I will state first, and probably most obviously, that the lazy graphics need to be fixed, the incorrect interpretations of rules must be corrected, and the quickness of every players movements needs to be enhanced. Aside from those improvements, which I assume should be self-evident and easily managed, here are some deeper steps which would go a long way to making the games entertaining again.
Increase Gameplay Options
First up: more game modes. There's really only a couple of ways in which one can play the game: MyCareer, MyGm, and MyTeam. That's it; I mean, sure you can try your luck online with the Park, but that's just some pick up games with dudes you don't really know. Do you want to know which, of all of the NBA 2K games I have played, was my favorite? I assume you do, or else you wouldn't have bothered reading this far, person that almost certainly does not exist. NBA 2K11. Go ahead, now ask me why.
Oh, you want to know why? Well then, I'll tell you why!
2K11 had the Michael Jordan mode, in which you got to recreate 10 legendary moments from his past. But it got even better from there; because after successfully completing the challenges, you were rewarded with the Creating a Legend game mode, in which you got to take Michael Jordan as a rookie, and stick him into the starting lineup of any team in the entire league...and then play his whole career within the MyCareer structure. It was incredibly awesome! I had high hopes for similar awesomeness in 2K12 when they hyped up the inclusion of a lot more playable legends, but the Challenge mode was underwhelming - there were only, like 2 challenges for each player - although they did include another Creating a Legend mode; but if I remember correctly, you couldn't use any of the legendary players! You could take any current player and play a MyCareer style of game with him, through the course of an entire career, but that is less exciting than playing out Magic Johnson's career with the Bulls, or seeing what might have happened to the Celtics if they had Michael Jordan instead of Larry Bird. They need to bring back the Creating a Legend mode, and in complete, unrestricted glory: any player, from any era can be played, and you can choose to start him out on any team...from any era. Yeah; why not throw Magic on the Celtics, or Bill Russel on Stockton and Malone's Utah Jazz? I'll tell you why not: there is ABSOLUTELY NO REASON why not! Just do it, already.
Here's another idea: fantasy basketball leagues are incredibly popular, all so a group of people can put together fake teams and play fake games against other people, by adding up statistics. Why not take all of the math out of it? Why not allow a Fantasy Basketball League within the game itself? Why not allow billions of them? The players would set up the number of teams, the length of the season, all of it could be customized. Then they would have a fantasy draft to fill out the rosters, and then they would go head to head against the other teams in the league, not by counting numbers or watching simulated wins or losses stack up, but by actually playing against one another. It would require some extra hard drive space I'm thinking, just to make sure that all of the rosters and team names are shared among every member of the league; but wouldn't this be the most awesome fantasy basketball league in the world? The games could be scheduled, the league standings could be updated on the servers so that everyone would have access to them; and, in the main selling point: You wouldn’t have to be a slave to the current NBA scheduling system; there would never need to be an off season! Trade deadlines and salary caps would be customizable, and best of all: you could draft any player in the game onto your team, if you choose to start a league that allows the legends players in! Imagine Lebron James and David Robinson on the same team; Charles Barkley and Kobe Bryant; Del Curry and Steph Curry! Ron Seikaly and Frank Brickowski!!!!! You tell me why this is too difficult to set up, and I’ll point out to you that I don’t care, and you should really just make it happen.
And it should go without saying, that you should be able to do all of that on your own system as well, without being a slave to the infamously shoddy 2K Servers.
Currency
In the past few iterations, you earned a small amount of VC from every game played in every game mode, which was used to upgrade stats, unlock players, and progress your MyTeam and MyGM abilities. None of which I have an issue with; my main problem is that VC (aside from the server-related issues I've already mentioned) is also used as the salary obtained after signing a contract; not that it matters. Even the largest contracts available in the game pay out such minuscule amounts that the size of the contract is basically irrelevant; especially when you've played long enough to actually earn a Max deal. By then, you don’t really even need the VC for your MyPlayer anyway.
So here’s my revolutionary idea. Just use money for the contracts. But how then will the contract effect your MyPlayer's ability? It wouldn't, just like signing a contract in no way boosts the ability of actual athletes; unless you wanted to use some of the money to hire a personal trainer, who could help you boost your stat-cap. That wasn't a facetious joke, that was an actual solution. Look at it this way: did Carmelo Anthony’s max contract with the Knicks make him a better player in any way than he already was? No; it was just sort of a recognition of how well he was playing. So why should the contracts in MyCareer come with upgrade points? They should come with money; and in realistic amounts, so you can sit back and look at all of the zeros in a teams offer, and smile that little contented smirk that Bruce Willis has made so many zeros off of.
