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Review: NBA 2K15

By: Luke Croft

Squeaking sneakers, polygon EJ, and Brian Cardinal remaining on the game despite being retired since 2012, is it really that time of year again? Oh yes it is. Basketball season is right around the corner, and with it comes this year's annual NBA 2k basketball game. 

 

Being the clear cut winner of the NBA video game market since 2009 could have resulted in diluted, copy-and-paste annualized $60 roster updates. But 2k has seen the lack of competition from other developers (namely EA Sports) as an opportunity to go from a convincing lead to a soul crushingly overwhelming lead against it's competition. Continually polishing areas of the game such as gameplay, presentation, and overall depth & immersion of experience, and innovating in other areas of the game such as MyPlayer and The Park have been 2k's MO whilst having the upper hand. 

 

With that being said, 2k basketball games haven't been perfect. Below we have outlined some of the positive and negatives for NBA 2k15. 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Positives

1.  Player Movement

This year not only is NBA 2k15 the most gorgeous NBA game to ever be released, it is also the most realistic representation of NBA basketball. One of the biggest gripes has always been that 2k has a tendency to rely heavily on pre-canned animations. This year doesn't change the heavy reliance on these, however, the player will feel less trapped in them. Very rarely does your point guard go backcourt automatically after being bumped upon going across the time-line (a welcomed change after happening multiple times a game last year). While driving to the basket, there have been fewer moments of being suctioned to the defender in front of the ball handler, and it is easier to pass out of drive animations than it ever has been. 

 

Movement is smoother, players are weighty, and there is a real sense of reward when you make the right cut and find the space to score. Players size and a ratings (speed, agility, etc) really matter as a result. Samuel Dalembert isn't going to dribble and handle like Derrick Rose. 

 

Another big improvement has been the player collision system. Last year, when a foul was called it almost always seemed pretty arbitrary. Just as if two players went up, and the CPU decided a foul would be called. This year, there is an animation to go along with just about every foul. Whether the player wraps the other up, catches too much of the arm, or bodies them off of their shot, you are able to see the foul that is called. 

 

2. Improved AI

Gone are the days of your teammates simply standing around while the ball handler does all the work to score. NBA 2k15 features a new freelance offense system where teams will move according to their offensive philosophy even when a play has not been called. That means more off-ball and on-ball screens, cuts, and swings. Teams move like they would in real life, and offense looks more realistic and dynamic as a result. 

 

When running a set-piece, there are more options than ever. No longer does a missed pass cancel the play call, rather it adjusts. If Rondo doesn't swing it to Jeff Green off of the screen, Avery Bradley will take one on the other side of the court. It's fluid and it makes a huge difference. 

 

Alongside the increased offensive AI, comes massive improvements to computer-controlled defense. Defenders are not aware of just the player they are guarding, but of all 9 players on the court. Weak-side defenders slide in to help a player who is beat off the dribble into the lane. On-ball defenders sag off players who don't have a strong jump shot. Coaches can call for a player to be forced to one side or the other, taking away their strong hand. 

 

On top of all of these improvements has come a new shooting mechanic. Release timing, player position, angle, space for the shot, and player rating all go into determining if a shot will go in or not. This requires you to use the dribble, screens, and well-timed passes to find the space to increase the chances of a successful shot. Rather than relying simply on the shot animation to determine the timing, 2k15 features a shot meter located underneath the player (think throwing power in MLB the Show). The closer you release to the center line of the meter, the better your timing is. 

 

Players can't just force their dribble into the lane, press against their defender, or throw up crazy three point shots (although just like real life, those things happen on occasion).  The game looks and feels more like an NBA game. The player has to stay awake defensively lest they get beat easily in the lane, give up an open look, or lose their man completely. These features don't take away from the series, but rather add to the already deep immersion of series. The mixture of these elements make up for a frustrating, yet rewarding experience. 

 

3. Subtle Additions to MyGM

By far my favorite mode of the game is the Franchise mode, this year branded as MyGM. Though there is no significant overhaul to the mode in 2k15, the subtle changes add a welcomed change of pace. 

 

First, and most well-received, is the removal of the Virtual Credit (VC) paywall from virtually everything in the mode. Things such as rotation adjustments, roster moves, etc. are available from the outset. And all other upgrades are achieved through a leveling system where you gain XP for almost everything you own. VC was possibly the most controversial addition to 2k14, and the studio made an excellent decision in distancing itself from the concept. 

