The coaching staffs have received a face-lift, assistant coaches included. Ed Pinckney and Bob McAdoo are rendered just as accurately as the head men. The game runs at a beautiful and steady frame rate and is marvelous to see. It truly has that double-take effect. For those new to my sports video game reviews, that is when, at a glance, you can mistake this game for a real life game.
No, it is actually a great thing. Another criticism of past versions was that the dribble and shot animations tended to feel like you put your player on auto-pilot—meaning one stick movement leads to three animations.
Well, that isn't a problem this year. It feels as though you have more control of your player than in any year with the exception of 2K10, when this same quality was present.
The defensive and offensive A. Players and teams under CPU control will key on offensive stars, and vice-versa, run plays and feed their go-to guys. There is also the live-ball effect. In 2K12, the ball is always live and interaction with it is almost never completely protected.
What I mean by this, is that any dribble can become a deflection, any shot can become a block, and any pass can be deflected. The detail in the collision detection with body and ball is at an unprecedented level I haven't seen in any other sports game. Players make more shots now, but the misses have rhyme and reason, as do the makes.
Leaving a great shooter open will result in a ton of made three's, as you could imagine would be the case in real life. Zone defenses and man-to-man have far more integrity. You can see them forming and they are played at different levels that vary depending on the players.
Overall, the players perform ridiculously consistent with their ratings. I have had this issue with my copy since its launch! How to escape box out when rebounding?
Build 1 Answer How do you redeem or use the rewards points in association mode? General 1 Answer. Ask A Question. Browse More Questions. Keep me logged in on this device. This small delay makes passing a nightmare, especially when you're trying to hit the cutter. Also, 2K reverted back to the 2k10 style of losing the ball if you try to do too much, which is fine except for when Chris Paul drops the rock in the midst of a simple in-and-out.
The biggest annoyance with the dribbling aspect is turning the ball over. If another player, whether it's your teammate or defender, so much as runs into the ball, it's gone. End of story. It's a killer in My Player mode, especially when you're just starting out, but it's even worse when it happens to an established Point Guard like Steve Nash. With the exception of LaMarcus Aldridge, DeShawn Stevenson and about a handful of other players, 2K12 finally gets it right with mimicking players' jump shot forms perfectly.
Making corrections to players like Dirk Nowitzki, Blake Griffin and countless others, 2K took a step in the right direction on this one.
After a disappointing portrayal of the ferocious athletic ability of last year's Rookie of the Year, Blake Griffin, NBA 2K12 features and up-to-date dunk package for the young superstar. While his fast break dunks are far from spectacular, expect to make a poster out of anyone lingering too far under the basket. Maybe it's because I haven't mastered the art of playing defense in NBA 2K12 yet, but I find it relatively hard to lockup guards by myself.
It's all about anticipating movement and beating your man to the spot, like a real NBA game. The greatest improvement made to the game, in my opinion, was the broadening of the offensive post. Historians of the game have the Greatest Players mode to finish arguments on which stars from different eras were supreme, while fans can aspire to the NBA Finals with their very own players or carefully managed franchise.
To be effective, you have to get the ball to the open man and take uncontested shots. Getting open off the dribble is not easy, and I liked that it takes some time to master head fakes and hesitation moves. The play calling interface makes it easy to get your team in motion, but I wish there was more visual feedback on how the players were going to move.
Cutting through the lane is tough; getting too close to a defender will tie you up for a few beats. The game also has a difficult time distinguishing between tapping a button for a pump-fake and taking an actual shot. Too many times the shot clock wound down with my player endlessly pump-faking instead letting loose with the ball. These are quibbles though; in general NBA 2K12 plays about as realistically as a game can.
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