Source: 22 Things We Know About NHL 13 (http://www.gameinformer.com/games/nhl_13/b/xbox360/archive/2012/05/21/things-we-know-about-nhl-13.aspx)
GAMEPLAY
1. Previous NHL entries featured speed differentiation between players, but the developer is the first to admit the skaters lacked explosiveness. For NHL 13, EA Canada has completely reworked the skating engine, which its marketing team is dubbing True Performance Skating. This year speedy wingers like Marian Gaborik have the ability to fly by defenders. Players reach their top speed by either reaching full stride in a straightaway or by the user pressing the L3 button. Giving players control of their speed bursts allows them to time when they want to turn on the afterburners, which can be extremely advantageous when splitting defensemen or accelerating alongside the boards to avoid a check.
2. Going fast has its limitations. Players will get fatigued faster, and only elite players like Sidney Crosby are able to stickhandle and take accurate shots while skating at top speed. If you are flying down the wing as fast as your player can skate and you try to make an aggressive turn toward the net, your player may lose his footing and wipe out. The controller will give players feedback by rumbling when they are pressing too hard.
3. EA Canada conduced a study and found that NHL players glide nearly 40 percent of their time on the ice. In NHL 12, players glided less than one percent of the time. With the limitations imposed by moving at top speed, most players are better off accelerating and then using their momentum to glide into position to take a shot or make a pass. "We wanted to capture why Henrik Sedin rarely goes at his top-end speed," says producer Sean Ramjagsingh. "He's always in control and it seems like he slows down the entire flow of the game."
4. To build the new skating system, EA Canada has added over 1,000 new animations. Players will dig their skates hard into the ice when making abrupt changes in direction, and it takes them a second to gather their momentum when quickly stopping and skating in the opposite direction. You will also see skaters subtly dodge defenders who mis-time their checks.
5. Pressing and holding the left trigger activates back skating. This can be extremely useful when positioned along the blue line in the offensive zone, opening up new shooting angles. Being able to turn and skate with forwards or pivot into a back skate is also a boon on defense, but mis-timing your pivot could leave you flat footed and create an opening for an offensive player to blow past with a well-timed speed burst. In our limited time with NHL 13, this dynamic created an interesting cat and mouse game between defenders and forwards. Since you can't skate backward as fast as attacking players skate forward anymore, Knowing when to back off, when to turn and skate, when to close the gap, and when to attempt a check requires much more awareness than in past games.
6. The real-time physics introduced a couple years back are being tweaked to account for the new sense of speed and momentum on the ice and to add more fidelity. Ramjagsingh says they are starting to see more subtle behaviors like knee-on-knee collisions.
7. EA has tweaked goaltender performance to open up the five hole for more scoring opportunities.
8. For the first time in the series, goalies now have individual limb control, which introduces more save possibilities and could also result in more deflection goals off their arms and legs.
9. Last year many fans complained that the CPU didn't take enough penalties. EA Canada plans to make this a focus this year.
EA SPORTS HOCKEY IQ
10. For several years, users have questioned the sketchy player AI. This year the development team hopes to dispel this complaint once and for all with EA Sports Hockey IQ. "This year we've invested more effort in AI than in the last three years combined in terms of effort," Ramjagsingh says.
11. The new AI system helps players understand situations as they develop on the ice and react to them accordingly. For example, thanks to the new EA Sports Hockey IQ, goalies are much more aware of situations like odd-man rushes. Before, goalies only knew where the puck was. Now, they anticipate player positioning and react realistically to 2-on-1s, 3-on-1s, and 2-on-0s. They may cheat and play more out of the net to challenge a shooter, or sit back to avoid giving a trailing player an open net. Now that they are willing to cheat, desperation saves and scrambling goaltenders are much more common.
12. EA is also working on making sure teammate AI knows what to do when you have an odd-man rush on offense. If you cross over into their lane, they will know that they should criss cross and position themselves for a scoring opportunity.
13. Part of the AI work includes making sure there is better player differentiation on the ice. Fourth liners will go into corners more aggressively and finish their checks.
14. If you're not happy how your lines are performing you can tweak their behaviors with a new set of strategy sliders. On offense, you can control your players tendencies to carry vs. dump the puck, cycle vs. shoot, skate with efficiency or energy, or go down to block shots or not. On defense, you can use the sliders to determine whether or not your defensemen should pinch or hold the line and whether they should cycle the puck or shoot. If you want to create a fourth line that dumps and chases 100 percent of the time, you now have that option.
15. When the CPU AI employs the dump and chase, it's smart enough to try different types of dumps. Their options include ringing the puck around the boards, attempting a cross-ice dump, or shooting the puck off the back wall.
