![]() ![]() ![]() Since you use these markers to indicate who you're passing to before selecting the kind of pass, that switch is often enough to confuse the ball handler, making them hurl the ball out of bounds or mis-time the toss. For one thing, the icons for your players, particularly in transition, will switch back and forth between your teammates quickly. However, you will find that even with the inclusion of Maximum Passing, getting around the frequent turnovers from last year hasn't fully been solved. These won't be lightly tossed either instead, your players will frequently put some mustard on these throws as they fling the ball around the court. College Hoops 2K8 tries to get around this with the inclusion of Maximum Passing, which allows you to designate a player and perform one of four different passes to your teammate, such as a bounce, lob or lead pass. Plus, the ball handler wouldn't put any power on these tosses, frequently lobbing these passes into the hands of an eager defender. Frequently, you'd throw the ball to someone you didn't want it to go to, or the lane that was open based on the play you were running would close and result in a turnover. One thing that would've destroyed the confidence of most teams, especially in last year's game, was the passing from ball handlers. While it's understandable that the crowd won't constantly stay amped up throughout the entire game, it's a bit hard to see why one basket will extend the confidence of your squad and the next made bucket will bring the hype back down to normal. The other oddity is that some shots you'll make when you're in the momentum boosting period of the 6th Man Advantage will completely reset the meter instead of prolonging it during play. Instead of quieting down, they continued their cheering and howling, which seems a bit odd considering that their noise died down when USC went to the charity stripe a few minutes later. For instance, I was playing as UCLA at Pauley Pavillion against USC, and while I'd pumped up the crowd, the Bruin fans were screaming their heads off as my point guard was sent to the foul line to shoot two shots. However, the energy of the crowd can sometimes come off at inappropriate times, which feels disjointed to the action on the court. It's a cool feature that makes the back-and-forth nature found within the college game feel very realistic. ![]() In fact, if they force turnovers or get some momentum of their own, they can completely negate the advantages of this feature. The opposing side isn't completely shut out during this energetic period. This can be just enough to give your players a way to extend a lead or make a roaring comeback when it really counts.Ĭlick here to watch the video review. This boost makes shots easier to go in for your team, and can be extended with additional shots or strong defense. If you keep this performance up, you can turn the bar red for a couple of seconds, which equates to a momentum boost for your players (which can be seen underneath the players as a marker of their confidence on the court). As the home team makes plays, getting baskets and performing defensive stops or forcing turnovers, a meter along the bottom of the screen fills up with the crowd's excitement at the game. This is the 6th Man Advantage, and College Hoops 2K8 tries to recreate this in the midst of games in a dynamic way. The crowd can also buoy their squad, making them play much harder as they feed off the energy of the stands. Of course, every basketball fan knows that this atmosphere can be enough to completely disrupt the concentration of opponents, forcing poor shots and lapses in judgment that can benefit the home team. Last year, College Hoops 2K7 focused on the atmosphere surrounding a college game, which included the student sections screaming, fans jumping in their seats and tons of school chants. ![]()
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