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NHL 12 Reviewer: Gameplay Impressions

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Day One: Initial Impressions

As I mentioned in yesterday’s initial impressions, the theme of the improvements in NHL 12 seems to be, literally, in the details. And, to be honest, the same could be said of last year’s version. In fact, I think I actually did say that a number of times in last year’s reviews.

But when you look at the whole NHL package, this is not really a bad thing. The NHL series has been a superb game for the past three-plus years. As some users have pointed out, there’s a tendency for companies to fix things that don’t need fixing, likely as a way to advertise bullet points on a box. 

I don’t feel that’s the case with NHL 12. The changes are, again, small but meaningful. And nowhere in the game will they be more appreciated by the die-hard hockey fans than in the gameplay.

Anticipation AI

The first area EA improved on is the AI, specifically adding an element of anticipation. This small touch adds a great deal of fluidity to the game, but it may be difficult to notice during your first few games.

Basically, players react logically to where the puck will be, not where it’s at now. This is sort of addition by subtraction; you might not appreciate this until you realize you’ve done less groaning about your players being out of position.

This anticipation extends into the transition game, where its effectiveness is more noticeable. No longer will the entire team switch directions immediately upon possession change. Instead, the anticipation programming kicks in, and you’ll see players push the other way in advance of a possession change.

This system is tied to ratings, so it may not be as apparent with lower-rated players. This element is really crucial because it creates a more natural flow to the game. EA likes to use the term "grayness" to describe the fluidity, and that seems to be an appropriate word. I don’t recall past versions being extremely "black and white" when it came to possession changes, but they certainly were not as fluid as this. 

Again, I think this AI improvement is one that will go unnoticed unless you know it’s there, but that’s sort of a good thing. The game is starting to look more like real hockey, and by doing so, small tweaks like this fall into our expectations of what we should see. 

Signature Traits

Going hand-in-hand with the revamped AI are the Signature Traits, an addition similar, but not quite as dynamic, as the new player roles in Madden 12.

Players are basically assigned key traits that reflect their style of play, encompassing and directing their action on the ice, both with and without the puck. There are around 15 different traits that are assigned to players. (It does not appear you can edit these traits.)

Like the anticipation changes, these traits are effectively subtle but drive the gameplay at its core. Scorers will more often force shots on the rush; offensive defenders will creep further up ice; and a player with "net presence" will set up shop near the crease. 

By staying true to their real-life tendencies, players will now shape how a team plays. There are definite differences with how teams play, largely based on the makeup of its players.

Net Battles

Sort of like battling in the post in basketball, player interaction around the net has been beefed up. Now you can push opposing player into or out of the crease. 

In my exhibition games, this system did not come into play as much as I would have liked. Since you are normally controlling the puck handler, you are not typically in a position to jostle in front of the net.

Where this addition shines is in Be a Pro and EASHL modes, where you are focused on one player. I made a big physical forward who took advantage of the net battle to fight for position. 

Compared to basketball and the key, the crease in hockey is a little more chaotic, which also makes this addition a little more difficult to use. Still, like the rest of these small additions, it is welcomed change and adds just another element of realism to the already stellar gameplay.

Physics

One of the key features touted last year was an overhaul of the physics system. The improvements continue, but they are met with less success than those found in the AI.

EA calls these improvements the "New Balance Control System," which sounds like something direct from marketing. This system attempts to take into account a player’s strength and agility ratings to vary hits thrown and received.

To be fair, the hits are well varied. I love hits where one player goes down, followed quickly by the other also dropping. These are usually hits that I go out of my way to land, so it seems only natural that my player will inevitably lose his balance as well.

I’ve also seen players stumble in an effort to maintain balance, hits that seem to ricochet the victim off of another player or wall, and off-target checks that spin the other player out of control. These hits typically look good, and they show off what the physics engine is capable of this year.

That said, I’ve seen my share of hits that don’t look good. Either there is too much clipping, or the players don’t react like you would expect. I mentioned this in my initial impressions piece, but I had a defensive player check a smaller forward behind the net, almost parallel to the boards. For some reason, this glancing hit shattered the glass. I suppose that it is possible, but it did not seem likely, especially in the replays.

