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NHL 16 Continues to Improve

When NHL 16 was released, the reintegration of the EASHL game mode -- or at least an alternate version of what folks once knew -- got all the attention. But since release, the game has undergone many under-the-hood changes, and I do believe the game is better than it was on day one due to these updates.

The patches that have been released have added new elements to in-game arenas, including the late addition of the United Center in Chicago. On top of that, there have been multiple fixes to Be A GM, specifically fixing a morale system that needed a bit too much attention from the user -- as well as adding the new NHL 3 on 3 overtime rules. In addition, the developers have added a key feature for 6 on 6 league gaming: the ability to challenge another EASHL club.

But the most important changes have been saved for the gameplay side of things. Penalties have long been a sore subject for this series, but now you see a realistic number of penalties, as well as a nice mix of different types of penalty calls. Defensive positioning is now an actual strategy as intercepting pucks and poke check "spamming" have become more difficult (though still possible to some extent).

Using correct hockey strategy is now an effective method of playing NHL 16 -- instead of just dangling through multiple skaters. The AI has also improved leaps and bounds and will attack you in a multitude of ways both on offense and defense, forcing you to change strategies from time to time during games in order to stay productive.

The current state of NHL 16 may look similar on the outside, but the developers really have tried to make the product on the ice a better and more well rounded experience. That being said, of course I can still list off a number of things that could be improved:

  • More AI player differentiation
  • More team-specific styles of play
  • More in depth Be A Pro mode
  • More content in Hockey Ultimate Team
  • The reintegration of Be A GM Online

Nevertheless, this game is markedly better than it was at release. If you are a hockey fan, I think you owe it to yourself to at least try it out.


Member Comments
# 1 Armor and Sword @ 12/16/15 11:42 AM
Agreed! Loving this title. Highly addicted to BeAGm mode and the latest tuner has the game playing marvelous.
 
# 2 Sheba2011 @ 12/16/15 01:07 PM
As a lifelong hockey player (from the age of 3 to now in my 30's) I am probably a lot more critical of this game than most. While I have seen a great deal of improvement since launch, the on ice gameplay is still a mishmash of good and bad. Goaltending is still a train wreck though. One thing I will say is this is one of the best looking sports games and has the best presentation.
 
# 3 jake19ny @ 12/16/15 05:34 PM
After much complaining and anger out of me I have to agree 100% with this article. I am running two seasons and have not had a single moment that just ruins the game. Having a lot fun. Sure there are issues and a few missing things but I think this could be a turning point for the series and if they truly listen to the hard core hockey sim gamers at the game changer event for NHL 17 regarding offline play I see plenty of room for optimism moving ahead.
 
# 4 MizzouRah @ 12/16/15 06:59 PM
Put me in the really enjoying the game now camp!
 
# 5 Monsieur Aymeric @ 12/16/15 07:03 PM
NHL 16 is definitely underrated. I'm really enjoying BeAGm even though it doesn't offer that much compare to other sports games. However, this season has been very challenging for my Flyers. It took me some time to find the perfect sliders but I definitely enjoy it now.
The only remaining problems are the high rate of shots on goals by the CPU and the CPU passing game that is way too flawless at times. Anyway I'm glad NHL is back in my videogame rotation !
 
# 6 poulka @ 12/16/15 10:25 PM
Yes this title is a very good one. I have to say this has been a good year for sports video gamers this year. All the available titles on Xbox one have kept me occupied tremendously. Christmas break will be a busy gamer time for this gamer.
 
# 7 AdamJones113 @ 12/16/15 11:59 PM
I mostly agree. I personally am enjoying NHL 16, with its additions and with its flaws alike. Played it a ton so far and I expect to continue doing so until 17.

That being said, I think there's an important point to be made after reading your article, Millennium. Not necessarily something I disagree with, but an important differentiation that jumped out at me.

