pissed, or parkinson's?
OVR: 22
Join Date: Sep 2008
Location: Toronto, Ontario
Posts: 1,415
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Re: NHL 14 Available Now for Season Ticket Subscribers, Post Your Impressions
This is insanely long, sorry. I’ll start by saying I’ve only played offline games thus far with NHL 14. I honestly have no idea how so many people play online, or how it seems like most people ONLY play online. If that’s all I did, then yeah, I would have a supremely low opinion of this game as many others do. Default sliders straight up suck, and allow for very little variety or realism. Basically, outside of playing strictly against your real life friends, I see no way to enjoy this side of the game at all.
Anyways, some detailed thoughts after playing for a few hours over the weekend. Strictly gameplay related, haven’t touched any game modes yet:
The tweaks they’ve made are small, but they’re the best improvements to the game overall vs. the “back of the box” features (but who’s surprised by that, really?). As others have said, skating is much smoother. I was worried about this coming in, that it was going to essentially revert the skating back to how it was prior to NHL 13, but I think they’ve done a great job here. Like others, I felt the skating in 13 was a little off, though it was still a huge, huge improvement over what they were doing from 08-12. It feels like they’ve tightened it up across the board this year and it feels great. The new strafing when skating backwards/playing defense is a thing of beauty. I play defense in real life hockey, and this addition is the most true to life experience I’ve seen for playing the position in a video game since 2k’s free poke check movement (more on that later).
I suppose tied into the skating to an extent is the “new” contact physics. I say “new”, because it seems like they’ve essentially just reinstated the checking engine that they introduced in NHL 11, which was promptly removed in 12 for whatever reason. It feels more refined in 14, and is easily the best the series has ever had, though there are still a fair amount of wonky hits. I have noticed some incidental contact types of collisions, which is great to finally see. I love the addition of left stick hitting. Seriously, it’s something that seems so small on the surface, but it just feels like this allows the game to take into consideration the speed/size/momentum of a checker more so than the right stick checking. There’s an option to turn this off, but in reality I wish it were the other way around - switching all of the hitting to the left stick rather than the right would be where it’s at for me. My reasoning for this is because then the left stick would control your body movements while the right stick is exclusively for stick movements, and perhaps this would free up the right stick in defensive situations to have it be totally free moving for getting in passing lanes, poke checks, etc. similar to the 2k series. To me this seems perfectly logical, but maybe I’m missing something.
On the slider side things, I do still wish there were more of them and that they had a wider range. Having said that, to me so far it has felt like they actually do have a little bit more of an impact this year. Is it enough? No, but it’s definitely an improvement. I’ve been able to get CPU passing percentages down into the 60-68% range with relative regularity, while in years past you’d basically never see it dip below 70%. It’s still total bull****, because this is with all of their passing sliders completely zero’d out, but at least it’s an improvement. Hitting is quite challenging with the assistance slider all the way down and forcing yourself to use left stick hitting exclusively. I like this because a) it adds a learning curve to the game, something that this series desperately needs at this point, and b) it solves the problem of constantly having big hit after big hit and fight after fight all game. Another area I’ve noticed sliders having a better influence is in the aggression. With the CPU side bumped up a bit I’m able to have the best CPU forecheck the series has ever had, imo.
Random quick notes:
- New fighting is great, more enjoyable than I ever anticipated. I was taken aback at first by how frequently they happened, but with some slider adjustments and just playing a smarter game (i.e. not constantly drilling people into the boards face first), they happen at a reasonable clip and in realistic situations.
- Haven’t seen this mentioned, so it could just be me, but the puck physics appear to be improved as well. I don’t know that anything crazy has gone on under the hood, but it’s almost as if the puck is simply lighter this year. I’m getting more bouncing pucks, and shots feel a little harder by default (again, simple slider adjustment).
- At least for an offline player, the goalies are improved and feel slightly more organic. Still one of the weaker points for the series, but again, improved.
Overall, I don’t think it’s that offensive or that far off base to call this game NHL 13.5. It truly feels like a tuned, tighter, refined and more polished version of last years game. I actually enjoyed 13, so these improvements are enough to make it a purchase for me without much hesitation. If hockey wasn't my favourite sport, and/or if we had some other options to choose from this may not be the case, but unfortunately this is how it is.
For anyone looking for a big leap forward, this simply ain’t your game. The only thing that will keep me from playing multiple seasons (and I can guarantee it will) is simply series fatigue. These guys have done all they can do with an outdated engine, and at this point are spinning their tires in many areas. I know it will never happen, but I really feel like for next gen they need to split this title into 2 different games. One for the online crowd, and one for the offline. Preferably made by 2 different dev teams (I really think the current team is burnt out on the series just as much as we are - there's no passion there anymore). We are two different beasts (online players/offline players), and I just don’t think either side will ever be happy if they keep trying to balance the two.
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