One thing that's frustrating in BFTC mode (on all star) is that when I try to cycle I have to make sure there are no defenders in the passing lane whatsoever or it will get deflected / intercepted. Realistic right? Sure, except that the computer can endlessly cycle and make passes tape to tape even when it looks like my players should be able to get a stick on a pass or two and break it up.
And I still would like an explanation as to why the pass button is randomly rendered useless when the computer is nearby pressuring me. I've played the demo on both consoles and the same problem persists on each, so there is no way this can be just a problem I'm having. Any idea what the problem might be Redshirt, or is it done intentionally for some reason? I imagine this will be very frustrating if it happens during online play.
-The new puck physics are almost identical to last year....the puck doesnt flutter or flip or carom realistically especially when deflecting off of things. And when it does, it seems almost unnaturally forced to appear as if improvements were made. EA seen how NHL 2K9 set the bar for realistic puck physics, I dont know why they couldnt meet or exceed their efforts last year.
You really feel they are the same? I play the game and I get bounces I never had in NHL 09.
Quote:
Originally Posted by DarkFudge
- The new board play seems more like an addon module then a seamless infusion into the gameplay. And where is all the riding and checking up into the boards and roughhousing. I was expecting to see improved ragdoll effects of bodies colliding and interacting with each other on checks and hits into the boards. I just see 2 players suction into each other and free the puck up whenever this new board play is enacted. maybe thats the problem...it feels enacted rather than just part of the gameplay
I really don't feel that it's added on. You can instantly enter and leave it, it doesn't change any camera angle and it looks like a normal part of the game.
Quote:
Originally Posted by DarkFudge
-The after the whistle scrummages are simplistic acts of robotic 3 stooges scenes with players artificially 'CLUNKing' and 'POWing' each other rather than having fluid shoves and pushes. They seemed added on and canned just for effect. It should flow more realistically. It looks a bit corny.....Most real life scrummages occur when a player gets too close to a Goalie after a whistle, then the team rallies around to protect him...I dont see this (yet?).
I agree with this. This part wasn't done very well.
Quote:
Originally Posted by DarkFudge
-Face Off battles still are overly simplistic, lack a fight and struggle to gain possession and fall far short of the realism that NHL 2K9 implemented last year.
Yeah, I guess.
Quote:
Originally Posted by DarkFudge
-the 1st person Fighting sequence....CORNY! These seperate perspective gameplay mini games detract from the flow of the game and should have been left back in the days of the Super Nintendo Punch Out in the late 80s. Give us a realistic fighting engine that plays out in the same camera angle as the game your playing...again similar to the way NHL 2K9 incorporated it. Just make the fight engine realistic.
NHL 2K9's fighting was realistic? Two punch options, no block option, and you're wrong, it did change the camera angle.
Quote:
Originally Posted by DarkFudge
-Even the new additional Goalie animations almost seemed canned and lacked fluidity and feel as tho they were modules added on rather than occuring appropriately in response to the action. At least some of them do. They are inferior to the goalie animations and reactions of NHL 2K8 which had the best of any hockey game to date.
I haven't noticed any cann-iness in the animations.
Agreed on all points. Honestly I really LIKE fighting in 10, and I can deal with the removal of other players/refs on the ice for framerate reasons. You can block, jostle for advantage, pull the opposing fighter forward to sneak a shot in. It actually resembles real NHL fighting and if people gave it half a chance rather than just say "its stupid its a gimmick" they might see that.
Not sure what Fudge means with his boardplay comment, its not like its a mini game, or pulls you out of the game, its fluid, it works wonders on the forecheck and adds a huge real life element that was missing from the game.
I've seen a few people talk of the supposidly "forced" or "pseudo" puck physics as well, which almost comes off to me as people refuse to let go of the stigma that gameplay in an EA Sports game has to be scripted. I've seen all sorts of bounces that turn into goals just on the demo that would have never remotely been chances let alone scores last year. Perhaps the puck could roll on edge more and those people would be happy I don't know, but to say the puck physics aren't an improvement over last year is flat out wrong.
