NHL ‘10 – Second Impressions – Achievements and Disappointments…
Note: I spend the vast majority of my time playing online with my EASHL team. If you’re an offline player, you may not have noticed many of the issues I bring up. Similarly, I may have missed many issues you’ve run into.
Alright – we’ve all had a bit more time to play NHL ‘10 now and give it a more fair assessment. Regretfully, I must say that while there are some major improvements, overall I’m extremely disappointed.
I’d like to preface the following by saying this: I complain as passionately as I do because I feel that EA Sports is close to having the best sports game ever made if they’d just live up to their promises and fix the issues that people consistently complain about. They have a potentially amazing thing going, I just feel they keep coming up short. Unfortunately, game review sites primarily play the games offline, and can’t give games the full deep dive that customers end up giving it over the course of a few weeks. Therefore, EA keeps winning awards and praise for its NHL series before it has been out in the wild long enough to truly be tested. As a result, it’s my assumption that EA execs feel that the status quo is acceptable. The game keeps winning awards and selling, so why bother spending time fixing old issues?
Despite that, the producers and developers at EA claimed repeatedly that they would.
Throughout the summer, EA published developer / producer blogs – often in video form – which were a fantastic way to get us excited about the newest iteration of the NHL series. Even more exciting was the acknowledgment of all of the bugs, shortcomings and frustrations run into by paying customers. We were promised an offseason that consisted more of fixing bugs and gameplay issues than of trying to cram in new features. Perfect! Exactly the kind of response the community wanted to see from EA.
Unfortunately, reality has painted a radically different picture from the product we were promised over the summer. A large number of issues remain unaddressed, and as seems to be the case with every EA game release, server issues were a major, major problem during the first days of release. The issues reared their heads again upon the release of FIFA ‘10 – with both the EA Sports World site and EA game server suffering serious slowdown and/or crash issues.
Let’s be fair, however, and first address some of the biggest positives:
- The new passing engine, while frustrating at times, is an improvement. It’s great that passes aren’t so ridiculously tape to tape anymore.
- Puck physics are generally much better – with odd and usually more realistic bounces happening all the time. This makes for a significantly more “chaotic” (in a good way) gameplay experience. As frustrating as it is to miss that loose puck in front of a gaping half of the net – that’s a part of what gives hockey the edge-of-the-seat excitement that gets 20,000 people yelling “oooohhhhh” simultaneously, and there’s a good bit more of this in ‘10.
- Board play, while it has some shortcomings, is a pretty cool addition to the game. The concept is at least a step in the right direction.
- The increased detail / information on the EA Sports World site is fantastic. I have suggestions for more content to add, but what’s there is great.
- The ridiculous over-effectiveness of stick lifts in ‘09 has been at least somewhat improved.
- While there are rumblings that the 3-0 glitch from ‘09 is back, I have not seen any confirmation on this – just pure speculation. My EASHL team hasn’t experienced it thus far, which is good. Update: I may stand corrected on this, here’s another recent account, without corroboration yet. The 3-0 glitch may be back, but I’ll reserve judgment until more evidence surfaces.
- Locking position indicators / colors helps immensely, thanks for listening to our feedback.
- The new presentation of jerseys in the selection screen is much better – although I would love to see it show the full uniform, as there are still some occasional color differentiation problems when teams pants match very well, etc.
- The ability to one-time loose pucks has helped a lot in terms of tapping in rebounds (though it does have its shortcomings as well, it’s a huge improvement over ‘09)
- We are definitely more consistently matched up against teams with the same (or similar) number of human players. It’s not perfect (probably in the name of finding a matchup quickly), but it’s clearly improved.
- The addition of Be a Pro “Grades” after every period is great, and the tweaks to make it a little more reasonable to earn good grades are a welcome addition.
That sounds like a whole lot of positive, and it is. Unfortunately, some of the negatives are so big — and worse yet, so completely inexcusable — that I feel they actually outweigh the positives.
