Rappel du premier message :NHL 11 is bringing the thunder. For the past few years EA has dominated the NHL game space, knocking 2K's weaker efforts into the boards again and again. This year may just lock up the NHL crown for good. This year, EA flips the switch on physics, doing away with all the canned animations of the past. Every jarring hit, every deke, every scuffle against the boards is physics-based. This is hockey as God and Canada intended it.
EA isn't showing off these physics working in a game, so it's always possible that they get tuned wrong and it just annoys the hell out of you. But I did get to play around in a 1-on-1 practice mode, which gave me a chance to see how the new physics engine created a better hockey experience.
NHL 11 has powerful hits, sloppy hits, minor hits, trips, knock downs, tangles--pretty much anything you could imagine seeing when two bodies collide at high speeds. The hits are all dynamic, based on a player's speed, their height and weight, and the angle of impact. If a stout defender is low and a speedy forward slams into them, the defender may flip them. Flip them for real. Barrel into someone against the boards and you'll see their head slam against the glass and snap back. The severity of these hits also factors into injuries, so it's not just for show.
The new age of faceoffs.
With all these bodies flying around, you might be wondering what happens to the sticks in people's hands. These are no longer glued to the player and can be knocked out of hands or broken. If you lose your stick, you aren't toast. You can still skate around and try and clear space for your team. Or your teammate might pick up your stick and bring it to you and if your buddy has his broken, you can come from the bench with a replacement for him.
And you will want a stick in your hand. Let's say you are near the goal, get hit as you are scrambling for a rebound, fall to the ice and see the puck just out of reach. You can now flick your stick, to smack the puck in desperation. Who knows, you may just poke it in.
In game, the physics are meant to allow for more varied game strategies. A physical team will be able to truly push around a leaner, faster team. It won't just be a bunch of silly looking checks. This should add more significance to how you use your lines. You'll not only have to think about having your best skill players out against the opponent's best line, but also consider the physicality and speed you'll need to match.
EA also improved the faceoff system, making it useful and interesting and not a game of chance. You can do pretty much anything you might see in a real NHL game during faceoffs. Push a guy off the puck and then let your teammate snatch it. Knock an opponent's stick away then backhand the puck to your teammate. You can even deke right out of a faceoff or shoot the puck on the draw.
All physics, all the time.
One last addition: The CHL has been added this year. Every CHL team and all of the current top prospects are in the game. In Be A Pro mode, you start as an 18-year-old in the CHL, playing for the Memorial Cup. After the Championship game, it's off to be drafted. EA's keeping mum on any other changes to Be A Pro mode, but here's hoping the career progression system gets a major overhaul.
I only got a brief look at NHL 11, but it looks like EA has stepped up its game once again. The new physics system is great and should change the way NHL 11 is played (for the better). Look for impressions of the physics engine in action during a full game next week at
E3 2010.