Tuesday, September 22, 2009
Wednesday, September 16, 2009
New NHL 10 Gameplay "Sizzle" Trailer
Monday, September 14, 2009
NHL 10 Be A Pro Mode Producer Walkthrough
Monday, September 7, 2009
New NHL 10 Tough Guys Trailer
Tuesday, September 1, 2009
6 New NHL 10 Screenshots For Xbox 360 And Playstation 3
NHL 10
Tuesday, August 25, 2009
New NHL 10 Trailer "Sizzle" Showcasing Many Aspects Of The Game
Friday, July 31, 2009
NHL 10 Battle For The Cup Screenshots And Trailer
NHL 10 Battle For The Cup
Tuesday, July 28, 2009
NHL 10 Developer Blog Discussing Fantasy Draft
For Fantasy Draft, The season mode will pick the best players from the season and put them in the Stanley Cup. However, in the GM Mode the computer has many more different factors to consider when it comes to the draft. because of this, the players who are called into the draft as the computer looks further into the future.
For the he new Be A GM mode, the players aim is to become the best General Manager. it is similar to the games Be A Pro, but the differences here are that over 140 tasks which need to be completed during your career. To help the player, there are now 4 types of staff, amateur scouts, pro scouts, trainers and assistant coaches.
NHL 10
NHL 10 Blog 4
Andy Agostini, associate producer
Fantasy Draft: Season Mode and Be a GM
As you may have heard the Fantasy Draft is now back in NHL 10.
When we worked on putting the Fantasy Draft back into the game we wanted it to be smarter than in years past. We looked at other sports games’ fantasy drafts and decided to try something different and it’s something that worked very well.
We have two different logics for our Fantasy Draft.
One is the Season Mode Fantasy Draft logic. This mode will have the fantasy draft pick the best players overall and put them on their team and battle for the Stanley cup over 1 year.
The second version of the logic is our new Be a GM mode Fantasy Draft logic that actually takes into account many factors in the CPU’s picks. In other sports games it can be quite easy to select 5 top young players when the draft starts and the CPU will be picking by which player is the best overall. This makes it a bit tougher on the user at the beginning but in the long run the CPU will start to see a ton of retirements as these great older players start to retire and the user’s young team grows and becomes unstoppable until the salary cap starts to bite them then they just trade away their stud get more youth and start all over becoming a great dynasty.
Now with our new logic the CPU actually takes into account five things: the players overall, his age, potential, what players he has already drafted and his contract. This changes the dynamic of who is selected in the draft. So with the new logic Nicklas Lidstrom is being drafted around the third round as he is 39 years old and on the end of his career. Does this mean that all the older good players don’t get selected in the first round? No, overall is still a major factor in the fantasy draft but now they consider what their team will look like in 2 or 3 seasons in past years they kept taking that older veteran that was at the top of his game with no foresight into the future for their franchises.
With the new logic we are seeing that the game is much more balanced when going into Be a GM mode and a lot more challenging as the other teams have emerging superstars just like you do. So we hope everybody enjoys this new/old feature that is back in NHL 10.
Be a GM Mode.
Be A GM is our new mode this year where we took the idea of becoming a legend player in Be a Pro and associated it with being a Legend GM. Some real life legend GM’s are Glen Sather (Edmonton Oilers Dynasty), Toe Blake (Montreal Canadiens Dynasty), Bill Torrey (New York Islanders Dynasty) and Ken Holland (Detroit Red Wings). These men are famous for putting together franchises that had great success for a very long period of time.
To work your way to becoming a Legend GM you will need to complete GM Tasks. There are over 140 tasks to complete and they are wide ranging. Some are as easy as completing one trade and some are as hard as winning five Stanley Cups in eight seasons. Each task gets you task points which you earn to unlock the 6 different levels of your road to Legend GM. Another thing that the task points are good for are for upgrading your staff. New to this year we have 4 staff types that will help you in creating a dynasty franchise. These 4 types of staff are Trainers, Amateur Scouts, Pro Scouts and Assistant Coaches.
Each staff member helps in doing the following things.
Trainers help heal your players faster as well as help your players durability to long term injuries.
Amateur Scouts will provide information on the upcoming draft class.
Pro Scouts help you know about rumors around the league in regards to who is up for trade on the all new trade block and rumor mill.
Assistant Coaches will help your player development so that you can develop superstars thru the draft and your system.