16. EA has redone every single forecheck in the game so teams employ their real-life strategies. This includes aggressive or passive 1-2-2, 1-3-1, and even the 1-4 the Tampa Bay Lightning used against the Boston Bruins during last year's Stanley Cup playoffs.
17. In addition to selecting your team's forecheck, you can also tweak their bias between hanging back in the neutral zone and a more aggressive trapping game.
18. Each team has its own custom AI template to start. You can create a new system or adopt any of the 30 templates for your own team.
PRESENTATION
19. Much to the dismay of some fans, both Gary Thorne and Bill Clement return to the broadcasting booth. EA recorded commentary for the new features like True Performance Skating and some league information that will keep their comments up to date.
20. NHL 13 has a completely redone the lighting engine. New light maps replicate the look of each of the arenas in the game, and the developers also added more colored light. You will now notice light bouncing off objects and self-shadowing.
21. The developers upgraded the rendering for skates, socks, pants, jerseys, gloves, helmets, etc. so they are much more detailed. You can see the stitching in breezers, and gloves will have scuff marks. Visors also properly reflect light.
22. EA has moved away from non-interactive cutscenes. NHL 13 now uses the AI to drive the players after the whistle and the developers implemented true broadcast camera angles to capture their activity.
Here's hoping for significant improvement.
Amazon is now offering a $15 credit with pre-orders.
Thanks for the heads up, preordered today.
I'll probably pre-order my copy once I get the $15 credit from Madden.
First gameplay video with commentary on improvements made to this year's game:
www.youtube.com/watch?v=7Nt433LKhac (http://www.youtube.com/watch?v=7Nt433LKhac#ws)
Am I missing something here? He is beating us over the head with the ability to skate backwards with the puck, but that has been in the game since at least NHL 10.
I thought they had removed manually skating backwards in the past few versions, but I just checked and there's an option to turn it on. Maybe that's just for players without the puck? Ted, I thought you might be happy to see that dump-and-chase was a big part of the game again.
The only thing I saw in that video that caught my eye was the nice slap at the puck to keep it cycling along the boards. The dump and chase is currently a part of the game. What I have been disappointed in is the lack of dump types that you can perform since about 09 I think. That and the dumps go too far. It's basically a lack of puck power control. Also, the d-men look as stupid as ever. I shouldn't say anything because I know you guys get kind of pumped for the new NHL each year, but the series went backwards last year in my opinion and it looks to be returning each year to more of a constant end to end game again like the mid 2000's.
Quote from: Ted on July 23, 2012 @ 01:21:06 AM
I shouldn't say anything because I know you guys get kind of pumped for the new NHL each year, but the series went backwards last year in my opinion and it looks to be returning each year to more of a constant end to end game again like the mid 2000's.
I have no problem with constructive criticism, which is one of the reasons I'm always interested in your opinion on EA's NHL game every year.
Presentation Overhaul:
Presentation Overhaul - NHL 13 (http://www.youtube.com/watch?v=0Yjjw0D9guY#ws)
Defensive Gameplay Reveal
Defensive Gameplay Reveal - NHL 13 (http://www.youtube.com/watch?v=eug_qhEy3uw#ws)
Bottom video was pretty impressive.
The demo arrives on 8/21.
Downloaded the demo this morning and played two games so far. I like the slower-paced gameplay, but I don't really see that big of a difference with "True Performance Skating", considering how much EA advertised it.
I am buying the game but not messing with the demo, will hold off and use that EA Pass to play it a few days early.
The more I play it, the more I like. I'm going to use my $15 credit from Madden towards the purchase of NHL 13, which also comes with a $15 credit.
Just pre-ordered my copy from Amazon with my $15 credit from Madden. I'm really enjoying the demo and looking forward to the full game.
Anyone else getting NHL 13 besides Brent and myself?
My copy just shipped...should be here tomorrow.
I will be on the mainland next Tuesday so will get it then.
IGN has posted their review: NHL 13 (http://www.ign.com/articles/2012/09/11/nhl-13-review)
I really enjoyed my time with NHL 13. And if you’re a hockey junky like me, chances are you will, too. For a full-price title, gamers get so much more than mere roster and tuner updates (which come for free and with regularity, by the way). You also get robust online and offline modes that could potentially keep you busy for hundreds of hours.
NHL 13 may have some problems and inconsistencies, but they barely detract from the quality product EA Canada has put out this year, one that may just keep you warm on those cold, dark nights when you should be watching the real thing but are forced to play it on your console of choice instead.
Overall: 8.5 Great
Was prompted to download a new Tuner set tonight. Apparently now gameplay changes made in it:
Name: 1.01
Date: 09/13/2012
Notes: Fixes the issue where every shift would begin at a faceoff in Be A Pro when a User would sim to next shift.
Also, I'm starting to get comfortable with skating backwards on offense, but don't understand why they would also map Vision Control to the same button. Is it possible that the manual is flat-out wrong?
