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[分享] 【ghost翻译】NBA 2K10发售前所有消息和新特性集合(完整版) [复制链接]

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发表于 2009-8-25 16:46:53 |只看该作者 |倒序浏览
本帖由ghost独家翻译,请尊重原创作者,转贴请注明!
英文原文请见2楼!
另外我想说,看了完整内容,这个肯定是次世代版本的内容。PC是否完全一样,就不清楚了。


                                                            

                                NBA 2K10发售前所有消息和新特性集合


一球成名/创建球员
创建球员
-50种左右发型供玩家选择
-头发的视觉效果有所提高
-50-60种纹身样式
-当你创建球员脸部的时候,总共有125个细节供玩家调整,并且每一个细节都有一个预设样式,现在的版本比以前旧版本更容易上手,界面更加友好。
-指套,护踝,短袜和内衬衣现在都可以供玩家选择
-大量主要的球鞋品牌都会出现在游戏中,你可以给每一双鞋子自定义颜色-超过1500万不同的样式供玩家创造。你可以自己选择主客场穿的球鞋
-头箍和其他配件有白色,黑色,球队主色,球队次色供选择
-大量的扣篮动作——如果你的球员有足够的弹跳力那么她将会有10种不同的扣篮样式,并且现在你选择扣篮样式不再像过去一样选择某名球员,而是直接选择各种你喜欢的动作
-当你刚开始游戏的时候,你无法使用所有的特殊动作——你的球员数值还不足以使用某些激动的人心的扣篮或者其他什么动作
-同样的,上篮动作你的球员一开始也无法全部都能使用,像纳什或者帕克那样的上篮动作需要一定的数值才能解锁
-一球成名模式下的创建球员系统和普通的创建球员系统一样,并且你想修改一名NBA的现有球员也是用这个系统。这意味着如果你发现一名球员可以做更多的扣篮动作,或者你觉得某个动作对他来说有点夸张了,你可以自由的增加或者减少动作
-第一次进入2K10的时候你创建的球员将会自动从服务器上下载下来——前提是你在运行2K10之前已经在联合选秀中创建过球员了——默认的开始界面背景是科比,如果你不喜欢的话你可以换成你创建的球员
-你只能上传一个创建的球员到服务器上

联合选秀
-当你创建你的球员的时候有37种类型供选择
-你的球员的风格将会影响到比赛的目标——如果你的球员是篮板型中锋,那么他的作用是篮板》得分
-速度值非常昂贵——所以你要花非常多的点数来提升你的球员的速度
-如果你打的太业余的话你会被倒扣技能点数
-联合选秀的游戏性和2K10不是非常相同,因为大部分的球员数值都不高,所以你无法在联合选秀中看到太多的新动作。我的建议是把联合选秀当作一款游戏的RPG,用它来打发正式版发售之前的时间

选秀之后
-当你拿到2K10并且从服务器中下载了你的任务,你会直接被送到NBA选秀中。你如果你被摘走了,你将随你的球队参加夏季联赛。2K10提供了30种夏季联赛的队服和真实的夏季联赛阵容——当然了,球员都是按照NBA球员的实名。
-如果你在夏季联赛中表现优异,你下一步就要去训练营。如果你表现的不够好,你可能会被其他球队邀请参加他们的训练营(如果你是第二轮被摘走的,或者你落榜了),再不然你会在训练营开始之前去发展联盟再磨练磨练
-训练营由5场比赛组成。每支球队会邀请20名球员参加但是只有15名能留下。所以每场比赛有一名球员会被淘汰。这可能是你在游戏中遇到的第一道坎,因为你的竞争对手大部分都是NBA现实中的球员
-如果你进入球队的大名单,你在刚开始可能只有2-3分钟的商场时间。换句话说,你必须不断提升自己的地位。你打的位置也可能和你设定的位置有所出入。如果你是小前锋,你被勇士队摘走了,那你可能被教练安排到大前锋的位置。所以大家要准备好掌握各个位置的职责和技巧
-如果你没能进入大名单,那你将会被送到发展联盟——如果你是第一轮被选中的。如果你是第二轮的新秀并且又被涮下来,那你可能在D联盟都有点痛苦
-如果你的球队给你两份或者三分的10日短期合同,那你就有机会留在球队中了
-看起来好像要成为NBA的球员有点挑战性。2K想让玩家更容易成为巨星,和开发人员则希望玩家经历从平庸到辉煌的路程,使这个模式和别的游戏的同类模式与众不同
-比赛中如果你不喜欢默认的2K视角,你可以选择各种镜头
-刚进入球队你会得到一份1年的合同,你表现的越好,下赛季的合同报价就越高。2K不希望玩家在刚开始就得签一份2-4年的长合同之后才能得到自己的第一份大合同,因为可能挑中你的球队并不是你现实中喜欢的球队或者你和一名超级巨星的场上位置重叠了
-当你在网上使用你创建的球员,你进行的是斗牛比赛。你将在室外场地进行比赛,并且你可以和单人模式一样获得技能点数——网上模式没有比赛目标,你将会和其他玩家同场竞技。这个模式将会自动为玩家安排对位,无论你是控位还是分卫

细节
-如果你觉得2K前几作的细节部分做的不够好,那我要告诉大家2K10将会大大改变你的看法
-替代前作赛前播放球队一名球星的视频,本作的开场是向玩家介绍球队数据前三名球员的情况
-在开球前将会介绍双方的首发阵容
-游戏加入了“slideshow”特性——当你暂停的时候,你会看到一些比赛的精彩镜头(静止的图片),你如果喜欢的话你可以保存下来

画面
-灯光效果今年重新制作。所以一些特殊的球场将会有更多灯光效果
-球员建模将会重新制作。像纳什那样的白人球员将会比K9更像
-目前的版本看起来画面非常强大,给我留下深刻印象,和去年比起来有天壤之别
-对比一些2K和Live,2K的魔兽比Live的魔兽要更神似——要知道魔兽是Live 10的封面人物

解说
-举几个解说员讨论的内容:他们会谈论谁在现实中受伤了,会提到情人节快到了,甚至会调侃一下即将到来的比赛,某某球员在周日比赛的表现。他们还会谈到现实中进行的某些交易
-在快速比赛模式中,解说员会谈到现实中联盟的排名,而不会束缚在你的比赛中的内容
-当你仔细聆听使,你会发现解说员和场上音效很酷,在季后赛中,你会听到两个解说员会谈论到未来的走势预测等等
-

NBA Today
-当你进入游戏的时候,你会发现整个2K10以NBA Today为中心。它向玩家列出了今天的对阵情况,和昨天的比分数据。你也可以查到球员的排行榜,全明星赛投票情况
-我相信,当你拿到 游戏的时候NBA才开始季前赛,等常规赛开始的时候你会发现这个系统让你真正的融入到NBA中