So doing well as a franchise allows you to improve your staff. These staff members will be able to provide a lot of extra information and will make your franchise stronger.
Another aspect of the GM Tracker that is brand new to Be a GM is GM Reputation. Every GM in the league will have a relationship with you and depending on how you work with them when it comes to making fair trade offers they will have a relationship with you. Free agents also are aware of your reputation. Nobody will want to come to your team if you sign players and then trade them away right away. This reputation is extremely important when it comes to one of our newest features.
The Entry Draft and Trading Deadline this year are extremely important as you will now be able to trade on Draft day as well as on the Trading Deadline. Your GM Reputation plays a part on these days as the better your reputation the more phones you will have at your disposal to make deals with. This is one of my favorite features in Be a GM as you only have so many phones to make something happen during each round and if you can’t finish a deal then you have wait till the next round. The CPU teams are making deals during this time as well so the deal you thought you were close to completing with a team might not be available any longer, as that player might have been traded during the round and you will have to restart negotiations to get him with his new team. Also once a team gets a player it might take a lot more to get him now as the new team wanted him for a reason.
The screenshot below shows you one of the phones that will be available to you on the Entry Draft and the Trade Deadline
To go with the new trading mini games we have also rewritten our Trade AI from the ground up. This AI now takes into account so many factors that we have been shocked at which players show up on the trading block. We had Ryan Whitney on the trading block in our game the day before he was traded to Anaheim. I was actually laughing at Pittsburgh’s trading block thinking I don’t think the Penguins would ever trade him. I was ready to make some minor tuning tweaks to the logic then the next day he was traded. Shows you how much I know about what teams will do.
The basic fundamental of the trade AI is every team knows what type of team they are. There are 5 types of teams.
Rebuilders
Playoff Hopefuls
Playoff Bubble
Playoff Contender
Championship Contender
Depending on where a team is in their development cycle they will all be looking for different things when it comes to making trades. This along with knowing its team’s strengths and weaknesses led us to trades that will actually make more sense.
So a rebuilding team is probably looking for draft picks and prospects over older veterans and a team who is a championship contender is more than likely willing to give up a prospect or pick for another veteran to add to their team for the final playoff run.
Now as the season progresses if a team is doing better or worse than their original season prediction for itself it will change its team type on the fly and will react to their situation accordingly. This makes our new Trading Block much more important.
The trading block in other games that I have seen were mainly about which players are you willing to trade. Ours has that as well as sliders which tell the CPU what you are looking for and what you are willing to give up in return. This makes it easier to get a lot of offers or very few offers if you are looking for something very specific. The screenshot below shows that the sliders are by position as well as what type of player or pick you are willing to give. This makes the trade offers be tailored to what you are looking for.
In addition, you can get fired and hired by other teams. You will have a contract that you will have expectations each year laid out for you, depending on how you do you will either get a renewal or you might be let go and have to find another team to run.
We have added contract buyouts to the game. I have read on some message boards saying we don’t have a way to cut a player during the year. So just to clarify the CBA rules says you are not allowed to release a player during the season. The only way you can release a player is to buy him out in the offseason or put him in the minors during the season but still pay his full salary while he is there. Attached below is a screenshot of our new contract buyout screen which shows you what the salary cap penalty will be for buying out a player.
Good luck becoming a Legend GM.
Monday, July 27, 2009
EA Has Revealed The Full Soundtracks For Madden NFL 10, NBA Live 10, NHL 10, And FIFA 10
For the first time in its history, EA has announced the full soundtracks for 4 of it's upcoming sport franchises, NHL 10, FIFA 10, Madden NFL 10, and NBA Live 10. Madden has big songs from big bands, whilst FIFA 10 features many international tracks, NFL 10 is full of Metal tracks, and NBA 10 has soul tracks. The idea behind giving the games different types of music was to match the type/style of music to the games unique styles, to give the player a unique experience every time.
Press Release/Music Tracks Per Game
MADDEN NFL 10
Since 2001, the annual Madden NFL soundtrack has become music’s most essential launching pad for such artists as Avenged Sevenfold, Franz Ferdinand, Lupe Fiasco and Fallout Boy. This year, Madden NFL 10 makes the ultimate surprise play with a front-line of classics that includes Black Sabbath, 2Pac, Iron Maiden, Kid Rock, Nirvana, Public Enemy, System Of A Down and Rage Against The Machine; tracks by breakout bands Airbourne, Mastodon, and Killswitch Engage; and an exclusive new song by Cypress Hill.
