It is a fact that with respect to the gameplay you will find frustrating moments that still haven't been ironed out, like a 2.16 player near the basket occasionally opting at his own risk to jump back to make an acrobatic shot that we have not taken. Asked instead of popping the hoop like it's supposed to, but these are scenarios that we do not encounter frequently. Generally, the game close to the basket is exactly what could be considered a pending topic for the most demanding (like me, naturally ). Besides the accession to the shooting mechanics, new movements have also been added both with and without the ball. We will find them very necessary since the defense implemented from the artificial intelligence of the game has also put the batteries from one generation to another and it will be much more challenging to find clear shots if we do not take care of the craft of blocking or hunting for spaces.
I also liked how the players in my team that controls artificial intelligence are now smarter, by way of example, making clarifications for players who are good at one-on-one or coming from the blocks to request the ball and shoot free shots. In general, small contributions which produce the game rounder if possible in the simulations. But another of the workhorses of the franchise is unquestionably the career mode, where we design our very own participant and accompany him throughout his journey from high school to his professional career in the NBA. In this variant the story is more complex and totally new, with interesting"extras" that intervene in the key moments of our player's career as if it were a real movie (and actually this is how it is conceived in the game.
In this edition the story known as"The long shadow" has been integrated in which the young player must triumph in the shadow of his dad, a deceased player that is successful. There are times for many tastes, particularly in high school, when our choices will decide on the future of the participant in the professional league. At all times we can develop particular skills of our player with games and training, but unfortunately there's also a shortcut and that's to utilize the micropayments which are available throughout the sport. The simple fact is that personally it does not seem balanced to me personally, it is much more expensive to develop skills throughout the game compared to paying pound of meat to the covetous match developer and that can be really frustrating (especially for greedy players like the person who subscribes.
The General Manager mode is really fun and puts in our hands on the hands of a professional team to handle their destinations by buying, selling or selling players with other businesses. My Team mode can also be a great deal of pleasure with a constantly upgraded card game (for example with particular cards for events such as Halloween). We can evolve the players and the team with those cards or swap them. Here too there's an apparent imbalance if we decide to use money to evolve our staff.