“But there’s nothing to do with all of that money“, I hear you objecting. Not yet, but if 2KSports would put some actual work into their games, they’ll know that what players are really looking for in a basketball simulator that is crossed with an RPG-style character building platform, is customization. Not just of the character’s appearance, but of his lifestyle. I want to be able to buy a mansion and furnish it with fountains that shoot kool-aid, I want to blow an entire paycheck on a Maserati and a pool, and then a shark for that pool! I want to be stupid with my money, so that I can learn to be smart - if that’s how I choose to roll with it. If not, then I can always retire bankrupt and go to work for TNT. I want to be able to throw parties at my house, and attend parties at someone else’s house. I want to play Texas Hold ’Em with my teammates, and have one of them squelch on the money they owe me - throw in some real-life, off the court issues that the players have to deal with. It doesn't have to be a full-on Sims style interaction; it might not be anything more than some snapshots and text (except for the Hold ’Em. I was dead serious about adding that as a mini-game. Who doesn't love well-executed mini-games? There were three straight months where I only played Red Dead Redemption so I could cheat at poker, get caught, and kill everyone in town before reloading and trying again).
The day-to-day, grown-up budgetary tasks shouldn't be neglected, either. You can hire business managers, marketing experts, whatever you want. Maybe you hire them out of your circle of childhood friends: they will be loyal, and won’t steal from you but they also might not be as good at the job as someone else. Maybe sometimes you get lucky, and they will be, eventually, but it will take some time to build up to it. You’ll have to hire someone to take care of the house, maybe buy your parents a new house; maybe you get married, and now you have extra living expenses because of kids. You keep finding out that you had relatives that you never knew existed, and wouldn't you know it, they not only look on with familial pride at all of your accomplishments, but could you maybe also spot them a couple of grand so they can get out from underneath a gaggle of rather persistent creditors? Just always make sure to couple choice with consequence; which is not to say that, for example, every time you go out to party the night before a game that your performance or teammate grade should suffer…but at least once in a while there should be a major blow-back from it, just to keep you focused on what should actually matter: your career, and your job.
All-Star Game
Why is it always played in the same gym, every single year no matter how many seasons you play? I’ll tell you why: because all they did for the All-Star game was animate a separate gym with some All-Star logos, and stuck that into the rotation, so to speak. When what they should have done is developed a few Logos and paint designs which could be placed over any of the courts, so that the All-Star game could float from city to city, like it actually does. It would just be randomly selected after every season. It’s a small thing, but it makes a difference.
More importantly, why is it that my Player can never participate in the All-Star events other than the game itself, and the rookie game? If my player is chosen to participate in the Slam Dunk contest, shouldn't I be allowed to participate - instead of just simulating a winner and throwing up the list?
Player Development
I said I don’t have a problem with the current VC accrual system, but that wasn't completely honest. I don’t really have a serious problem with it, but I do happen to think that it could be infinitely more effective. First off, if it were up to me, I wouldn't tie the earning of VC to your in-game performance. I might even do away with it all together. Here’s what I’m thinking: most players don’t improve by playing in the games, so much as they do by working on new skills in the gym, until they are able to successfully recreate those skills in the context of an actual game. So something like this, then:
The VC that you earn in games takes a gigantic hit; cut it waaay down, down to the point where if all you ever did was play in the games, you would never be better than a role player. You might be good enough to start on most teams, but you would never be great. But that’s the player’s decision to make, to see how dedicated to the game they are - which is also a decision which every professional athlete has to make. In addition to the small amount of in-game VC, you are allotted a certain amount of personal time per day, to hit the gym, and work out on your own, or play cards or do whatever. If you do opt to add additional training to your daily schedule, you could even choose what you want to drill: new dribble moves, a new type of shot, post moves, defense, jumping, sprints for athleticism and quickness, whatever. Successfully completing drills within the allotted time will increase your stats in that area for the next game, as well as allow you to perform the new moves you just learned - but it is limited to that next game. In order to have the upgrades become permanent, you must complete them successfully a certain number of times within actual games. Failure to do so means that after the game, your stats and abilities in that field return to their default at the start of the previous training session. You would also have a larger chunk of time available to work out in the off-season, since you no longer have games…but spending too much time can cause you to actually over-work your body, which might lead to injuries in the future. Remember also that every person in the world has an ideal weight for their size and body type; exceeding that size, even in muscular development, may add strength but it will rob you of quickness, speed, and stamina.