The replays, which are expertly timed and produced -- more on that in a few days, often belay the engine's limitations. These "bad" hits usually look fine at full speed; it’s only when you slow them down that they look "off" within the context of the game.

The physics engine is also responsible for a fully interactive environment. Glass will break, sticks will be lost, nets will come off their moorings, etc. I think it’s a testament to the game that I have not seen much of that. The nets come off frequently, but not more often than you’d think. In my three or four days with the game, I’ve only seen one shattered pane (mentioned above). I haven’t seen anyone checked over the benches yet, but that is also possible. 

This is a good thing as these interactive elements of games are often overdone at the expense of showcasing new features and graphics. So far, that does not seem to be the case with NHL 12.

Goalies and Fighting

Goalies got some love this year, too. They are "live" themselves, so hopefully you won’t see as much clipping -- it does still crop up here and there. I have seen the goalies make more natural and logical position changes to knock down the puck. But at the same time, I’ve also seen what look to be unnatural "magic" moves that just don’t seem likely or possible. These usually occur when a goalie is prone and is then hit again, making the goalie flop around in an odd fashion.

Goalies can also fight this year. I was not too impressed by this addition. I seem to get the cue to initiate a goalie fight about as much as any other player. It also seems rather random, as opposed to being the climax of a large brawl.

Speaking of fighting, it’s unchanged and is starting to become stale. When a fight breaks out, the ice magically becomes clear of everyone else. The same pseudo-Fight Night controls are in place, and they don’t really mirror the dynamic of a real brawl. I would like to see more player interaction around these fights, and more jostling of position as opposed to the immediate"“in your face!" action. 

Final Thoughts

Beyond these additions, other small tweaks have been added to bump up realism. You will occasionally see players obviously hustling to take advantage of an opening. I like the way players will trail a leg to stay onside. Even the newly animated benches and coaches are nice.

I’ll reiterate my opening statements by saying that, once again, most of the changes to gameplay are subtle and "under the hood," but effective. This game plays like a refined NHL 11. Nothing here was fixed or refined just because it seemed like it was time for a change. 

I think the casual fan will find that NHL 12 plays an engaging and fun version of hockey, giving little attention to the new additions (save for the replayed hits). Those who have played this game in the past will appreciate the differences more than newcomers. If you are a hardcore hockey enthusiast who found problems with NHL 11’s authenticity, don’t expect this game to solve them all. 

NHL 12 is not a reinvention, but it does retain and polish what has made the NHL series a fan favorite and continual game of the year candidate.


NHL 12 Videos
Member Comments
# 1 savoie2006 @ 09/08/11 03:09 PM
The reviews here are always so fair and honest. Great write up Caley.
 
# 2 Simple Mathematics @ 09/08/11 03:24 PM
"(It does not appear you can edit these traits.)"

Why??? I don't get it.
 
# 3 ChaseB @ 09/08/11 03:34 PM
Caley wrote it, not me.
 
# 4 DJ @ 09/08/11 03:43 PM
Give the credit to Caley, guys.

Thanks for the impressions.
 
# 5 Vikes1 @ 09/08/11 03:57 PM
Nice review.

Very well written. Seems fair and to the point.

Always like reading good impressions of the gameplay.
 
# 6 Scarbro73 @ 09/08/11 05:25 PM
Very nice write up!

Have some of the demo issues been addressed in the final product? For example the double-audio glitch on shots,etc. or how about the bug where all your teammates abandon the face-off circle if you tie up the opposing centreman?

Anybody know?
 
# 7 13whitebread @ 09/08/11 07:46 PM
Makes me want it right now. 13-8 is 5 whole days arghhhhhhhhh!
 
# 8 knighthawksfan @ 09/08/11 10:42 PM
go flyers baby!!!!!!
 
# 9 nancek00 @ 09/09/11 12:50 PM
Getting it tonight! plus 20% off my EASHL player upgrades, and 3 day full game trials of madden, fifa, fifa street, tiger, ncaa. But even without that it would be worth the $$, I love this game!
 
