First NHL 10 Details
What's next for EA Sports' hockey franchise?
by John Gaudiosi
May 14, 2009 - David Littman, producer of EA Sports' NHL videogame franchise, was on hand for the NHL All-Star festivities in Montreal earlier this season. EA Sports used the event to debut its 3 on 3 NHL Arcade game, which has done extremely well as a downloadable title on Xbox Live Arcade and PlayStation Network since then. Littman, who previously played in the NHL for the Buffalo Sabres and Tampa Bay Lightning, talked about the future of the hockey franchise in this exclusive interview.
IGN: Last year's fighting mechanic was pretty weak. Can you talk about what you've done to fix that?
David Littman: For the first time ever we have a new first-person fighting engine that enables you to trade punches with an NHL tough guy. You are not watching the fight you are actually fighting. You feel the punches connecting as you try to land your own. The first-person fighting engine enables you to throw and dodge punches or tug on the sweater of your opponent to land punches. First person fighting is a key part of a new physical style of play we have developed for NHL 10. Fighting for the sake of fighting is not what this feature is all about. Just like the real-world game, there is a strategy to fighting. It is important to pick the right time to change the momentum of the game, to protect one of your teammates, to inspire your teammates or to send a message to the other team.
IGN: How does this work in terms of gameplay?
David Littman: We have a new first-person camera view where the Left Stick is used to dodge and avoid punches and the Right Stick is used to aim and throw punches. Pushing straight up on the Right Stick will throw a punch at the center of the screen. If the player you're fighting against dodges left or right, it's up to you to then punch in that direction with the Right Stick. Aside from the quick, straight punches, there are also power punches that are done by pulling back on the Right Stick then pushing forward towards the other players head. These punches do the most damage but also leave you open for a counter if you miss. Users can also tug their opponent by pulling down on the Left Stick. When the player is off balance because of the tug, you can then throw an upper cut by pushing up on the Right Stick.
IGN: How are fights decided?
David Littman: 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 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.
IGN: Speaking of fighting, what other ways can gamers intimidate the opposition in the new game?
David Littman: Intimidation is a huge part of hockey and will definitely be part of NHL10. There's a real reason to use your third and fourth lines in NHL 10. 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 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.
IGN: There's a lot of hockey that happens after the whistle blows, how have you addressed that this year?
David Littman: Tied into intimidation is post whistle play, which is also a major focus for us this year. Users will be able to facewash players for the first time as well as start fights and get penalties after the whistle. If you shoot the puck at the goalie after the whistle, you can expect a scrum to ensue and maybe even a fight.
IGN: With the playoffs in full swing, how will you simulate that in NHL 10?
David Littman: The 2009 playoffs have been amazing to watch because of all the raw emotion both on the ice and in the crowd. The first thing you'll notice in our game this year during the intro to each game are the brand new crowds that are all standing on their feet and waving towels. You'll also notice other props such as foam fingers and puck heads. Once you get into gameplay, we have features all authentic to what you're seeing right now in the NHL playoffs, such as team's starting their 4th line to set the tone, post whistle scrums, fights after the whistle, coincidental penalties, penalties after the whistle, grinders and tough guys finishing their checks to wear down opponents, and glass bangers reacting to the action right in front of them. If you stop behind the net with the puck, you'll even see the one guy all by himself that every arena has who will stand up and bang the glass by himself.
What's next for EA Sports' hockey franchise?
by John Gaudiosi
May 14, 2009 - David Littman, producer of EA Sports' NHL videogame franchise, was on hand for the NHL All-Star festivities in Montreal earlier this season. EA Sports used the event to debut its 3 on 3 NHL Arcade game, which has done extremely well as a downloadable title on Xbox Live Arcade and PlayStation Network since then. Littman, who previously played in the NHL for the Buffalo Sabres and Tampa Bay Lightning, talked about the future of the hockey franchise in this exclusive interview.
IGN: Last year's fighting mechanic was pretty weak. Can you talk about what you've done to fix that?
David Littman: For the first time ever we have a new first-person fighting engine that enables you to trade punches with an NHL tough guy. You are not watching the fight you are actually fighting. You feel the punches connecting as you try to land your own. The first-person fighting engine enables you to throw and dodge punches or tug on the sweater of your opponent to land punches. First person fighting is a key part of a new physical style of play we have developed for NHL 10. Fighting for the sake of fighting is not what this feature is all about. Just like the real-world game, there is a strategy to fighting. It is important to pick the right time to change the momentum of the game, to protect one of your teammates, to inspire your teammates or to send a message to the other team.
IGN: How does this work in terms of gameplay?
David Littman: We have a new first-person camera view where the Left Stick is used to dodge and avoid punches and the Right Stick is used to aim and throw punches. Pushing straight up on the Right Stick will throw a punch at the center of the screen. If the player you're fighting against dodges left or right, it's up to you to then punch in that direction with the Right Stick. Aside from the quick, straight punches, there are also power punches that are done by pulling back on the Right Stick then pushing forward towards the other players head. These punches do the most damage but also leave you open for a counter if you miss. Users can also tug their opponent by pulling down on the Left Stick. When the player is off balance because of the tug, you can then throw an upper cut by pushing up on the Right Stick.
IGN: How are fights decided?
David Littman: 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 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.
IGN: Speaking of fighting, what other ways can gamers intimidate the opposition in the new game?
David Littman: Intimidation is a huge part of hockey and will definitely be part of NHL10. There's a real reason to use your third and fourth lines in NHL 10. 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 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.
IGN: There's a lot of hockey that happens after the whistle blows, how have you addressed that this year?
David Littman: Tied into intimidation is post whistle play, which is also a major focus for us this year. Users will be able to facewash players for the first time as well as start fights and get penalties after the whistle. If you shoot the puck at the goalie after the whistle, you can expect a scrum to ensue and maybe even a fight.
IGN: With the playoffs in full swing, how will you simulate that in NHL 10?
David Littman: The 2009 playoffs have been amazing to watch because of all the raw emotion both on the ice and in the crowd. The first thing you'll notice in our game this year during the intro to each game are the brand new crowds that are all standing on their feet and waving towels. You'll also notice other props such as foam fingers and puck heads. Once you get into gameplay, we have features all authentic to what you're seeing right now in the NHL playoffs, such as team's starting their 4th line to set the tone, post whistle scrums, fights after the whistle, coincidental penalties, penalties after the whistle, grinders and tough guys finishing their checks to wear down opponents, and glass bangers reacting to the action right in front of them. If you stop behind the net with the puck, you'll even see the one guy all by himself that every arena has who will stand up and bang the glass by himself.