Also, there should absolutely be the option to simulate the workout sessions. You can just set up a schedule for a week, a month, or the entire season, alterable still at any time, but it would come at the cost of effectiveness. You will not be able to work out as many skills, and thus your stat boosts will be less - but the qualifications to make those increases permanent would be the same. So yeah, this might allow the player to simply ignore the in-game requirements, and just set up a drill/workout schedule which would function as a permanent boost, if the schedule is maintained throughout the year…but if he/she is not hitting the goals to upgrade the level of those skills from within the games, then they will never really improve.
You would also have the option to add weight training into your personal training schedule, which would allow you to add strength and size - but care should be taken not to do so too quickly. Which is to say, the game should never dictate to you what you can and cannot do in your training sessions; but there should be negative consequences for poor choices. If you put on too much weight too soon, it will harm your stamina and could even effect your jump shot; it could even lead to injuries. If you spend all 3 training time blocks on weight lifting, you’re going to be sore as hell the next day and will be rather ineffective. Afterwards, of course, the game should let you know what mistake you made - perhaps by via a mentor or coach - so that you will know not to do it again. But I wouldn't spoon feed the player the info: the team will have a trainer to walk you though it all and give you suggestions, but those suggestions will not be tailored to your specific player and body type, and he must be sought out. He won’t come to you.
Which, of course, opens up the window for you to hire personal trainers, and shooting coaches, and any other type of coach. They will take a block of your workout schedules for hiring as many of them as you wish - one per field - but come with an added bonus: aside from being able to customize the info for your specific player due to your weight, height, age, and abilities, the consistent use of trainers can cause your stat caps to increase slightly. You will never be able to max out all of them, but hiring the best shooting coach in the world could see a +3 boost to all shooting caps, but an additional +2 to one of your choice. The weight training would work the same, except that it would add strength and size, and affect many of the physical attributes. Hiring a personal trainer, instead of doing it yourself, would of course be expensive, but the benefits are the stat-cap boosts, and advice on how much to lift and how often, warnings about when you might be pushing yourself too hard, and suggestions on altering the regimen as your body ages and changes.
You even can have access to training with the great Legends of the Game at your position(s), provided you impress them. Doing so can result in learning a new set of moves, or just drastically increasing the levels of your current skills and moves - but it would still function the same as any daily workout block: training with them will only result in a permanent boost/ability to use the moves if you complete the in-game objectives to do so.
You can also choose to build a gym in your home or your own back yard, and it can be just for weights, or just basketball, or both. It will cost money, which you might not have at the outset, and it will take a few months, especially if you're building a full training complex with a weight room, basketball court, track, spa, and Pizza hut - who knows, maybe you can even throw in problems with the contractors to add to the realism - but once done, it would add an extra workout block to your daily schedules on days when you are not on the road. Maybe that is too big of a reward for it, but it should really reward forward thinking players who are looking to perform in the long run, not just those looking for a quick fix.
Here’s another little wrinkle to making use of the workout sessions: if you are invited out to a party with teammates and decline, it might hurt your standing on the team…but if you then hit the gym that night instead, they’ll know it and that negative bump you might have taken will be nullified. It won’t increase at all, but you no longer suffer from a negative impression; because they will see that you are dedicated to the team, and will not be offended.
I should also mention that in the easiest difficulties, the benefits of weight training and personal coaches might not be necessary; but in the hardest difficulties, the stats increases will be slower in coming, and harder to succeed at, so that putting in some additional, personal work would be required to reach the top.
In-game Interactions
I don’t think the teammate grade works. They can call it whatever they want, but it’s basically just an event tracker that scores how well 2KSports thinks you are performing. I would abolish it completely, because again we aren't really using VC. Instead, the game would track:
- How happy the coach is with your performance, which would be determined by how well you adhere to his game plan, and whether or not your veering from it has been productive or detrimental. Consistently failing to appease your coach could result in loss of playing time, attempts by the coach to have you traded, and even the Coach quitting or being fired.
- How happy your teammates are with your performance, which would be measured by the passes you make, your defensive effectiveness, your shooting percentage; basically, if they enjoy playing with you and think that you can help them win games. If they are mad at you about something, the grade might start pretty low for a while. Consistently failing to appease your teammates will result in having less influence with altering their playing style, fewer passes to your player, significant drop in production by all affected players, deep grumblings in the whole organization, trade requests, demands that you be traded, and even fights in practice and off-the court. Or in short, your character morphs into Josh Smith.