So, on with the criticism… it isn’t pretty… I’ve broken it into categories for the tl;dr crowd:
Unpreparedness on EA’s part:
EA has simply been around too long for the following issues to have occurred. It’s not like they’ve never released a big new sports title…
- As seems to be the case with every EA Sports release, the first several days were mired with server issues. The servers were down for extended periods of time, making online play impossible.
- As those issues were ironed out, there were still horrendous lag issues for EASHL and OTP games – making the game pretty much unplayable online.
- Next, with the recent release of FIFA, lag issues were re-introduced, and the EA Sports World site experienced extended downtime and/or very slow performance.
- There have also been a number of issues with the game freezing / locking up Xboxes completely, or just locking user interaction so that the only escape is exiting to the dashboard. The quantity of reports of freezing on the forums is rather alarming.
- Finally, there have been reports of people’s “Be a Pro” seasons being corrupted, and having to start all over again. These kinds of occurrences are just not acceptable in a mature product such as the NHL series.
Unwelcome additions:
- The “boost equipment” has been widely complained about on message boards as ridiculous, and it is. The fact that the only way to have 3 boost slots in your equipment is to wear something that looks ridiculous is an annoyance.
- Despite a blog post explaining how the boosts work, there is strong suspicion amongst the EA community that they don’t work at all. I’m starting to agree with this sentiment, given the fact that my Be a Pro defenseman has 98 speed (8 of which comes from unlocked boosts) and is still being outrun and/or matched in speed down the ice, even by computer players.
- Worse yet, the idea that you can pay for these boosts is frankly offensive. EA responded to this by saying they were able to unlock most of the boosts in a week. This assertion is absolutely ridiculous. Some of the tasks include “playing a complete game with every swiss league team”, etc. These sorts of menial tasks do not come as a part of natural gameplay, are not enjoyable, and are ridiculous to have to go through in lieu of paying for upgrades.
- The menu system is even more complex this year, instead of simpler. The hierarchies of menus often make no sense, and have far too many levels of depth. Navigating around this game’s menu structure is a nightmare.
- The ability to challenge someone to a fight at any time has become a problem. It’s mapped to the same button as board play, which means it’s triggered on accident with some frequency. Furthermore, it’s being abused intentionally to stop a player on a breakaway, etc. Basically, when you challenge someone to a fight, they’re locked into a “challenge / response” animation that they can’t get out of without mashing on a button or two to break out of that animation. A terrible design flaw in my opinion.
- Board play, while nifty at times, is also being abused. The “lock in” or “magnet” area as some people call it is too great. You can stand near the boards and hold Y as a forward is flying full speed down the wing and magnet him to the boards without him breaking through. This is unrealistic, and is abused by the craftier teams out there.
- While the addition of multiple dressing rooms for EASHL teams this year is a neat idea, especially for bigger teams who may have more than 6 people online a lot, it has added yet another level of depth to an already too-deep menu system. Furthermore, when an opposing team backs out of a game without letting it start, you’re kicked all the way out to the “home room”, where all of your teammates must again select and re-enter a dressing room. Poor user interface choice.
- The ability for players to reach up and snatch a puck out of the air seemed awesome at first. How cool is it to see your D-man keep a puck in ahead of the blue line by doing this? Awesome! Unfortunately, no thought was put into realism here. It looks and functions great for particular situations, but it’s also maddening. A rocket slapshot from behind the blue line, intended to get dumped into the zone or just cleared on a penalty kill, is often stopped with no effort whatsoever by this automatic animation – thwarting dump-ins and clearing attempts with frustrating frequency. Again – this is an example of a new feature that EA crams into the game without thoroughly testing the negative effects it may have.
- I’m very sorry to the EA developers who worked on this, as I’m sure it was a lot of work – but the new fighting engine is awful. It’s unrealistic and frankly “button-mashy” at best. Honestly, I don’t care too much about the quality of a fighting engine in any NHL game – it’s just not a priority to me. However, a lot of work clearly went into a brand new fight engine when that time would have been better spent on bug fixes and gameplay issues.