You say "Defensive positioning is now an actual strategy as intercepting pucks and poke check "spamming" have become more difficult (though still possible to some extent)." This is very true. Consistently spamming the poke check button leads to more penalties than it does turnovers. But what I thought of immediately was: yeah, don't poke spam, but on the other hand, that's my only man-to-man defensive move. Sure, there's a stick lift, but that works best fighting for the puck in the corners. Sure, there's the stick-on-the-ice defense, but as you pointed out, positioning has become successful enough to mitigate that strategy. Thus poke-checking—since playing the body and shoving rarely works as intended due to the wonky pivots and imperfect collision detection—is the only man-to-man defensive move in town.

And therein lies the key perspective on EA NHL gameplay, in my opinion. NHL 16 does the big things right (gameplay wise, I mean). It has good skating, good physical player differentiation, skilled goalies, big hits, cycling, heavy defensive pressure. As you say: "Using correct hockey strategy is now an effective method of playing NHL 16 -- instead of just dangling through multiple skaters." This is true. I have more success—and more fun—cycling the puck than just skating to the slot for a wrister. Those big things are the first and major impression on the gamer, and because the big things are right, that automatically makes the game better than it has been in the past.

But the small things are still missing, unpolished, or wrong. As Jake and Sheba have mentioned above, really hardcore hockey guys are bound to notice a fair number of subtleties missing, etc. That doesn't stop us from enjoying the game—far from it—but that still makes us believe the game can be better. Take my favourite example of of a piece of minutiae, the wide one on one drive to the net. In real life it's about getting a lower center of gravity, or outmuscling the driving forward, all while trying to maintain possession or knock the puck loose with one hand. It's a good example, because it highlights the balance between body and stick. In this game, though, it's one or another, and that's why I can't completely endorse this gameplay. There's physical separation—I love how Michael Grabner outskates everyone on the ice for me—but there's no intangible differentiation—Sidney Crosby has the same hockey IQ that John Scott does.

Good write-up, Mil.
 
# 8 spidertour02 @ 12/17/15 12:20 AM
Absolutely agreed. I'm having a blast with Be A GM right now.
 
# 9 saint0wen @ 12/17/15 12:26 AM
The fact that they haven't put out a roster update in over two months says a lot about their lack of consideration toward details.
 
# 10 froghair @ 12/17/15 12:50 AM
Thanks for this update. Might get back into the series. Question though: when setting up a season is it possible to realign divisions?

Sent from my SM-N910V using Tapatalk
 
# 11 Millennium @ 12/17/15 01:20 AM
Quote:
Originally Posted by AdamJones113
I mostly agree. I personally am enjoying NHL 16, with its additions and with its flaws alike. Played it a ton so far and I expect to continue doing so until 17.

That being said, I think there's an important point to be made after reading your article, Millennium. Not necessarily something I disagree with, but an important differentiation that jumped out at me.

You say "Defensive positioning is now an actual strategy as intercepting pucks and poke check "spamming" have become more difficult (though still possible to some extent)." This is very true. Consistently spamming the poke check button leads to more penalties than it does turnovers. But what I thought of immediately was: yeah, don't poke spam, but on the other hand, that's my only man-to-man defensive move. Sure, there's a stick lift, but that works best fighting for the puck in the corners. Sure, there's the stick-on-the-ice defense, but as you pointed out, positioning has become successful enough to mitigate that strategy. Thus poke-checking—since playing the body and shoving rarely works as intended due to the wonky pivots and imperfect collision detection—is the only man-to-man defensive move in town.

And therein lies the key perspective on EA NHL gameplay, in my opinion. NHL 16 does the big things right (gameplay wise, I mean). It has good skating, good physical player differentiation, skilled goalies, big hits, cycling, heavy defensive pressure. As you say: "Using correct hockey strategy is now an effective method of playing NHL 16 -- instead of just dangling through multiple skaters." This is true. I have more success—and more fun—cycling the puck than just skating to the slot for a wrister. Those big things are the first and major impression on the gamer, and because the big things are right, that automatically makes the game better than it has been in the past.