- Your own personal goals, that will be required to permanently boost stats or learn abilities, as mapped out in your most recent training session. May also include career related goals, such as high-score, triple-doubles, etc. These goals will sometimes be at odds with the coach and teammate expectations, and you will then need to choose to which ones you will adhere.
Another issue I have when in-game, is that you have no avenue to express displeasure with the coaches performance or that of your teammates; if they get to do so to you, shouldn't you be able to make suggestions to them? Things like: "I don’t think the defense is working"; or "Brandon Knight has it going right now, we should feed him the ball". Maybe you could even tell them to shoot more often when they are left open, or to try swinging the ball around the perimeter. Your leadership ability on the team would determine how successful these suggestions are, which would be measured not only by your teammate grade, and coaches approval rating, but also by in-game and off the court elements. Leading your team back from a deficit would increase your leadership, but blowing a game with turnovers and missed shots would decrease it slightly. Skipping out on a party the night before a game would not increase your leadership, but inviting certain teammates to lift weights or run extra drills with you most definitely would. You would also have the option, when off the court, to sit down with the coach and even with other players and discuss in-game strategy with them. Taking these opportunities - which would come at the expense of a full block of your personal time, whether you use it for training or anything else - would increase your leadership.
One of the most fundamental in-game interactions that has been missing from every 2K game since their inception back in 1995 (officially titled NBA 2K -5) is the one between you and the other team, and even the referees. Think about it; what happens in the NBA after you hit a shot over your man? You let him hear about on the way back down. If you stop his next shot, and then hit your own after that, you let him hear about it even more. Why is trash talking not even an option? It could just be automated based on degrees of intensity, degrees which you would choose when you decide to start talking. Of course, you’ll need to be careful not to start talking too intensely to the wrong guy, or at the wrong time: he could catch fire and start torching you, or maybe he gets really frustrated and lashes out physically - and maybe the refs swallow their whistle, because you've been letting them hear about it too. That would add another element to the in-game experience. Or if the two of you start going at it too hard, the refs will start watching it very, very closely and call more fouls than maybe they need to, to try and get you both to settle down. If that doesn't work, they might decide to call a technical on you.
Which you could argue about, if you chose; which of course could result in another technical, if you are too persistent. If you have a high teammate grade and/or leadership ability, your teammates would come to your defense and pull you away before you said anything too stupid. But you should have the option of jawing with the officials, too, whether it be for your benefit or your detriment. This should also include the ability to pick up flagrant fouls, and even get in fights if the situation escalates that far. Why not, because it shows a “bad image” of the league? Poor or fair, it happens to be a real image. Flagrant fouls happen; they are rarely malicious, especially in today’s NBA, but they will occasionally occur. You would have the ability to take a hard foul on a player, with the understanding that there is the risk of a flagrant foul; if it is an egregious one, you would end up being kicked out of the game, possibly even suspended without pay. Fighting would absolutely result in an ejection and a suspension, as per league policy. If you become a frequent perpetrator, you could even face complete expulsion from the league - thus ending that career. These are all elements of the game that real players have to deal with, decisions which they must make in a split second, with emotions running high; why not allow the player to immerse himself into the experience as far as possible?
One last, quick little thought: I hate most of the celebration animations for so many reasons, not the least of which is that a lot of them look corny. Even worse, though, is the fact that not every character in the league celebrates after plays, and when they do it is not always so dynamic. Think about Tim Duncan...has he ever celebrated in the middle of a game? Like, ever? Maybe, but it had to be something pretty big, because doing so is outside of his character. Why then is your MyPlayer forced to react to every dunk like he's Russel Westbrook finger gunning his way across these United States? Why can't I choose what my Player's temperament is; and if I choose to celebrate outside of that, why not allow me to do so manually? Some people prefer to see the slow, intense burn of a guy like Dirk, who reacts sparingly, to the overly effusive self-congratulatory shlock that passes for 2KSport's versions of a celebration.
Actually this is the last, quicker thing, and is actually three-fold:
- Each profile can only have 1 MyCareer account attached to it? That's stupid. S-T-O-O-P-I-D, stupid.
- You can't change any of the MyPlayer's appearance settings within the MyCareer editor. Which means that you have to leave the game mode, load the MyPlayer editor, save and exit, the reload the MyCareer...just to change his haircut. And you can change his face, but you can't change his body type, or his nickname? That's just wrong.
