para arcard....
mira,con todo el respeto del mundo,solo con decir que en este juego los gráficos son malos,y que los jugadores no se parecen en nada...has quedado totalmente incapacitado para opinar de este juego ,o cualquiera de basket,al menos para mi.Porque vamos...tela.
Los gráficos de ESPN NBA2K5 son ABRUMADORES,y no hay vuelta de hoja.
Luego ya el juego te puede gustar más o menos,claro.
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A los demás,leeros esta "review" de un forero bastante fiable de los foros oficiales :
My ESPN NBA 2K5 Review: Nearly Basektball Nirvana
This years basketball game is overall an excellent game, however a few nagging problems prevent it from being the dynasty of all basketball games. Nevertheless, this game represents the closest thing to real basketball than any other game made thus far.
I hope the following makes it clear that I base my opinion on the facts of the game, and try to be both critical and positive towards the game in the evaluation. I will use the 3 categories of graphics, sound, and gameplay, and incorporate things that can be done better or should be fixed in the review.
GRAPHICS 9.5/10
Next generation consoles have never seen a basketball game as realistic looking as this one. This is easily the nicest looking basketball game on any platform, by any company, to date.
Player faces are incredibly accurate. From star quality players to lesser known ones, it's easy to see the similarity, and for many of them, their appearances are spot on.
Player bodies are also incredibly accurate. The range of body types and proportionality of them from head to toe represent the basketball athlete's body, moreover, the particular player's body, better than any "sports" game I have seen. The sizes, shapes, muscle definitions, everything, are all remarkable to look at.
Arenas accurately portray the actual arenas in the NBA. Just go to the
http://www.nba.com site and find the arena search section of your favorite teams arena, and compare that to the game, and you'll be hard pressed to find any diversion between the game arena and the actual arena. Floors, paint, banners, architecture, all look more real than anything I've seen before, so much so that it begins to border on representation by actual photography (acknowledging arenas are of course created in the games based on the actual arenas). However ESPN makes them look more realistic, and makes them come alive, like no other game before it has been able to.
SOUND 9.5
Like or not like Bill Walton, the fact is, when discussions of basketball announcers begin, his name invariably pops up. I personally think having him in the game is great, as it adds to the broadcast realism of the game. However he has far too few lines in the game, which detract from what could have been his great presence.
Stadium sounds have been definitely enhanced. Crowds are louder and smarter. One particular thing I like is that fans now cheer or boo not just for a particular play, but the cheer lasts beyond the particular play they are reacting too. Additionally, boos and cheers will be more or less intense depending on the situation in the game.
On the court sounds are done well again this year, though there's nothing new that I can tell about them. However I have not played with the on the court sliders, so it is possible there is more player chatter than before.
Overall however, a fine job, and with a little more in the way of announcing and perhaps more court chatter, the sound aspect of the game will be nearly perfect.
GAMEPLAY 9.4
The gameplay has made some definite improvements, and with the exception of a few issues, the gameplay is the best in the business. Period. Out of the box the game plays great, and problems seen in last years game such as a high number of offensive rebounds, and ease in driving to drive to the basket, simply don't exist anymore.
First of all, the AI of both the computer controlled team, as well as the user controlled team, is fantastic. You will see players running off picks, setting screens, calling for the ball, and just about everything you'd expect to see in a real game.
On higher difficulty levels, you need to understand passing lanes, make quick decisions to take advantage of open spaces which close quickly, and understand and implement man and zone defenses to stop the different play styles of the different teams. Unlike last year, games this year have a definite flavor of actual team styles, so you will have to adjust your strategy on both offense and defense to counter this.
However on the negative side, the CPU won't call time outs as often as it should late in the game. While this is only one aspect of the larger overall great CPU logic, it nonetheless is a frustrating omission, and hopefully can be remedied in on on line patch, and certainly fixed in next years version.
Playbooks have been expanded and you have a host of authentic team specific plays to choose from in playing your game off or on line. There are 4 generic plays that are set as default, however the neither you nor the CPU are limited to those.
And in fact, one aspect of the great realism in this game, is that the CPU regularly calls numerous different plays throughout the game. Moreover, the CPU teams don't pick any plays just to pick different plays. CPU teams will actually run their offenses very similarly to how their real NBA team counterparts run their offenses. That's just awesome.
The same holds true on the other side of the ball. Teams who play tighter more pressured defense, teams you expect to play certain types of zone defenses, and others teams who rely more on man defense, (both as a general strategy as well as an individual game and time specific strategy), will all do so.
The animations are again top notch, and have never looked better. There are new dunk, layup, dribble, and shot animations, and they all look smooth and realistic. Simply put, the quality and quantity of animations is excellent.
However some animations, particularly the dribble animations take too long to complete. For example, when using isomotion2, crossovers take what seems to be 1 second too long to finish, and essentially prevent you from taking control of your player until they are finished. This can cause some confusion in control, and frustration as well, and I would like to see them shortened ever so slightly next year.
As it is now, a crossover animation almost lasts as long as it takes for your player to get completely past his defender, while all that should really be necessary is that your dribbler gets one or two steps past the defender, and then control returns to the user. Of course you can also cancel out of the crossover, but that's not the issue.
