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NHL 13 News Post


Capturing video footage of NHL 13 gameplay wasn't allowed at E3, but that didn't stop Gamereactor from doing it.

NHL 13 was an alpha build at E3 and the game releases on September 11th, so they have time to polish it up. From the looks of the video, the 2 gamers had no idea what they were doing, but it does offer the first glimpse of real gameplay.

Game: NHL 13Reader Score: 8/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 23 - View All
NHL 13 Videos
Member Comments
# 41 Flamesfan102 @ 06/16/12 05:40 PM
Quote:
Originally Posted by Jepockn
lol i didn't think it looked to bad, however I found the cut scenes to be really choppy. Almost like NHL 2k10 had back in the day. Hopefully they can make a smoother transition.

Do people not get the term 'Alpha build'. There's a reason for it being choppy right now...

From wikipedia:
Quote:
Alpha is the stage when key gameplay functionality is implemented, and assets are partially finished. A game in alpha is feature complete, that is, game is playable and contains all the major features. These features may be further revised based on testing and feedback. Additional small, new features may be added, similarly planned, but unimplemented features may be dropped.
 
# 42 phillyfan23 @ 06/16/12 07:49 PM
Quote:
Originally Posted by RealmK
Sliders, pass reception. You know its funny to me, guys that rant and rave about sim hockey never mention NHL2k10's CPU AI and teammate AI's inability to even break out of the zone properly or the AI's inability to even know what positioning is, playing NHL2k10 is like being on the ice with a buzzing bee hive with guys just all over the place and sluggish skating + controls. That's fine apparently, but it's perfectly alright to bash a beta build 3+ months out with two casual guys playing it with untouched sliders.
pass accuracy slider ALWAYS on zero
pass reception slider ALWAYS on zero

2k10 has its issues but as a whole it plays much more realistic than any ea game imo. especially with sliders and the 360 patch. you played 2k10 on the ps3 and unpatched the game had a lot of problems which were remedied by the patch. so your opinion on 2k10 isnt accurate for the majority of people who still play it.

you act as if sliders work so great in ea nhl games. with pass accuracy on zero the cpu still completes 90 percent of its passes even when the cpu is an AHL team.sliders do very little for pass accuracy because the lowest slider still yields 5 gretzkys and adam oates (goalie) .

the concerns in this thread are valid whether yyou like it or not. nhl 08 until nhl 12 had ping pong and overaccurate passes. with the video it showed the same EXACT thing. Maybe if we voice out these concerns they will listen and make it very hard for arron asham dan carcillo jody shelley to complete no look behind the back passes that they have been able to perform AT WILL on ea nhl. i hope they do fix it because if they dont the game is not worth playing for me.


Sent from my SAMSUNG-SGH-I717 using Tapatalk 2
 
# 43 phillyfan23 @ 06/16/12 07:56 PM
Quote:
Originally Posted by AllJuicedUp
Honestly the pass reception is the key to separating the great passers from the good from the bad. Hockey players rarely flat out miss a pass to a player. They may give it to them too hard, or just behind them, or off the skate, etc, but they usually don't flat out miss them.

.
I disagree with this.....there are quite a bit of missed passes in the nhl. the pass reception slider is a great way to differentiate players....but there are passes that miss everybody and it happens quite a bit ESPECIALLY if you are not crosby malkin. hell even those guys miss their passes sometimes completely. this aspect should also be used to differentiate players.



Sent from my SAMSUNG-SGH-I717 using Tapatalk 2
 
# 44 BlueNGold @ 06/16/12 09:40 PM
Just reading through this thread, some of you guys take video games way too seriously. Maybe it's time to find a new hobby.

Anyways, as for the video, I liked most of what I saw but obviously it's hard to get a decent read on the game when you have guys playing who are all over the place.

I love that they've finally gone away from cutscenes post-whistle. The one negative I saw was there was only about 1 pass that was misplayed. Everything else was pretty much tape to tape like NHL 12. I hope EA can just come out and say whether or not this has been fixed or if the Pass Reception Ease slider will at least work this year because that alone nearly killed NHL 12 for me.
 
# 45 TheUndogmatic @ 06/17/12 11:15 AM
Look at dem nitpickers. "Hmmmmmmmmm, this game fails to exceed my ridiculously high expectations, hmmmmmmmmm..."
 
# 46 06woz @ 06/17/12 12:50 PM
Nitpickers will do their thing, tearing games apart before getting their hands on it. The rest of us anticipate being able to play it, so we can make an informed opinion.
 
# 47 TheUndogmatic @ 06/17/12 01:34 PM
Quote:
Originally Posted by 06woz
Nitpickers will do their thing, tearing games apart before getting their hands on it. The rest of us anticipate being able to play it, so we can make an informed opinion.
Yup, those are my thoughts on this thing.
 
