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NBA 2K19 Hands-On Impressions (Forbes)

NBA 2K19

NBA 2K19 Hands-On Impressions (Forbes)

Forbes’ Brian Mazique has posted his NBA 2K19 hands-on impressions (early build, not final) from the recent 2K event he attended. Below are just a few bullets, but make sure to read the entire article here and post your thoughts.

  • Ball Tangibility – This has been covered in a few areas above, but overall, the ball tangibility is much better. It’s difficult to convey how big of a deal that is and in how many different areas this helps to improve the game. Dribblers have to be more conscious of defenders, thus it creates a bigger skill gap for players who can time their pokes at a dribble. Ball handlers can anticipate defenders reaching and chain together dribble moves to create space. Also, blocked shots are more plausible too. This was my favorite upgrade of the preview.
  • Rebounding Needs Tuning – Offensive rebounding was a little overpowered. I had a defender in position for rebounds on a few occasions only to have a player from the other team flying in to snag an offensive board. That just didn’t seem logical. However, it seems the devs were aware of the issue and something to contain these offensive-rebounding savages was also put into place on a more recent build.
  • A Lot of Missed Layups – I know the shot meter is in place and now there’s an explanation, but it still felt to me as if I was missing far too many layups. Some inside shots should be almost impossible to miss, but that’s not the case. I still found myself worried about my players making shots that would be gimmes for their real-life NBA counterparts.
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  1. that's great article to read. can't wait to play this on September 7th and see how good is gameplay especially defense and ai cpu. Rebound need some tweak so i hopefully Wang and Gallagher tweak it before release it on September 7th. Lighting is not good in 2k19 but oh well, that not bother me tho. gameplay and ai cpu are main things i only care about
    Love reading the below... Best it was ever done imo was 2k2 and playing with the glove. You could really feel the difference with defensive guys and the timing window was near perfect in that game. It was so rewarding and fun to use guys like GP. I have not felt that way in this area of the game since that game 16-17 years ago. For a workaround I usually always tweak steal sliders 1st off to a point where it’s 50/50 and risk/reward with steals/fouls to find that happy medium, but it’s usually always a canned animation instead of a tangible ball. This is encouraging to hear.
    Ball Tangibility - This has been covered in a few areas above, but overall, the ball tangibility is much better. It’s difficult to convey how big of a deal that is and in how many different areas this helps to improve the game. Dribblers have to be more conscious of defenders, thus it creates a bigger skill gap for players who can time their pokes at a dribble. Ball handlers can anticipate defenders reaching and chain together dribble moves to create space. Also, blocked shots are more plausible too. This was my favorite upgrade of the preview.
    The 24th Letter
    Rebounding seems to be a reoccurring complaint in the previews weve seen....seems like whatever went wrong last year couldn't quite be corrected....hopefully its something that can be tweaked before launch.
    Otherwise...good stuff from Brian..
    Sent from my SM-G955U using Operation Sports mobile app

    It's obviously speculation on my part, but I feel like there must be some bug that they can't find, in the same way that it was with the excessive clipping. It was such a glaring issue last year that for it to still be a problem makes me feel that this is the case. Madden had this problem with CPU QB AI and CPU play calling for the last couple of years.
    I thought rebounding was decent this year idk. Centers didn't get every single board like in 2k17..if you have an athletic wing you can average 5-7 boards a game even vs comp in pro am play. I really liked that aspect of rebounding.
    jfsolo
    It's obviously speculation on my part, but I feel like there must be some bug that they can't find, in the same way that it was with the excessive clipping. It was such a glaring issue last year that for it to still be a problem makes me feel that this is the case. Madden had this problem with CPU QB AI and CPU play calling for the last couple of years.

    Based on what Czar was out here saying earlier, I think it's more of a technical problem of making the calculations to make it look sim with so many variables in play simultaneously.
    Think about it, that's a lot of bodies at any possible distribution of spots on the floor, with a lot of different physical attributes at once to crunch when the ball goes up and is determined to be a miss. And with that the ball trajectory and such. If they get it 95% right then 5% of situations are janky. If teams take 80 shots or so per 48 minute game than that's 8 rebounding situations per game that don't look right.
    It sounds like it's just a technical challenge at this point, not a bug.
    redsfan4life
    I thought rebounding was decent this year idk. Centers didn't get every single board like in 2k17..if you have an athletic wing you can average 5-7 boards a game even vs comp in pro am play. I really liked that aspect of rebounding.

    I can't really speak as much for modes where you control one player like Pro-Am and Park, but in 5-on-5, rebounding can be really unbalanced. You can have three players in position to get the ball and the center will magically come down with it. Or, if you play good, hands up defense on a shooter near the basket, he's probably getting it right back with the board, because you're stuck in the animation. Crash defensive boards doesn't always remedy the situation. From what I hear, MyTeam is even worse for this than PNO can be. I do think the improved interior defensive controls might help a bit.
    LorenzoDC
    Based on what Czar was out here saying earlier, I think it's more of a technical problem of making the calculations to make it look sim with so many variables in play simultaneously.
    Think about it, that's a lot of bodies at any possible distribution of spots on the floor, with a lot of different physical attributes at once to crunch when the ball goes up and is determined to be a miss. And with that the ball trajectory and such. If they get it 95% right then 5% of situations are janky. If teams take 80 shots or so per 48 minute game than that's 8 rebounding situations per game that don't look right.
    It sounds like it's just a technical challenge at this point, not a bug.

    It could easily be technical, and it's probably my exasperation with the outcomes skewing my perception, but IMO I feel like it's more like a 60/40 right/wrong outcome on the boards if one doesn't make several slider adjustments. I hope that they can make a breakthrough soon, because it sounds like a lot of the other issues are making some significant strides, so this issue will stand out even more by contrast.
    jfsolo
    It's obviously speculation on my part, but I feel like there must be some bug that they can't find, in the same way that it was with the excessive clipping. It was such a glaring issue last year that for it to still be a problem makes me feel that this is the case. Madden had this problem with CPU QB AI and CPU play calling for the last couple of years.

    Clipping wasnt a bug but an unintended consequence of a 1st year motion/movement system implementation that seems to have been worked on quite a bit this year.
    23
    Clipping wasnt a bug but an unintended consequence of a 1st year motion/movement system implementation that seems to have been worked on quite a bit this year.

    I got that from this quote from Mike.
    “It was embarrassing,” Wang admits. “There was a bug that we didn't find until very, very late with the collision detection. That's another thing that we're working on right now. We're spending a lot of time trying to make sure you just can't go through players and stopping them when you try to run into guys.”
    jfsolo
    I got that from this quote from Mike.
    Yeah unintended, but it was more than just a bug because it was visible and worse before release so maybe they just couldn't get to it until late.
    Sent from my LG-LS998 using Tapatalk
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