The new momentum feature has received mixed reviews, but I for one think it's a great addition. For anyone who's played ESPN NFL 2K5, you might remember that moving your runner in any direction too quickly will cause that runner to stop and plant to change direction. That caused alot of frustration for gamers as well. That is until they learned that there is a logic to it, and could be avoided with an understanding of actual player movement.
The same holds true in ESPN NBA 2K5. If you're dribbling up court and the ball is in your right hand, and move quickly to the left, your player has to plant his foot to move left, if even ever so slightly. I've seen people complain about these automated animations that occur when this happens, but that's exactly what is supposed to happen. Once you understand this, and begin thinking of actual player movements, you will come to appreciate the level of realism this allows and how it only enhances gameplay.
And knowledge of user control actions (see below) will also improve your ability to understand the new momentum feature, and even how to avoid it (all the while retaining the realism that the momentum brings).
For example, gently push the left stick to the left before moving all the way left with your player, and he will quickly switch hands so that the ball is now in his left hand. Now, if you decide to dribble left, the automated animation won't occur since you then won't need to plant to move in that direction.
That's the logic to it. And as I mentioned, that's also the beauty in it, it's realism. In real life if you know how to dribble and have basic motor skills, you will advance the ball fluidly and effectively. If you don't know how to dribble and have mediocre motor skills, you will look like Jim Carey in the basketball scene from the movie The Cable Guy. ESPN NBA 2K5 gives you that same realism in the game.
The defensive stance has been removed from "user control" in the game, and is now automated. As long as your defender is in front of the ball handler, it will occur automatically. I don't have a problem with his since there is still some skill involved in keeping your man in front of the ball handler, however it should be an option to include as a manual control for people who want it.
Nevertheless, as far as actual ability to play defense goes, having a manual option as opposed to it being automatic, seems to me to make no difference in ability to play tight good defense.
Boxing out on rebounds also occurs automatically, and the same analysis applies to the automation here as it does to the defensive stance. Next year there should be an option to include it for those who want it. However as it is now, you still need to get position under the basket to start the automated box out, and that means you still need to use skill to do so.
And speaking of rebounds, I think an excellent addition this year is the place of an icon in the paint that represents where you should fight for position to get the rebound. It doesn't guarantee you will get it if you're there, since you have to fight to get better position than someone else, and still time your jump to get it. But it really makes rebounding alot more fun and gives a feeling of real control when you do pick one out of the air.
However I would like to see next year something similar to the competitor's ability to hit a different button and either rebound, tip in, or dunk the ball. As it is now, from what I can tell, the decision to rebound or try to tip the ball in depends on the computer logic. I'd like to have that decision myself next year since it makes the decision on what to do a more strategic action with more risks and rewards in choosing one option over another.
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SOME NOTES ON USER CONTROL
Lastly, there are an incredible amount of moves available to users this year, but unfortunately the manual and in game instructions don't illustrate them. So briefly I will mention some here, and of course, it's suggested that you practice these moves in: GAME MODES: STREET: ONE ON ONE play.
Arrow BASIC DRIBBLING:
If your player has the ball in his right hand, a soft push left on the left stick will move the ball to his left hand.
If your player has the ball in his left hand and you attempt a crossover (either with the B button or the right stick) to the left (in other words, in the same direction as the ball hand), the crossover will be a hesitation dribble. However if you attempt a crossover in the direction opposite the ball hand, the crossover will be the traditional crossover.
Spin moves can be accomplished by doing the basic crossover above, but by also pulling the R Trigger as you do.
Arrow PRO HOP:
The pro hop is easy to do, just press Y and your player will do it. However if you also pull the R Trigger while you press Y, the pro hop will be a spinning pro hop.
Arrow DROP STEP:
Pulling the L Trigger will post your man up While still holding the L Trigger, push the left stick either left or right and press B, or alternatively, push the right stick either left or right, and your man will perform a drop step/180 degree spin off his defender (if successful).
A variation on this is to do the same thing as above, but also hold the R Trigger while you do. This will also cause you to spin off your defender, but it won't be a traditional roll off spin. Instead your man will first face him up, and then spin away from him. So it's more like a 360 degree spin.
Arrow UP AND UNDER:
To perform an up and under you need to be IN THE PAINT. Once you are, simply pull the L Trigger to post up your man, and then push the left stick in the direction you want to up and under towards, and tap X (just like you would if you wanted to pump fake). Your man will perform the up and under, and then you can decide to lean in, left right, or back with the left stick as you hit X to shoot.
Arrow HOOK SHOTS:
Hook shots are also under user control this year. To perform a hook shot, pull the L Trigger to post up your defender. While holding the L Trigger and pushing the left stick up towards the basket, press the X button. The player will attempt a hook shot.
Note if you push the left stick left or right, the shot will not be a hook shot, but will be a leaner in either direction. And if you want to perform a leaner into the defender, do the same thing you would to shoot a hook shot (ie push up on the left stick), but instead of holding the L Trigger, release it as you press X. This will cause what would otherwise be a hook shot to instead be a leaner in.
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Well that's my review, with some hints on controls that I hope help some people. Overall I give this game a 9.4. The slightly lengthy dribble animations don't trouble me greatly, but had they been just a little bit shorter, and if there had been no CPU late game time out omission, the game would have been rated closer to 9.7 and even 9.8.
http://www.espnvideogames.com/community/forums/viewtopic.php?t=47819&sid=00f7299242607130a44743f5539b8e6c
Este año,el ESPN NBA 2K ha mejorado BASTANTE