- The “Goalie Tutorial” this year was so insanely light on content that I actually thought there was a bug in the game. There is one drill that teaches you to use the left stick to position your goalie – that’s it. 3 shots are taken, and that’s it – you’re done. You’re never taught any of the other controls nor is it explained when you should be using them.
Broken Promises (also known as “stuff we didn’t fix from ‘09″) – This is the part of the article where smoke spews out of my ears, because we were promised an offseason of bug fixes and gameplay improvements before loads of new features were added:
- Glitch goals – The man himself, David Littman, promised on video “no more ‘always goals’” [1] [2]… this is unfortunately far from what was actually delivered.Here’s the thing… As a developer myself, I know that it’s pretty much impossible to make perfect AI for games like these. People will always find exploits. However, if you can’t deliver it, don’t promise it. EA has claimed that they’ll be able to patch up glitch goal issues faster through the use of “tuner sets” – so they don’t have to wait for Microsoft’s 3 week testing/approval process of an actual game patch. This seemed like a great idea when it was described to us, but so far we’re 3 weeks past NHL 10’s launch, and there have been glitch goals reported since the demo was out that haven’t been addressed yet.EA just doesn’t seem to get it yet. Massively multiplayer online competitive games cannot be treated like other games. They require consistent monitoring, and prompt response to exploits and issues. It has been argued that it’s not technically feasible for EA to update tuner sets as quickly as customers are clamoring for them. I’m sorry to be so blunt, but that’s a failure on EA’s part. If a developer can’t solve that technical challenge, that’s a failure. Online games of this nature require monitoring and fixes to exploits in a timely manner – period. If you’re incapable of doing it, you need to build the technical infrastructure to become capable of doing it.
- Faceoffs were a complaint last year – they were too lopsided (not to mention too “perfect” when you win one). EA tried to address this in a patch to ‘09 by making the faceoff stat count a bit less, but it wasn’t much of an improvement. The story is even worse in ‘10. Online, it’s virtually impossible, even with a 99 faceoff stat, to win faceoffs consistently against a computer opponent. Due to network latency, it’s often extremely difficult for one human or the other to win any faceoffs in a human vs. human center matchup. In the real NHL, the best faceoff guys are about 60.5% each year – not 90% like they often are in the NHL series. This makes for some really lopsided EASHL games because good teams are so good with puck possession – winning the vast majority of faceoffs is actually a really big deal.
- Defensemen still occasionally freeze, even when skating backwards, as a puck passes them. This allows breakaways too often.
- There still seems to be an “untouchable area” right near the goalie where if he stupidly plays the puck, it’s pretty much impossible to steal it or try and tap it in for a goal. It seems smaller this year, but it’s still an issue.
- The “Slap Pass” from ‘09 is alive and well in ‘10, and seems to be abused far more often. This is basically an exploit on deflections – since the programmers did not restrict the angle you can make deflections at, players can make ridiculous 90 degree deflections by standing in the low corner, holding RB and aiming a “dump” at one of their forwards standing in front of the net. These deflections clearly go in with some frequency, or teams wouldn’t try it so often.
- A huge complaint in ‘09 was the mapping of buttons to two different functions causing problems. They addressed this in one area (changing the puck push to be the “Vision” button), but introduced new problems in others – specifically the “Board Play” / “Fight” button. It’s also an issue with “poke check” / “call for shot” – why, if I’m in the offensive zone without the puck and I call for a shot from my teammate who does have it, does my player poke check (and occasionally get a tripping call?).. Furthermore, why do both RB and the right analog stick call for a shot? I can’t check someone without calling for a shot now – a major annoyance.
- Tripping calls from odd / slow poke check animations are very frustrating – this was an issue in ‘09 that was widely complained about and not fixed. Basically, when a player poke checks, he can often trip a player while pulling his stick back from the poke check, even if the physics of this act make absolutely no sense.
