I'm simply terrible at scoring so far with the demo Dan. But man...when that red lamp comes on the few times it has...wow!, it's satisfying. I wouldn't be surprised though, for me to get realistic results playing "Be a GM"...I think I may have to dip the cpu's goalie reaction time a bit.
I'm hoping one day I can consider my stick skills as "limited" Rather than what they are now...which is, well...I can't use words like that here on OS.
I still get that feeling when playing 08. I think it's the R-stick controls. So much more rewarding than pressing a button.
In Be A GM do you play the games or is it like Head Coach in that you're just managing your roster and the CPU plays the games on the ice?
Be a GM is just dynasty mode with a new name and some new features with it.
Gotcha.
In another note, I finally scored!!! Put 3 goals in against Pittsburgh. Scored on a nifty backhand shot by Hossa, Zetteberg then scored a power-play goal, beating Fleury 5-hole and the 3rd and final goal was scored by a defensemen (can't recall the name) who took a slapper a few paces in from the blue line and beat Fleury high.
i'm loving the demo, but have to share a concern/complaint:
i kept hearing how this game touted the idea that "you will see a noticeable difference between 1) players of different ratings, and 2) the 3rd/4th lines will play much different than your top scoring lines..."
I do notice a difference using, say, Zetterberg, Datsyuk and Hossa compared to Flippula and others, but I understand your point. One thing that will hopefully save the day for those who want more separation is the Atrribute slider which should allow us to create more separation in on-ice ability between stars and scrubs.
I still get that feeling when playing 08. I think it's the R-stick controls. So much more rewarding than pressing a button.
In Be A GM do you play the games or is it like Head Coach in that you're just managing your roster and the CPU plays the games on the ice?
Oh yeah...I love using the analog sticks for skating/passing-shooting too. As you said Dan, it has a rewarding feel to it. I would never want to go back to using a button.
With the "Be a GM"...or any franchise mode I always play all the games, and never sim. For me...I just can't deal with the thought of the cpu deciding if I won or lost.
I wasn't superbly impressed with the demo. Honestly I find there is just way too much recycled content here for this game to be a standout one. They hardly do anything with any kind of ingenuity.
The new playoff mode is nice, but it still lacks a lot of emotion. Also I wasn't sure if all of that stuff would transfer over into the other game modes.
This game just looks and feels way too much like '09. I honestly can't justify spending $60 a year on gimmicks and roster updates. I'm glad they made some bug fixes, but AI magnet-passing is still there, not to mention other problems that I doubt are fixed in the final release. Goalie AI didn't even seem all that improved.
Oh well, I guess I'll wait and see how NHL '11 turns out.
All the new slider options - especially the attribute slider - make this game a lot better than NHL09. We now have the ability to tweak every part of the game.
I've spent some time with the demo, and to be honest there are some things that I had hoped would have changed since the build I played. It is disappointing that you can drop the gloves as any player...I like the new fighting engine a lot, but players like Datsyuk, Zetterberg, etc just should not drop 'em. Each player's fighting attribute (never, sometimes, often, etc) should factor into things. It reminds me of the "Intense Contact Controls" that 2k5 had --- every player would end up fighting regardless of who it is.
Having board pinning & starting a fight mapped to the same button is not a good idea.
CPU passing is still way too tape to tape for my liking...hopefully sliders can tone it down some in the final product.
Overall I like it, but there is still room for improvement.
All the new slider options - especially the attribute slider - make this game a lot better than NHL09. We now have the ability to tweak every part of the game.
With the depth of customization everyone should find the style of game they like to play. I tried the demo on the PS3 today and enjoyed it very much and really like the board play, puck physics and after the whistle play. I shot the puck at the goalie after the whistle went and a player tried roughing me up. It's alot of the little things that make it feel even more like hockey than before.
I am just downloading the game---going on 4 hours, but I have a question for you FM.
If they tone down the tape to tape passes, are you not afraid that the randomness of bad passes may affect the gameplay experience.
I know that in The Show, when I make the perfect pitch on the meter and the ball does not go exactly where I aimed, but instead gets labeled a meatball, I get upset.
I think that as long as the randomness is only for the CPU then that may work, but if they try to incorporate it onto the human side, i think it may be more likely to cause even more complaining.
The only difference between sports games from year to year anymore is that they get harder. The gameplay has felt essentially the same since they introduced the skill stick. Madden is similar this year, and I honestly have no idea how MLB the Show 09 is different from 08, except Mr. Met is dancing on top of the dugout this year. Game developers are getting awfully lazy. I'm a programmer, and it's sure a lot less work to make little tweaks here and there to existing code, than to write something new...
I've spent some time with the demo, and to be honest there are some things that I had hoped would have changed since the build I played. It is disappointing that you can drop the gloves as any player...I like the new fighting engine a lot, but players like Datsyuk, Zetterberg, etc just should not drop 'em. Each player's fighting attribute (never, sometimes, often, etc) should factor into things. It reminds me of the "Intense Contact Controls" that 2k5 had --- every player would end up fighting regardless of who it is.
Having board pinning & starting a fight mapped to the same button is not a good idea.
CPU passing is still way too tape to tape for my liking...hopefully sliders can tone it down some in the final product.
