Over-hyped and under performing is the true story of NBA 2k11.

User Rating: 7 | NBA 2K11 X360
Let me begin by saying that I've played a lot of real life basketball. All of my review is based on how realistic and playable the game is, in relation to real life. I may be wrong, but I assume that buying a basketball simulation game is in part, to get as close as possible to actually playing the game. If not, something like NBA Jam may be right for you.

That said, I first will give NBA 2k11 credit for it's positive features:

The graphics are improved. Especially for created players. There is still an obvious quality difference in detail and textures between big players like Lebron James and smaller players like say, Anthony Morrow. It's most obvious in the skin texture, and detail like pores, imperfections, etc. Ironically, certain players look drastically better than other big name players. For instance, Carmelo Anthony does not seem to be as accurate as Kobe Bryant. Obviously Michael Jordan seems to have gotten the most attention.

The addition of contact and contested dunks is great. This had been missing and they finally added it. Players can get fouled and finish a dunk, fouled and miss the dunk, or just dunk it without getting a foul call, but still having contact. Great addition.

Increase in animations. Overall they seem to be smoother. The players transition between things better and you don't feel as locked out as you did in NBA 2k10.

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Okay, now that I got the positives out of the way, I will detail out the negatives, which, really hinder this game for people looking for realistic gameplay, like myself.

First of all, the animations are still fairly limited. Having an animation based gamed with scripted scenarios is something that doesn't work well in a sports game. A perfect example of a game that has constant dynamic play is NBA 11. There are no two player animations and it even has realistic physics that work independently between various players. NBA 2k11 does not offer this, and instead forces 2 player animations, by drawing players together with a suction effect, or having clipping issues caused by the lack of the animations triggering.

For example. If you attempt to block a layup, depending on factors like speed, angle and ratings, two players can collide in the air. Usually, this isn't a foul (that will be addressed later) but the offensive player will usually adjust the shot. If the defensive player is a great shot blocker, the offensive player likely won't alter the shot and instead "allow" it to be blocked. If the animation doesn't trigger, around 45% of the time, the defensive player will not be given any substance, in that the ball and parts of the offensive player are allowed to pass through limbs like the arms to attempt the shot. This is extremely frustrating as a defender, since you are given only the two possibilities. Rarely is a shot blocked without a 2 player animation near the basket. The exception to this is jump shots, which can be contested and blocked with better efficiency and realistic movement.

There are also a number of glitches in the game. Players do not foul out after 6 fouls and are routinely subbed back into the game after being removed for exceeding the limit. Coaches also walk out onto the floor and impede gameplay, referee's also block players from attempting to save the balls going out of bounds, AI teammates routinely chase down balls that are going out of bounds only to either grab them while standing out of bounds (say by the first row of seats under the baseline) or letting the ball contact a part of their body without any apparent effort to save the ball.

Generally, the AI is fairly horrendous, and doesn't offer much improvement from 2k10. While big guys generally don't venture out to shoot 3 pointers (except players who actually do, like Kevin Love), ball movement has been reduced and plays still hang from time to time when certain triggers aren't made. It's not that uncommon to watch the AI point guard dribble out the shot clock and then attempt a wild 3 pointer.

Offensive AI is also lacking, as players do not exploit cuts well. This can be countered by using lead passing (directional passing) with the icons in modes where you control the entire team, but modes like My Player make this increasingly frustrating. Also note that using lead passing does not work if the players do no initiate a cut, which is the primary issue.

This is also obvious in situations with pick and roll. AI players routinely do not roll to the basket when they have the opportunity, but usually don't pop for a jump shot either. Instead a big usually pauses near the screen location and then makes a choice from there. The times when they DO roll to the hoop, they usually roll directly into the player guarding them and have progress halted.

Passing with the pass button is extremely inaccurate and flawed. The game's logic for pass selection with anything other than icon passing leads to countless turnovers and extreme frustration. This was eventually patched but post-patch has not really shown to be much of an improvement.

CPU defense is routinely slanted in the direction of the computer. Players will slide across the floor without moving their feet to contest shots and CPU players will routinely gain good defensive position on you even after being beaten. While not as obvious and frustrating as 2k10, 2k11 still has a lot of similarities.

Playcalling logic for modes like My Player are lacking. Teams have no dynamic adjustments and you cannot adjust them yourself. AI opponents do not exploit mismatches and hot streaks realistically over the duration of the game. This is different if it's a superstar having a great game, however, if a role player or a 6th man is having a great game, the AI coach seems to grow fickle and move the ball to another option. Players who are heating up are routinely subbed out or iced out of play calls.

The game DOES do a good job of exploiting the player on offensive advantages from play to play, but the advantages have to be glaring (a PG trying to guard a big on the block) for the computer to even attempt to exploit it.

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Let me emphasize, this is a good game, but once you get past the Jordan fluff and put hours into the game in the various modes, you begin to see how shallow it can be in terms of the actual gameplay. My Player mode is deep and can be fun, but problems with the actual game of basketball coded onto the disk detract much of the replayability. Add in that online is flawed (to say the least) and often not even working, and NBA 2k11 falls short of a lot of the advertising and marketing buzz that was created to promote it.

Add in that NBA Elite 11 was cancelled, and it's apparent that 2k11 is and will be considered successful, but not necessarily on the merits of gameplay.