- Why do they have names that are only usable as first names OR last names; especially when they are commonly known to be used as either? Take, for example, my last name: Donovan. For 10 years of 2K games, Donovan has been unavailable as a pre-programmed last name (which really only matters if you want to hear the announcers say your name, but it matters to me) but has been available every single year as a first name? What the hell does the order of the words have to do with their functionality; and just as important, how many people in the world have a first name "Donovan?" Other than McNabb, I can't think of any. It is far more common as a last name. My point is...if you're going to take the time to pre-record the commentators saying the names, you might as well make them use-able.
In-Game A.I.
It needs to be overhauled. That’s about the only thing I can say; throw it out and start over, seriously, we’d all be better off for it. Or at least allow the player to manipulate how his teammates end up playing, by virtue of his leadership stats. If he notices that the point guard isn't spotting up correctly, he can make that suggestion. If he then sees that the same point guard is now spotting up correctly, but is not shooting the three when he’s open, you should be able to adjust that, too. If your big man has a mismatch that game, you should be able to tell him to be aggressive and power through the weaker player, when you notice that he hasn't been doing so. That would allow the player to the mold his team’s style of play to his own. If they don’t like you, or you don’t have any leadership, they won’t bother listening to you and will continue playing their own way…unless it has clearly become your team, in which case they will probably be more inclined to listen. If not, you can tell the coach to bench them. There’s that too: the lineups are occasionally really terrible. Why can’t you make suggestions to the coach about what lineups to use? If you’re playing a team that has gone small, and their power forward is torching yours, why can’t you make the suggestion to match their size? Or vice versa?
The speed at which the plays run need to be increased; the overall movement of players on the court needs to be quicker. The higher a team’s chemistry, the better spacing they should have, the faster they should be able to run plays, the more ball movement should there be. I think I just turned into Yoda there for a second; or at least A Puppet. The screen and roll play especially needs to be more intuitive and fast-paced. It takes far too long to tell Dirk Nowitzki to run a pick-and-pop; he’s Dirk Nowitzki. His default play is a pick and pop, unless the entire lane is wide open and then he’ll roll. The computer needs to stop holding onto the ball and waiting for the other computer pieces to develop the play, especially if the play isn't working.
Off-Ball Movement
For the computer, it needs to be there more often and it needs to be more effective: players don’t half-way cut to the basket. It doesn't happen. For yourself, it needs to be more effective. I don’t understand why the computer is allowed to grab onto you and freeze you in place, and there is literally nothing you can do about it for three seconds. In real basketball, you chuck him off of you, and maybe hit him with an elbow if things are getting heated. The spin-cut especially could be way more effective: your player currently will spin, and then run at an angle away from the basket. Every cut should be directed towards the rim, regardless of positioning. V-Cuts should also be available, since, you know, every cut you make in basketball is supposed to be a V-Cut.
And why is it that no one your team ever throws you an alley-oop? It’s capable of doing it, the computer team does it against you all the time, and you’ll have cuts that are even more wide open than the successful attempts on the other end. I’ll tell you why: because the A.I. sucks, and is a slave to the pedantic routines it has been programmed with.
Passing
The passing engine is awful, the ways in which it sucks having already been detailed; but let's break it down a little bit more to discuss how it can actually be massively improved. There are only 4 options when passing:
1) Press A and hope to god that the computer wants to pass it to the same player that you do
-Nominally, you are supposed to be able control the direction of the ball with the Right Analog Stick, but it almost always registers that you’re trying to pass it to a player other than the one you were actually trying to pass it to.
2) Hold the Left Trigger and the Right Analog Stick in particular direction and perform a “flashy” pass - which is automated by the computer, chosen at random from a list of possible such passes - and again, hope that the computer has decided to pass it to the player you think you’re pointing the stick towards.
3) Hold the Left Trigger and press A, which should result in a bounce pass…except that it sometimes just doesn't; and even when it does, half of the time the A.I.’s angle of the bounce is accurate on about half of them (that's 25% accuracy, for you math majors), so instead of slipping the ball in between the defenders, as often as not you bounce it off of their torso. Best of all is the fact that you might tell it to do a bounce pass, but sometimes it just won’t.