2Pac - Can't C Me
Airbourne - Heads Are Gonna Roll
Alice In Chains- Them Bones
B.o.B - Created A Monster
Bang Camaro - Revolution
Beastie Boys - Sabotage
Black Sabbath - Paranoid
Cypress Hill - Get ‘Em Up
Helmet - Unsung
Iron Maiden - Aces High
Judas Priest - Painkiller
Kid Rock - I Am The Bullgod
Killswitch Engage - Reckoning
Korn - Blind
Mastodon - Divinations
Nas feat. Puff Daddy - Hate Me Now
Nirvana - Breed
Pantera - Walk
Public Enemy - Shut Em Down
Rage Against The Machine - Guerrilla Radio
Set Your Goals - Gaia Bleeds (Make Way for Man)
Slipknot - Duality
System Of A Down - Sugar
The Vanity Plan - Before I Die
Young Dre The Truth - Cheah Beah
NBA LIVE 10
Long recognized as the premiere showcase for diverse and innovative new music, NBA LIVE 10 features more than 80% exclusive tracks, including reinvented classics from Afrika Bambaataa, Dead Prez and Snoop Dogg, along with ground-breaking collaborations by indie-rockers Matt & Kim with the legendary De La Soul, and newcomers Mickey Factz & B.o.B. The soundtrack also spotlights never-before-heard songs from Beastie Boys and Wyclef Jean.
88 Keys feat. Colin Munroe - Wake Up Call
Afrika Bambaataa feat. Why G, Mickey Factz &The Fort Knox Five - Zulu! (We Don't Stop Yawl)
B.o.B. - Champion
Beastie Boys - Pop Your Balloon
David Banner GQ - S.P.I.T.
De La Soul - La La La
Dead Prez - Still Bigga Than
Embassy Music Board - Overtime
Grand Puba - Get It
Laza - Crank It Up
Matt & Kim feat. De La Soul - Daylight (Troublemaker Remix)
Matt & Kim - Daylight
Mick Boogie feat. Kidz In The Hall, Donnis & Daytona - Class Of Our Own
Mickey Factz & B.o.B. - Mind Got Blown
Mos Def feat. Talib Kweli - History
Murs feat. Kurupt & Jay Rock - We Ballin'
Pete Rock - When I Need It
Reflection Eternal - Get Lite
Rye Rye feat. Busy Signal - Get Like This
Snoop Dogg - Lodi Dodi (LIVE 10)
Wale feat. Jazmine Sullivan - World Tour
Wyclef Jean feat. Haitian Fresh - Ballin'
Xzibit feat. BJ The Chicago Kid & Poo Bear - Fanatic
Young Dre The Truth & 2Pac feat. BJ The Chicago Kid - All Eyez On Me (The Truth)
Zion I - Go Hard
NHL 10
NHL 10 boasts a crunching line-up of metal, indie-punk and rapcore tracks from both legendary platinum bands – including Megadeth, Scorpions, Green Day and Rancid – and breakthrough new acts such as Cancer Bats and Metalkpretty.
Alexisonfire - Young Cardinals
Cancer Bats - Deathsmarch
CKY - Hellions On Parade
Disco Ensemble - Golden Years
Drangonforce - Heroes Of Our Time
Eagles Of Death Metal - Anything 'Cept The Truth
Earl Greyhound - Oye Vaya
Green Day - Know Your Enemy
Megadeth - Peace Sells
Metalkpretty - Wake Up! Wake Up!
Ministry & Co-Conspirators - Keys To The City (Chicago Blackhawks Theme Song)
MxPx - Kids In America
Nickelback - Burn It To The Ground
Papa Roach - Into The Light
Priestess - Raccoon Eyes
Rancid - The Bravest Kids
Scorpions - Rock You Like A Hurricane
Thousand Foot Krutch - Fire It Up
FIFA 10
For the latest edition of the most influential global soundtrack in the world today, EA SPORTS FIFA 10 brings together genre-spanning tracks from 39 different artists representing more than 25 nations, including England, Spain, Germany, Sweden, Mexico, Brazil, Norway, New Zealand, Israel, USA and Nigeria.
