could see that coming back to haunt EA as a lot of people are finding that distracting from the feel of the game. The controls feel pretty good to me though and I think they need to be given a chance; I was skeptical right up until I started playing through the tutorials but I've found it fairly easy to pick up.
My suggestion is to give the new controls a chance as well as try out the alternate face button controls before you dismiss the game completely. If you can get past some of the more awkward looking moments, the game feels pretty good and responsive with the on-court action making sense and responding accordingly to your input...it just doesn't always look the best.
Above all, I'd encourage everyone to try the demo for themselves. I would not expect everyone to agree with me and share my positive experiences but don't rely on videos and commentary to make up your mind. I feel that there are some clear improvements and the finished product will be fun and certainly playable if not always aesthetically perfect in some of the collisions and animations. Become Legendary seems promising...here's hoping that the rest of the game modes are up to scratch in the final version and some of the quirks are ironed out.
I wrote wrote:Although I didn't like the demo, I am confident Elite can be a good game by the end of its 3 year cycle, much like FIFA was. I didn't like '08 when new controls were introduced, but loved '10.
rEAnimator, thanks for being so candid with your responses. I have one question.
I did like the shot mechanic controls based on skill. I didn't mind other stick controls, but wasn't a fan of having the passing on the shoulder buttons & the face buttons losing most of their functionality. I know the demo gave an option to choose old school controls, but I didn't really want to play with them, I wanted to play with a hybrid, being able to use the stick controls, but at the same time have passing mapped to X button as well as others.
So my question, is it possible in Elite 11 for me to customise my controller options in the final retail version to a hybrid so that I can keep stick controls for offense, but move say pass to X or anything else like pro hop to triangle?
rEAnimator wrote:So I seem to remember Litty saying you can do something like this in the Mayo video, so I'm going to go out on a limb and say yes.
But I've never tried (or wanted to try) customizing the controls myself so I'm not speaking first hand.
I'll see if I can find out more for you though.
The X wrote:There is no way I will buy the game, but it might be worth getting next year, depending on what strides forward they make in the game.
The X wrote:In regards to the controls, I agree with what you said about wishing that some of controls should be on face buttons rather than dismissing them. I actually asked rEAnimator over at OS that exact question.
Andrew wrote:The X wrote:There is no way I will buy the game, but it might be worth getting next year, depending on what strides forward they make in the game.
No way at all?
Andrew wrote:Ah, totally understandable. I'm guessing you're definitely getting 2K11 for PS3 then? I'll be getting it for PC, Elite 11 on 360.
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