球员风格
-在自己的球队第一次得分之前,所有板凳队员都会一直站着
-其他一些例子:
霍华德会在比赛前进行后仰跳投训练
比赛开始前KG和皮尔斯会对着记分牌尖叫
KG会拿头撞球
雷阿伦在赛前也会擦粉
韦德和卡特开赛前会拉着篮圈引体向上
在赛前克里夫兰的队员会比出拍照的姿势
奥尼尔会摆出打保龄球的姿势,然后队友们会纷纷假装被击倒
当然了,LBJ会在赛前撒粉
LBJ会在场边调动观众的气氛
-赛前仪式将会有很多很酷的镜头,而且你不会每场比赛都看重复的东西。所以这场比赛你可能会看到皮尔斯对着记分牌尖叫,下一场变成雷阿伦在场边彬彬有礼的擦防滑粉——因为镜头是动态的,不会聚焦同一个人或者他做的动作
-他们告诉我LBJ和KB都有新的投篮动作,但是我在目前的demo没有看到湖人和骑士。在我看到的球员里,雷阿伦的动作改了,SJax,德隆,科福尔,布泽尔和纳什都有新动作。到底有多少球员有新动作我没有一一的去统计
-Nate Rob有了他新的罚球动作
-球员的脸部表情(采用GTA4的表情技术,不愧都是T2门下)也有了球员专属表情。我在试玩的时候并没有看到太多的特有表情,但是制作小组告诉我 LBJ在完成精彩动作以后会鼓起他的脸颊。目前的版本看来,球员的脸部表情还不错,他们的眼睛也像真的一样生动
-在麦迪逊广场花园将会有风琴演奏
-专属动作都是基于tendency(趋向)系统表现的。AI智能也是以该系统为基础设计。球员的特定行动,他喜欢在场上做什么都是基于82games.com的数据来设计。所以像艾弗森,你不会看到他做出转身的过人动作,而是他招牌的胯下运球过人——趋向系统也趋紧真实了。

网战部分

对战

-网战中也有一球成名的团队合作值
-评价系统更实用了。这避免了某些玩家像去年一样毁了这个模式。如果你看到一个评价为F的玩家,你就知道不要和这家伙一起玩了,认为这些被评F的人在游戏中会到处不受欢迎。
-如果你持球太久,不传球,乱投篮,那你的评价会很低,即使你得了30分
-我对这个系统非常有信心,因为即使是开发者本身,也没有拿到A的评价,到了网战部分,你如果有好的评价,你会非常受欢迎
-记住,评分系统是基于你如何调动团队运作,而不是你刷出多么出色的个人数据,如果你放手老是漏人,或者当你们队进行全场紧逼的时候你却一个人跑到后场

服务器

-是的,他们更换了新的服务器
-网络对战比去年更加稳定,开发人员终于发现他们去年在这方面做的很糟糕
-2K联赛是服务器更换的最大受益者,掉线的现象显著减少
-联赛没有什么新增要素,但是多了很多网页类似的功能


杂项

-你可以在网战模式中用你创建的球员参加随机快速比赛,同样也可以获得技能点数。
-“组队”是网战中的新要素。他允许你和你的朋友组长一支网上战队。你可以和别的战队一决高下,并且你可以看到战队的排行榜。
-你可以邀请在游戏中邀请你的朋友参加快速比赛,而不用通过Xbox Live界面邀请好友
-你可以像NHL 2K10那样用你王朝模式的球队参加网战。这不代表有网络王朝模式,你只能用你的球队参加快速比赛(不能参加排名赛)


游戏性

通常

-低位部分今年真的有很大的改变,但是我不认为这一点2K做的足够好。尽管如此,我认为2K找到了如果做好地位单打的方法。我第一场比赛打的很艰难,因为我不得不去习惯新的控制手感,但是当我适应以后,我找到了熟练操作的方式
-我不认为当你手中有一名强力内线的时候你会像过去一样不断给他喂球,因为2K10里团队的配合更让人愉快
-你不用再按着LT进行低位单打了,现在如果位置正确的话你会自动的进行低位。如果你想取消地位,只要朝着篮筐的反方向拨左摇杆就好了

防守

-在低位防守中,你可以在正确的时机把球叨掉
-如果你能预测到对手在低位准备走底线或者罚球线,你可以预先的卡位来切断对方的切路,但是球员数值的区别会影响效率,你不能指望用小鱼在低位中成功防守住魔兽
-在低位防守中,耐心是很关键的。现在地位防守更容易盖帽或者干扰投篮,但是如果你如果在对方做假动作的时候不正确的反应那你很容易失位
-协防和包夹不再是最近的队员来做了。轮转换位做的更流畅了。我看到在球员在协防中会频繁的进行干扰和归位
-当进行包夹的时候,看起来会更自然,但是我觉得还是有点太粘了。但是包夹不会那么容易出空档——因为不是像以前那样最近的球员包夹。
-锁定防守不像去年那样自动化,当你按LT的时候你只是更靠近你防守的队员——你得自己手动和他身体接触。你要猜测你对位球员下一步要做什么,然后紧紧跟著他,否则他一个加速就把你甩在身后了。我以前很讨厌用锁定防守键,但是现在我使用LT的作用仅仅是协助我靠近对手,其他防守动作都要我自己来。如果你喜欢以前的锁定防守,那你可以调整防守的Slider到100来达到之前的效果
-今年 防守的重点是协防和正确预判对手的运球方向。如果你想成功的遏制对手,不让他们突破无法阻挡,你要利用队友的协防,更积极的去防守。当你遇到一个小角色而你轻视他,你会发现他同样会把你耍的团团转。另外,内线防守的身体碰撞也更残酷激烈了
-开发者重新设计了区域防守的逻辑思路,所以今年区域联防的效率得到提升
-违法的防守有点过去猖獗了,2K表示他们会进行调整
-在紧逼中,你尝试突破会更容易丢球,在高速带球中球会更容易被拍走。如果你用的是控球差的球员,那你仅仅在正常的运球中都很容易丢球——我试过用奥库打控位
-盖帽的成功率更加取决于弹跳了——动作也更真实。所以现在霍华德比姚明更容易盖到球(总所周知2K9里姚明的盖帽是无敌的),而且盖帽的动作也比姚明多。当然,球员的身高也会影响到盖帽的成功率
-有一个例子,我用Eric Maynor发动快攻,前方没有人,但不幸的是,罗伊在快攻中仅仅的跟着我,并且在我尝试上篮的时候狠狠的把球扇出场外
-还有一些很酷的盖帽动作,比如对方投篮你直接把球从空中抓下来。我想香浓布朗的犯规盖帽动作也会加入到游戏中
-如果盖帽系统矫枉过正,我相信有不少人要抱怨盖帽太多了。假设用你用奥库或者米尔萨普或者布泽尔把奥登的扣篮大力删掉,那是多么不真实——这3个家伙都不是以盖帽文明的,但是如果像奥登这种只有力量而没有技术的球员总是在篮下发威也不真实,所以2K要平衡这个东西有点难度
-在你防守的时候,你会 发现转身的重心更大,所以你无法像过去被过了以后又魔术般的转身过来赶上你的目标
-防守的时候站位距离取消掉了(2K9那个扇形的设定)
-3种愚蠢的扣篮动作被移除了——但是还是会看到有些大家伙做出战斧式的扣篮而不去考虑依他的弹跳和爆发力这个动作他不可能做到。
-更多的传球截断。你不能像过去一样随意的传球,但是也不表示你传球到内线变得非常困难。不是所有的传球会被截断,有一些只是会被拍掉或者拍出界。去年我习惯过半场就把球丢到内线,在2K10中如果没有好的位置你的传球很容易被截掉