Overall I like it, but there is still room for improvement.
nice post...i agree. i had seen a blog (youtube) where i kept hearing this idea of more uniqueness amongst the players, and how their attributes and player type (ie. enforcer, sniper, playmaker, etc.) would stand out more. sorry, but unless i'm missing something i'm just not seeing it. i hope they look into this a bit more before the release.
when i play madden i see a big difference between good quarterbacks and bad ones, and each position...it's even noticeable between offensive linemen. however, when i play hockey, i find it hard to see the difference. and what bothers me is that the CPU is doing this tape-to-tape stuff even with their 4th line - and that really bothers me. i feel that EA is selling us a bunch of garbage. it should NOT take slider adjustments to create this.
i'm liking a number of things about the demo, but it comes back to player attributes and i want to see something better with the release than what i'm seeing here. i hope the dev's take note of this...
Having board pinning & starting a fight mapped to the same button is not a good idea.
I agree, I think they need to make use of the controller a bit more here and give fighting it's own button. There's a select button there that isn't being used for anything, make that a start fight button and make the triangle 'board play' when your close to the boards and 'tie up' when you're in front of the net, something like that.
For me, I don't care for the fighting and will likely just turn it off once the game is out. Won't ruin my experience any and if I think I need a boost at some point or I'm getting blown out I can go in the menus and turn it on.
I think sliders will fix a lot of other issues some are having but you see some people writing the game off at this point and I think that's premature because your not seeing even close to the full impact the game will have.
So downloaded the demo last night. Looks like i will be playing it allot this winter.
Things that bug me though are the hardcore passing. It doesn't seem to affect the CPU who can ping around passes way more accurate then me and with full power all the time. I can't even load up passes as fast as the CPU does it. Would just be nice if i was on an even playing field with the CPU in terms of accuracy and power.
The time it takes to load up passes is way to long. I can load up passes before i get the puck, but at times in the offensive you just don't have the time to take that extra second to power up the pass to the guy in the slot (even though i probably only have about 20% chance of connecting the pass with my awful aiming :P ).
The minimum power pass seems to be of no use what so ever. It takes ages to get to its destination and it breaks up any momentum you have.
Still playing hardcore was way more rewarding and fun. Banking passes of the boards, doing cross ice saucer passes etc. really opens up the game.
Another thing is the fighting. I thought it could be a fun little mini game when reading the previews but that was thrown out the door. First i have to admit i suck at it, but it isn't that much fun trying to figure out where to send the right stick. Usually i push too wide and don't even try to land a punch.
Even with the flaws the gameplay is really nice. Love how teammates try to get open, go in front of the net, board play really adds a dimension and passing. Just need another 30 games or so, so i can connect with more passes especially in the offensive zone.
Just finished the demo, and it has changed a bit in the gamplay department which is great, but it just feels like the same game I have been playing the last two years, not that it's a bad thing at all of course, but it just felt a little stale.
I am just downloading the game---going on 4 hours, but I have a question for you FM.
If they tone down the tape to tape passes, are you not afraid that the randomness of bad passes may affect the gameplay experience.
I don't mind the randomness of my passes...I think Precision Passing is a great addition and once mastered can be an asset offensively. My issue is the CPU still completes their passing at an 85-90% success rate --- way too high. NHL 2004 was the best I have seen as far as pass accuracy goes...the controls were iffy in that game, but both sides averaged in the 70% range in passing.
I hope the CPU pass accuracy slider has a meaningful impact on the results. Or maybe the attribute effect slider will help as well.
Just finished the demo, and it has changed a bit in the gamplay department which is great, but it just feels like the same game I have been playing the last two years, not that it's a bad thing at all of course, but it just felt a little stale.
If it ain't broke, don't fix it, imo. Look at how long it's been since they have been able to make a Madden worth buying...all because they changed the engine for no apparent reason whatsoever. I still play Madden 08 on my Xbox and I think "why abandon this? Tweak it, but don't do a 180".
I feel if they went to drastic with some changes to this superb engine, it'd be a case of one step forward, two steps back. At this point, I don't want overhauls, just minor to major tweaks. Things like board play and such.
I think about this alot when I hear the skating engine needs work. IMHO, it only needs tweaking. I use the NBA 2K series as a perfect example where "sliding" was a problem in years past. Well, NBA 2K9 was frustrating and at times unplayable because they wanted to make every step count, so to speak. And the Draft Combine is a further evolution of that thinking, where there are times the game just flat out doesn't respond to what I'm asking it to do.
I don't want this in NHL. Video games in general still need to feel a little bit "slippery" because these consoles are nowhere near powerful enough to convey the almost infinite movements the human body can make. Until that day, give me control like this game has, where everything I do happens, is conveyed in a mostly-realistic feel and allows the engine to select the best animation to convey that movement. It's not perfect, but give me the feel first, look second.
I agree, I think they need to make use of the controller a bit more here and give fighting it's own button. There's a select button there that isn't being used for anything, make that a start fight button and make the triangle 'board play' when your close to the boards and 'tie up' when you're in front of the net, something like that.
My thought is they make fighting a user 's choice at all times...whether you are trying to initiate it or the CPU (just like it was done in 2004). Have a graphic pop up on the screen where you have to hit a specific button to start the fight. I don't want to risk pinning a player on the boards with Gagne or Carter and run the risk of a fight occurring and I lose one of my superstars for 5 minutes.
For me, this takes away a degree of control and realism that I want in my hockey game.