Coaches and players look great, but it doesn't take long to notice duplicate non-playable characters in the stands behind them merely wearing different attire. They react to action well enough, but the quality fails as soon as the camera gets closer. Unfortunately, the crowd is still a sour point. Sound design is again immersive, with crowds breaking out into chants and the bone-crunching hits really coming through. New perspectives and highlights really expand on the experience and throws in a sense of bragging rights. Replays are a big innovation point too, with the game clearly taking some inspiration from shooters via a player-of-the-game replay after periods and games. There is an awesome point-of-view angle that comes up sometimes that really provides some scope to how big these arenas are. The presentation really gets funky with some of the camera work and replays that are new to the experience. The new commentary duo of James Cybulski and Ray Ferraro bring much-needed energy, and the reworked scoreboards and graphics have the feel of a real broadcast. It is clear a lot of energy and resources went into this area in an effort to seek out the big-game feel. NHL 20 didn't need to do much after the looker its predecessor was.īut alterations to presentation sure don't hurt. It feels great and has come a long way, with individuality of stars and improvements to things like goaltending really standing out. This game is weighty but fast, with no bit of motion seemingly going to waste. There is quite a bit going on at the controller here with so many buttons assigned to actions, so the ability to sift between different settings based on skill is nice. Netminders are another big plus, as they seem more responsive not only in how they adjust to different types of shots, but in how they automatically redirect the puck by taking into account the surroundings on the ice besides the initial shooter. Ultimate Team players might be a little concerned this means opponents will always choose the biggest guys, but for the normal game, it's nice for these big athletes moving so fast over ice to collide and have it matter. It feels like hitting occurs more often and has more weight behind it. It doesn't detract from the experience, but with the game moving faster now, there are times when what should be a very fast shot lame ducks its way across the ice. That is greatly reduced here, thankfully. While shooting has been made more accurate and responsive in the past, sometimes players would roll into unexpected shot stances that weren't right for the situation. This means more variety, a more realistic feel and player choice. Overall, the tech changes mean better shots in context of the situation, as more animations have been added. Subban is now a unique aspect of the game. Thanks to some notable wrinkles, the booming shot of a P.K. Players have asked for superstars of the sport to stand out, which seems like a fair request. The chase for authenticity extends to Signature shots, which is exactly what they sound like. But balancing that as player feedback rolls in shouldn't be a tall ask, and, generally, it's nice to have a faster-feeling game without unrealistic acrobatics happening. too, as passing now feels more difficult. Granted, this has to work well within the confines of the greater game and A.I. Players react better to the puck on the ice and transition more fluidly into passes and shots. What the developers call RPM Tech has now been infused into animations involving the puck, and it makes the game feel like it has a faster pace. This year, it's all about making the game feel faster and more authentic. A year ago, Real Player Motion one-upped the game's removal of randomness when shooting the puck.
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