物理系统/技术

-开发成员从NFL 2K5取材,如果你的球员改变中心反跑,他的身体会有或多或少的扭曲
-移除了大量的远距离上篮,比如著名的“穿越身体”的上篮。所以你现在无法在禁区外就开始做出上篮动作,比如,在一次快攻中,如果前面有一个球员防守,按照去年的习惯我会早早的按投篮键开始上篮动作,但是现在我不会这么做。因为盖帽加强了,我只能选择错开对手的方向来上篮防止被盖帽。所以如果你前面是坎比或者霍华德,你就得更加小心的上篮防止你的球被扇到篮板上
-很多新的盖帽,篮下对位,过人和跑投的动作
-移除很多以前篮下无法无天的动作,远距离上篮动作和冗长的鸡肋动作。
-没有新的比赛视角,但是开发人员表示他们会改善已经存在的视角
-当你切入上篮的时候,有更多的身体接触。除了盖帽,我看到了很多撞人犯规和打手犯规,我认为打入内线将会比去年频繁——即使犯规更多了
-游戏的节奏比去年稍微慢一点。默认的视角稍微拉远了一点
-球员相对球场更小,但是球场尺寸没变
-空接系统完全改变。更依赖球员的数值。LBJ标志性的滑翔空接也出现了。但是这并不表示游戏中到处都充满疯狂的空接。
-去年,空接在比赛中出现的太少了(天啊,这才叫少?难道我跟原文作者玩不同版本?)现在版本却又太多了(完蛋了。。。),但是看起来会更自然且不会那么不讲道理。开发者看起来也同意空接太频繁了,所以我相信正式版中这个部分会得到调整
-补扣看起来终于正常了。举个例子,霍福德站在篮下,他原地起跳把球补扣入筐,看起来不会太过花俏。但是目前只看到过一次。他们告诉我约什斯密斯将会有一些漂亮的补扣,但是出现的频率会比较少
-开发者表示手和篮筐的互动将会比过去更真实。我没有进入重放来确认扣篮以后手和篮筐的接触变化。等正式版出来大家来评判吧
-跳步系统趋于平衡。我并不非常关注这个(可能因为2K9这个键我不经常使用),所以关于这个我没有什么见解
-没有新的传球键
-看到大量的击地传球
-如果你离篮筐太远就投篮,球很容易三不沾(忘记2K9是不是就这样了)
-大家(包括我)都不喜欢过去的急停跳投。2K今年采集了急停跳投的足点,相信他会比去年更好。在过去,像雷阿伦和李德投篮就像屁 眼疼那样(原文如此。。),我没看过现实中的李德或者阿伦急停出手如此的缓慢。这是因为现实中他们在起跳的时候不会像游戏一样好像有胶水把他们的鞋子和地板粘在一起。2K10雷阿伦的急停有很大的改进,但是我想说的是,还没有像现实中那么轻盈,尽管如此,急停跳投的进步是毋庸置疑的
-当你往内线运球的时,有新的运球动作——你会慢下来,更多的尝试去保护手中的球



AI

-我没有和电脑比赛 过,所以关于这个我没办法说太多,但我要和大家谈一下队友的AI
-开发人员表示AI会跟多的采取干拔跳投
-AI是基于40种倾向数值设定的,再加上他们现实中喜欢投篮的点。所以你会看到如果你没有打跑轰战术的话,科比喜欢在高位要求——因为这时候控制AI的是趋向值而不是战术。
-球员的差距有很大提升,当我控制爵士队的时候,安德烈米勒是无法防住德隆的。所以你知道科佛儿和奥库在外线往往会有空档机会,因为其他球员不得不协防德隆。当我用纳什去防帕克的时候,电脑也能得到相同的优势。我不知道这是不是意味着球员的速度差别将会大大的影响对位。开发人员表示,用奥尼尔是无论如何都防不住CP3的 - -
-球员的移动范围还是有些混乱,我觉得是因为趋向值。某些球员喜欢在特定的位置做文章,如果刚好有队友呆在那边,那他会胡乱的跑动。我这个我觉得是应该修正的
-AI球员在快攻中比过去更会去寻找跑动路线,我在快攻中,没有看过球员像2K9一样往外线跑位的。



战术系统

-战术增加了不少,并且现在呼叫战术取决于你希望哪个位置的球员发动进攻(类似360的Live 09)
-球员跑位比以前更快
-我想更多的谈一些关于战术系统的东西,但是现在的版本看起来战术有些问题。在战术中当你跑到第一个点,经常出现第二个点显示不出来。
-球员在跑切战术中慢慢走的现象几乎没有了
-没有战术编辑器
-没有战术的分支
-没有球队使用Motown music战术了(Motown music啥意思?活塞的特有战术?)



王朝模式

-发展联盟没有获得完全授权
-发展联盟已经完全融入王朝模式,你可以随时进行发展联盟的比赛,你可以从发展联盟签约球员,你可以把你的球员送到发展联盟
-游戏中发展联盟的赛制和现实中一样,所以你无法把KB送到发展联盟,让他随便砍60分
-你可以创建新秀阵容,最多72名到2K的服务器。这意味着你可以创建72名顶级新秀或者重新创建一些老球员。你可以在每个赛季开始前下载别人的新秀。
-NBA.COM浏览器界面还是王朝的界面,依旧不变
-新增了大量头条新闻的样式
-现在有了个“联盟历史”的菜单功能。基本上,就是整个NBA的历史文档。因此,你可以看任何赛季的得分王,季后赛对决比分,球队记录,总决赛对决等等。你可以知道Dolph Schayes是联盟得分王(我猜是1961年)。当你在玩王朝时,你也就在续写联盟历史。
-没有每周综述。很抱歉我没有就这点专门问开发人员,但是如果有的话他已经出现在游戏中了
-你可以使用全部30支球队
-有10日合同
-没有了一年两次的特例合同和把中产合同拆开两半用的情况了
-有受限制自由球员
-王朝模式有完整的练习模式。你可以用整支队伍练习战术(完整的5对5练习模式,还可以练习各式各样的防守)。王朝还有罚球练习和一个球员的自由练习模式。进行练习模式,你将得不到表现或者属性的增长。我觉得这样更好了,因为你只能通过比赛增长你的数值,而不是通过练习从电脑那里增加你的数值――这本质上是不公平的。当你打全场5对5练习时,是没有scrimmage功能(也就是2K9中的运球、3分练习那些)的。
-全明星周末依然没有扣篮大赛和三分球球赛
-新秀挑战赛得到赞助
-将会有全新的属性增长系统-你再也不能让你队中的第12人总评上90了。属性增长系统也受到了上场时间和临场表现的影响。球员也有了职业生涯的高峰期和下降期――这些都根据不同球员而有所不同,所以每个球员的巅峰期和下降期都有所差异
-出场式还有可能出现。开发人员正在做这些,也没有保证会有。但说不定在最后,他们能完成
-在王朝模式中听到的解说是会更新和变化的。所以,quick game和今日NBA中的解说会根据实际NBA情况而变,而王朝模式中的二人解说会谈到你的王朝中的交易和其它事情,而不是真实NBA中的
-今年也有全新的模拟系统。过去,模拟数据的开发人员只花了几天在这个事情上,今年他花了3个星期。投篮命中率还是有一点偏高,但是这还在进行中。因此,模拟的数据也会更加真实了
-比赛中可以随时保存


