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Archived
Review
NHL
Hockey 2000
As
September winds to a close, and October is about to
begin, there are several truths we can all recognize
about this time of year: school's back in, the leaves
are beginning to turn, and EA Sports will release its
newest hockey game. True to form, NHL 2000 (NHL2K) is
out and ready to get you set for the upcoming NHL season.
Ever since the first EA Sports hockey title debuted
back in 1994, their franchise has been the cream of
the crop as numerous challengers have failed to live
up to the standards set, and broken, by each new version.
Wayne Gretzky Hockey was the most serious attempt to
usurp the EA Sports throne, but there hasn't been a
new version in over four years. Other hockey games have
sold slowly, and usually ended up in the bargain bin
shortly after release. As a result, each year the biggest
challenge for EA has been to do themselves one better,
a challenge they have not always lived up to. NHL2K,
while not breaking a lot of new ground, does offer enough
to users to make them tuck away that old NHL99 jewel
case and give the new pair of skates a try.
While not strictly part of the game, one of the things
EA Sports have become known for over the years is their
excellent intros. The last couple of years they've really
outdone themselves, licensing Blur's "Song #2" for FIFA:
Road to the World Cup last year, and combing David Bowie's
"Heroes" with a driving techno track for NHL 99. Combine
this with hard-hitting, slap-shooting, backbreaking
clips from the previous season's newsreels, and the
intros really play an integral part in psyching you
up for the game. I won't tell you what they've done
exactly this year, but I will say that it's a bit of
a change from the past few years, and I don't find it
to be quite as heart-pounding as previous versions.
That said, it's still pretty damn good. I swear, FOX
and ESPN would double their viewership were they to
hire the EA Sports guys to do their TV intros. Menu
screens are very easy to navigate (a lesson learned
from complaints about the user-unfriendly menus of NHL97),
and the score is edgy and techno, with a bit of a European
sound to it. One of the first things you'll notice on
the start menu is a little button labeled "Internet/Online,"
and another one beneath it called "Online League."
Unfortunately, upon release the much-anticipated online
connection service went belly-up. At first this was
going to be a major sore-point in this review, but low-and-behold,
they got it working the day I was going to send this
in. So, I gave it a whirl and found it to be a lot of
fun. There can be lag problems, but these are endemic
to the Internet, and not the fault of EA. Over half
the games I played were as smooth as solo gameplay,
and the rest turned out to be with players from thousands
of miles away. As an added bonus, you can set the games
to have up to four players, and this really turns it
into a game of strategy, as you set up for the shot
or try to find your team-mate with the perfect pass.
I can't wait to join up with a couple of online leagues.
Thresh may be the god of Quake, but just you wait: Scribbler
shall soon become a household name as I conquer the
online hockey world!!! Mwuhahahahahahahaha
Game-play
is improved slightly this year over last, with the addition
of the ability to skate backwards and a modification
to the special move button. Skating backwards can be
beneficial, as you are able to poke check your opponent
as he enters the zone; unfortunately, it takes some
time to make the transition to forward movement should
he get by you, and this can lead to breakaways and goals.
Of greater importance to the game is the change in the
special moves. Now called simply the deke button, you
no longer have to wait until you are close to the opposition
net, nor is it available only to superstar players like
Pavel Bure or Jaromir Jagr. Rather, it is now useable
by anyone, anywhere on the ice, and is important for
those times you see a 240-pound defenseman bearing down
on you against the boards. A simple side-step, or a
fancy spin, and bang, you're in the clear; or bang,
you're flat on your backside, if the move doesn't get
you out of the way. And don't forget, you now have to
press the shoot button in conjunction with the deke
in order to tally up those goals; the deke may get you
into the clear for the shot, but it no longer takes
it for you as it did in NHL99. A subtler change made
this year affects the game clock. In the past, you could
choose five, ten, or twenty-minute periods, and the
clock would count down each period based on your choice.
This year, rather than beginning at five or ten and
counting down, all game lengths use a full twenty minute
clock, and simply compress time to fit into your needs.
Thus, you'll no longer see goals scored seven seconds
into a game, but you also won't see all your scoring
taking place in the final five minutes of the period
either. As for scoring, the statistical model appears
to be more accurate this year, with my players being
evenly paced by several AI players at the Pro difficulty
level. Additionally, those players that you would expect
to see near the top of the points race are there, with
Teemu Selanne and Paul Kariya of the Anaheim Mighty
Ducks running neck and neck with Steve Yzerman, and
my own custom player Scrib Scribbler (I know, not too
creative) of the Detroit Red Wings.