- The inability for human goalies to move before the puck is dropped for a faceoff has made an ‘09 glitch even worse in ‘10. Basically, a far side shot right off the faceoff (when won to a forward) is virtually impossible for a human goalie to stop. Winning a faceoff in this spot is nearly a guaranteed goal.
- Just like in ‘09, changing team pressure / strategies only works during gameplay. Changes you make during cutscenes are not saved – not even if you pause the game to do so. If you pause right before a faceoff, however, it does seem to save them. This should not be necessary, though, especially since the number of pauses allowed in EASHL games has been reduced.
- Another ‘09 complaint related to strategies: Since EASHL games don’t involve line changes, those buttons are disabled. However, those buttons are the only way to access strategies such as “Crash the Net”, “Overload”, etc. The only way to change these in an EASHL game is to pause it – but be sure to pause it at the right time, or it won’t save. Again, the number of pauses this year has been reduced (a generally good idea), so this is an even more inexcusable oversight.
- Yet another ‘09 complaint related to strategies: Why, when the game is paused by the opposing team, am I unable to change strategies / pressure in the menu? It’s grayed out. This makes no sense. The captain of each team ought to be able to change these any time the game is paused, or between periods.
- Oops, yet one more: EASHL teams ought to be able to set default strategies for their team, so that the game needn’t always be paused at the start to set them.
- “Remembered actions” are as much a problem in ‘10 as they were in ‘09, with unintended player actions (such as executing a saucer pass due to a “remembered poke check”, etc)… I’m not so sure there’s an easy technical solution to this one, though.
- Just like ‘09 – AI players pass the puck back to the human who passed to them far too often. If I’m passing to the CPU, I probably don’t want the puck right back, I’m probably under pressure. However, they have an over-weighted tendency to do this.
- Also just like ‘09, AI players pass backward at the most absurd of times – even when they look like they’ve got a relatively clean skate across the opposing team’s blue line — presto, random pass back to a D-man.
- Also in the AI issue category – players often do not pursue the puck even when they’re the closest to it on open ice. This was an issue in ‘09 as well.
- As in ‘09, there seems to be no rhyme or reason to why teams line up in a given faceoff formation, nor any way to control it.
- In ‘09, checking was a serious issue – it was far too effective and heavy hitting. It seems ‘10 did try to address that issue, but now it’s all too often ineffective. I think EA did right by toning down the quantity of “huge hits” – however, there’s far too many instances of squaring someone up or hitting them from the side without them so much as bobbling the puck, let alone losing possession of it. This makes checking a very ineffective (high risk, low reward) means of playing defense.
- Another issue EA addressed in ‘09 was rampant abuse of interference (checking players who did not have the puck). Upon fixing it (Patch 1.02), some players complained it was too touchy – calling too many penalties. I’m not sure I agreed with those players, but EA did capitulate, and ‘10 allows a bit more checking away from the puck. In my opinion, a good bit too much – especially when shorthanded.
- While the matchup system is improved for EASHL games, our team is still consistently matched up against teams ranked in the top 500 or so, despite the fact that we’re ranked closer to 1500-2000. We seem to play an inordinate amount of games against teams that are absolutely phenomenal. We don’t mind playing a challenging game, but spending an evening playing over 1/2 of your games against teams in the top 500 when you’re ranked 2,000 seems excessive.
- Camera preferences, just like in ‘09, are still not saved properly. More than half the time I go into practice mode, “Always Down” is selected, no matter how many times I switch it to “Always Up.” This is another issue that was addressed on video by a developer as being fixed this year. Clearly it has not.
- Just like in ‘09, AI-controlled centers almost always win faceoffs to the right defenseman. It is extremely, extremely rare to see an AI controlled center win a faceoff to any other player (with the exception of one particular faceoff formation that puts the right wing down and to the right of the AI center – in which case the faceoff is won to him instead).