其他要素

-你可以把你正在打的比赛的照片或者视频上传到服务器中。也就是说,不用Reelmaker就可以上传各种片段了
-防守方面没有新的slider设置
-球员在罚球的时候,裁判传过来的球软绵绵的,这个开发人员表示正在改进
-成就/奖杯系统将给予一球成名模式和王朝模式
-评分系统基于球员场上的表现



==================================================================================
同时也感谢另一贴ryanb 会员的帖子:
http://game.ali213.net/thread-2853526-1-1.html

[ 本帖最后由 eggplant19 于 2009-8-25 21:31 编辑 ]
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发表于 2009-8-25 16:47:07 |只看该作者
此为OP《NBA 2K10 Q&A 》原文翻译,原文如下:

All right, so instead of re-listing all the questions from the other thread and then answering them here, I'm just going to try and answer as many of those questions as possible as I pepper through these various portions of the game. Obviously you can ask more questions, and I can try to answer them as well.

You should also know that I played four matchups, all against other human players -- three against my OS cohort Rich Chavez, and one against 2K developer Rob Jones. I was at the studio from like 10-5 (minus one hour for lunch) so I got time to be walked through pretty much every aspect of the game before playing at the end of the day.

-The matchups were Spurs vs. Suns (me) on Christmas Day -- this was just a feature for the demo, you won't have access to last year's game via NBA Today. The developers want NBA Today to be, well, all about today in the NBA. The other matchups were Jazz (me) at Portland, OKC at New York (me) and Atlanta at Golden State (me).



My Player/Create A Player


Creating A Player

-50-something hair styles to choose from (including the Gooden patch).

-Facial hair is improved in the visuals department.

-50-60 different types of tattoos per body part.

-When working on the created player's face, the developers got rid of the 125 sliders or whatever and instead now there are various presets to choose from for each part of the face. Then after you choose a preset, you can still go to this 2-D style plane and work on each part of the created player's face -- it's just a more simplified version of the old sliders, so it should be more user friendly. Think of the presets like Mr. Potato Head, and then you can still get really deep into creating the guy via the 2-D plane.

-Finger straps, ankle braces, compression shorts, undershirts are all now available.

-All the major shoe brands are in the game, and you can customize the colors for every shoe -- pretty much can make 15 million different shoe combos if you want. You can also have home and away versions of the shoes.

-For the accessories and headbands, you can choose white, black, secondary team color and primary team color

-You no longer have to apply an entire "package" to your player. In other words, this means you don't have to pick a specific dunk package or whatever, you can choose various types of dunks per created player instead -- if your guy has enough hops you can choose 10 different dunks for your guy to use. Once again let me be clear, you are not choosing a "Josh Smith" dunk package, but rather specific dunks that make up your own unique dunk package.

-When you originally create your 'My Player', you don't have access to every specific animation in the game -- your attributes won't be good enough at the start for you to select some of the more spectacular dunks for example.

-The only portion of your guy that is still tied down by a specific "package" is the layup package because the layups are all pretty basic outside of stuff like floaters. The floater is really the unique part of the package so to speak -- Nash and Parker have their own specific floaters like in the past.

-The 'My Player' create-a-player system is the same one used for the standard create-a-player system. Same goes for editing existing NBA players. This means if you don't think a certain player can do a specific dunk anymore, or you find a dunk that you think is unstoppable or something, you can remove it from any player.

-The lighting on the player you are creating is much improved within that CAP hub, and he just looks more realistic looking as you are creating him.

-In 2K10 once you DL your 'My Player' from the 2K server -- assuming you did the Draft Combine before the launch of 2K10 -- he goes where Kobe would be on the start menu screen (aka the screen you see where it says 'press start'. You can change it back to Kobe if you don't want your created guy on there.

-You can only upload one 'My Player' to the server.

Draft Combine

-Your player starts around a 37 overall when you create him.

-The goals you get before a game are based on your play style. So a rebounding center will have goals based on something like getting a certain rebound total rather than scoring 15 points.

-Speed is insanely expensive (as it should be) so it will be very hard to earn enough points to boost your player to a high level in that department.

-You can lose skill points if you play real poorly.

-The Draft Combine is not exactly what 2K10 will be like from gameplay perspective, and because most of the virtual players within this portion of the game are subpar, you won't see a lot of the new animations etc. in this mode. I'd say treating the Combine as a nice RPG element and filler to tide you over until the game actually releases is the best way to look at it -- assuming the other option is judging the gameplay as being exactly like 2K10, because it's not.

Beyond The Combine

-When you get 2K10 and download your player from the server, you head to the NBA Draft. If you get drafted, you go to the summer league with that team. 2K has the 30 unique summer league jerseys and also the actual summer league rosters -- of course only the names will show up for players in the NBA already. It will be generic names for players who are not in the NBA.

-If you perform well enough in summer league, you get to go to training camp. If you don't perform well enough, you might get an invite to another team's training camp (assuming you were a second-round pick and got cut), or you might get no invites and have to join up with a D-League team before training camp.

-Training camp consists of five games. The team invites 20 players and only 15 can be on the roster, so one player gets eliminated after each game. This should be the first point where you feel a difficulty spike because you'll be playing against other NBA players on your team rather than other prospects. All five games are intrasquad games.

-If you make the team, you'll probably start by getting 2-3 minutes a game. In other words, you have to build your way up. You might also get a different role at points. If you get drafted as a SF by the Warriors and make the team, you might find yourself playing PF a good amount. So be ready to handle different positions and styles.

-If you don't make the team, you are sent down to the D-League, assuming you were drafted in the first round. If you were drafted in the second round and get cut during training camp, you have to go find a spot in the D-League.

-If you get two 10-day contracts from the same team, if you get that third 10-day contract, you get to stay on that team for the rest of the year like in real life.

-It is meant to be hard to make it to the NBA and stick as an NBA player in this mode. 2K feels like most career modes basically give you an easy road to the pros/becoming a legend, whereas in this mode the developers want you to earn your way to being a legit NBA player. Their thinking is that it's a way to make their mode stand out from the rest.

-There are other camera views to pick from if you don't like the modified 2K cam when being your player.

-You always have a one-year contract. The better you play, the more offers you will receive during the offseason. It seems like this route was taken because the NBA is not a huge fan of players demanding trades, and in addition, the developers didn't want you to go through a two/three/four-year rookie contract, then get your first max deal, then get another max deal because it wouldn't allow you to change teams if you wanted to play for someone else -- especially if you were drafted for a team you do not like in real life or are stuck behind a superstar at your position. Take that for what it's worth.

-When you take 'My Player' online and use him, you play in what are called Pick-Up games. You play these games in outdoor environments and earn points for your player in the same way you would offline -- sans getting goals before the game. In these games, you will be playing with nine other humans who are also using their 'My Player.' The game will match you up so you are the only PG or SG or whatever on your team.


Presentation


-If you had a beef with the presentation in the past, I'd say this version will be the best chance to redeem itself in your eyes.

