NHL 11 screenshot

Discussion in 'Video Games' started by wildthing202, May 20, 2010.

  1. wildthing202

    wildthing202 Active Member

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    [​IMG]

    Shows off the new physics engine.
    Hint: Look at the Hawks player
     
  2. mj2sexay

    mj2sexay Active Member

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    I can't get hyped for NHL when Madden hasn't even come out yet. I usually wait until Christmas to get NHL, this year I'll probably get it the day it comes out.
     
  3. devilonthetownhallroof

    devilonthetownhallroof 2007 TGG Fantasy Baseball League Champion

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    I wish they would put some info out for this game.
     
  4. wildthing202

    wildthing202 Active Member

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  5. Drew

    Drew Active Member

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    What am I supposed to be noticing about the Hawks player?

    I hope they make this game less bullshit slap shots and wrist shots, more skill to score.
     
  6. wildthing202

    wildthing202 Active Member

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    The broken stick and the fact that he's nearly on the ice which before you'd be lucky to get the guy to be bending 1/4 of the way over on a hip check.
     
  7. wildthing202

    wildthing202 Active Member

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    http://www.operationsports.com/forums/ea-sports-nhl/416156-new-nhl-11-details-via-oxm.html

    "So instead of improving the game by, say, doubling the number of animations, "It's using physics," he shares. "It's not animation-driven."

    During face0ffs, for instance, the position you take going in lets you kick the puck, push the opposing centerman, turn your back to him, or slap his stick. In earlier iterations of the franchise, you knew whether you won the faceoff the instant the ref dropped the puck. Now, your jockeying could lead to your not touching the puck at all, giving your wingers a chance to snatch the rubber instead.

    The physics also give the development team the opportunity to execute on a feature fans have been asking about for years: broken sticks. What took so long? Littman clarifies that "we didn't want to do it until we could do it right." With real-time interaction replacing scripted sequences, shattered stick can get in the way of the play, obscuring the puck during a pass or hindering you while you're skating. As in a real hockey match, this situation adds an element of panic and strategy, which you can solve by grabbing a new stick from the bench, changing lines, or --our favorite -- passing yours to a stick-less player. Breaking the stick doesn't put you out of the play, either: you can kick the puck up the ice and even glove-pass to teammates.

    If a downed defender is flailing madly, the redefined deke system lets you stylishly escape around him, and even OVER him, too."
     
  8. wildthing202

    wildthing202 Active Member

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  9. devilonthetownhallroof

    devilonthetownhallroof 2007 TGG Fantasy Baseball League Champion

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    I'm just worried that they will overdo the broken sticks like they did with the stick lift.
     
  10. ukilledkenny

    ukilledkenny You bastards!

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    if it's actually based on physics the overdoing it issue shouldn't exist in the same way that an animation playing to often would.
     
  11. devilonthetownhallroof

    devilonthetownhallroof 2007 TGG Fantasy Baseball League Champion

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    What I mean is, the stick lift was the touted feature that year, and they made it WAY too effective. I just hope they don't have this happen too often as a way to "showcase" the newest addition.
     
  12. ukilledkenny

    ukilledkenny You bastards!

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    i understand exactly what you mean but if the stick breaking is based around physics and they tune their physics engine to be somewhat close to accurate it shouldn't be an issue because the stick would only break at an appropriate time.

    the stick lift is an animation that they made far too effective and also made it happen far too often. the problem with animations is that they need to make a ton of other animations to counter whatever new animation they want to add into the game. the problem that ea has with all their games is they never add in enough of the counter animations when they add something such as the stick lift.

    if this is truly based around physics they shouldn't need to program an animation to play at a certain point. it should just happen organically.
     
  13. wildthing202

    wildthing202 Active Member

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    http://www.operationsports.com/foru...163-nhl-11s-david-littman.html#post2041119115

    Regarding Physics

    "Every hit in NHL 11 is gonna be a new hit because it's not animation based, it's physics based"

    "If you just clip a guys leg, he might trip on one leg, if you hit him low he's gonna go over you, if you hit him into the boards from ten feet away he's gonna go into the boards hard and actually use physics against the boards, not animations."

    It's all about these moments that happen in a sports game that you didn't expect, these crazy moments happen and hockey where you say "I can't believe I just saw that" and we wanna get to that point where anything can happen, we're not scripting anything, we just supply this tools/physics and then people go out and play.
    - They have a russian phd in physics helping them with the physics engine

    - Their focus with the physics was with the players and the boards. With "some new puck stuff" and "some new faceoff stuff".

    - It's a 3 year plan to get the game entirely physics based

    Regarding Broken Sticks

    People have to understand, we're not just putting broken sticks in there as a gimmick . . . the two pieces of the stick are on the ice and stay there, it can interrupt a pass . . . it could end up causing a breakaway . . . you can kick the puck up the ice . . . you can play defense without a stick . . . you can hand your stick to a defender if you're a forward

    Regarding CHL

    You start your Be A Pro Career in the Memorial Cup

    All 120 jerseys are available for the EASHL

    Other Information

    - One new mode that they can't talk about yet, but "[Dave Littman] can let you know in a few weeks", that is "significantly new and different for NHL"

    -They are "looking into" adding NCAA to the game but "there's been no agreement"

    -Faceoffs is something that every hardcore guy has been p***ed off at us for, for not improving. [NHL 11] has a brand new system where you can do "almost anything off the faceoff that you see in real life, and you can even change hands on your way into the faceoff to be stronger on the backhand."