# 10 LiberNull @ 09/10/11 10:40 PM
I hope for you US players that EA has learned from it's mistakes so you can playing online from day 1.

And great game btw... offline is actually fun this year with the improved AI (if you play ALl-Star or Super Star, Pro is still too easy imo).... unlike the ******** AI in NHL 11.
 
# 11 dxdude2004 @ 09/11/11 08:23 AM
I can't wait to get this game on Tuesday.
 
# 12 knighthawksfan @ 09/11/11 06:39 PM
go flyers!!!!!!!!!!!!!!
 
# 13 MizzouRah @ 09/12/11 12:19 AM
Quote:
Originally Posted by dxdude2004
I can't wait to get this game on Tuesday.
Me either!

If gameplay is good.. I'm going to need more vacation time to play alongside Madden and NCAA.
 
# 14 Vikes1 @ 09/12/11 02:53 AM
Quote:
Originally Posted by dxdude2004
I can't wait to get this game on Tuesday.
Add me to the list!

Can't wait to give the updated gameplay a try.
 
# 15 Revan30 @ 09/12/11 06:23 PM
I don't understand why people loved NHL 11 so much. NHL 11 to me was one of the worst EA releases since the game was made for the 360--right up there with NHL 10. The AI was downright terrible and frustrating in 11. The CPU offense would always run what felt like the same exact 3 or 4 plays once in the offensive zone and would always shoot and score from the same areas. In the real NHL, no two goals are scored the same way. In NHL 11, I felt that it was all too easy for myself and for the AI to score goals from specific areas with specific plays. I'm going to get hammered for this, but despite some of it's major flaws, that was what made NHL 2k10 and NHL 2k8 and the modded NHL 04 some of the best hockey games of the 21st century--the unpredictability factor. No two goals were scored the same way. EA seems to fail to remember that the game is not played around taking the body--instead, the game should be played around the puck.

NHL 10 was the worst because all the CPU would do is one time the puck, your goalie would go down in that God awful eagle split and allow an easy goal. You could do this right back to the CPU time and time again. In NHL 11, the stale and unevolving AI led to rather dull gameplay. The hitting was completely out of control and it was far too easy to make a pass from behind your goal line to a man who was, of course, completely wide open deep in the neutral zone.

That's another thing that EA's NHL series has lacked. For the past 3 or 4 years or so EA has poured all of their resources into creating a game that looks cool and flashy, with cool scoreboards, flashy and so-called realistic looking hits, and with little completely unnecessary aesthetic additions such as custom goal celebrations and just slapped on a label that claims the game is realistic, when, in fact, it is far from being that. And somehow, God knows why, pretty much all of the world just blindly believed EA, simply because they advertised the game as a realistic hockey game.

I've played the NHL 12 demo quite a lot and have to say I am pretty impressed so far. The new skating animation makes the game feel so much more fluid. The way both your AI and the CPU AI transition from offensive to defensive play is a BIG STEP IN THE RIGHT DIRECTION for EA. Gameplay should ALWAYS come first. Anyone who actually plays hockey can tell you that the transition game is quite possibly the most important part of winning the game. That's why every single hockey teams spends a lot of time in practice working on the break out. If this game is meant to simulate the NHL, you should NEVER EVER be able to produce any offense whatsoever if you don't have a good break out, or, at the very least, if you don't play dump and chase. I've noticed this year how much importance EA has placed on the transition game, and I'm glad to hear that in this review the reviewer noticed a difference, too.

Shattering glass, bone crushing hits, and goalie fights can get tossed out the window for all I care. I've been a fan of this series since my very first video game, NHL 97, and the series has most definitely come a long ways from those days. NHL 10 and NHL 11 were huge disappointments for me in terms of gameplay and realism. NHL 12, from what I've experienced, seen, and heard so far, will be a phenomenal way to spend my 15 year anniversary with the series. Thank you EA, for finally pulling your head out of the clouds and making what seems so far to be a spectacular hockey product.
 

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