NBA 2K16 Breathing Life into Physics

nba2k16_gameplay_improvements

2K recently released the direction and vision the development team was given before creating NBA 2K16.  Mike Wang’s description was that they wanted 2K16 to be “as beautiful as a motion capture movie.”  In order to bring “life to the game,” 2K re-wrote its’ motion system, enhanced AI, and upgraded the physics engine to simulate movie magic.

Much of 2K’s focus was on the fluidity of player movement, better AI towards player awareness, and continued evolution of in game PHYSICS.  We have all witnessed losing control of ball handlers and/or defenders for a split second during intended defensive on-ball bumps, or chasing through offensive and defensive screens, or during unintentional ball handler collisions like the dreaded ill-advised spin move.  The re-written motion system has made interactions like these APPEAR and FEEL more seamless.   Combined with improved AI, players will look to have more purposeful movement on and off the ball, on both sides of the floor.  As shooters look to get free off the ball, they will show the awareness to change their route as defenders look to impede their progress to disturb offensive flow.  Because of smoother move transitions, good ball handlers should free themselves effortlessly as well.

https://youtu.be/IFxwLRaK5xo

New AI also includes the re-working of “rhythm features, badges, and game logic.  There should be no more bumper car- over-penetration by point guards who would normally just set up plays, and no more repeating of the same moves with STAR players that are on a HOT streak without the defense adjusting.  To enhance the feeling of the game’s INTENSITY, 2K has paid more attention to authenticating Teams’ coaching and Players’ signature styles of play.  In other words, defensive awareness and positioning will have some influence on how and where the offense should attack and late game moments will now play out differently depending upon game situations.  For example, in a close game, coaching can now have more influence as a team changes its’ defensive scheme to force other players to become X-factors in order to carve out a win.

Lastly, the continued evolution of 2K’s PHYSICS mechanics will once again reinforce the ball to player and ball to environment interactions.  Apparently ball and rim physics received major upgrades that have increased the FEEL of gameplay action.  The flight of the ball after rim contact, as well as rim, player, and stanchion contact, now have new synergy that will show the deflating sound of a brick and the impact of a power dunk with more break-away rim flex and stanchion movement in close quarters low post animations.  In order to provide a more natural looking pivot and change in direction, 2K switched its’ focus to heel/toe planting, blending techniques and inverse kinematics during the foot planting re-write also.   I must say that of all the physics improvements, I am most excited for the mass/strength mechanic as it pertains to bigger player vs smaller player collision and interaction.  Far too long have smaller players been able to hold their positioning against bigger, stronger players.  Bigs should be able to destroy, disrespect, and disregard any single smaller player with a two handed power dribble, shoulder to chest or face of defender, power dunk.

The details released sound like welcomed additions to the feel and look of NBA 2K16 gameplay.  Here is a look at the rest of the intended improvements.

New passing controls:

A/CROSS = Best Pass (gives you the best pass for the situation you’re in)

B/CIRCLE = Tap for Bounce Pass, Double Tap for Flashy Pass, Hold for dribble pitch/handoff (hold to bring the selected receiver toward the ball, release to pass or handoff if close enough)

Y/TRIANGLE = Tap for Lob/Overhead Pass, Double Tap for Alley-Oop, Hold for Lead to Basket pass (hold to make the receiver cut toward the hoop, release to pass… awesome addition!)

Stay tuned to Sports Gamers Online for all of the latest NBA 2K16 news and more tips once the game releases!

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