One last thing, I really don't understand the whole "the game isn't like I expected it would be" With all the info, media, raw footage, inteviews etc etc we've gotten since E3 what did you guys expect? Seperate Human/Cpu sliders and more of them. The gameplay itself is improved big time, the'res improvements to BAP and EASHL, and dynasty mode has been rebuilt from the ground up. What more did you want really? Bout the only thing missing is 2k style arena's and more presentation options. I think I can deal another year with all the improvements that actually did make it in this year.
Agreed...
Those who say this game is no different than 09 are absolute fools, IMO. I traded in 09 after a month...HATED it. NHL 10 may be the best game I've ever played.
I haven't had a powerplay play in sooooo many games now. Arrghh come on sliders!
One thing I reckon does make a difference is the fighting. Fighting seems to give some momentum and can add to gameplay opportunities...however, I do agree that mapping the fight option to the boardpin button can be frustrating. I try to use the brawlers to set the tone but I get called for holding penalties that don't lead to a fight!?!?
It is frustrating me that the cpu never gets called for a penalty either. I try and rough it it for a fight and get a bad deal...hmmm. I hope this can be addressed somehow in the retail game.
I tell you what, if you do not use boardplay, nhl 10 will seem like 09, I love sending the puck into the oppositions zone to scrap it out but timing is crucial otherwise the cpu walk away with the puck.
One last thing I am not to happy with is when the goalie goes behind his net to control the puck and the pass sensitivity all too often sends a soft pass behind the net and the cpu can be all over it. The goalie goes for the puck automatically and can be under some close attention and when he passes a goofy soft pass it just seems unfair. The pass sensitivity thing needs work.
When I get the game I am jacking up cpu pass ineffectiveness and cpu penalties and hopefully there may be a difference. At the minute without sliders the pass sensitivity only seems to disadvantage the human.
personally, i've played the demo enough...i'm now going to set it aside. i'm looking forward to the actual release so i see no reason to wear the demo out. i'm guessing some things will be tightened up a bit and it's obvious by some of the banter here that we've pretty much worn out this thread...
How could someone's opinion be considered inaccurate? It's a personal opinion. It's entirely subjective. You're taking the position there's a right and a wrong here when there is none.
Oh man...here we go.
Hey, I completely understand what an opinion is and all the stupid little protections that go with waving the 'its just my opinion' flag, okay???
But...
Ignorant people let people roll a bunch of BS of the end of their tongues while giving way to the 'opinion protection act'.
Opinion or not, BS is BS.
For example in the case of which we speak--comparing NHL 09 to NHL 10--it is absolutely rediculous to say the games are nearly the same even if IT IS built on the same engine with improvements and tweaks made to it...like nearly every sports game OUT THERE.
I'm not going to sit here and list why the game is different. Its tiresome and repetitive...
but I will sit here and say it baffles the living s*** out of me when someone can't see the glaring differences in the game this year.
Just the offence generated from the point, the boardplay, and the goal variety combined with the teammate AI which actual moves in effort to create offense have changed the game dramatically.
To deny that fact is to also claim incompetency with a smile.
Hey, I completely understand what an opinion is and all the stupid little protections that go with waving the 'its just my opinion' flag, okay???
But...
Ignorant people let people roll a bunch of BS of the end of their tongues while giving way to the 'opinion protection act'.
Opinion or not, BS is BS.
For example in the case of which we speak--comparing NHL 09 to NHL 10--it is absolutely rediculous to say the games are nearly the same even if IT IS built on the same engine with improvements and tweaks made to it...like nearly every sports game OUT THERE.
I'm not going to sit here and list why the game is different. Its tiresome and repetitive...
but I will sit here and say it baffles the living s*** out of me when someone can't see the glaring differences in the game this year.
Just the offence generated from the point, the boardplay, and the goal variety combined with the teammate AI which actual moves in effort to create offense have changed the game dramatically.
To deny that fact is to also claim incompetency with a smile.
Another example:
I just went and visited a Blues Blog written by some dude for an online St. Louis news source. He is previewing his line combos for the upcoming season and gets through the first three lines and hasn't put Kieth Tkachuk, TJ Oshie, or David Perron anywhere on the squad.
A total WTF is wrong with you moment and the comments below were not merciful.