-Three stars on your team will be shown with their stats, rather than a video of one player on each team before the game.

-The game gets to the starting lineups right away when the game launches before cutting to something happening on the court before the tip-off.

-In addition to a lot of the postgame stuff you have come to expect, there is also this new "slideshow" feature that basically takes still images of some of the moments of the game and flashes them on your TV in slideshow form. You can save these images if you want.

Graphics

-Lighting has been redone this year. So individual arenas should have more unique lighting.

-Textures have also been redone. Nash and other white players I checked out looked a bit better because of it.

-In general the game looks amazing graphically, I came away very impressed. It's a clear-cut improvement over last year's game.

-This is the only Live/2K comparison I'll make, and I only do it because Dwight is the cover athlete of Live. The Dwight in 2K10 looks better than the Dwight I've seen in Live 10.

Commentary

-Examples of what the commentary duo will discuss: They talk about injuries that occurred in real life, will mention Valentine's Day is coming up, and will even tease upcoming games and say tune in to play/watch so-and-so game this Sunday. They will also discuss trades that occurred in real life.

-During quick games, the commentators will still talk about the real-life standings and all that, so it's not just tied to when you do matchups within NBA Today.

-Kevin Harlan's "right between the eyes" comment is not allowed to be in the game because it's a violent reference -- would affect the ESRB rating.

-The commentary and presentation might sound cool when reading about them, but you will appreciate these aspects a lot more when you're actually playing the game. And what's nice is that is the commentary will be fresh throughout the year, because it won't be until playoffs time that you see the duo discussing the playoff matchups going on and all that.

NBA Today

-This is the hub you see when you start the game. It shows today's matchups, as well as box scores and stats from yesterday. You can also access the league leaders, All-Star voting and so on right from this screen.

-When you get the game, the NBA will be just starting preseason games (I believe) and so the announcers will pull stats etc. from those games -- so NBA Today is in effect once you get the game.

Signature Style

-Teams that stand up until their team scores the first points of the game will do that in the game.

-To give some example of the non-gameplay signature style:

DHo does his fadeaway before the game
KG and Pierce will be screaming on the scoreboard during the initial zoom in to a game in Boston.
KG will bang his head off the stantion under the rim.
Ray Allen also rocks the powder before the game.
Wade will lift himself on the rim.
Vince will lift himself on the rim.
Cleveland will do the picture thing before the game.
Shaq will do his bowling thing.
Cleveland will also do the knocking it out of the park thingy.
LeBron of course has his powder.
Boobie and LeBron will do the brush off your shoulders and salute thing.

-The cool part about a lot of these pregame rituals and so forth is that you won't see the same ones every time. So maybe you see KG bang his head off the stantion one time, but the next time you see Ray Allen making sweet love to the powder. It happens this way because the camera is dynamic so it won't always focus on the same stuff or players.

-I was told LeBron and Kobe got new shots, but I didn't see those teams in action. As for the players I did see, Ray Allen got a new shot, as did SJax, Deron Williams, Korver, Boozer and Nash. Many many more apparently got new shots, but I didn't have time to scope them out.

-Nate Rob has his free-throw routine in the game.

-The ImageMetrics people (the folks behind GTA IV) created the signature and generic facial animations in the game. I didn't see too many signature ones while playing, but was told that LeBron puffing his cheeks out after he does something big-time is in the game. The facial animations looked good when I saw them, and the eyes looked pretty lifelike as well.

-The organ will be playing at Madison Square Garden.

-Signature play involves all the signature stuff done before as well as the tendencies. The AI system was also built on the tendency system. How does a player like to get to a particular spot, what moves does he like to do to get to that spot -- think of it as "the how" -- is where 82games.com comes into play. So the point is that someone like Iverson would not do a spin move to get to where he would want to go on the court, he would do a crossover -- so the tendencies tie into that fact.



Online


Team-Up

-The teammate grade within 'My Player' is the same one used for Team-Up mode online -- sans getting three goals before the game.

-The Team-Up grading system is much deeper, and as a result, it will be much easier to avoid the people who ruined the mode last year. If you see a guy with an F grade you will know not to play with that person. In addition, I would think the guys with F grades kind of become lepers because no one will want to play with them. Obviously, it will still be up to the individual user to decide if he or she wants to play like a sloppy mess, nothing can physically stop that person from doing so.

-You will also get dinged for dribbling the ball too much, not passing, taking bad shots and so on. Basically a lot of the things that would barely hurt you last year (leaving your assignment etc.) will hurt your grade much more this year. And just because you score 30 points, that won't make your grade an A when you are not playing the game the right way.

-I have more faith in this grading system because I watched a developer play within 'My Player' and even in that mode he couldn't pull off an A grade. Since it's the same grading system for the online Team-Up mode, there is hope the actual good teammates will shine through.

-Cherry picking won't be smart for multiple reasons. The first is that your team grade will be terrible -- remember the grading system is based on how good a teammate you are not how good your individual stats are -- because you will get dinged for leaving your defensive assignment. The other reason is that not every pass will automatically make it to the cherry picker. If someone is trying to do those full-court passes there will be errant ones.

Servers

-Yes, they did/are working on new server code this year.

-The Team-Up experience should go much more smoothly this year, and the developers realize how badly they fouled up last year.

-The 2K leagues should benefit from the server code as well as there should be fewer disconnects.

-The leagues didn't get any new features, but there should be even more Web functionality this time around.

Miscellaneous

-You can play in random quick games with your 'My Player' within Team-Up mode and earn skill points in the same way you would offline. You play with/against other people using their 'My Player' on outdoor courts when within this portion of Team-Up.

-"Crews" is another new addition to the Team-Up mode. This is the ability to get together with friends and form an online team. You get to compete against other crews, and there are leaderboards that rank the top crews. You use NBA teams for these, and you can also use your 'My Player' -- but you don't earn points since there is no rating during this mode. This is partly because you're playing with friends and also because the number one goal is getting the W.

-You can invite friends to a game right from quick game screen if you choose, you don't need to go to the Xbox Live tab and go through that whole process to invite someone to a game.

-You can also do Association mode games online like NHL 2K10 has this year. That doesn't mean online Association mode, it just means if you want to invite one person to play as the other team in your Association game, you can do that.


Gameplay


General

-The post game is really intuitive this year, and I don't think it is being appreciated enough at this point. It's the first time where I really think 2K might have found something that works for good. I struggled the first game because I had to get used to the new controls, but after that, I really started to understand the way to manipulate the controls and started to do some nice moves. And the great part is the moves aren't overly canned and extended, so you will really feel like you are the one doing the up and under, rather than pressing a two-button combo to do it.

-I do think if you have a dominant post player, you will WANT to feed him more than you did in the past because it's just more enjoyable during that interaction.

-You don't have to hold a trigger to post up, now it automatically goes into a post up if the scenario is right. To get out of a post up, you just push away from the basket with the left stick.

Defense

-When in the post, you can strip the ball during an up and under if you time it correctly.

-If you know a player wants to go baseline or to the middle of the paint with a move while posting up, you can lean on the post player in such a way (pressing left or right on the stick) to cut off their attempt to do so. But attribute checks are still in place, so leaning one way or the other won't help you if you're trying to guard DHo with DFish or something.