 

There is also upgrades to the way Draft story-lines unfold. Players can be flashes in the pan, late bloomers, or NBA-ready prospects. 2k15 features a system that simulates an entire college basketball season giving owners an opportunity to check out a players actual stats before drafting them rather than simply looking at their letter rating in categories. 

 

Game-planning takes another step forward by offering the ability to design opponent specific strategies. Want to give your star players reduced minutes against the bottom-feeding 76ers? Simply select Philadelphia in the gameplan and make your adjustments. Do you want to run against the aging Nets roster while take a more patient approach and limiting the possessions of the Cavs? You can do that too. Tired of seeing KD not matched-up against your best defender? That's an option as well. Within this is the all new scouting system that gives you team specific suggestions on how to tackle the team you have selected. 

 

Lastly, the other 29 owners in the league are no longer non-NBA conscious entities who make moves willy-nilly. Instead, all of the teams have a set culture and strategy that they try to stick to when making roster moves. For instance, in a season with Boston, I was attempting to trade the ridiculously bad contract of Gerald Wallace. Since his contract wasn't expiring, every team requested that I also send a future 1st to compensate for the cap hit in the 2015-2016 season. Teams are way better at assessing what they have, what they need, and how to use that knowledge together in building a roster. 

 

Neutrals

1. MyPlayer Mode

Last year, I was not a fan of the overhauled MyPlayer mode. The fabricated rivalry with Jackson Ellis, the subtitle driven dialogue with your mentor, the horrific cut scenes with my "agent", and Jason Richardson and his tom-foolery didn't really land for me. 

 

This year, the mode is improved. Teams feature actual voice acting from NBA players, the cutscenes are less cringe-worthy (notice I said less, they are still kind of bad), and the story of how you got into the NBA is a little better. I would still rather not deal with any of that and just play the game, but if they are going to do it, I'd rather them do it well. The removal of the constant post game press conference is welcomed, and the teammate logic is much improved. 

 

Probably the most notable change to MyPlayer is the progression system. Rather than choosing between 50 different categories to place your hard-earned VC (it still exist in this mode), you simply choose from several different packages (Jump Shot, Athlete, Rebounding, Defending, Playmaking). Each package upgrades your rating in several different categories. The change is a cleaner (if less customizable) upgrade system that makes leveling your player far less like a grind. 

 

Negatives

1. Server issues. 

It seems we can't talk 2k without talking servers. Year after year, they release titles that require online functionality to access most modes, and year after year they fail to deliver a stable server experience. Players on release day were continually frustrated by the limited access they had to the servers and thus most modes of the game (MyTeam, MyPlayer, MyGM.) 

 

Some players are still experiencing these issues, and 2k support has done very little to compensate or address their individual concerns (although a patch is promised in the near future). However, Sony started to issue refunds for the digital version of the game. This speaks volumes to the depths of the issue considering Sony has maintained a strict company policy that they do not refund digital purchases. 

 

2. Presentation Missteps

2k has always done a fantastic job of replicating the television broadcast experience of watching an NBA game. And while this year they get a lot of things right, there are still glaring issues that remove you from the immersion. 

 

Ernie Johnson and Shaq have been added to a new pregame show that takes the place of the loading screen. The information passed along at this time (starting line-ups and records) is nice, but that is the only real value that is added. The discussion is not very in-depth and often ends in EJ and Shaq joking pointlessly back and forth. 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

During the game, stat overlays are repeatedly referred to without actually appearing leaving the player in a bit of presentation purgatory as you can't press a button to skip the down time (the same for the ridiculous looking dance routines during timeouts). This, however, should be fixed with a simple patch. 

 

The most glaring presentation to me is the inclusion of Steve Kerr, long-time TNT color commentator and analyst, in the broadcast booth. It has been known for quite some time that Kerr was looking to get back into the coaching role, and it was only a matter of time before that opportunity came along. This year, Kerr is coaching the Golden State Warriors, yet still finds himself in the three man booth calling the game. 2k should have been preparing for the possibility that his role in the league might change and had a contingency plan in place in case it did. 

 

Conclusion

2k is an incredibly solid title with a few small missteps. Other than the server issues, the flaws are cosmetic and don't take away from the almost flawless on-court representation of the game that so many have grown to love.

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