Adiam Dymott - Miss You - Sweden
Afrobots - Favela Rock - Brazil
Alex Metric - Head Straight - England
Auletta - Meine Stadt - Germany
Balkan Beat Box feat. Tomer Yosef and Saz - Ramallah-Tel Aviv - Israel
BLK JKS - Lakeside - South Africa
Bomba Estéreo - Fuego - Mexico
The BPA feat. Ashley Beedle - Should I Stay Or Should I Blow - England
Buraka Som Sistema feat. Pongolove - Kalemba (Wegue - Wegue) - Portugal
CasioKids - Fot I Hose - Norway
Children Collide - Skeleton Dance - Australia
Crookers feat. The Very Best, Two Fingers & Marina Gasolina - Birthday Bash - Italy
Cut Off Your Hands - Happy As Can Be - New Zealand
Dananananaykroyd - Black Wax - Scotland
Datarock - Give It Up - Norway
Fabri Fibra - Donna Famosa - Italy
Fidel Nadal - International Love - Argentina
Los Fabulosos Cadillacs - La Luz Del Ritmo - Argentina
Macaco - Hacen Falta Dos - Spain
Major Lazer - Hold The Line - USA
Marcio Local - Soul Do Samba - Brazil
Matt & Kim - Daylight (Troublemaker Remix feat. De La Soul) - USA
Metric - Gold Guns Girls - Canada
Mexican Institute Of Sound - Alocatel - Mexico
Nneka - Kangpe - Nigeria
Passion Pit - Moth's Wings - USA
Peter Bjorn And John - Nothing To Worry About - Sweden
Pint Shot Riot - Not Thinking Straight - England
Playing For Change - War / No More Trouble - WORLD
Rocky Dawuni - Download The Revolution - Ghana
Röyksopp - It's What I Want - Norway
Soshy - Dorothy - France
The Answering Machine - It's Over! It's Over! It's Over! - England
The Enemy UK - Be Somebody - England
The Temper Trap - Science of Fear - Australia
Tommy Sparks - She's Got Me Dancing - England
The Whitest Boy Alive - 1517 - Germany
Wyclef Jean - MVP Kompa - Haiti
Zap Mama - Vibrations - Belgium
EA SPORTS™ is the leading interactive sports software brand in the world, with top-selling titles and franchises including Madden NFL Football, FIFA Soccer,NHL® hockey, NBA LIVE basketball, NCAA® Football and Tiger Woods PGA TOUR®.
About Electronic Arts
Electronic Arts Inc. (EA), headquartered in Redwood City, California, is a leading global interactive entertainment software company. Founded in 1982, the Company develops, publishes, and distributes interactive software worldwide for video game systems, personal computers, wireless devices and the Internet. Electronic Arts markets its products under four brand names: EA SPORTSTM, EATM, EA MobileTM and POGOTM. In fiscal 2009, EA posted GAAP net revenue of $4.2 billion and had 31 titles that sold more than one million copies. EA's homepage and online game site is www.ea.com. More information about EA's products and full text of press releases can be found on the Internet at http://info.ea.com.
EA, EA SPORTS, EA Mobile and POGO are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. John Madden, NFL, FIFA, NBA, NHL, NCAA, Tiger Woods, and PGA TOUR are trademarks of their respective owners and used with permission. All other trademarks are the property of their respective owners.
Wednesday, July 15, 2009
New EA NHL 10 Blog Taling About The Game's Refinements
A new feature in the game is Precision Passing, where the player has full control of direction and speed of the pass. New moves have been added to offense, whilst defensive AI has also been tweaked and improved.
Blog Post
Rammer
=========================================================================================================================================
What’s up everyone….Sean here to talk about some of the many gameplay refinements in NHL10. Before I get into it, I know you’re all dying to see some under produced, raw gameplay footage and I can tell you that we’ve got some clips to post. Litty has been capturing clips from the games that he’s been playing and we’re extremely excited to share them with you. I also want to thank everyone that has been following NHL10 on Twitter. We love hearing all the feedback and suggestions so keep it coming!
Now to the refinements…
One thing I really want to emphasize is that more than ever, this year we concentrated on making hockey. By that I mean that the focus was on all the little things that make hockey what it is from extreme displays of skill such as deking on your knees and shooting to bad bounces leading to goals.