But...low and behold...its his opinion. Yes indeed, an absolutely laughable, horrible, credibility-sinking opinion, indeed.
I think there's only one thing that I absolutely hate in this game.
Due to my luck, or maybe the fact that I play Detroit 99% of the time in this demo, I usually end up behind. Possibly by multiple goals, but a lot of times, I end up with the final minute and pulling my goaltender.
Now I don't have a huge problem with this kind of thing happening every once in a while, but whenever the CPU gets the puck and you have an empty net, they can put that thing on net from what seems like anywhere.
Last night, for example, Tyler Kennedy received the puck and was about to cross half ice, when I slammed into him with a hip check from Kronwall. Kennedy lets go of the puck, and it literally goes RIGHT down the middle of the pipes for an empty netter.
I've seen this kind of thing happen way too much with guys that have somewhat suspect hands. Not only can the player NOT put the puck on net from behind the blue line (corner dump/hard around), but the CPU can do it perfectly from behind the RED line? This shoulda been addressed.
Realm, I never stated he was wrong in saying that the game is different. Or that Scott was wrong for saying the presentation & graphics are largely unchanged. Or that FF was wrong in saying he doesn't see a big difference between 09 and 10. As a matter of fact, I feel no need to tell anyone they're wrong, or maybe more importantly, that I'm right.
I'm simply asking that we don't debate the idea of someone's right to express their opinion, call each other trolls, point fingers, etc, etc, etc in the thread dedicated to giving demo impressions.
Scott, Hardcore mode definitely changes this game for me. You and I have talked about how the new passing and slowed pace in the mode changes the experience. As for the presentation and graphics, yes, I am disappointed that EA didn't update the repeated cutscenes or post-game "replay reel" to feature TV-styled graphics and analysis, but the in-game presentation has definitely been augmented. I was amazed to see the towel-waving fans in real time, and that's an improvement over 09 if I ever saw one.
If the TV-styled stuff and arena improvements come next year, then I'm going to be happy. It's a slight disappointment but not a gamebreaker that they didn't make it into 10. Overall, though, I appreciate what EA did this year with the game. If they ironed out some of the demo's bugs (which they should have done), then it'll be an amazing game.
Hey I'm on the PS3 and I finally got around to writing my impressions. I'm in the field of software engineering and I am a GM of the 2nd place team on the PS3 EASHL. Anyway....
AI The AI is actually quite good. On All Star, I think they're near impossible to beat. Of course, this could be just because I only played the demo for a little bit so I'm still fresh to the game. The AI in 09 always dumped the puck as soon as you gave them a little bit of pressure. It appears that the AI this year moves the puck much more quickly and isn't so quick to dump it when faced with a little pressure. They have no problem cycling it back to their D and trying to gain the zone on the other side. They almost play like one of the better EASHL teams. This is good, but it's also bad because this means that there will likely be more 2 man teams around (because the all CPU team on All Star is likely better than 90% of human teams).
Goalies
I don't play goalie so I can't say too much about the controls. I did notice that holding L2 and trying to skate around (i.e. pull myself from the net) resulted in my goalie just sliding around on his pads. I can't tell but this may be a nice little control to help slide to take away a one timer (previously you had to press down and then either right or left on the right stick and it usually resulted in your goalie flailing and missing the puck anyway). I noticed the CPU goalie did do a fairly good job of taking away the one timer. I think the new play will either to make 2 passes or just hesitate instead of shooting a one timer. The new animations look pretty sweet and I did notice that the goalie did an excellent job of poking away pucks that went through the crease. I had to set my guys up a bit higher for one timers (and this is the way it should be). The one HUGE problem with the CPU goalie was that it was waaaay to easy to make him flail and do a desperation save. Some of the moves that worked in 09 before the 1st patch work on the CPU goalie in the demo. However, I wasn't able to do the "cheese wraps" that people always did after the 2nd patch. I have heard reports otherwise, however.