The superficial, but still flawed (things that don’t matter all that much, but I’m still surprised exist in a “released product”):
- Player models often have clipping issues – particularly on helmets and hair. Especially visible during the 3-stars presentation, you’ll see players whose hair is inappropriately mapped to their skull, so the polygons either flicker on/off, or the players have some of the most hilarious/absurd balding patterns ever witnessed. Goalie masks often show portions of bald skull bulging out because they’re improperly aligned over the player model, etc.
- It seems the development process is just often lazy over at EA. There are loads of instances where they simply didn’t do the work to account for some of the “less common” occurrences in any way. One such example: As in years past, multiple penalties are not called out graphically or by announcers, you only see a penalty graphic come up for the first one called. One exception is coincidental minors, which announcers do mention, but they’re still not called out graphically.
- Cut scenes often show the wrong player(s) in the penalty box, the wrong player(s) taking faceoffs, etc. I don’t really care so much about these sorts of bugs as their effect on gameplay is zero. However, it’s just another testament to what I feel is a lackadaisical quality assurance process at EA Sports Vancouver.
Reasonable things the vocal among us asked for, but didn’t get:
- EASHL practice mode was not added this year despite being by far the most popular request.
- Another popular request was a FIFA-style “call for pass / shot” indicator – basically a thought bubble that shows who it is calling for a pass. This is not only just generally informative, but also useful on an all-human team. From a development standpoint, this is extremely easy to add in, but it wasn’t done.
- People were also vocal about the “call for pass” button’s general functionality. It’s a call for a pass, not a demand or an order. Therefore, an AI player ought to be smart enough to refuse to pass when, for example, their own goalie is between him and the guy calling for the pass. The same goes for the goalie himself – he shouldn’t be passing the puck downward into his own net because some yahoo hit the right trigger while standing behind the net. He also shouldn’t be passing into a clogged slot, no matter how many times I call for the puck. No real goalie is that stupid.
- In the year 2009, hard drive space isn’t exactly expensive. The limit of 5 slots for uploaded videos seems excessively low, especially when forum moderators are basically saying it’s our (paying customers mind you, not beta testers) obligation to upload videos to “prove” glitch goals / report bugs to EA. People asked last year for more slots, but ‘10 has the same limitation. On this note – since you can’t save a video during an EASHL game, it’s pretty hard to report exploits. You can save highlights, if they make the reel, but there’s so few highlights that often glitch goals don’t make the reel.
There’s more than the bullets above, but that’s a plenty exhaustive list.
Conclusion:
EA has disappointed greatly this year in a few ways. First and foremost, the team made promises that they didn’t keep. The summer was spent on a combination of reassurance and bragging about gameplay fixes, AI improvements, and making ‘10 more of a “fixed version of ‘09″ release. Aside from those who obsess over accurate goal horns and goalie equipment being perfect – nobody complained about this concept. In fact, everyone loved it. Just or not, they expressed a willingness to shell out $60 more plus tax for what would basically be a massive bug fix / patch to NHL ‘09.
Instead, a few ‘09 issues were patched, but a lot of important ones weren’t. In addition, a number of new features were introduced – each with bugs or gameplay issues of their own. A perfect example, though EA did fix it before final release, was the leg-kick fake. People found by playing the demo that they could zip across the ice faster by repeatedly using it. While I’m thankful that this was reported and fixed prior to final release, demos are not supposed to be open beta testing sessions.
Overall, I feel a bit cheated. There were specific promises made, even on video, that were broken. There were general promises made that were clearly broken – spending loads of time on new features that would’ve been better spent fixing problems from ‘09 that carried over into ‘10. I’ve made a solid but incomplete list of those issues above, and as you can tell it’s already quite long.
While my one vote is pretty meaningless to EA, I don’t plan on making the same mistake for NHL ‘11. Fool me once, shame on you. Fool me twice…