MEDIA
-#WINNING
-The Living World(Gameplay Dev Diary)
- MyCareer Trailers : 1, 2,3

Operation Sports Developer Gameplay Blog posts
Mike Wang(Gameplay Director) On the core changes/improvements in gameplay
The next two go more in depth on the improvements on defense and simulation/playcalling gameplay

Scott Gallagher(defensive Improvements) & Da_Czar(Simulation)

Highly recommend giving those links a view, they're lengthy and are backed up by gameplay clips

So They Say
essentially the tl;dr section
-"Improvements"
PHYSICS

When we introduced our next gen engine a couple of years ago, we talked a lot about physics. In NBA 2K14, we were able to see some cool wins like the ball spinning in players’ hands, better foot planting and improved ball physics while dribbling. A physics engine re-write doesn’t happen overnight and we’ve had brilliant engineers continue to develop it over the past few years. For NBA 2K16, you’re going to see even more benefits from the engine upgrade.

Ball and rim physics look much more realistic now. You’re going to see long rebounds, rim rattlers on made and missed jumpers, and lots of other ball to rim interactions that we’ve never had before. Dunking and rim hangs have also never felt better. This year, the rim and stanchion respond to dunks with a true physical model. So on rim grazers, you’ll see the rim breakaway very slightly if at all. While monster rim hangs will show the basket and stanchion getting pulled down and snapping back up when the player lets go. Dunks that hit the side of the rim will cause the basket support to sway laterally and so on. And a quick side note on dunks, we’ve improved the ability of bigs to dunk from a stand when operating deep in the paint. So it feels amazing to shake a guy in the post or come down with an offensive board and finish with authority like a big should.

Foot planting was also re-written from the ground up inside the new engine, this time using sophisticated toe/heel detection, blending techniques and IK (inverse kinematics.) The new foot planting does a great job of making players feel more grounded to the world when cutting, planting or pivoting. However, the thing I love most about it is that it’s not just an aesthetic improvement. Because players aren’t able to cheat physics by sliding or radically shifting momentum it allows the flow of basketball to play out in a more natural fashion.
-New Post Game! Post has been rebuilt from the ground up and is better than ever. We’ve moved post back to a hold of L2/LT to give you quicker access, free your right thumb up for other actions, and to better mirror defensive movement. There are hundreds of new animations, better freedom of movement, lots of new moves and collisions, a new post cutoff system, and just a better overall feel to the play in the paint.
-Loads of passing improvements: faster ball speeds, better pass animation selection, completely re-written pass lane selection, ability to immediately break out of catches, step in catches around the rim, step out catches when crowded, less sliding on standing catches, boat loads of new content, and much
-MUCH more responsive defensive movement both onball and off which feels fantastic and really helps balance the game.

-"No Zig Zag Cheese*"

-"No Baseline Cheese"

*Cheese is just a term used to describe easily exploitable mechanics
Tons more info in those blog posts though

Quick Ratings
Top Rated Point Guards
Top Rated Shooting Guards
Top Rated Small Forwards
Top Rated Power Forwards
Top Rated Centers



Anyways it's out on the 25th if you preordered.

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