EA Producer Blog: NHL 12 Gameplay

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • AllJuicedUp
    Rookie
    • Apr 2011
    • 349

    #16
    Originally posted by HawkeyMediaPlus
    Good article. Only minor nitpick or problem I had was when he talked about the added ability to roof pucks in tight. I believe that it's already too easy.
    I thought the same thing. I was also underwhelmed by the defensive stuff (if players can still get around AI defenders 90% of the time with that stupid toe drag deke, I'm going to be annoyed), but other than that it sounds good

    Comment

    • clarkerots
      Pro
      • Aug 2004
      • 539

      #17
      I'm hoping that the ability to share rosters will return.
      I just want a hockey and football game where I can spend more time playing my seasons then I spend changing my sliders.

      Comment

      • savoie2006
        R.I.P 2KHockey 2000-2011
        • Sep 2006
        • 4657

        #18
        Re: EA Producer Blog: NHL 12 Gameplay

        Originally posted by clarkerots
        I'm hoping that the ability to share rosters will return.
        When was it ever in, besides NCAA and 2K?
        http://rateyourmusic.com/collection/Savoie12/visual/

        Comment

        • BlueNGold
          Hall Of Fame
          • Aug 2009
          • 21817

          #19
          Re: EA Producer Blog: NHL 12 Gameplay

          Originally posted by savoie2006
          When was it ever in, besides NCAA and 2K?
          PS3 users couldn't share rosters via USB sticks in 11.
          Originally posted by bradtxmale
          I like 6 inches. Its not too thin and not too thick. You get the support your body needs.



          Comment

          • Vikes1
            Proctor, MN. Go Rails!
            • May 2008
            • 4102

            #20
            Re: EA Producer Blog: NHL 12 Gameplay

            Great to read some good news about the gameplay.

            I really like what is being said about the improved AI, player traits, full contact physic, battles for the puck in close, etc.. The only nit picking thing for me is...when it was mentioned about improved speed and flow of the game. Imo, in past games...there was too much easy flow to the game, at least vs the cpu. You know..the up and down, back and forth type of play. The ability to go coast to coast on nearly every rush.

            I'm hoping with NHL'12', that the improved defensive AI decision making includes, forcing many more dump in's. Ie...a "dirtier" playing game. But anyway...can't wait to hear more!
            1969 NFL Champions

            Comment

            • plaidchuck
              Pro
              • Aug 2009
              • 893

              #21
              Sounds great on paper, will have to see how it plays. And I agree, it's already waaaaay to easy to roof pucks "in tight" whether it's backhand/forehand. That's how you get 90% of the chincy goals in the EASHL.
              Pittsburgh - 2009 City of Champions! YES WE DID!

              Comment

              • Dalsanto0026
                Banned
                • Aug 2007
                • 729

                #22
                Great blog. This game's definitely on my radar.

                Comment

                • SinisterAlex
                  Canadian eh?
                  • Oct 2009
                  • 4551

                  #23
                  Re: EA Producer Blog: NHL 12 Gameplay

                  All I want to hear is line chemistry in Be a GM and I'm all set. Otherwise it's another year I pass on Be a GM.
                  Xbox LIVE GT: oALEXtheGREATo
                  PSN ID: oALEXtheGREATo

                  Comment

                  • MattyAction
                    Rookie
                    • Jan 2008
                    • 82

                    #24
                    Could someone copy and paste the article in full? I am not able to access the link at work. Thanks in advance.

                    Comment

                    • BaylorBearBryant
                      Sic 'em Bears!
                      • Jun 2004
                      • 1536

                      #25
                      Originally posted by plaidchuck
                      Sounds great on paper, will have to see how it plays. And I agree, it's already waaaaay to easy to roof pucks "in tight" whether it's backhand/forehand. That's how you get 90% of the chincy goals in the EASHL.
                      Ya, I know what you mean. I hate that.




                      Baylor Bears - Texans - Astros - Rockets - Avalanche


                      Follow me on Twitch: twitch.tv/osovideo

                      Comment

                      • Money99
                        Hall Of Fame
                        • Sep 2002
                        • 12696

                        #26
                        Re: EA Producer Blog: NHL 12 Gameplay

                        Everything sounds awesome.
                        I just pray the player personalities are seen from the CPU and not just the user.
                        It will be fun to see Thornton and H.Sedin playing on the parameter and dish the puck while guys like Ovehckin or Perry will fire from all areas and angles.

