Spaced Out
The first time you hit the court in NBA 2K10, something might look a bit different. Yes, you'll notice things like the improved player likenesses, including animated faces, better skin textures, and greater lighting effects. But you might also notice a sense of space on the hardwood that simply wasn't present in previous iterations. As developers put it to me, that's because the proportions between player size and the floor had gotten a bit out of whack in older games, resulting in players that were slightly larger than in real life. The team took a look at all of the player models in NBA 2K10 and made size adjustments across the board, with the result of having a slightly more open feel to the play on the court.
Of course, correcting player proportions is just one of the issues addressed in this year's game. As gameplay producer Rob Jones told me, the team wanted to address animations in a comprehensive way this year. To that end, Jones said his mo-cap team captured something in the realm of 9,000 animations during the mo-cap sessions for 2K10. And while not all of those animations were entered into this year's game, a good chunk have either replaced older animations or been added to the game. As he put it, if an animation is pre-NBA 2K9, it had less than a 50 percent chance of making it into NBA 2K10. Part of that new animation philosophy had to do with providing further definition between players. Naturally, a point guard will have access to a different set of moves than a massive center, but developers didn't stop there. They also wanted to capture the differences between how a 7-foot player moves from how a 6-foot-9-inch player gets around the court. As a result, Yao Ming will move like Yao (assuming he ever plays again, that is), Nene will move like Nene, and Steve Nash will do his thing.
New animations tie directly into the signature style feature that the NBA 2K series has been working off of for years now--this year, the series is expanding the feature into something Jones likes to call "signature play." The essential addition revolves around improved player tendencies. This year, the team went out and partnered up with the NBA scouting service 82Games.com to provide detailed breakdowns on every team and every player in the league. The result is a better and more detailed understanding of how a player reacts at any point on the floor, with answers to such questions as, "Where does a player typically like to get the ball?" "When does he spot up?" "When does he post up?" The result, on the offensive side, is that players familiar with their team's individual tendencies will know how to best utilize them and where. On the other side of the ball, if you're facing up against Paul Pierce controlled by the AI, you'll know his tendency will be either to push in and shoot or try a pro step move. And, depending on your position on the floor, you'll know how to try to stop him.
Other defensive improvements include a better sense of physical play when leaning in on a guy, as well as double-team situations that aren't just canned animations, as they were in previous games. When double-teaming a ball handler, you'll have more control over what you do as you harass the guy. If playing online, one half of a double-team duo might try a steal, while the other keeps his hands up to block a potential shot. Essentially, you won't be waiting for a double-team animation to end--you'll be interacting within it and trying to make a play.
Then there's a new rating spread, which--similar to how the developers of Madden NFL 10 extended the attribute spread among players in the game--better differentiates among the NBA's elite, good, mediocre, and Brian Scalabrine. Jones told me that in previous NBA 2K games, the player attribute spread was basically from 50 to 99; this year, that spread has been extended from 25 to 99. This is in addition to tendency rating spreads that will run from 0 to 99.