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| NCAA Basketball 10 and College Hoops 2K Video Game Discussion News and discussion related to the college basketball video games by EA Sports and 2K Sports. |
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#1 | ||
![]() [D] Utopian
Enrolled: May 2004
Location: Nebraska
Team: Nebraska
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NCAA Basketball 09 Community Event Recap - Part II: Gameplay (9/18)
NCAA Basketball 2009 Community Event Recap - Part II: GameplayThe following is a recap of the gameplay presentation from NCAA Basketball producers Sean O’Brien and Connor Dougan. The main gameplay addition to NCAA Basketball is“Set the Tempo.” As explained by O’Brien, “college basketball is defined by the excitement and intensity that comes with the uniqueness of each team’s style of play, and executing that style of play to perfection.” In NCAA Basketball, there are three distinct styles of play: Up Tempo, Half Court, and Balanced. - Up-Tempo: Pressure D, push ball in transition, aggressive offensively. - Half Court: Use shot clock, run longer sets, limit opponents possessions. - Balanced: Can run in transition & play half court. Each team has a pre-defined style of play based upon their roster and coaching style/tendency. These can be changed mid-game and also in Dynasty Mode. Throughout the course of the game, the tempo is measured and displayed via a Game Tempo Control meter – resembling a speedometer. Based upon time of possession (average time each player takes to attempt a shot per possession), the Game Tempo Control will show the current pace of the game and the pace each team should be striving for. Up-Tempo teams will want to bury the needle, Half Court teams will want the needle on the left side, and Balanced teams will want the needle in the middle. Half court teams will not be penalized for scoring on fast breaks or on offensive rebounds & put-backs. If teams play to their ideal tempo, they will receive a slight boost. If they are allowing their opponent to play to the tempo they desire (while not playing in their own), they will receive a slight downgrade. The key to success in NCAA Basketball 09 is recognizing your team strength & ideal tempo, and playing to each. In the pre-game screen, gamers can pick three points of emphasis. These points are based upon the style of play that team uses in real-life. These three points do not alter the gameplay, but rather are simply presentation support with the coaches in-game. During the course of the game, users will be given coach feedback. In the upper left of the screen ‘Coach Pitino’ (for example) will pop up and give feedback based upon the game situation and points of emphasis. If one of the selected points of emphasis was to control the boards and you are failing to rebound, the pop-up will stress blocking out and grabbing boards. The pop-up is also very helpful and will indicate when subs need to come into the game. (Fatigue is defaulted to ON in NCAA Basketball 09.) On the court, many animation improvements have been made. This year, there are 50 jump-shot animations. Also added to the game are a new trap animation system, allowing users to try to beat the trap with the dribble (previously the player would always pick up their dribble when trapped), and a new press & press break specific animation. Overall, the animation budget in NCAA Basketball is 58 MB, as compared to 37 MB in March Madness 08. Defensively, the team has worked on improving help defense, transition defense, and zone defense logic. Other improvements made to gameplay: - The CPU is now more aggressive going after rebounds. - Improved left analog passing. - Loose ball logic. Players more aware of loose balls. - Player responsiveness in making moves, attempting to gather rebounds/put-backs, etc. Controls NCAA Basketball uses the same on-the-fly controls (playcalling & subs) as NBA Live. The only time on-the-fly subs cannot be made is during free throw attempts. Returning from March Madness 08 is the Dynamic Post Play feature. In MM08, this feature stressed the importance of having a legitimate center. More post moves have been added, including shot-fake & go and improved post jumpers. Also included in the game are Pick & Roll Control and Quick-Strike Anklebreakers. In the pick & roll game, the development team has worked on improving pick & roll defense, trapping the screener, and enhanced the show & recover. In-game & on-the-fly, users can: call plays, make subs, change playing style, change the defensive pressure in individual match-ups, etc. This wraps up the Gameplay presentation from the NCAA Basketball 09 Community Event. The next (and last report) contains final impressions of the game at its current pre-release stage. |
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The Dude
Enrolled: Feb 2005
Location: Lincoln, NE
Team: Nebraska
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Good assessment, curious to see your final impressions. Since the game doesn't have a campus legend or online dynasty which has made hockey and football interesting....I'm very interested to see how the dynasty is in terms of realism with RPI and tourney seedings.
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Back Nine Blog- The Blog Dedicated to Tiger Gaming (Tiger 10 Review Now Up!) MaddenHQ - New Forum for NFL & Madden Talk "Nobody calls me Lebowski. You got the wrong guy. I'm the Dude, man." -- The Dude NCAA = Nebraska Cornhuskers NFL = Chicago Bears MLB = Chicago Cubs NHL = Philadelphia Flyers NBA = Boston Celtics NASCAR = Dale Earnhardt Jr. WWE = Jeff Hardy
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Freshman
Enrolled: Apr 2008
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No on the fly subs during Free Throws? I found that was the best time to do them on 2k8.
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#4 | ||
![]() [D] Utopian
Enrolled: May 2004
Location: Nebraska
Team: Nebraska
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Quote:
After playing a decent amount of MM 08, having on-the-fly subs is great but I did find myself continually trying to make subs during FTs. |
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| NCAA Basketball 10 and College Hoops 2K Video Game Discussion News and discussion related to the college basketball video games by EA Sports and 2K Sports. |
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