But the small things are still missing, unpolished, or wrong. As Jake and Sheba have mentioned above, really hardcore hockey guys are bound to notice a fair number of subtleties missing, etc. That doesn't stop us from enjoying the game—far from it—but that still makes us believe the game can be better. Take my favourite example of of a piece of minutiae, the wide one on one drive to the net. In real life it's about getting a lower center of gravity, or outmuscling the driving forward, all while trying to maintain possession or knock the puck loose with one hand. It's a good example, because it highlights the balance between body and stick. In this game, though, it's one or another, and that's why I can't completely endorse this gameplay. There's physical separation—I love how Michael Grabner outskates everyone on the ice for me—but there's no intangible differentiation—Sidney Crosby has the same hockey IQ that John Scott does.

Good write-up, Mil.
I disagree that poke checking is the only move. Positioning and forcing the man outside is my main defensive tool, and then keeping my man between the puck and the slot as I make my way to the skater for a check. Bumping a player this year is more effective at getting rid of the puck, and (especially against the AI) they are aware to avoid body contact due to this.

I think the major issue most users have on defense is two fold:

- The inherent need to switch players. This (in most cases) the easiest and fastest way to pull players out of good defensive positions and cause other AI defenders to make bad decisions.

- Rushing the puck carrier. Causes you to pull guys out of position and, again, makes your AI defenders choose between two offensive players.

Those are the reasons I think defensive positioning is the number one tool, with poke, body, and stick lift checks evenly behind.

Sent from my Nexus 6 using Tapatalk
 
# 12 Millennium @ 12/17/15 07:23 AM
Quote:
Originally Posted by saint0wen
The fact that they haven't put out a roster update in over two months says a lot about their lack of consideration toward details.
Curious where you got your information - there have been two updates within the last month to my knowledge.

Sent from my Nexus 6 using Tapatalk
 
# 13 Millennium @ 12/17/15 07:24 AM
Quote:
Originally Posted by froghair
Thanks for this update. Might get back into the series. Question though: when setting up a season is it possible to realign divisions?

Sent from my SM-N910V using Tapatalk
I do not believe you can. Would be something I'd like to see in future versions with possibly a more fleshed out version of Be A GM.

Sent from my Nexus 6 using Tapatalk
 
# 14 AdamJones113 @ 12/17/15 08:54 AM
Quote:
Originally Posted by Millennium
I disagree that poke checking is the only move. Positioning and forcing the man outside is my main defensive tool, and then keeping my man between the puck and the slot as I make my way to the skater for a check. Bumping a player this year is more effective at getting rid of the puck, and (especially against the AI) they are aware to avoid body contact due to this.

I think the major issue most users have on defense is two fold:

- The inherent need to switch players. This (in most cases) the easiest and fastest way to pull players out of good defensive positions and cause other AI defenders to make bad decisions.

- Rushing the puck carrier. Causes you to pull guys out of position and, again, makes your AI defenders choose between two offensive players.

Those are the reasons I think defensive positioning is the number one tool, with poke, body, and stick lift checks evenly behind.

Sent from my Nexus 6 using Tapatalk
I absolutely agree that pulling guys out of position is a problem, and combined with the poor pivots that makes getting guys out of position a foolish move.

The offensive CPU does a very good job of cycling, highlighted by long passes that catch you out of position.

Here's the chart I made when I recorded a full game's worth of zone entry (green circles), the first pass made in zone (yellow circles), and the shot chart (red circles):



Notice that the CPU passes early more often than not: they rarely carry the puck deep before making their first pass. That pass leads to defensive movement, which the CPU can capitalize on with their passing (super passing or regular), and bam, your defensive positioning has been rendered ineffectual.

Completely agree.