                        Comment

                        • sandmite
                          Rookie
                          • Jun 2011
                          • 4

                          #27
                          Peter,
                          ITS NO LONGER A WISH ITS A MUST! NHL 2012 & NBA LIVE/ELITE SHOULD HAVE ONLINE DYNASTY/FRANCHISE/SEASON JUST LIKE MADDEN AND NCAA WITH USER AND CPU CONTROLLED TEAMS! LEAGUES ARE VERY DIFFICULT TO MAINTAIN RUNNING WITH ALL USER CONTROLLED BASED TEAMS. MAKES SCHEDULING A NIGHTMARE, PLUS ALL GAMES ARE HEAD TO HEAD NOT VERY REALISTIC! SO PLEASE ADD THIS IN NEXT YEARS GAMES! WE CANNOT GET ENOUGH OF HOW AWESOME OUR MADDEN AND NCAA ONLINE DYNASTY'S ARE GOING! NEED TO ADD NHL & NBA & MLB TO THAT LIST!

                          Comment

                          • Eddie1967
                            Against The Crowd!
                            • Aug 2005
                            • 2406

                            #28
                            Re: EA Producer Blog: NHL 12 Gameplay

                            For those who can't open the link:



                            Producer Sean Ramjagsingh here to give you a look at the improvements we’ve made to gameplay and AI in NHL 12. We’ve made a ton of improvements over last year’s game that we know our fans will appreciate and that will make NHL 12 the most authentic hockey videogame yet. Before we dive in, don’t forget to check out our first producer blog for NHL 12 which focused on goalie improvements.
                            The first thing you’ll notice when you play NHL 12 is what the new Full Contact Physics Engine brings to gameplay. Gone is the ‘A + B always equals C formula’ or in hockey terms, if you hit someone, they’re going to fall down. Size and physicality really do make a difference in the game as the physics engine uses these and other player attributes to produce a variety of unique outcomes with every hit or jostle for the puck. The Full Contact Physics Engine will also factor in player speeds, balance at the time of impact and facing. Contact won’t always knock players down, it can also cause a player to stumble or fall to his knees, forcing a player to slow down to recover and regain balance. You will now also see collisions where both players fall down after a hit. Where size difference is a factor, smaller players are more likely to be knocked off their skates while delivering a hit – think Daniel Briere trying to hit Zdeno Chara on the forecheck. In a nutshell, we let real world physics do what it would do!
                            Shooting has also been refined this year adding the ability to redirect one-timers and take one-knee shots with skilled players, as well as the addition of even greater realism for scoring plays in the slot and around the net. You’re now able to roof shots in tight and tuck pucks around the goalie, which means that battling for space in front of the net has never been more important.
                            Net battles are a huge part of NHL 12. This brand new mechanic will change the way the action unfolds in front of the net. Forwards and defensemen will now engage with each other in front of the net to battle for space in the toughest area on the ice. Forwards will fight to create screens or for room to pop in garbage goals off rebounds. Defensemen will push players away from the net to help their goalie fight through screens. Bigger players will likely be at the advantage if they use their strength to create space, while smaller players will be most effective if they use their agility and finesse to swing off checkers to get open. Goalies will visibly fight through screens or in the case of more aggressive goalies (think Tim Thomas) shove and slash to clear their crease.
                            • Before we move into Offensive and Defensive AI, let’s take a quick look at other gameplay improvements in NHL 12:
                            • Improved puck physics – the puck will roll on end from rebounds, saves and dump-ins; players with lower puck control ratings will need a split second extra to corral the puck
                            • Smoother cycling down low – players working in the corners can curl and grab the puck without losing speed
                            • Skate with intent logic – players will automatically skate quicker breaking through the neutral zone towards open ice
                            • New hustle/fatigue skating animations – skaters will pump their legs faster but will also drop their head and skate slower if tired
                            • Line changes – Forwards and defenseman will enter and exit through the appropriate door; defenseman using the door closest to their own end and forwards the door further up ice
                            • Authentic helmet rules – If a player loses their helmet in an NHL game they will keep playing; in the CHL they will automatically leave the ice.

