NBA 2K10 is raising the bar again with another Championship season. NBA 2K9, the #1 selling & #1 rated NBA videogame, set the standard for all basketball videogames, and NBA 2K10 surpasses that by delivering an even better basketball experience this year with all-new gameplay components, out-of-this-world graphics, even more realistic Signature Style animations, all-new presentation elements and an unrivalled online system -- this season you won’t just play the NBA, you’ll TAKE OVER.
NBA Today - All the real world matchups, news and stats are automatically streamed right into your game providing dynamic commentary and presentation elements based upon what is happening in the real NBA.
My Player Mode – Create the ultimate NBA player and guide his every career move. Start as an undrafted rookie in the Summer Circuit; work hard enough and you may get an invite to participate in an NBA team’s training camp, or you may end up in the D-League. The road to being an NBA star is a long and hard battle.
Crews - Round up your friends and build the ultimate squad, using either your created players from My Player mode or an actual NBA team, then go online and battle other Crews for bragging rights and progression points as you try to climb your way to the top of the Crew leaderboard rankings.
Living Rosters - The 2K Insider and his team of NBA analysts continue to keep NBA 2K10 fresh with up-to-date team and player information, including roster and lineup moves, trades, injuries and player ratings. Now track all of the changes through the season with interactive menus and analysis.
Seamless Online Experience – Forget the past, with NBA2K10 online play is fully incorporated into every mode of the game. Now you can play the AI, challenge the friend sitting next to you or play your buddy across town anytime, from anywhere in the game.
Signature Play - Signature Play pulls together all of NBA 2K’s player Signature Styles and adds in all-new Signature Tendencies and facial expressions, creating NBA 2K10 teams that play and react like their real life counterparts for an unbelievably realistic NBA experience.
NEW Intuitive Offensive Controls - All-new easy-to-use dribbling and post game controls allow you to pull off ankle breaking Iso-Motion moves and dominate like Kobe from the perimeter to the paint.
Shut Down D - Shut down teams down like never before with innovative defensive controls that allow you to shadow your opponent’s every move, deny position off-ball, and even select how you want to contest shots.
According to the 2K Sports official site, the game will come to PC the same day as the console versions (06 Oct, 2009) and this time it will have the all the online features like versus play, living rosters etc.
The 2k9 PC version hasn't online stuff, but it was surprisingly well optimized and overall more enjoyable on PC than on the 360 . A great amount of mods, new sliders and rosters are released almost everyday, look at this forum for example
Wow, didn't know there was such a great community. It's fantastic! Just goes to show what a great market there is for sports games on the PC, and how much potential EA Sports games have (although, in the NBA case, the NBA 2K series are much superior).
For me the xbox version was much better, I had stuttering problems (fxd by unplugging your damn keyboard ) and xbox controller problems, the triggers didn't work and all the controls were mixed up in a blender as a result.
Probably EA decided to release it for consoles only, just like happened to NBA Live, NHL and Tiger Woods too, keeping the ps2-alike FIFA PC port.
Hopefully we'll have NBA 2K9/10, but damn, sports games are nearly console exlusives novadays. I miss the old times...
Here are some impressions, good new as I think 2k9 was teh best bball ever:
I got a chance to watch and play NBA2k10 for an hour yesterday and I walked awayn thinking one thing: If you loved NBA2k9, you are going to love 2k10. If you liked NBA2k9 but had some issues with the game, you will probably love 2k10. If you are tired of 2k basketball and hoping for a change from 2k9, you wont be happy. The game plays like a much improved, better polished and better looking version of NBA2k9.
So because I was thirsty for information so I showed up 15 minutes early and bumrushed the preview session before me (Shoutout to Zo at Zoknowsgaming.com). They were playing a game between the Lakers and Cavs . The lighting at the Q looked great. The Q is one of the brighter arenas in the game and the NBA2k10 version looked just like that. A couple of things jumped out at me from watching the game. One, the crowd noise is much improved. The crowd is much more intelligent and they cheer and boo at the appropriate moments. It appears that 2k either redid or greatly improved the crowd noise because in the hour that I played the game I did not hear any issues with the crowd. More team chants and no annoyances like the random whistles we’ve heard in past years (That’s for you, Pared). This is one of the only places that I can compare 2k10 against the Live demo and in my opinion crowd noise and both games are well done.
Two, the TV style presentation has been improved in a few small ways. There are constant stat overlays. Individual stat overlays like how many points, rebounds and assists Lebron has in the game. Other individual stat overlays like what Lebron’s shooting percentage has been in each quarter. Team overlays like the Lakers FG% vs. Cleveland’s. As for the commentary, Its good news/bad news. The bad news is there are many lines from NBA 2k9 that are used in NBA2k10. Its unrealistic for me to think that they would redo all of the commentary from last year’s game but I was disappointed that about 60%-70 percent of the lines I heard were from last year’s game. The good news is that a lot of the commentary changes are tied to the NBA Today feature and since the season hasn’t started a lot of the new commentary hasn’t been activated.
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So it was my turn to play the game and I choose the hometown Wizards vs. the Blazers. I didn’t get the chance to play against the CPU so all of my impressions are based on head to head play. Lets start from the beginning. There is a new opening intro to each game. If you are playing with the Cavs or the Celtics, you will see Lebron’s chalk toss or KG getting pumped. If you are playing against the Blazers, its just like TV. You catch the tail end of the starting lineups announcement meaning that the arena is dark and the Blazers logo and team name are flashing over the court. There is a quick overlay of the starting lineups and then Kevin and Clark talk briefly and present the players to watch in the game.
