11:49 AM - May 20, 2010 by Steve_OS
NHL 11 News Post
NHL 11 Videos
Member Comments
# 41
wildthing2022000 @ 05/20/10 10:25 PM
|
|||||||||||||
|
http://www.youtube.com/watch?v=BbTUC...eature=related
Not the best picture quality but you can see it.
# 42
SCARFACE909 @ 05/20/10 10:35 PM
|
|||||||||||||
|
Wow, looks like big changes... Real time physics can only make things better. Because now they can just give the puck real physical properties and it will react life-like. This also translates onto many other features of the game.
# 44
onlybygrace @ 05/20/10 11:10 PM
Wow...one picture and we have all the nay sayers and homers in full force.
Human nature rules. lol
Human nature rules. lol
imagine how stale the game would be if they didnt change the gameplay at ALL? bottom line is they need to make steps forward in the gameplay AND presentation department. realtime / non-scripted (IE: you control a player) after the whistle and a pregame warmup would be good improvements that are technically presentation AND gameplay improvements!
The fact is that Real Time physics HAD to be implemented in the next two-three years. It's the direction sports games are taking and will continue to take.
# 47
hockeyplayer @ 05/21/10 12:33 AM
I am glad there will be broken sticks, but the major issue still isn't confirmed to be fixed: franchise. It is currently unplayable with the way trading, and free agency is.
# 48
onlybygrace @ 05/21/10 12:47 AM
|
|||||||||||||
|
Now...if there were something like MLB 2k10 where drafted rookies freeze the game when coming to the plate, I would agree with you.
However, if you can live the the salary cap OFF it fixes the FA's rotting in free agency for the most part.
And the trading and be toggled on/off for most of the season, which is a way of having some control of the madness on that one.
Perfect??? No. Playable??? Yes.
|
|||||||||||||
|
In NHL 10, you press an input(button/stick) and a "canned" animation occurs. This means that no matter what, once this animation is started, it will go through to completion.(actually I think nhl 10 uses branching, so animations can be interrupted at "certain" points, whereas real time physics can be interrupted at any point)
With real time physics, there is still an animation but these animations are all controlled by the physics, so that literally unlimited amounts of animations can occur.
Maybe an example is best...
Lets say you wind up for a slap shot, to this point both systems are the same. Now you flick forward on the right stick...
In NHL 10, if your player starts the animation of the slapshot, he will continue through with it regardless.
In NHL 11, if there happens to be a stick in the way of your stick, the sticks will collide. A number of things are now considered by the engine. If enough force was put into the defending stick to break it, that will happen, if the defending player only has one hand on the stick(less strength) his stick will be hit out of the way, and the shot will have less power, or maybe it will be knocked out of his hands. As you can see the limits of this are truly endless.
Also, players are more human like with real time physics. So if you are chasing down a puck side by side for an icing call, and you lean into the player beside you, you will not just move into him and hold your upright standing position, you will use him for balance, or to advance yourself further.
Also, it will make checking more realistic as the collisions/results of those collisions are based on position of each player as well as their speed. No more dropping to your knees when going in to check someone. You will do your best to hit them, and the results will be based on the physics.
The KEY point here is that every controller input only starts a gesture, that gesture can and WILL be affected by the physics. Weight, speed, momentum, strength, tendencies will all be factored in to create a vastly varied game, and a new gesture can be inputted at any time, your player will act out that gesture as best as he can according to his situation(physically).
Hope that helped anyone who was confused.
# 50
plaidchuck @ 05/21/10 03:17 AM
I hate to be negative nelly but I REALLY hope "Real Time Physics" isn't just some EA buzzword for "rock em sock em over the top robot checking w/ broken sticks". Not that I don't have complete faith in the devs, but if you throw a term like that out there you better deliver.
|
|||||||||||||
|
The way you've explained this feature it sounds like a fantastic upgrade. And hopefully with EA Canada's first attempt in the NHL game...it'll prove to be as awesome as it sounds.
Man!...broken sticks, and this real time physics...great beginning to the news about the coming game.
# 52
Splitter77 @ 05/21/10 07:47 AM
|
|||||||||||||
|
I'm eager to find out if they're really going to do this? Only Backbreaker (still at development) has done real-time physics so far. If this is true and not some BUZZword (as plaidchuck said) I'm blasted. Already. And it's May.
From Epic at the Community Event:
http://www.thebreakaway.net/forums/s...00#post1167600
http://www.thebreakaway.net/forums/s...00#post1167600
|
|||||||||
|
Am I the only one who would like to see them perfect(or nearly perfect) the gameplay before getting deep into the presentation. I just skip over all of the cutscenes anyways.
|
|||||||||||||
|
But I don't think the guys who work on gameplay also handle presentation stuff. Maybe I'm wrong about that. Who knows?
But I do know that a good presentation can make up for a lot of quirks.
I think I could stand to play NHL2003 (ewwww!) if it had a weekly wrap-up show, in-game cutscenes, highlights from around the league during intermission and the real arena's.
|
|||||||||||||
|
I always tend to view things by way of franchise mode. And for me...I think one of the biggest things I want outta the games presentation is to not feel like my team is the only team in the league playing. Ie...I want the presentation to make me feel like my User team is one of the teams in the league...not the only one that matters.
# 58
Flyermania @ 05/21/10 03:42 PM
|
|||||||||||||
|
|
|||||||||||||
|
I know when I played FNRd4 the build we tried was quite a bit different than the one released.
Thanks!
|
|||||||||||||
|
Post A Comment