-Patience will be key when playing defense in the post. I didn't feel nearly as helpless when playing D in the post because now it's easier to block shots and contest them, but if you flail during a pump fake you will get disowned more than ever. I think being able to strip the ball during more instances along the way will be a big deal as well.

-Help D isn't purely based on closest guy now, same goes for double teams. The defense does rotate accordingly as well. I saw a lot more hedging and recovering this time around on help D.

-When it comes to the double teams, they do feel more natural, but I did still feel a little suction going on. However, it won't be easy to simply shoot over the double now since it's not canned -- you can swat away the shots or whatever.

-Lock-on D is now not automated at all, you just get really close to the player you're defending when you hold the trigger -- you get more physical and crowd him. You now need to guess where the player is going to go to stay with him, otherwise you will get burnt, plus turbo gets used so there are two downfalls to it. I am the ultimate hater of lock-on D, but I could actually see myself using it in this case since you are controlling every aspect of the D outside of the proximity to the person when using the lock-on. If you liked the old lock-on D style, there is a defensive assist slider you can boost to 100 if you want it to be entirely automated, or anywhere in between.

-The focus this year on defense was help D and guessing correctly when someone dribbles. The thinking was that since in the NBA most would agree that stopping someone from driving while in the center of the court is pretty unstoppable, you just need to have better support behind you or you need to take a risk to get a better outcome for the defense. If you are playing against someone who is a cheesing punk, I do still think if you stop that player a couple times, if the player truly wants to, the player probably can still get around you. But if the help defense is sound (it's looking good as of now but does need a bit more tuning, which there is time for) then that player will have to drive and kick or get mauled in the paint.

-The developers redid the zone logic for zone defenses, so there is hope they may be work for a change of pace. I didn't actually use any zone defenses while there -- I found out they were redone near the end of the demo session -- so I can't personally comment.

-It's closer to 3 in the key now, not 6 in the key when dealing with a post player.

-Illegal defense was a bit too rampant right now, 2K says they are going to tune that further. Frankly, though, it was kind of nice to see the illegal defenses because it was proof that the help D was present.

-You can more easily lose the ball when trying to dribble through a crowd, and it's also easier to swipe the ball away in high-traffic areas. In addition, using the "cheesing punk" as an example once again, you can lose the ball if you are doing move after move. I tested this and it did occur while even playing with a guard.

-Blocks are tied into vertical now -- the animations you get are tied into that as well. So now DHo should be a better blocker than Yao and should also have different block animations than Yao. The height of a player also ties into how you contest shots via different animations.

-There was an instance where I was controlling Eric Maynor and had a relatively clear lane to the hoop. Unfortunately for me, Brandon Roy was tracking me on the break, and so he came in from the side and threw my layup attempt out of bounds.

-Another cool blocking animation I was told about involves one guy trying to go up and grab the ball off the backboard with two hands (I guess think MJ vs. Ron Mercer during the Wizards era). It seems like you will see more spectacular blocks by the JSmoovs and DHos of the world. I guess we all have to hope that the Shannon Brown "foul" block on Mario West makes it into the game.

-If the game ships with blocking balanced this way, I do think some people will complain that there are too many blocks. I'm not sure whether they would be right or wrong because for example I swatted Oden with Okur, Millsap and Boozer at different instances. Obviously those three are not known for their blocking prowess, but if Oden is trying to do a little putback or something and does not respect his defender being there, shouldn't he still get swatted even if he's much taller and stronger? I think a lot of the blocks you deal with when you get the game will occur because of old habits. You can't just go into the paint against three guys and assume the layup or dunk or whatever is going to just go in or be uncontested. Your shot will be blocked.

-If you get turned while playing D, there is more weight to your guy this year, so you won't be able to just magically get back on your guy or somehow magically catch him from behind. This ties back into the risk/reward again.

-There is no defensive stance off the dribble, it's more or less automated and based on distance from ball -- that means one pass away or two.

-Three dude dunks should be out -- still will see some of the big boys like Bron hammer on two guys here and there, but more based on vertical, momentum and so on this year. During my play time, I saw Richard Jefferson throw down on Robin Lopez, but otherwise I really didn't see any hammers on other players. In the RJ instance, he beat his man and had plenty of steps to get his momentum going, while Robin Lopez slid over late so he just put his hands up and took RJ's balls in his face under the hoop. Now that doesn't mean insane dunks are not there, but it's a good first sign if anything that I didn't see any instances of two-three person dunks.

-There are more tips and pass interceptions this year. Really this means you can't be so lackadaisical with your passes -- and that doesn't mean on the perimeter so much as when you are trying to throw it across the court or into the paint. Not every pass will be an interception, some might just be tipped away or tipped out of bounds, but it was definitely apparent. This was another old habit I had to try and break while playing -- I turned the ball over a ton by just throwing passes that would always get through in the past.

-A lot less of those BS passes threading through four guys in the paint are gone. The same goes for some of those lob passes to the guy in the post -- they are now easier to snag.

-You can't move with your hands up while covering someone.

-The run-down strip system has been changed. You will see less of those automated strips where you are magically caught from behind -- last year if you pressed the button at the right time it was almost a guaranteed steal. Now you will see more fouls when trying to pull these off or just missed attempts in general.

Physics/Tech

-The developers grabbed some of the tech from NFL 2K5 where a guy will twitch or twist a bit when he gets hit in a certain spot. Basically think of when a running back would contort his body to fit through the line or something like that.

-Removed most of those really long layups, as well as the infamous "ghost" layup. So now you are not starting your layup animation from way outside the paint. As an example, I had a couple breakaways, and since it was an old habit, I pressed the the shot button way early to begin my animation, which led to me shooting jumpers rather than taking the ball in for an easy two points. One reason why these were taken out (outside of the obvious canned factor) is because now it is easier to line the layups from multiple angles and block them, so you would have been helpless during these layup animations as Camby or DHo or whoever lined up to pin your shot off the glass.

-Examples of new animations: A lot of animations added for blocks, various under the basket moments, drifters, floaters, running jumpers.

-Examples of animations removed: Took out a lot of the unstoppable under-the-basket animations, in addition to those long layups and various other overly long animations. There was more focus on giving control to the player at all times this year.

-No new camera angles, but the developers said they refined and improved the existing cameras.

-There are now kicked balls -- yes you have to inbound the ball after.

-There's a lot more physical play when you go in for a layup with a full head of steam. Beyond the blocks, I saw some charges and a bunch of shooting fouls. I think this plays into the fact that help D is better, so you are just inevitably going to run into more guys in the paint.

-Game pace has been slowed down a bit. Default camera has also been pulled out a bit more.

-Players are smaller, but the court seems to be the same size.

-The alley-oop system is now based on level and ability, and basically it's all new. James "Flight" White came in to mo-cap some of the oops. That doesn't mean there are a ton of insane dunks, it just means he was there to do some of the new oop animations. I just think it was interesting, so forwarding it on to you guys.

-If there were too few oops last year, in the build I played there were probably too many. They all looked natural and made sense, but the developers also seemed to agree that right now too many are happening, and so I would think they will be tuned further before the game ships.