                            Quite possibly the most exciting and game-changing improvements in NHL 12 have come from overhauling the offensive and defensive AI to build a stronger, more realistic gameplay experience. New this year, skaters will have traits assigned to them which will influence their actions and positioning on the ice. Watch Joe Thorton or Henrik Sedin setup down low or Stamkos, position himself in the slot for his deadly, one-knee one timer. For those of you with a sharp eye and knowledge of NHL player characteristics you’ll notice players playing to their individual strengths, while adding variety and another dimension to the offensive AI. Here are some of the player traits:
                            • One-knee specialists – snipers; sharp-shooters; you can find these players shooting one-timers from one-knee on the off-wing, e.g. Steven Stamkos, Corey Perry
                            • Setup man – playmaker; loves to distribute the puck and is great at it, e.g. Henrik Sedin, Joe Thornton
                            • Net agitators – kings of the front of the net; live for the tough areas and banging in garbage goals, e.g. Tomas Holmstrom
                            • Drives the net – goes hard to the net to create rebounds, e.g. Ryan Kesler
                            • Shoots on the rush – over the blueline, quick move then snipe, e.g. Alexander Ovechkin
                            • Dump and chaser – your text-book 3rd and 4th line grinder; persistent and strong board play, e.g. Chris Neil, Aaron Asham

                            Although these designated player traits can influence how a player will behave in specific situations, these traits are only one aspect of the improved offensive AI behaviors.
                            In NHL 12, CPU players are smarter both with and without the puck. With the puck you’ll notice CPU players no longer have a tendency to ‘over-pass’ the puck and will be more inclined to shoot when the opportunity arises. New this year is an improved analysis system for CPU players, creating quicker, smarter decision-making that allows the AI to move from scripted plays towards more unique and creative playmaking.
                            Without the puck, the improved analysis system means that the offensive AI is more intelligent and anticipates the play more effectively. Players without the puck will move with intent to open space in both the offensive and neutral zones in order to do a better job of supporting the puck carrier. Forwards will have the ability to anticipate breakouts in the defensive zone and look for space to receive the outlet pass, hoping to catch the defense off-guard. This AI anticipation will open up more space in the neutral zone for transition play, improving the speed and flow of the game.
                            In and around the offensive zone, the first thing you’ll be glad to see is that CPU players now have improved ‘Stay Onside Logic’, which will lead to less offsides as players will now drag their leg at the blue line to ensure they don’t jump ahead of the play and cause a whistle. In the offensive zone, CPU players will be more responsive to your actions: if you drive the net or shoot from outside, they’ll crash the net looking for a rebound; if you swing wide and hang out the puck, your teammates will move with greater intensity to open space looking for a pass or to support you.
                            Transitioning to defensive AI, because of the improved AI analysis system, players will do a better job of reading and reacting to the play. You’ll notice CPU defensemen anticipating being caught and backing off the blueline or defensive forwards back-checking harder and getting deeper in the defensive zone to support their defensemen who is in trouble. Most importantly, you’ll realize that the AI no longer plays exclusively to an “I’m on offense” or “I’m on defense” mentality, but will be more fluid and responsive, ready to adapt to quick changes in possession and gameplay. This allows for players like Zdeno Chara to anticipate the opposition getting possession and then being in position to intercept a pass or break up the rush.
                            We’ve worked very hard to make sure NHL 12 is the best hockey game you’ve ever played. We love our community’s passion for the EA SPORTS NHL series and have incorporated the feedback you’ve given us through community day sessions and the EA SPORTS NHL forums into the game. On top of that, every member of the NHL dev team is a huge hockey fan and we’ve used examples from the real-world of hockey to inspire what we put into the game each year. We can’t wait for September and we hope you’re as excited as we are for NHL 12!
                            Originally posted by jim416
                            You are the 2k Police. :)

                            Comment

                            • FBeaule04
                              MVP
                              • Apr 2005
                              • 1119

                              #29
                              Re: EA Producer Blog: NHL 12 Gameplay

                              I think we have to look at that from two fronts. The Offline play and the Online play.

                              As for the offline play, what I read is really good. If the AI is really doing what it's advertised here, it's going to make NHL a more fun game with AI playing the way it should be (no more chances of mistaking Shawn Thornton with Patrice Bergeron!)

                              On the Online side, I'm not sold about that and affraid that again some guys will take advantage of the weaknesses of the game. We'll have to see, but at least, if that game is playable offline, it's going to be less frustrating if Online is full of glitchers, exploiters and cheesers.
                              "Ice hockey is a form of disorderly conduct in which the score is kept." - Doug Larson

                              Comment

                              • TDKing
                                MVP
                                • Feb 2003
                                • 1845

                                #30
                                Re: EA Producer Blog: NHL 12 Gameplay

                                Any traits for defensmen ? One knee specialist ?

                                Clears the crease ?
                                Holds the blue line ?
                                Pincher ?
                                ..... etc... ????
                                Last edited by TDKing; 06-16-2011, 09:56 AM.

                                Comment

                                Working...