4) Press down on the Right Bumper and hit the button corresponding to the player to whom you are passing the ball. This is really the only way to be sure that you are passing it where you want, but even then many of the random pass errors that I have already detailed will still occur. Aside from that, there is another huge issue with the Direct Passing system: say that there is a substitution, and Kevin Durant - who had been at the Small Forward position (X button) before - slides over to the Power Forward (Y button) slot for a while. Here’s the problem with that: the openings for passes are narrow, and if you take the time to double check the letter over Durant’s head, the window may have closed. So you just press X out of habit; you noticed almost immediately that he had the Y over his head, but your fingers reacted faster than your eyes. This usually results in a turnover, and is completely unrealistic because, in the real world, you don’t say: “I want to pass it to whomever is playing at the small forward right now;” instead, you say “I want to pass it to Kevin Durant right now. That Kevin Durant, the one standing right over there.” And then you pass him the ball. There is a very simple fix for this: allow the player to specify specific buttons for certain players, regardless of their positioning. That way, Durant is always X, or Y or whichever button you want him to be. If he’s actually playing at the 4 position, and would default at the Y button, no problem: the player in the small forward position, who would normally be X if Durant had not been on the court, would be assigned the Y button.
Now, hang to your reality caps, cause here is where it gets crazier than a pillow vs. pillow Pillow Fight! When actually passing a basketball in what I like to call "the real world" - and which MTV likes to call "Reality TV That's About as Real as a Strippers Boobs", you have control over not only who you are passing it to, but also:
- Speed of the pass
- Angle of the pass
- Height of the pass
- Which hand/side of the body or basket you are placing the pass on
- Which hand you are passing with
Guess what? None of those are controllable in 2K14. You can choose who to pass it to, and whether or not it’s going to be a bounce pass, but that’s it. Endless as the stars in the Wyoming-midnight sky are the times I've tried to make an entry pass into a big man that has his defender sealed off, and is placed near to the basket to my left - I should also add that my own defender is to my right side, leaving on the left a wide open passing angle to hit my teammate - but rather than simply make the simple pass that any simpleton could simply dump down into his hands, the computer (which controls how my character is going to pass the ball, remember) opts to lean over to my right side, towards the defender I just took such care to avoid, and try to wrap the pass around the right side of his body, where it would then have to bounce past the other defender in the post, who from this angle has an easy steal on the ball. You might not believe this, but it results in a turnover. All because the passing A.I. makes the wrong decision 9 times out of 3. That is not a typo.
Here’s my solution: let me control every facet of the pass. I’m thinking that once you’re passing stats reach a certain level, you gain the ability to control all of these in a bullet-time sort of sequence, which I would call Court Vision. It would not be very long, of course, maxing out at 1 full second, and would occur after you initiate a pass to a teammate. Once the Court Vision begins, you can then quickly choose the type of pass - be it a lob, bounce, chest, or whatever - and to which hand you’re going to throw it. You can also determine the speed of the pass, by borrowing from a previous incarnation of NBA 2K: if you tap the button quickly it will do a slow pass. Hold it down all the way and it will fire that baby in there like a fully-’roided up Roger Clemens. Holding down the Left Trigger and the A button would still initiate a Court Vision bounce pass sequence, where the angle of the pass can be determined. But in this case, tapping the pass button lightly will result in a near bounce that will float a bit higher, while holding it down will bounce it quicker and nearer the player to whom you are passing, to hopefully pass underneath the outstretched hands of defenders.
The higher your passing stats, the more time you’ll have in Court Vision. You can move the camera around freely if you choose as well, but remember that the window to adjust the angles on your pass should are short, so expedience is a must. Wouldn't you feel like a boss, and isn't that how 2KSports wants the customers who play their games to feel? There would still be some degree of error on the pass, just as you don’t always put the ball exactly where you want it to go in real life; and there’s also the fact that sometimes where you want to place the ball might be the wrong place. That’s perfect! As long as the mistakes were my own, I can live with them and hopefully improve. But to consistently miss easy passes just because the A.I. that controls the passing angles is more useless than the first window of a drive-thru, is maddening.
So that’s it, the end of my interminable review. I hope it didn't cause you to lose all hope in humanity, question your entire existence, quite your suddenly meaningless and un-fulfilling job, and move up to the Yukon territory in Alaska to be closer to the Earth, before finally remembering that being closer to the Earth usually also means being further away from the internet and every other form of entertainment - not to mention getting really filthy and old-man stinky in the process - and so you move back to civilization and start updating your resume.
B.T. Dubs, here’s some free advice: company’s love it when you use Wing Dings!
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