Man-to-man is another story. I'll make a chart of my defensive interactions (poke/stick lift/check) later today, but with all that moving and shaking by the CPU (very often they make a deke to the outside, which is good, but that mitigates direct contact at the blue line) body checks often pull you out of position rather than being an effective weapon. The best checks come right at the blue line, yes? Then that's rush defense, that's only a portion of man-to-man defense.

Think of the Datsyuk dangle on Logan Couture:



Couture is trying to use his body for positioning to cut Datsyuk off. When Datsyuk's positioning changes, Couture's stick is his last resort, and he goes for a poke check. In the game, if a CPU player is moving up and down the halfboards, what do you do? You can't check him—perhaps for fear of boarding, but more likely he'll be out of the way before you get to him. You can't sticklift him due to the long animation time and likelihood (since you're face-to-face) of a slashing penalty. Your only option is to poke—stick gets in there before he can make a move, and hey, if you're facing him, probably no penalty! On a rush, when your defenseman gets turned around, your option is to pokecheck.



Notice how (when the puck gets into the zone) the defender is using his body for positioning, but at the same time has his stick OUT to put more pressure on the puck? That's what we can't do on defense (works perfectly with the skill stick on offense) in NHL 16. The stick is either out in a poke animation or it's at your side normally.

That's why a defensive skill stick would be an incredible addition to the series.
 
# 15 jake19ny @ 12/17/15 09:09 AM
I think both Millenium and Adam are right to an extent. I agree with Millenium that poke check is not the only way of defending. If you play proper position you can keep the CPU to the outside or force them to dump it in. Let's not forget how important that is by the way....while I would like them to do it more, I'm glad to see the CPU dump it. I love while penalty killing (I use large box) that by playing proper position I can keep the CPU to moving the puck around the outside. I also love that the CPU will keep moving the puck around the outside until a shot or good pass opens up.

I also agree with Adam that improvements could be made. Most of this revolves around the CPU defensive AI. While improved I still have wandering teammates occasionally and sometimes the CPU defense gets caught chasing you. I also notice that sometimes on a one on one the CPU defender will skate back with you but slightly off to the side allowing you a straight line to the net. I do love the idea that you just cannot skate around hitting guys. You really have to time your hits right or your giving up an odd man rush or breakaway. Likewise trying to just skate through a CPU defender will and should result in you knocked on your butt.

Overall though this article is spot on. Despite us hardcore hockey sim guys see room for improvement the fact were enjoying this game speaks volumes and I still think they are on the right track. Cheers!
 
# 16 sportsgamer5761 @ 12/17/15 11:29 AM
I have to agree. The improvement over NHL 15 is HUGE. While I'm still seeing a few too many of the 'laser pass to rocket one-timer' goals by the CPU, and some questionable positioning by my AI teammates, I'm having a lot of fun with this year's game. Last week, I played a 5-4, back-and-forth OT game that had a little bit of everything. If they can improve the AI goalies, CPU vacuum puck and board play, the game will take an even bigger leap next year.
 
# 17 munky1307 @ 12/17/15 12:45 PM
Will they ever bring back the play creator? That was a great feature that is yet to make it to the next GEN game.
 
# 18 Pezell04x @ 12/17/15 01:38 PM
I only play EASHL, but man, I've been enjoying the hell out of it.
 
# 19 hyacinth1 @ 12/17/15 01:45 PM
Agree. Gameplay has vastly improved since release day. Only gripe is online still plays different. I also like this year the presentation is much better. They improved the atmosphere and the stadiums look unique now. Really feels like you're playing in different arena's this year.
 
# 20 crosbie87 @ 12/17/15 04:55 PM
Hi everyone,

I have taken almost a 2 month break from the game after frustration with sliders and unrealistic gameplay.

I see these comments and wondering what exactly changed the game ? Which patch was it and what did it do exactly ? Can some of you suggest a good slider set ? I am starting to get my hopes up again ...
 

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