What's the best way to play defense in this game? I tend to switch to the defender closest to the puck holder, but that causes my players to be out of position all the time. Should I try to stick with just controlling one player on defense?
Also, I hate to sound like the whiners at OS, but EA really needs to fix the penalty issue in the game. I play fairly aggressive and never get called for anything.
have you turned the penalty slider all the way up for both you, the cpu, and your ai teammates? Also change the referee to authentic post whistle. We get more than real life penalties with everything up and authentic and have to tone down the post whistle scuffles in order to remain realistic. This is on 12. I'm assuming the same for 13.
Yeah, I have the slider turned all the way up for both. It's definitely an issue with 13. The latest tuner (1.03) was supposed to help but didn't.
Tuner 1.04 released on 9/28:
All Modes
- Greater chance of penalty being called if a player is tripped (stumbles will now be considered trips)
- Pokecheck less effective in HUT
- Goalies less vulnerable on shots from distance on the rush on Game Styles Normal and Hardcore.
- Decreased AI ability to make long stretch passes when Users were calling for a pass.
Offline
- Increase penalty calls across the board
- Increase effect of CPU Opponent and CPU Teammate penalty sliders
- Increase chance of slash being called on stick lift from a bad angle
- Increase likelihood of interference being called
- Increase chance of CPU clearance being played over the boards
- Increase chance of boarding, charging and hitting from behind being called
- Increase time CPU will finish checks after puck is released
Glad to see penalties addressed aggressively as I was getting the same problem as you. Will try out the new tuner and see whats up.
So I guess you did pick it up last Tuesday. Other than the penalties, what do you think of it?
I think it is good enough to move away from NHL11 now, but Jake isn't convinced. The penalties do seem to be called a bit more in tuner 1.04, but it still is too low even on max sliders.
The hitting is ridiculous and I had to drop that slider down because guys would go flying at the smallest nudge from a defender even just standing still in one spot. This is on superstar. The hitting animations seem to have taken a big step backwards since 11, they just don't look right or look like they match what is happening on the ice.
Those are the biggest negatives.
The strongest positives are better defensemen, stronger teammate AI in all aspects, and a stronger willingness to shoot by AI teammates especially defensemen compared to 11. I play locked to the RW so it makes a huge difference compared to what it was like before.
They totally fixed the fatigue system and the fatigue slider actually works. It worked well in 11 and I seem to remember it didn't make a difference in 12. Now the fatigue is really good and I see quick shift changes all the time, sometimes less than a minute at the later stages of a period.
Goalies are exceptionally weak high to the stick side and it almost feel like an exploit to try and score with wristers there. The saving grace is that I see the AI on both sides exploit that spot consistently so at least the game is balanced in that respect.
Fights and intimidation seem to be a non factor now. They were a big part of 11. The fights don't bother me so much, but I miss the intimidation from both sides in this version.
Steps forward.....steps back. Totally playable.
NHL 13 Title Update Coming Next Week (http://www.easports.com/nhl/news/article/nhl-13-title-update-coming-early-next-week)
Gameplay Updates
- Separated ability for backwards to forwards pivot for ‘with puck’ and ‘without puck’ and made it quicker to pivot without the puck.
- Poke checking â€" fixed bug causing players to always miss to the same side of the puck.
- Goalies will be more aware of shots right off a faceoff in the offensive zone.
- Goalies will have a harder time dealing with screens.
- Ability to tune shooting back against the grain so it can be less accurate/effective than shooting with your weight behind the shot and moving towards your shooting direction.
- Ability for players to be more susceptible to lose the puck when getting hit while skating backwards with the puck at speed.
- Prevented desperation shots from knocking the puck away from the goalie minimizing the strategy of diving at the goalie to knock the puck loose.
- Fixed shootout logic in GM Connected to include both locked and unlocked users.
- Allowed BAP games to resume from simulation in the middle of a shift (fixed crash when sim intervening).
- Fixed goals screening goalie stat.
- Goalie has a better chance of squaring up to shots from far out.
- Improved orientation of off-puck players in one-timer situations.
- Improved AI behavior against a back skating puck carrier.
- Fixed hit power sliders so only the hitter’s slider value matters.
- Fixed AI players occasionally standing around looking at the puck when resuming from simulation in BAP.
- Fixed BAP being taken off the ice after a short shift that results in a stoppage.
- Fixed rapidly spinning players in BAP when resuming from simulation.
- Ability to tune players puck control coming out of a 45 glide deke.
- Ability to tune CPU pass error on long passes.
- Improved puck hop behavior when it hits the boards.
- Pokechecking effectiveness range tweaked. Players with better stick checking skill will stand out more compared to players with lover ratings in that category.