# 48 mkharsh33 @ 06/17/12 02:55 PM
So, to recap this fine thread...

- if you see anything wrong with the game, point out any flaws, notice that the passing system is still the same... You're a "nitpicker", "overly fanatical", "unrealistic", "need to calm down" ... things like this. In simple terms, you're blind and ignorant, a pessimist who should leave OS & be excommunicated.

- if you defend the game, knowing that it's largely the same stuff year in and year out... You're "centered", "respected", "exhibit great patience", "supportive (though clearly NOT an EA apologist)" ... things like this. In simple terms, you're wise and noble, an optimist who should be revered.

It's funny that this turned into an EA vs. 2K debate (at times) - of which I never ever mentioned 2K for a millisecond. But even if this is an "alpha" build - if the idea is smarter AI and more simulation-like hockey, wouldn't EA have at least tuned down the rocket passing & magnetized sticks just a LITTLE BIT??? If this was an NBA or College Hoops game - would passing the ball 500 mph to a guy only 4 feet away, ALWAYS catching those passes (which are always dead on center)... or an NFL or College Football game where the QB passed the ball to his RB in the flats at those same speed and distances - would this really be acceptable??? Come on, that's a joke.
 
# 49 Yeats @ 06/17/12 04:45 PM
Quote:
Originally Posted by mkharsh33
But even if this is an "alpha" build - if the idea is smarter AI and more simulation-like hockey, wouldn't EA have at least tuned down the rocket passing & magnetized sticks just a LITTLE BIT??? If this was an NBA or College Hoops game - would passing the ball 500 mph to a guy only 4 feet away, ALWAYS catching those passes (which are always dead on center)... or an NFL or College Football game where the QB passed the ball to his RB in the flats at those same speed and distances - would this really be acceptable??? Come on, that's a joke.
As mentioned, it is only a video game after all. What I've always found a bit odd about this series though is that it's always looked and played like a video game. It certainly doesn't look like NHL hockey game. Whereas EA's FIFA team has made a big effort the past 2-3 years turning that series into a reasonable representation of the sport it's attempting to emulate.
 
# 50 bwiggy33 @ 06/17/12 05:32 PM
Quote:
Originally Posted by Big Jim
Stop acting like a $60 console game is ever going to be a deep simulation.[/url]
I fully agree they are trying to cater it to casual customers because that's probably where most of their money is coming from, but why in the hell does NHL currently have settings called Casual, Normal, and hardcore when those options barely have any noticeable differences in them? If they are going to put those options in the game, they better make it damn noticeable that those options are substantially different. When I set the game to hardcore I still feel like the game plays as casual.

They can cater to the casuals but if you want the sim guys to stick around buying their game they better cater to them as well. Nobody ever said we needed some deep simulation game because that just isn't possible with hockey, but some of us are looking for a game where we feel like we are playing but also feel like we are seeing a replication to the sport when we watch it in real life. This game in no way shape or form looks that way or feels that way when I play it. I hate to mention The Show again but I get that feeling from The Show, hence the reason why I play it year round.

I understand the game is still in "alpha" stage or whatever the hell it's called but TBH people on here have every single right to be cautious to 100 MPH passes being caught left and right in the early videos because it's been that way for so damn long in this series. Heck they somewhat fixed it in 11 and then it was back to square 1 in 12 along with the pass reception slider not working. How does that happen? Why was it not patched?

I completely understand it's a video game and we aren't going to get 100% realism. To me though Sim=fun. I'm not a little kid anymore and have the mentality that I need to win every game for it to be fun. All I want is to see a replication of real life. I'm still patiently waiting to hear more info., see more videos, and at the very least play the demo before I completely critique it. However, in no way am I going to get pissed at guys on here for talking about stuff in the video because they have every right to since we have all basically played the same game with minor improvements each year, on a game that has needed many improvements for a long time. I'm just as skeptical as all of them. Ultimately we each have different tastes in the way we want a game to play out, not all of us are going to be happy and as it stands most of us sim guys have been left out of the party for a while now.
 
# 51 voodoo_magic @ 06/17/12 05:49 PM
I understand the need to have online set up a certain way, to appeal to the casual gamer.
What I don't like is how we can't make the passing realistic for offline.

I don't understand how they can't program it so if you make some pass where there is a good chance you would be off in real life it's half as accurate as it is now.
And then the pass reception depends on speed of the pass and positioning (passing rating).
 
# 52 sccavs64 @ 06/17/12 06:40 PM
quick slider fix - pass reception ease.

Quote:
Originally Posted by mkharsh33
HUGE ISSUE I can see already that disturbs me (outside of the magnetized puck to the stick):

Pucks are flying with laser like precision when passed and they are STICKING TO THE PLAYER'S STICK - Sorry, but this is a load of crap. The puck never bounces off a stick, even when it's rifled to a player 5 feet away from him with max power behind the pass.