Custom player, you ask? Yes, NHL2K allows you to not
only create your own player, as you could in NHL99,
and record your own taunt files, which is nothing new,
but it also allows you to import your own face directly
into the game. I know other games have done it (Baldur's
Gate comes to mind) but never like this. This is no
simple static photo, more cosmetic than useful. No,
NHL2K actually takes your face, wraps it around a 3D
head, and puts you right on the ice beside your favorite
hockey heroes. Of course, you have to be careful when
using the import tool, or you can end up with some pretty
odd-looking results. The scan I ended up using was a
bit off to one side, and I clipped a bit of my hair
into it, so it has a sense of "wrongness" to it; later
attempts were a lot more successful. One of the neat
things about this tool is that you can literally use
any photo you'd care too, so if you decide you want
to create a hockey player named Bobo the Dog-faced Boy,
it is merely a few clicks away. Once you've completed
your on-ice persona, you can choose a play-by-play name
that you'll hear throughout the season. Choices range
from a large selection of common first names, to more
eccentric ones such as "Ace" or "The Dude." Jim Hughson
is back with his excellent voice-work, and for me to
hear him calling my name on play after play was especially
thrilling, as he does the radio work for my local team,
the Vancouver Canucks. (No comments please; I know they
suck).
So, now that EA has introduced role-playing to a sports
game, in a manner of speaking, where do they go next?
Well, how about introducing a strategy element as well?
Of course, strategy is nothing new to sports games -
most football fans will tell you that the gridiron is
really one big chessboard - but it is rather new for
EA, especially with their NHL franchise. Known mostly
for the high level of arcade action, statistics and
anything remotely strategic looking have been most times
left by the wayside in the past. In NHL2K, beyond the
more accurate stats model I've already mentioned, they've
added a career mode which allows you to take your team
over several seasons. This includes going through the
draft every spring, players growing older and sometimes
retiring, skill levels improving and declining, and
the occasional end of a career due to injury. This adds
a lot of depth to the game, and it can be quite enjoyable
to play over more than one season to see who gets better,
who needs to be cut, and how much you can improve your
team's performance. This is a feature gamers have been
requesting for a long time, and there was really no
pressing reason it was not included before from what
I can see; it works well, and should increase the life-span
of the product.
A
couple of years ago, when EA first introduced 3D acceleration
to the franchise, it was still a novelty and a few clipping
problems and artifacting could be excused by the sheer
"Wow" factor of including it. Last year, they added
bit-mapped images of the NHL Player's Association members
directly onto the player wire frames, and though the
effect was at times eerie, it added to the sense of
being on the ice. This year, in addition to allowing
the import of your own face, they've animated all the
players' faces as well. Now you see Shanahan grimace
when he gets called for roughing, or Kariya hoot and
holler after a goal. Several celebration moves have
been added following goals, taking advantage of the
new graphics. In-game graphics maintain the high standard
set by EA in the past, with ice reflections, gradual
deterioration of the ice due to skating, fluid body
movements, and all the trappings to make each arena
a little bit unique. One of the coolest things for me
occurred after I won my first playoff round; as my players
leapt onto the ice to celebrate, one of them tripped
and fell flat on his backside. It looked so natural,
it left me wondering if it was scripted, or just a natural
result of using the game engine. Compared to last year,
there is a bit more flexibility in the graphics, and
I found play to be actually smoother with the same level
of detail turned on. Of course, quality is tweakable
on many levels, so you can easily find a level that
will be both pleasing to the eye and smooth on almost
any machine from the minimum requirements on up.
In general, the audio aspects of NHL2K are top flight
in all respects. From the soundtrack mentioned earlier,
through the in-game sound effects, most every sound
is right on the mark. The gentle swish of skate on ice,
the bone-jarring crunch of a well-placed body check,
shots echoing out, fists landing; they've done this
and more to their usual high standards. I say in general,
though, because there is still one aspect that can grate
on the nerves after a while: the play-by-play. Jim Hughson
is excellent; few can express such a high level of knowledge
and excitement through the aural medium, especially
when you know he's sitting in a sound booth and not
at an actual game while recording his lines. Even the
color man is better this year, breaking in occasionally
and usually spot-on with his comments. There is, however,
one little problem which keeps popping up, one that
is endemic to a game wherein there are a set number
of pre-recorded lines of dialogue: repetition. I haven't
turned off the play-by-play yet, but if I hear Hughson
say, "He could make a pass to a teacup" one more time...Of
course, the best part of the play-by-play is hearing
your own name being mentioned. That's a great improvement,
and one of which you'll not soon tire.
Actually,
if we gave stars for our ratings, I'd give this game
more than three. While NHL 2000 maintains the same high
standards we've come to expect from EA Sports, it improves
and adds in many areas. The addition of career mode,
more fluid player movements, improved play-by-play,
and perhaps more than anything else the ability to put
your own face into the game, make this an edition well
worth purchasing. Oh yeah, and don't forget the Internet
play. Look out world, there's a new hockey god about
to hit the ice!
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