The first thing I want to talk about is the goalies in NHL10. We literally had one programmer and one animator working on goalies all year around. We know that there were some holes in the goalie last year so my challenge to our guys was to make a perfect goalie. I wanted to ensure that our goalies had the ability to save anything shot at them. Once we had that, we could then start to give back goals in a controlled manner and ensure that we weren’t creating any ‘always goals’. I gotta give the guys credit, they added over 150 new goalie animations including saves from the butt, new kick saves, reach backs and swipe aways just to name a few which made the goalies extremely effective and much more dynamic. Once we had the goalies to a state that we liked, we brought in some of the top EASHL players in the Vancouver area to try and find holes. The first thing they did was try all the exploit goals from 09 which were unsuccessful but they did find a couple situations where the goalies could still be improved. We took that feedback and made the final tweaks. I should mention that I’m also extremely pleased with our additions for user controlled goalies which I’ll speak about at a later date. I will say that people who play goalie in the EASHL are going to be very happy with the improvements we’ve made. The guys in the office are having blast playing as goalie.
With better goalies, the play in the slot was a huge area of emphasis for us. I wanted the ability to one time loose pucks, especially on rebounds without throwing a check. We now have that and we’ve also captured a part of hockey that I’ve never felt in a video game before which is intentionally shooting for rebounds. Guys in the NHL do this all the time. They just shoot the puck off the goalie’s pads so that their teammate will have a chance at the rebound. You can do that this year in our game and I have to say that it’s really satisfying when you do it intentionally and score.
A new feature that we’ve added this year is what we’re calling ‘Precision Passing’. In a nutshell, Precision Passing allows you to have total control of the direction AND the speed of your pass. Your pass will go exactly where you’re left analog is aiming and the speed is controlled by how long you hold down the RT (or R2 for PS3). A quick tap will do a short pass and holding it down will lead to a harder pass. The key is that all passes are untargeted meaning that you can pass the puck into space and let your teammates skate onto the puck. You can also do things like banking passes off the boards to get around defenders or bank it to yourself.
On offense, we’ve added new moves that I’m pretty excited about. If you take down a star player on a breakaway, there’s a chance that he’ll end up on his knees with the ability to deke and shoot. We’ve also added bat-ins so if the puck is in the air, players will try to bat the puck into the net or the defensive team will try to bat it out of harm’s way. There is also a new fake shot that can be done by pressing R3. This is a great way to try to get the D-man to bite and go down or to freeze the goalie. One of my personal favorite ways to score right now is going leg kick to backhand high (like Crosby) but remember my paragraph about goalies above…well this move has also led to some unbelievable desperation saves which to are almost just as exciting to me.
Defensive AI was another big focus for us this year as we tried to make the defense more dynamic and less predictable. I think one of the first things you’ll notice when you play the demo (Yes, I said demo; No I don’t have a release date; But, I can guarantee that you’re going to be VERY surprised when you find out what’s in the demo) is that the D-men don’t always back right in on their goalie but rather try to stand you up more at the blue line or pinch you off earlier if you try to go wide. They also have better awareness of their positioning in the defensive zone so that you can’t dance them back and forth then go around them. The addition of boardplay has added a whole new dynamic to the defense as well as it gives the ai one more option against the boards. It allows them to contain players without over committing and getting beat.
That’s enough from me…check out the gameplay clips!
Enjoy.
Tuesday, June 16, 2009
EA - NHL 10 Fact Sheet Released
Fact Sheet
Product Description
The hopes of a franchise and its fans rest on your shoulders as you skate onto the ice to a deafening roar from towel-waving fans in an arena alive with the dreams of thousands. Here’s your chance to prove you are tough enough to battle the most skilled and determined athletes in the world in pursuit of the ultimate prize—the Stanley Cup™ Championship. Prove your resolve, inspire your teammates and write your own history with NHL®10 from EA SPORTS™.
A platinum-selling* franchise annually with 19 sports game of the year awards since 2007, NHL 10 begins a new era with gameplay innovations that deliver a new standard of toughness, the emotion of playoff hockey, and the skill and finesse that every fan sees throughout the NHL playoffs.
Winning one-on-one battles for possession of the puck along the boards is now a test of will and skill. Utilizing an all-new board physics engine, players can use their body to shield the puck on the boards and kick-pass it to teammates. Watch bigger, stronger players pin opponents to the boards while fanatical fans bang the glass, just like real life. Dump the puck, fore-check defenders and finish checks to intimidate your opponent into mistakes. Players fatigue, bobble passes, and avoid collisions under threat of constant physical pressure. Inspire teammates, send a message and change the momentum of a game by instigating scrums, drawing penalties, and mixing it up—all after the referee blows the whistle! A new first-person fighting engine enables players to trade punches with an NHL tough guy. Feel what it’s like to be on the ice in the skates of an NHL player to throw and dodge punches. Grab and tug an opponent’s jersey to land the punch that ignites the fans and sparks your team to victory.