If this is what EA believes to be an improvement, I'm sorry but this is an utter joke. There is NOTHING in that video that tells me things will improve. Maybe sliders can fix things - but we've been down this road before where slider tweaks for PASSING mean very little.

Not trying to be mean about this, but even you guys that love hockey would have to admit this looks really bad right now... I have no hope whatsoever after reviewing this video clip. The speed of guys flying through the offensive zone is bothersome as well... Oh well...
 
# 53 bwiggy33 @ 06/17/12 07:10 PM
Quote:
Originally Posted by sccavs64
quick slider fix - pass reception ease.
It doesn't work in NHL 12. You put it to the max and it doesn't work at all. Unless I'm missing a tuner update or patch. In 11 they finally put it in the game and it worked, as did the slider for it. In 12 it suddenly didn't work. I don't really know how one year it happens and the next it doesn't.
 
# 54 Vikes1 @ 06/17/12 07:30 PM
Quote:
Originally Posted by voodoo_magic
I understand the need to have online set up a certain way, to appeal to the casual gamer.
What I don't like is how we can't make the passing realistic for offline.

I don't understand how they can't program it so if you make some pass where there is a good chance you would be off in real life it's half as accurate as it is now.
And then the pass reception depends on speed of the pass and positioning (passing rating).
Bingo.

I'm really hoping that as '13' is more finely tuned, we'll see what you described so well, Voodoo. At least on the hardcore setting off-line if nothing else. Because what you said here seems very reasonable, imo.
 
# 55 MizzouRah @ 06/17/12 07:48 PM
Quote:
Originally Posted by Big Jim
LOL.. I love that movie.. and that scene is a classic..
 
# 56 Weapon X @ 06/17/12 07:56 PM
Quote:
Originally Posted by bwiggy33
... I don't really know how one year it happens and the next it doesn't.
Because coding new elements into a pre-existing system isn't an exact science. If you add a new element to a system, it can incidentally tweak other elements under the table. Hence why deep and thorough play-testing of every aspect from every angle is ideal, but sadly rarely the reality due to time or budget constraints.

WX
 
# 57 waspman3 @ 06/17/12 08:58 PM
Anybody that purchased last years edition knows it can only get better. I'm sold.
 
# 58 gamerk2 @ 06/18/12 12:10 AM
Quote:
Originally Posted by RealmK
Exactly. That's really the crux of having a 10 month yearly cycle, you never have enough time to totally test what you're implementing for changes to see their effect on every other system in the game. I honestly think that's part of the reason they spent so much time on AI this year and added so many forecheck/backcheck strats.
Cosigned. I've worked on massive, legacy systems, and there are times were you do a "minor" change that causes things to break with JUST the right inputs applied. I can say a 10 month cycle isn't nearly enough for making major changes and clamping down bugs.

Ideally, you'd have two teams working in parallel: One working on product support (patches and the like), and one working on the next release. Works better then having to do both at once.
 
# 59 bwiggy33 @ 06/18/12 12:51 AM
Quote:
Originally Posted by Weapon X
Because coding new elements into a pre-existing system isn't an exact science. If you add a new element to a system, it can incidentally tweak other elements under the table. Hence why deep and thorough play-testing of every aspect from every angle is ideal, but sadly rarely the reality due to time or budget constraints.

WX
That makes a lot of sense. However, I just don't know how they didn't realize it was broken before they shipped it, or at least didn't attempt to fix it in a patch. I mean hell it was spoken by so many people that A. every pass was being caught no matter the speed or direction and B. That the slider for it wasn't working. You would have thought that through all of the patches and tuners they put out that they would have got it fixed. Maybe I'm wrong on that, but to me I just see it as laziness. They had to have some idea at how to fix it.

I could be completely wrong on all of this but that's how many of us feel. I can live with them just coming out and saying "everyone we know that pass reception is an issue, but we cannot come up with the solution to add it in a patch or tuner. It will be fixed for 13" It's simple and it will get people like myself to shut up because we know nothing can be done. The thing is they have no communication with us at all.

A prime example of what I'm talking about is The Show (yes I'm bringing it up again). There was some glitch happening online and people were livid that it wasn't fixed in the first patch. The Show dev person came out and said "I know people are having this problem but we have not been able to make the glitch occur therefore we cannot find the error in coding. If people could tell us the situation it occurs that will help with finding the problem." All it took was a simple statement and it got people to shut up about the problem and help The Show dev team find the reason why the problem was happening.

Maybe they don't have time to do this stuff but you would think that at least the person who releases the patch notes could update on issues that have yet to be addressed or why they can't be addressed. I just hate when things get hidden from me. I'd rather hear the bad news than be left wondering why something wasn't fixed and why it can't be fixed.
 
# 60 plaidchuck @ 06/18/12 01:29 AM
Well if they can only release half a completed game a year how about for half the price... but honestly they should only put one out every two years.. update rosters and ratings, a few patches and some tuners would suffice..
 


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