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Gameplay wise, the first thing that jumped out at me was the player movement. One of my biggest frustrations with the 2k series the last few years has been that I felt like I had to do too much to initiate the offense. If I wanted to get my teammates to move I had to call a play, for a pick or have them run off a screen. If I didn’t they just stood there. That is not the case in 2k10. Players are constantly on the move in this game. There were a number of times where I brought the ball up with Arenas and without calling a play Haywood came up and set a pick. I had other plays where Jamison would set a pick on his own and pop out to the side corner for a 3.
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I watched over 30 Wizards games last year (I’m a bit of a masochist) and I feel comfortable in saying that without calling plays, the Wizards ran their offense like they did last year. Caron Butler didn’t just stand around. On his own, he will run off screens and actually post up occasionally. I’ve never seen a small forward post up in a 2k game without calling a play. I can confidently say that it appears that the tendencies work this year.
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Playcalling has changed but not as much as I would have liked to see. This year instead of only being able to call 8 plays per team, you can call 24. The way it works is you press right on the directional pad and it brings up the play calling screen. The screen has 6 categories one for general plays and five for plays featuring each position. So if I want to call a play for Jamison, I have to press right on the D pad, then RB to highlight the PF plays and then select the plays. I’m happy that they added mre plays but the interface was a little clunky and will take sometime to get used to. One other disappointment was from a quick glance there didn’t appear to be any new plays. Keep in mind, this is based on one game but I called probably about 10 plays during the game. While the plays have new names, all 10 appeared to be plays from previous versions of the game. Its possible out of the other 14 plays that I didn’t call that there are new plays but I didn’t see them.
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It’s safe to say that help defense and defense as a whole is implemented right in NBA2k10. No more stupid random double teams. No more players randomly leaving assignments. This year, the CPU teammates will react intelligently when helping. For example, I was guarding Brandon Roy with Mike Miller and Roy got by Miller with his first step. Miller was beat but not so badly that he couldn’t recover. Now in last year’s game, two things would happen. Either Haywood (My C) wouldn’t provide me with any help or he would run over too quickly and Roy would pass it to the open man for an easy dunk. This year, Haywood stayed with his man until it was clear that Miller was beat and then came over to help. Defenders do a lot more shading this year where its clear that they are guarding their man but they are guarding them loose enough so that they can help if needed.
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I love the new dribble controls. They are simplified and easy enough for an old man like me to play. In NBA2k10, there is no button for dribble moves. You don’t use the right stick. You just use the left stick for basic crossovers and combine the left trigger for more complicated dribble moves. What’s great is depending on the player’s ability, the basic dribble moves can be enough to blow past a player. For example, Arenas’s crossover was good enough to beat Steve Blake off the dribble continuously. I tried the same thing with Deshawn Stevenson and I didn’t get anywhere.
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Random Impressions: Overall player control is better but still similar to NBA2k9. I don’t know if this is an issue but on one play I had a mismatch with Arenas being guarding by LaMarcus Aldridge on the perimeter. In my opinion, I should have been able to blow past him using speed alone but he was able to stay with me all the way to the basket and forced me to take a bad shot. Halftime show is shorter with just the team stats and a Player of the Half. There are some additions to the end of game menu. G Moments are the two-three top plays of the game and Pressbox is a slideshow of photos from the game. I saw some clipping in my game on layup attempts but nothing too bad. Sub patterns appear to be right on. The Wizards went 10-11 deep and the Blazers went 10 deep. Love the small addition of players with their warmups on. If a player doesn’t get in the game he keeps his warmups on all game. Looked at My Player for a quick second. Not much to add that you haven’t seen. Saw the Summer League arena and it looked nice. Liked that you could watch the game or sim until the coach puts you in.
-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.
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.
"I want to first get into what makes our graphics more innovative than ever: Image Metrics. Before this year, we only used a maximum of 3 different blend shapes per head, which would limit the type of emotion you see on the players’ faces. The end result had the players looking more robotic than human when running around or even in doing simple actions such as blinking. Now, with the help of Image Metrics the facial animation goes beyond what we’ve ever been able to capture before. An actor is actually recorded with a camera connected to their face to capture how facial muscles work and better document a facial animation. Now, simple animations such as blinks are not so much just moving the eyelids, but rather the cheekbones, muscles, and so much more. We took it a step further and sent Image Metrics the actual NBA footage of the players with signature expressions and signature intros, so that way we actually have the facial animation to match the body animation. We are not limiting this to the players either. Coaches, assistant coaches, and others will have better facial models and animations to bring the most realistic looking characters to any sports game you’ve ever seen."
-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.
-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.
-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.
-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.
Thanks for all the info. I got the game for $10 last year, was such a great deal. From what I understand, 2K10 on PC has full multi now? if so, I'm sold for sure. Also, I hope they fix the sound issue from 2K9. Before the patch, I could hear the ball dribble on the court, but once the patch came out, I could only hear the ball dribble in one spot. I have an X-Fi Fatal1ty Pro too, so it's not some shit sound card. Sounds great so far though.
Look at my specs, I'm getting stellar gameplay even on 1920x1080 on XP, with constant 60FPS (VSync On) and everything on High (Players Very High), with no stuttering on XP 32 and some stuttering on 7 64.
What do you guys think about system reqs? think you'll need a good computer or?
I can run NBA 2k9 at max settings, 1600*1200, 60fps (vsync on) with a C2D e6600, 2gb ram and a 4870. NBA 2K10 will use the same engine as the 2k9 version.
It's cavs Vs lakers single player(human controls the cavs).The person that controls the cavs is just a rookie but we can see the major improvemnts in spacing,mid-range AI shooting,presentation,post moves by AI and of course commentary which is just awesome.We'll have to wait for new gameplay videos to judge because we need to see good players playing against the Cpu in higher difficulty using plays,iso moves etc.
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