NHL 10 features more than 200 gameplay refinements that replicate the skill and finesse of hockey, spectacular new ways to score, and improved goaltender intelligence. A new 360° precision passing mechanic delivers control over the speed and direction of passes so players can bank passes off the boards or play the puck into space for teammates to skate on to it. Experience all-new interactive crowds with towel-waving fans, glass bangers and crowds that react to the action. Prove you are tough enough to quiet the crowd, silence the opposition and survive a playoff run to lift the Stanley Cup in NHL 10.
Additional new modes, and innovations to major features like Be A Pro, EA SPORTS Hockey League and Dynasty Mode, will be revealed in the coming months.
Key Features
Battle on the Boards— A new board play physics engine lets you shield the puck with your body along the boards, kick-pass it to teammates, or pin an opponent, adding a new level of realism to cycling the puck and the dump and chase. AI teammates will support the puck and help you win the battle as fans bang on the glass.
Intimidation Tactics— Fore-check defenders, pressure the puck and finish checks to force your opponent into mistakes. Players fatigue, bobble passes, and avoid collisions under threat of physical pressure. Face wash a superstar to provoke the opposition, instigate a scrum and ignite the crowd.
Post-Whistle Action—Now, the game never stops! Antagonize opposing players, finish checks, retaliate for late shots on goal, draw penalties and pick fights—all after the referee blows the whistle!
New 1st Person Fighting Engine — Change the momentum of a game by trading blows with an NHL enforcer with all-new first-person fighting. Grab and tug an opponent’s jersey to land a big punch. Face wash an opponent to start a fight even after the whistle.
New Precision Passing— A new 360° precision passing mechanic delivers control over the speed and direction of passes so players can bank passes off the boards or play the puck into space for teammates to skate on to it. Players take poor passes off their skates and kick the puck to their sticks.
Spectacular Goals—Introducing spectacular new ways to score, like players one-timing loose pucks, stick-handling and shooting from their knees, batting pucks out of the air and lifting a leg to fake a shot on goal.
Improved Goalie Intelligence —Goaltenders position themselves more intelligently, react to shots more quickly and recover from saves faster. Plus, 250 new goalie animations, including swatting pucks out of the air, second and third saves and desperation lunges.
Interactive Atmosphere— Playoff atmosphere pops to life with towel-waving fans, deafening noise and crowds that react and respond to the action on the ice. Fanatical fans bang glass during board play, spring to their feet after big hits, and boo opposing stars when they handle the puck.
Next-Level authenticity— Over 200 gameplay refinements, including new offensive and defensive AI for more intelligent positioning, and new in-game facial animations that show player emotion when delivering bone-crunching checks or celebrating game-winning goals.
Product Specifications
Publisher: Electronic Arts Inc.
Developer: EA Canada
Online Players: 2-12
Offline Players: 1-7 (PS3); 1-4 (Xbox 360)
Rating: Rating Pending
* More than 1 million units sold in 2008 according to NPD.
INTERNET CONNECTION required for online play.
© 2009 Electronic Arts Inc. All rights reserved. All trademarks are the property of their respective owners. NHL is a registered trademark and the NHL Shield is a trademark of the National Hockey League. All Rights Reserved. AHL is a registered trademark and the AHL Logo is a trademark of the American Hockey League.
EA -NHL 10 Producer Discusses Fighting Mechanic - Press Release
What is made Clear In the article is how bad they thought fighting was in NHL 09. they wanted to make changes and try to make the fighting more a part of the gameplay whilst keeping it true to the sport.
They discuss how they developed the new mechanic, how they tried different things, and how a chance encounter with the Edmonton Oilers bought about real progress.
They talk in-depth about how it works, and in comparison to real hockey, what it looks like, and what buttons are used in game.
Press Release
NHL 10 -- First-Person Fighting and Intimidation
First and foremost, let me say that we heard you loud and clear. Fighting in NHL 09 was not good enough. It was basically a bad, one off mini-game that meant nothing to gameplay. As we sat down to discuss the feature set for NHL10, fighting was at the top of the list. Initially, we weren’t 100% clear where we wanted to go with fighting but we did know a couple things.
1.Fighting had to be overhauled.
2.We had to innovate.
3.We had to make fighting true to the sport.