Sliders I really don't mess with the sliders much, but I took a look at them. Of course, they're disabled in the demo but I could at least see what sliders were included. I think EA did a great job of deciding what attributes were important and incorporating them into sliders (aesthetics and minimal design). I didn't feel overwhelmed by the choices. I do have some issues though. First, the CPU AID slider is poorly explained. I presume there are 4 possible values but only 2 of them are explained. Also, the values are also the same as the GAME STYLE and I don't know if that makes sense (misuse of consistency). Also, I really don't like the lack of distinction between "Pass Assist" and "Manual Passing". They both sound the same, but from what I can surmise, Pass Assist affects the aim of your pass (or lack thereof) and Manual Passing affects the speed of your pass. If this is true, then that's a good thing (flexibility). The name Pass Assist is okay (it makes sense), but Manual Passing does not (lack of consistency). If Manual Passing only refers to speed, then the term is being misused and it's confusing. I understand that there is a slider called "Pass Speed", but it almost makes sense to have Manual Passing renamed to "Pass Speed" and have the values be "Automatic" and "Manual". Maybe the slider that's currently called "Pass Speed" could be renamed to "Max Pass Speed" and remain a slider and the Manual Passing control can be renamed to Pass Speed. Either way, there needs to be a better distinction between Pass Assist and Manual Passing. Lastly, I noticed a slider called "Hitting Difficulty" (where the larger the bar, the more difficult it was to hit someone). However, this breaks consistency with the passing sliders. This slider really, really, really should be renamed "Hitting Assist" and have it's function inverted (a lower bar implies that it's more difficult to hit, rather than a higher bar).
Hardcore Mode Overall, I honestly believe that the EASHL is capable of handling hardcore mode. I mean I was really bad at it when I first started, but I quickly learned how to aim my passes effectively. I'm not a fan of Manual Passing (charging my passes). If the EASHL could have no pass assist and no charging of the pass speed, then I would be happy. Charging up your pass speed makes sense when you control all of your guys because you know what you want to do. However, when you're playing with 5 other people, it's difficult to know what the puck carrier is thinking (unless he tells you) so frequently you are surprised to receive the puck. Having charged pass speed would greatly slow down club play (much more so than in VS play). However, I am a HUGE fan of the no pass assist. It will force people to play within their limitations. Not everyone should be able to make a perfect long stretch pass. You need to aim that baby. I truly believe that turning off pass assist would allow for teams to be more competitive. In 09, you only needed a small skill set to be a great player. If you turn off passing assist, then you're broadening the skill set required to be an elite player. This opens up opportunities for more people to play on great teams. For example, as a highly ranked team, I may value a center who is really good at making those manual passes off the boards and can set people up even though he may be bad at scoring. In 09, anyone who could press R2 and not be a total moron about when they passed could be a great passer.
I did notice a setting that appeared to allow the user to load a preset settings for the sliders. If EA was smart, they would somehow use this to make an EASHL slider setting that all teams would use in club play. This would be great because then we wouldn't have to argue about whether club play should be set to Normal or Hardcore mode. EA could just mix the two together and tweak it at the start of a new "season" (or "month" as most people call it).
Thanks for your well-stated and detailed impressions, Mike.
You mentioned controlling the goalie; was this just during normal gameplay by manually switching to him? Or did you find a way to position lock on him? I was able to lock on goalie when choosing sides in the 09 demo and although you couldn't use the goalie cameras, it was still serviceable. But I wasn't able to do that with this demo...
Quote:
Originally Posted by AngryMikeGrrr
If EA was smart, they would somehow use this to make an EASHL slider setting that all teams would use in club play.
As for your last paragraph, if you're referring to the "tuning set", you're on the right track. The tuning set will allow the team to tune gameplay values server-side without a title update. From what Redshirt told me, I think they have an eye towards curbing gameplay imbalances and responding to community feedback post-release with this feature as much as possible.
Redshirt has said before that they're open to community feedback when it comes to EASHL settings after we put it through the ringer. But they felt that normal is the best fit for now, given the volume of assists that were present in 09.
Some of the moves that worked in 09 before the 1st patch work on the CPU goalie in the demo.
I'd be curious to know which ones. The main fix for goalies on the first 09 patch was to reduce the effectiveness of the curve shot / against the grain shot, which should not be very effective at all in the 10 demo. The second patch reduced the effectiveness of the short-side high shot from in close, and that should not be there either.