-Tipped dunks seem legit now. They don't just happen out of nowhere, now you can see the guys step into their jump as they line up to put a dunk back. There was one instance where Horford was under the hoop and he just went up and put the dunk back, nothing too fancy. It was the only tipped dunk I saw during the game. I was told that guys like JSmoov will have access to some pretty sick tip dunks, but they will be very rare.

-The developers are saying that the hand-rim interactions should be much better this year. I didn't go into replay mode and examine the hand and hoop after every dunk or whatever, so you guys will have to be the judge of that one later on.

-The pro-hop system has been rebalanced. I really didn't mess with it much (not usually my style to use it much in 2K9) so I don't have much to say on it at this point.

-There are no new passing buttons.

-Saw a lot of new bounce-pass animations

-The ball will go off the back of the backboard if you shoot from too far behind it (can't remember if this is in 2K9 or not).

-People (including myself) were unhappy with shooting of the dribble in the past. 2K has worked on the gathers/foot planting when shooting off the dribble so it should be better this year. In the past, someone like Ray Allen or Michael Redd was a real pain in the arse to shoot with, and I think you guys would agree. I didn't see Michael Redd, but Ray Allen got into his shot much quicker off the dribble. Basically this is because your feet don't need to be stuck on the court like glue and you don't need to be completely rigid to shoot. But the bigger thing is now the gather starts quicker, so Ray Allen is already getting his shooting form ready as he picks up his dribble and gets ready to fire -- he doesn't need to do the whole animation process after he stops dribbling and gets his feet set. I would say it's not perfect -- I still say Ray can get a shot off quicker than he does in the game off the dribble -- but it's definitely noticeably improved.

-Rebounding has been tuned so there are more players fighting for the ball, as well as more physical box outs.

-Foot planting has made some pretty big leaps this year. I do think this ties into the fact that less turbo is being used, and also the fact that the game pace has been slowed down a pinch, and because there is more focus on giving the players weight and having each step mean something. There are still cases where your guy won't plant his foot (aka ice skating), but I saw these instances less and less. It seemed like when the ice skating happened, it would occur while mashing on the turbo button when dribbling with the ball. 2K is saying they are still tuning this aspect and are trying to improve it further before launch.

-New dribble movement model for when you first begin dribbling inside -- you go slower, can't accelerate as quickly and are more aware of protecting the ball.

AI

-I didn' play against the computer so I don't have too much to say on this front as of now, at least in terms of ho they play against you. I have a couple things to say about teammate AI though.

-According to the developers, there will be mid-range shots and dribble pull ups from the AI. MomentousCeltic was there -- presumably cutting together the infamous trailers -- and the developers told me he was impressed with the overall shot chart as well as the fact that the AI was doing pull-up jumpers.

-The AI is built around the 40 tendencies in the game, plus all the spot-up locations where they like to be. So you will look for Kobe in the high post when you're not running a play because the game is driven by tendencies not playbooks when you don't call a play.

-The player spacing was much improved, which also led to a healthy amount of drive and kick game. When I was the Jazz, Andre Miller did not stand a chance against Deron Williams, so you know Kyle Korver and Okur got some open three-pointers because other players had to help to stop the penetration. When I covered Parker with Nash I was equally as abused. I don't know if that's proof-positive that the ratings stretch means speed will play a bigger part, but the developers felt pretty comfortable saying Shaq has no chance of guarding CP3 anymore for example.

-The player spacing did still get jumbled at times, which I think is because of the tendencies. Since certain players like to go to certain places on the court, there would sometimes be a jumble of players clogging the mid-to-high post when you didn't call a play. This is still apparently being tuned.

-The AI players did a better job filling the lanes on the fast break. I saw less of those instances where you pass a player the ball and he catches it and goes in a big loop towards the sideline rather than catching the ball and continuing towards the hoop.

Playcall System

-The playbooks have been expanded, and now the plays that are called are based on what position you want to use.

-The players get to their spots much quicker to run plays.

-I'd comment more on the playcall system, but it didn't seem to be working right in the build I had. Basically after you would get to the first spot during the play the next part of it wasn't showing up. So I guess chalk that up as a bug for now.

-I can say that there was a lot less jogging when guys were making cuts at the very least.

-There is no play editor.

-It doesn't seem like there will be branching plays. If anything there will be a couple branching plays only because they were designed that way.

-Not every team runs Motown music anymore.

-The default playbook is different for each team, so not every team has the same plays from the get-go.


Association Mode


-2K is dubbing it as the "year of the fan" when it comes to Association mode.

-D-League players are not part of the D-League license, so you won't have real players on the teams.

-The D-League is only available within Association Mode -- as well as 'My Player' when you are on those teams.

-The D-League is fully integrated into Association mode. You can play those games if you choose, you can sign players from the D-League, and you can send your players down to the D-League.

-The proper D-League rules are in there, so you can't send Kobe down and score 60 points a game with him so he progresses more.

-You can create your own draft class, which means you can create 72 guys and then upload that file to the 2K server. That means you could create 72 of the top prospects or you could re-create an old class and upload that one. You can download a new draft class before each season. Obviously you can just have a class generated for you if you don't want to download a draft class. I know some insane people on OS will create entire draft classes, and bless you if you do.

-The NBA.com style is still the hub when you are in Association mode.

-The developers added a lot of new headlines and added some new headline categories.

-There is a "league history" feature now. Basically it's the archived history of the NBA. So you can look at league leaders from any season, playoff matchups, team records, Finals matchups etc. It goes back to when Dolph Schayes led the league in scoring (I think that's 1961). The "league history" continues to build as you play, so you are "writing" history so to speak in your own Association.

-I don't think there is any sort of weekly recap feature or whatever. I didn't ask specifically (sorry forgot) but I would think the developers would have shown me it if it was there.

-You can control all 30 teams this year.

-There are 10-day contracts.

-No bi-annual exceptions or stuff like splitting the mid-level in half.

-Restricted free agency is now in the game.

-There is a full-on practice mode within Association mode. You can go in with your team and practice plays (full 5-on-5 if you choose for this and you can set the defense up in various defenses as well). There is also free-throw practice and "freestyle" where you just mess around with one player. You don't get performance boosts for doing practice -- this is probably for the better in my opinion because it would probably be one of those things that you only get boosts from -- not the computer -- so it would essentially be an unfair advantage. There is no "scrimmage" feature where you play full-court 5-on-5.

-No dunk contest or 3-point contest during All-Star Weekend. The thought was since the dunk contest 2K created is not like the one that occurs during ASW, it wouldn't make sense to use that for ASW.

-Rookie/Sophomore game is fully sponsored for ASW. The game has the right court logos, T-Mobile sponsors and jerseys.

-There is a new player progression system -- you shouldn't see the 12th on a team progressing to 90 overall anymore. The progression system is now based on playing time and performance. Players do have peak ages and peak decline ages -- these ages vary so it's not always the same age when players peak or decline.

-Dynamic attendance is a maybe for now. They are working on it, but don't want to promise it yet, because it may not be ready in time.

-The commentary you hear in Association mode is dynamic. So while quick games/NBA Today will be based on real life, the commentary duo will talk about trades that occurred in your Association mode or any other things that happened in your Association, not real life.