We actually stayed in a brainstorming phase for a good couple of weeks. We had lots of great ideas and prototypes (some of which you’ll see in future versions of NHL so I won’t spill the beans right now) but our true turning point came just before Christmas when the Edmonton Oilers were coming to Vancouver to play against the Canucks. A couple of the Oilers were interested in coming by our EA office to get a glimpse of where NHL is made. Fortunately for us, one of those players just happened to be Zack Stortini. Who better to talk fighting with than a real NHL tough guy. We did the whole tour thing and showed them how we take motion capture data and get it into the game. I had the chance to grab Zack and talk one-on-one about fighting. The first thing I asked is how much strategy is involved in a hockey fight. Within seconds, we had each other by the collar and he was shoving me around.
“If I fight a bigger guy, I do this…”
“If I fight a smaller guy, I do that…”
“If I fight a lefty, I dodge this way…’
“If I get a chance. I try to tug and get the guy off balance…”
“If the guy says something about my mom, then I go crazy on him…” (he didn’t actually say this one but we did have some great conversations about some of the ‘conversations’ that happen on the ice)
you get the picture…Zack basically rag dolled me as I took mental notes of how I could apply all of this knowledge to create a compelling gameplay mechanic for fighting.
When I boiled down all that I had learned, I came up with a two-tiered fighting mechanic. Layer one is dodging left and right vs Right Stick punching. If your opponent dodged to his left (your right), you would have to move the RS to ~2 O’clock in order to hit his head and for dodges the other direction, you would punch towards 10 O’clock. If two guys wanted to stand in and go toe to toe, they could both push straight up on the RS and see who had the better aim.
The second tier of the fighting mechanic is a power punch vs tug and upper cut. Pulling back on the RS will put your player into a position to deliver a power punch that does much more damage than the regular straights. If you notice your opponent winding up for a power punch, you can tug him forward and get him out of that pose by pulling down on the Left Stick, then deliver an upper cut by pushing up on the Right Stick.
With a mechanic in hand, we had to figure out how to make this experience truly unique and give something that had never been seen in hockey game before. With the success of last year’s Be A Pro where our goal was to put you in the skates of a professional hockey player, we decided that the next logical step was for us to put you in the skates of fighter. With that, first person fighting in NHL 10 was born.
With number 1 & 2 checked off the list, we were still left with the task of making fighting true to the sport. Again, Zack Stortini was a huge help in giving us a better understanding of why fights happen and when they occur. He also spoke to what a good fight was versus a bad fight and what kind of effect fighting had on his teammates. If we wanted capture the true essence of being a tough guy in the NHL, we had to incorporate these points into gameplay and have it make a difference. We needed to capture why having a good 3rd and 4th line is important in hockey and even more so, in the playoffs. There has never been a reason to play your 3rd or 4th line in our game but NHL10 is going to change that.
One re-occurring theme that our fight discussions kept coming back to was intimidation. Intimidation is a huge part of hockey and will definitely be part of NHL10. Just to be clear, I’m not talking about gimmicky meters or unauthentic HUD elements. I’m talking about authentic gameplay effects and behavior changes. Using your tough guys and grinders to finish your checks will start to wear down and intimidate the players on the other team. The first, second or third big hit might not cause a turnover but eventually you will notice intimidated players rushing passes and D-men slapping the puck around the boards after dump ins instead of trying to pick up the puck and make a tape to tape pass. You’ll also see intimidated players bobble pass receptions if they’re about to be hit. When you notice that your players are being intimidated, that’s your cue to get a tough guy out on the ice and try to start a fight to stand up for your team and mitigate your team’s intimidation level.
Other good times to fight and try to spark your team is when you’re down by a goal or two. By the same token, if you’re up by a goal or two, you probably don’t want to take a fight and risk giving the other team a spark (although I think it’s pretty fun to beat someone on the scoreboard and in a fight).
The CPU will also have different fight styles so if you’re fighting a Tough Guy, they’re more likely to stand in and try to go toe to toe but if you’re fighting a player that is less likely to fight, you can expect them to dodge and avoid punches then try and pick their spots with quick counter punches. And….If you end up in a fight with a player that you don’t want to risk injury to (yes, you can get injured from fighting this year), press the LT + RT to turtle.
About a month ago, Zack came back to our office and I showed him what became of our early conversations about fighting. He loved the authenticity of the fighting in our game and how we were also capturing the reasons behind fighting, intimidation and the notion of good versus bad fights. I won’t go into too much detail here because as we captured some video of that day so you’ll be able to hear from Zack himself.
