Not only did I find this brand new shot meter vastly harder
There are no going users.
Seriously, if you put movie of NBA 2K21 side by side with NBA 2K20 I'd challenge you to see the difference in the graphics. This is not a dreadful thing, since this franchise has a long history of being one of those best-looking sports games on the market, but it is a little disappointing to see how little has changed year over year. This implies last year's flaws have carried over: players still seem good, but outside of the superstars such as Kawhi Leonard and LeBron James there's something a little generic about the designs.
Some faces have too little detail and unusually large players like Shaquille O'Neal (who is rostered on the"All-Time Lakers" squad readily available in the demo) do not own the same type of enormous existence they do in actual life.
Thankfully, the more time I spent with the brand new shot-stick mechanic, the greater NBA 2K21 started to distinguish itself. The brand new shot meter, which necessitates preparing shots rather than just timing them, is used entirely with the perfect analog stick. It needs a straight pull downward (or upward, when driving toward the basket) and then centering the rod inside the sweet spot on the tube. Not only did I find this brand new shot meter vastly harder, it also fixed a handful of other problems I've had with NBA 2K for a long time.
First of all, I never have to worry about accidentally throwing up a shot when I'm attempting to make a dribble move. Pulling directly back to the analog stick and holding it there will lead to a shot, while any flicks or other faster motions will end in a rotational movement. The brand new shot meter opens up the right-stick for use entirely for dribbling moves, which contains the capacity to size-up or utilize escape dribbles. Everything feels a lot cleaner, which is a wonderful change for a series where matters were starting to feel too cluttered to control.
The shot-stick mechanic also feels just like a direct answer to problems with latency online. Even though the demo doesn't feature the capability to play online games, it's easy to find a future where many online players will be using the aimed shot meter rather than the older timed meter (that remains available via the X or square button). Rather than trying to guess just how much latency there will be with every jump shooter, it should be a good deal more efficient to pull back on the analog stick and aim the shot
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