-There is a new simulator this year. In the past the person working on simmed stats only had a couple days, this year the developer got three weeks. The shooting percentages are a bit high still (according to the developers) but that's still being tweaked. Otherwise the simmed stats should be better.

-In-game saves are present.

Random Stuff

-You can upload images and video right from the game you are playing. In other words, go into replay mode during a game (or after) and upload something right away without Reelmaker.

-No new sliders outside of defensive assist.

-The ref doesn't bounce the ball to your player at the FT line as of now, but apparently it's on the devs' to-do list during the last few weeks of development, so hopefully that small touch is present at the end.

-Achievements in the game are based on 'My Player' as well as Association mode. There are also those individual player achievements like getting a certain stat line with CP3.

-Ratings were mostly built internally, not based much on tendencies. However, the former College Hoops developer who used to do all the ratings in that game, used 82games.com as a baseline to write all the ratings formulas in NBA 2K10.

[ 本帖最后由 eggplant19 于 2009-8-25 16:49 编辑 ]

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赛季篮板王 火箭

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板凳
发表于 2009-8-25 16:47:41 |只看该作者
前排!~~~~~~~~~~~~~~~~~~~~~~~~~~

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地板
发表于 2009-8-25 16:51:48 |只看该作者
前排插入。。。。。。。。。。。。。。。。。。。

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5#
发表于 2009-8-25 16:53:04 |只看该作者
强势插入 ~~~~~~~~~~~~~~~~~~

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6#
发表于 2009-8-25 16:56:01 |只看该作者
大力插入~~~~~~~~~~~~~~~~~~~~

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7#
发表于 2009-8-25 16:56:05 |只看该作者
估计要和SIM一样。。
2K10出了以后到处都是捏人的。。。。

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8#
发表于 2009-8-25 16:58:37 |只看该作者
支持。。。。灰常期待啊。。。。。

◆àì分隔兲哋,要怎庅àì沵!' 丅=

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板凳小前锋 波特兰开拓者

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9#
发表于 2009-8-25 16:59:06 |只看该作者
加子辛苦··················
Evil Geniuses studio

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10#
发表于 2009-8-25 17:02:09 |只看该作者
相当期待啊~~今年的细节做的的确不错~~

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11#
发表于 2009-8-25 17:04:10 |只看该作者
哇哈哈..............

画面
-灯光效果今年重新制作。所以一些特殊的球场将会有更多灯光效果
-球员建模将会重新制作。像纳什那样的白人球员将会比K9更像
-目前的版本看起来画面非常强大,给我留下深刻印象,和去年比起来有天壤之别
-对比一些2K和Live,2K的魔兽比Live的魔兽要更神似——要知道魔兽是Live 10的封面人物

球员风格
-在自己的球队第一次得分之前,所有板凳队员都会一直站着
-其他一些例子:
杜洪会在比赛前进行后仰跳投训练
比赛开始前KG和皮尔斯会对着记分牌尖叫
KG会调整他的头箍
雷阿伦在赛前也会擦粉
韦德和卡特开赛前会拉着篮圈引体向上
在赛前克里夫兰的队员会比出拍照的姿势
奥尼尔会摆出打保龄球的姿势,然后队友们会纷纷假装被击倒
当然了,LBJ会在赛前撒粉
LBJ会在场边调动观众的气氛
-赛前仪式将会有很多很酷的镜头,而且你不会每场比赛都看重复的东西。所以这场比赛你可能会看到皮尔斯对着记分牌尖叫,下一场变成雷阿伦在场边彬彬有礼的擦防滑粉——因为镜头是动态的,不会聚焦同一个人或者他做的动作
-他们告诉我LBJ和KB都有新的投篮动作,但是我在目前的demo没有看到湖人和骑士。在我看到的球员里,雷阿伦的动作改了,SJax,德隆,科福尔,布泽尔和纳什都有新动作。到底有多少球员有新动作我没有一一的去统计
-Nate Rob有了他新的罚球动作
-球员的脸部表情(采用GTA4的表情技术,不愧都是T2门下)也有了球员专属表情。我在试玩的时候并没有看到太多的特有表情,但是制作小组告诉我 LBJ在完成精彩动作以后会鼓起他的脸颊。目前的版本看来,球员的脸部表情还不错,他们的眼睛也像真的一样生动
-在麦迪逊广场花园将会有风琴演奏
-专属动作都是基于tendency(趋向)系统表现的。AI智能也是以该系统为基础设计。球员的特定行动,他喜欢在场上做什么都是基于82games.com的数据来设计。所以像艾弗森,你不会看到他做出转身的过人动作,而是他招牌的胯下运球过人——趋向系统也趋紧真实了。

这两项开心死我啦!!!!!!!!!!!!!!!!!!!!!
------------------严重期待NBA 2K11---------------------

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12#
发表于 2009-8-25 17:04:58 |只看该作者
看来这次EA又要泪流满面了。。。。。。。。。。。。
时间无法倒流,珍惜身边的人.

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13#
发表于 2009-8-25 17:05:29 |只看该作者
在赛前克里夫兰的队员会比出拍照的姿势
奥尼尔会摆出打保龄球的姿势,然后队友们会纷纷假装被击倒
当然了,LBJ会在赛前撒粉
LBJ会在场边调动观众的气氛

骑士好累啊。。。。。。。。。。。。。。。。。。

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14#
发表于 2009-8-25 17:07:33 |只看该作者
HOHOHO
只要配置不变怎么都行啊。。。。。。。。
The morning will never rise again
Roaming wolves are howling for the dead

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15#
发表于 2009-8-25 17:10:16 |只看该作者
疯狂了,彻底疯狂了,2K10啊2K10!

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16#
发表于 2009-8-25 17:12:07 |只看该作者
受不住了....
愈來愈不能等待了..
不買正版真的對不起自己

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17#
发表于 2009-8-25 17:19:41 |只看该作者
2K真是一个有创造力的团队 一年改那么多东西 在EA垄断了一些注册权(全明星扣篮大赛等)的前提下 不断创新 例如D-league  draft combine 还就一直是这个价 真佩服

相反的 EA就一个倒地抢球 宣传了半天 又是视频又是程序开发人员大谈

然后再说自己抢篮板多牛B 一看试玩比赛 额 还是飘移着抢板 奇怪的瞬移

相比 2K真的很低调 额 所以有官网论坛上很多人说2K的marketing做的不好...
><~~can't wait to play nba 2k11~~><

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18#
发表于 2009-8-25 17:21:29 |只看该作者

回复 #12 ☆火腿☆ 的帖子

岂止泪流满面~~~简直是彻底崩毁.晴天霹雳!!哈哈
------------------严重期待NBA 2K11---------------------

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19#
发表于 2009-8-25 17:42:07 |只看该作者
有一球成名就行了对它要求不高

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20#
发表于 2009-8-25 17:47:06 |只看该作者
原帖由 ryanb 于 2009-8-25 17:19 发表
2K真是一个有创造力的团队 一年改那么多东西 在EA垄断了一些注册权(全明星扣篮大赛等)的前提下 不断创新 例如D-league  draft combine 还就一直是这个价 真佩服

相反的 EA就一个倒地抢球 宣传了半天 又是视频又是程 ...

十分同意你的講法,,
一同期待2k10吧!

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