Make sure to follow us on Twitter (NHL10).
Sean Ramjagsingh, NHL 10 Gameplay Producer
Thursday, May 14, 2009
EA - NHL 10 Brings a new level of Physicality to the Franchise - Press Release
The franchise that has won 19 sports game of the year awards over the past two years begins a new era with gameplay innovations that deliver a new standard of toughness, the emotion of playoff hockey on the ice and in the arena, and over 200 gameplay refinements that replicate the skill and finesse that every fan sees throughout the NHL playoffs.
A new first-person fighting engine enables players to trade punches with an NHL tough guy. Feel what it’s like to be on the ice in the skates of an NHL player to throw and dodge punches. Grab and tug an opponent’s jersey to land a punch that ignites the fans and sparks your team to victory. Challenge a skill player and an opposing team tough guy will step in to settle the score.
On ice toughness and intimidation is taken to a new level in NHL 10 where winning one-on-one battles for possession of the puck along the boards becomes a test of will and skill. Utilizing an all-new board physics engine, players can use their body to shield the puck on the boards and then kick-pass it to teammates. Bigger, stronger players pin opponents to the boards while fanatical fans bang on the glass, just like real life. Fore-check defenders, pressure the puck and finish checks to intimidate your opponent into mistakes. Players fatigue, bobble passes, and avoid collisions under threat of constant physical pressure. Inspire teammates, ignite the fans and change the momentum of a game by instigating scrums, drawing penalties, and mixing it up — all after the referee blows the whistle!
“This is the most authentic simulation of hockey we have ever created,” said Producer David Littman, a former NHL and minor league goaltender now in his eighth year working on the NHL franchise. “The Stanley Cup is the most difficult trophy in all of sports to win and NHL 10 replicates the emotion, intensity and toughness players require to win the Cup.”
NHL 10 features more than 200 gameplay refinements that replicate the skill and finesse of hockey and deliver the most responsive and authentic action ever for the series. Players can one-time loose pucks, score from their knees, knock pucks out of the air and lift a leg to fake a shot on goal. A new 360° precision passing mechanic delivers control over the speed and direction of passes so players can bank passes off the boards or play the puck into space for teammates to skate on to it. Plus, all-new interactive crowds bring the emotion of playoff hockey to life with towel-waving fans, glass bangers and crowds that react to the action on the ice.
Prove you are tough enough to quiet the crowd, silence the opposition and survive a playoff run to lift the Stanley Cup in NHL 10.
NHL 10 will be available in stores this Autumn for the PLAYSTATION®3 computer entertainment system and Xbox 360® video game and entertainment system. It is developed under the EA SPORTS brand by EA Canada in Burnaby, B.C. The game has not been rated.
EA SPORTS™ is the leading interactive sports software brand in the world, with top-selling titles and franchises including Madden NFL football, FIFA Soccer, NHL® hockey, NBA LIVE basketball, NCAA® Football, and Tiger Woods PGA TOUR®.
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About Electronic Arts
Electronic Arts Inc. (EA), headquartered in Redwood City, California, a leading global interactive entertainment software company. Founded in 1982, the Company develops, publishes, and distributes interactive software worldwide for video game systems, personal computers, wireless devices and the Internet. Electronic Arts markets its products under four brand names: EA SPORTSTM, EATM, EA SPORTS Freestyle TM and POGOTM. In fiscal 2009, EA posted GAAP net revenue of $4.2 billion and had 31 titles that sold more than one million copies. EA's homepage and online game site is www.easports.co.uk. More information about EA's products and full text of press releases can be found on the Internet at www.easports.co.uk/press.
EA, EA SPORTS, EA SPORTS Freestyle and POGO are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. NHL is a registered trademark of the National Hockey League. John Madden, NFL, FIFA, NBA, NCAA, and Tiger Woods PGA TOUR are trademarks of their respective owners and used with permission. Xbox and Xbox 360 are registered trademarks of the Microsoft group of companies. “PLAYSTATION” is a registered trademark of Sony Computer Entertainment Inc. All other trademarks are the property of their respective owners.
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NHL, the NHL Shield and the image of the Stanley Cup are registered trademarks and the word mark Stanley Cup is a trademark of the National Hockey League. All Rights Reserved.
NHL 10 is an Officially Licensed Product of the NHLPA. NHLPA, National Hockey League Players' Association and the NHLPA logo are trademarks of the NHLPA. © NHLPA.