- Tuned goalies and shooting accuracy to ensure shots in the slot/middle of the ice are more effective than shots from sharp angles.
Presentation and Graphics
- NEW - Added unique (green) Reebok 20K EA Sport branded skates and stick to the RBK pre-order pack (XBOX).
- NEW - Added unique (blue) Reebok 20K EA Sport branded skates and stick to the RBK pre-order pack (PS3).
- NEW -2012 Winter Classic Jerseys (PHI / NYR) now selectable in regular game modes.
- Reduces frame rate jitter on the Xbox 360 as experienced by a number of players in all game modes but was most noticeable in OTP/EASHL (XBOX).
- Replay Wipe timing fixed.
- Commentary for replays won’t continue if a replay has been skipped.
- Action Tracker post effects (barrel distortion on net cam) is working correctly.
- Tampereen Ilves home/away jerseys now displays correct logo.
- Dynamic board ads added to Toronto’s stadium.
- Snow on players/goaltender/environment now fades out more smoothly/realistically.
- Flag holders in the Winter Classic stadium now stand correctly at all corners of the flag.
- Lulea HF center ice logo now displaying correctly.
- Transition wipes should no longer hold on white frame longer than necessary.
- Boston jumbotron no longer white; has proper textures (PS3).
- Rare occurrence of skate spray not lining up correctly with action now fixed inside of the Action Tracker.
- Shuffling of NIS’ has been improved. Less chance of seeing the same NIS inside of the same game.
- Goalie stick mirroring has been corrected. Blade will now be pointing in the right direction during shootout NIS’.
- NHL Moments Live snow build up on ice will now work correctly.
- Calgary Flames now have proper logos on helmet for both Home/Away.
- Prevented replay speech from playing over top a fight or if goof off is skipped.
Hockey Ultimate Team
- NEW - implement training duration item so training items can last for multiple games.
- Addressed an issue where some users were not getting Puck rewards for playing games and would sometimes get a Loss for actually winning games.
- Fixed an issue where players would continue to receive the Happy Hour bonus if they never disconnect from the EA servers and continued to play HUT games.
- Fixed an issue where after playing a game against the Team of the Week or a team from the Leaderboards screen, the wrong roster would be downloaded for all of the teams in the EAUHL 24/7 league when playing a Single Player game.
- Item Pack Art EASST Player Premium Pack art now shows Promo and not Deal.
- Fixed an issue where players would see an error message with missing text when bidding on the same item over and over until while being out bided by another player.
- Applied training boosts are no longer used up for players in the user's Scratched Roster.
- If user has a Stanley Cup edition item in their starting lineup, they are no longer able to add that same player from the New Items screen, thus resulting in them having 2 of the same players in their lineup.
- Fixed an issue where users are not getting wins for opponent DNFs when playing Online Tournaments against the same opponent twice.
- Fixed a crash that occurred when a player enters the Watch list and highlights a sold (green outline) item.
- Online Tournament opponent searches now check for player skill level and team star rating.
- Fixed the crash issue when applying Consumable items to some of the players in the New Items screen.
- Addressed an issue where spamming in and out of a challenge team game will cause a blank lineup screen to appear.
- Fixed an issue where users would advance through tournament rounds by entering the tournament tree and then playing through a regular non-tournament game (online and offline).
Be A GM
- Addressed an issue where players that should not be considered waiver eligible were being listed as waiver eligible.
Be A Pro
- Tuned off season player growth effect on the BAP player EXP Growth.
- Fixed an issue where the player’s BAP team would not sign FA’s or RFA’s to contracts.
GM Connected
- New - Trade messaging has been added to the mode.
- Speed up Hub loading times.
- Improved responsiveness when scrolling through the Main Menu to reduce accidently scrolling past the option players want to select.
- Improved scrolling when looking to selecting a team on the trade player screen and select team screen.
- Users should no longer be able to adjust the gameplay sliders during a CPU game.
- Improved responsiveness of league search screens.
- Fixed an issue that would sometimes cause a crash when bringing up the player list on the Trade Player screen.
- Fixed an issue where the game would sometimes crash while backing out of the mailbox screen.
- Fixed an issue that could cause the game to crash while loading into the GM Connected HUB.
- Fixed a rare crash that could occur when proposing a trade to a CPU team (also fixed in Be-A-GM).
Online Team Play / EASHL
- Addressed an issue where team members from different regions could not match up together in a club practice and the matchmaking would fail as a result.
- Fixed PS3 microphone fluctuations when not set in HQ mode.
- Resolved an issue with EASHL matchmaking where it was returning the captain’s versus skill level instead of the club’s skill level. This will improve the accuracy of matchmaking.
- Addressed an issue where Hockey Shop Boosts were being unequipped to the player’s EASHL Pro upon reboot of their console.
Patch and new tuner are both available this morning.