    -I just wanna tease you with. . . "we did NHL arcade and someone else in EA Sports follows it with there sport . . . there are some really cool modes that EA Sports has done in the past year or so that we are sharing"

    On the ice, you don't wanna go back to '10 when you play '11

    Our hardcore fans are tough on us and I'm glad they are because it makes us strive to be better
     
  14. SixFeetDeep

    SixFeetDeep Red Hot Robbie Cano

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    they "redefine" the deke move every year yet it is nearly identical in every game.
     
  15. devilonthetownhallroof

    devilonthetownhallroof 2007 TGG Fantasy Baseball League Champion

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    This is what I was getting at. I just don't want to see them tune it so every time you go to hit a one timer your stick snaps, just so they can show off the broken sticks.
     
  16. ukilledkenny

    ukilledkenny You bastards!

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    well i wouldn't put it past EA to have something like that happen but if they really are tuning the physics the way they say they are then it shouldn't be a problem. they seem pretty committed to not having it be a gimmick but a lot can change before release day.
     
  17. wildthing202

    wildthing202 Active Member

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    http://hfboards.com/showpost.php?p=26089404&postcount=282

    "They are trying to move away from animations, so that makes a huge difference. The game feels different and I was all about gameplay when I was there at the Community Event (most of the complaints I read about the game were gameplay related anyway).

    EA has already teased out broken sticks (not as gimmicky as you think), faceoffs (much needed overhaul) and deking (it's sweet). I can't go into detail though (I know, sucks) but I really believe a lot of people are going to like the changes. 09 was a huge step forward, and 10 felt like a polished 09, but 11 breaks away from them IN MY OPINION. The problem is even the copy I played was bugged, so I can only hope the finished version feels even better.

    Now, whether 11 is a big enough change from 10 for everyone else is the big question, but I was happy with where the guys wanted to go with the game. However, I can not be sure unless they fix a lot of the bugs I encountered in the alpha build I played. Ultimately, they have a lot of balancing and bug fixing to go, and if they don't balance the game right, people will find ways to hate the game.

    For example, if sticks break to much, people will hate it (boardplay anyone?). If people who used to win faceoffs all the time start winning them close to 50%, they will hate it. If people find a new glitch goal, they will make others hate it.

    It's very subjective and I can't get into a lot of it, but I like what I saw at least. I hope that helps."
     
  18. wildthing202

    wildthing202 Active Member

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    [YOUTUBE]http://www.youtube.com/watch?v=nTiwXofZPXI&feature=player_embedded[/YOUTUBE]

    1st part looks like the only NHL 11 footage.


    http://forum.ea.com/eaforum/posts/list/720582.page

    Since introducing the analog stick-based control scheme in 2006, the NHL series has blossomed from a struggling franchise into the most impressive performer in the EA Sports stable; over the last four years sales have surged an astounding 120%. For NHL 11, developer EA Canada hopes to push the bar even further with an entirely new physics engine.

    Hockey is a violent sport filled with bone-rattling hits along the boards and wince-inducing open-ice checks, but over the past few years the checking in NHL has become too predictable. With the new real-time physics engine, however, every hit will look and feel different. Developed internally with the help of the Fight Night team, the new engine gives realistic physical properties to sticks, pucks, and players, bringing the game closer to what we see every night on the ice. Like Natural Motion's Euphoria technology, the procedural system generates animations on the fly, getting rid of the repetitive canned animations that plague so many sports games. Whether you're on open ice or along the boards, every collision looks unique - players can catch the buckles along the benches, get their skates tied up, or even keep their balance if the check only gets a small piece of him. Players rebound viciously from the glass after getting checked into the boards, and if you hit your victim hard enough he may drop his stick or suffer a gruesome injury.

    The new deke system serves as the equalizer to the new checking system. In NHL 11, puck handlers have more inventive ways of beating defenders than ever before. The right analog stick is packed with new moves like the toe kick Pavel Bure made famous, bouncing the puck off your skate, and the Pavel Datsyuk technique of keeping square to the goal during a deke to preserve a shooting angle. If the defender's sliding on the ice in front of you, simple lift the puck over his outstretched body and jump over him in tandem. The new physics system also allows puck handlers to get off the last minute shots in the midst of being checked, and superstars like Alexander Ovechkin can even shoot or pass while lying on the ice.

    NHL 10 was frequently criticized for its lack of goal scoring - even real-life sieves like Vesa Toskala played like Vezina trophy winners. To loosen up the netting and make goals more varied and realistic, EA Canada has tweaked goalie angles. This makes it more evident where you should be shooting; keeping your eyes on the goalie and pick the right spots increases your chances of putting the puck in the net.

    To help the CPU keep up with all the blazing dekes, brutal checks, and the loosened goaltending, EA Canada has reworked the AI to boost its skill set. Players have more awareness to avoid vicious checks, and employ dekes more frequently to keep your defender off balance. Both the goalie and offside defenders do a better job of patrolling the crease and stopping those improbable cross-ice passes that gamers have over-relied upon to score back door goals the past few years.

    Other on-ice improvements include user-controlled celebrations, broken sticks, and a brand new face-off system that lets you shoot from the circle, kick the puck back to a defensemen after trying up your opponent's stick, and flip your bottom hand to improve your chances of winning a face-off to your backhand side. With real puck physics in place, winning the face-off is no longer about jamming the analog stick before the opposing center - your stick must come in contract with the bouncing puck to gain possession. Swing too early and you could whiff on the puck. The various tactics at play gives each drop of the puck a paper, rock, scissors feel, breathing new life into a formerly stale system most players mastered long ago.

    While the NHL 2K franchise on hiatus, EA's NHL series has no more on-ice competition. But if the new physics engine and the complementary game tweaks are successful, the ambitious development team will likely keep its place at the vanguard of sports gaming.

    >>>> Matt Bertz

    (source: Game Informer magazine)
     

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