Why not use a modifier button for a slap shot, and otherwise default to a wrister? While shooting itself feels great - EA does a great job of capturing what it feels like to unleash a serious blast or a wrist zinger-the control could have and should have been handled differently. Instead, there are two buttons-one for "Shot" and one for "Wrist Shot." Each still needs to be held down to produce a harder shot. It's a wonder that they didn't use the same sort of set up as the pass/saucer pass modifier to change up shots. The saucer pass helps, but can't rectify the fact that sometimes a player will pass into the boards or to no one, even when there is another skater in the area, and you are pressing in his direction. Luckily, there is a saucer pass control, which is handled in the same way as in ESPN, by using a modifier button. If a puck is passed wrong, shouldn't the receiver of it hold up at the line and let the puck go by, rather than intentionally go offsides just to complete it? In addition, once in awhile, players will pass in such a way that they make their teammate cross the blue line, and force them to try to adjust to the puck. This is counter-intuitive when trying to set up bang-bang one-timers. For instance, putting different touch on a pass is a matter of holding down the button-the longer it is held, the faster the pass. This is due to mainly to the control, which is less fluid than it should be. At times, the pacing and feel of the game seems off. This sort of approach isn't a bad thing if you're into an arcade experience, but there is a lot of adjusting that needs to be done to make this into a more subdued, realistic game. It's end-to-end action the whole way through with big shots, big hits and big saves (which is an improvement over last year). It ends up being very much an arcade game, with little variation in style of play. Franchise mode has been beefed up, the presentation has been improved and exciting new modes have been added, but the question remains: is this a hockey game that appeals to hardcore hockey fans as well as casual observers (as Madden does with football), or does NHL 2005 leave the savvy fans in the slush? As always, the answer is not all that simple. Setting up in the zone should be a challenge.With 2005 the formula remains largely the same, although the game has been refined slightly. In conjunction with the passing and puck control sliders, these allow puck battles to really play out. Holding onto the puck for extended periods of time is difficult. Goalie Screen Persistence : CPU: 45 / Human: 45 Goalie Screen Effect : CPU: 75 / Human: 75 Goalie Deflection Reaction Time : CPU: 25 / Human: 25 Goalie Save Reaction Time : CPU: 25 / Human: 25 Goalie Cross Crease Reaction Time : CPU: Max / Human: Max Goalie Passing : 65 – Goalies still cover when under pressure, you will now see the occasional safe pass once in a while Incidental Contact Puck Loss : Stick, Legs and Body The best puck handlers will stand out more. That glued to the stick feeling simply isn’t there anymore. Puck Speed Reception Effect : CPU: Max / Human: Maxīouncing Puck Receptions : CPU: 25 / Human: 25 Puck Control Rating Effect : CPU: 70 / Human: 70 Reception Reaction Time : CPU: 65 / Human: 65 Pass Reception Ease : CPU: 15 / Human: 15 As a result, there are more battles for the puck, more mistakes and more broken plays. You will see hard passes get tipped and glance away more often. You will see fewer cleanly received passes. The most noticeable change you may notice is in this area of the game. Player Acceleration : CPU: 50 / Human: 50 Raise this slider to 100 when simming in franchise for more realistic injury ratesĪll of the skating sliders work in conjunction with the game speed slider, passing sliders and fatigue sliders to represent the pace and flow of the game. Here is some good reading on shift lengths:
If you get hemmed into your own zone with tired players, you will pay the price. There is a significant statistical dropoff in hockey when players are fatigued. Shifts will be between 40 and 60 seconds, just like real life. If you want the most challenging, in-depth experience, this is the set for you. I am happy with my other sets, but this set is even more hardcore and realistic because of how much more variety you can see in games. You will see neutral zone play, board play, and battles for every loose puck. It is sloppier and the number of high-danger scoring chances is significantly fewer. If you are used to the default, tape-to-tape style of NHL 20, this set will be much different. However, the developers have given us the tools to create a real-time, authentic set of sliders. This set was the most difficult to create simply because NHL 20 is built for shorter periods.