Sep 11, 2010, 8:30 PM EST
I haven’t written a review of NHL ’11 just yet for a simple reason: it’s enormous. From the tweaks EA Sports made to the team building aspects of its old modes to the changes in physics and gameplay to the newly added Hockey Ultimate League and its wacky trading card system, there’s a lot to digest. In fact, I might just include a gallery of reviews like I did with NHL 2K11 for the simple reason that there’s a lot to wrap one’s head around.
(If you want a snapshot review, though: it’s really, really good. There will always be minor quibbles, but it feels better than any of the previous titles. If you’re a hardcore hockey fan, it’s worthy of an upgrade even if you own NHL ’10.)
As much as I enjoy NHL ’11 and other sports games that aim to be realistic and fun at the same time, there’s a part of my gaming heart that aches for the days of cartoonish, reality-bending arcade sports games. From hockey’s NHL Hitz series and Wayne Gretzky hockey to the fantastic NBA Jam and NBA Street games all the way through to robots swinging baseball bats and Mutant League Football, previous consoles featured some incredibly fun titles. It’s clear that the gross maturity of people can’t help but focus on the “That would never happen” aspect instead of lingering on the sheer awesomeness of making a basketball hoop catch on fire.
That saddens me.
When EA Sports made a big move to change its control scheme with NHL ’07, they introduced a new level of immersion to hockey video games. Instead of the strength of a shot being determined by how hard (or long) you press down on a button, now your aim (360 degrees worth) and timing are what really matter. One of the things I love about the scheme is that to simply play the game without getting into the subtle nuances, it’s actually quite simple: the left joystick moves your player, the right joystick acts as your stick and guides your body checks, the right trigger passes and changes players while the right bumper poke checks.
Of course, there’s a big difference between being able to do the simple things and showing enough skill to score goals against and inhibit the offense of an experienced opponent.
The deepening complexity of sports video games is more than tolerable, its marketable, because millions of sports fans have a deep, first-hand association with the sport in question, if not as players then at least as lifelong fans. Unfortunately, it’s also a prerequisite.
There is no such prerequisite in a shooter. Mafia II’s instruction manual is two pages: Here’s how to kill someone before he kills you, basically. Part of that has to do with the lawless context of the game. But it’s also because, unlike the subtleties of defending someone in basketball, there are few gamers out there familiar with the subtleties of being a mafioso, and certainly not enough demanding simulation-quality organized crime gaming.
Analysts have asserted that sports gamers are not buying more sports games, but they are spending more money on a single game. The economy may be a big part of that, but it’s only a part of it, I think. As features and different contextual control sets are are added and – especially – as multiplayer communities mature and become more competitive, fans may find themselves without the time or the wherewithal to keep up in the sports they follow more casually than their favorite.
Sports games that try to simplify themselves typically get brushed off as babying the product for people who don’t have sports fan bonafides. Let’s not be so quick to judge things that way. These games may be simplifying themselves to be more accessible to hardcore sports fans who, lacking exposure, can’t yet make that mental connection between what they want their player or team to do and how to execute it on the controller.
There are, however, options out there for people who want to play arcade-style games on modern consoles. Unfortunately, sometimes that requires a certain level of tolerance for outdated rosters (or even imaginary teams stocked with fake players). For one thing, you can play quite a few PS2/original X-Box era games on the newer consoles if they are “backwards compatible.” While $60/full-priced games rarely feature arcade gameplay, it seems like download services are filling the gap. For example, a new edition of the revered NES pigskin game Tecmo Super Bowl was released this year. I’m a big fan of the ridiculously simple soccer game Sensible World of Soccer; in the X-Box 360 version the “A” button controls passing, shooting and attempts to retrieve the ball. Yes, that’s right, passing and shooting on the same button. Another interesting development is that the Nintendo Wii will feature the re-birth of the NBA Live series, complete with an NBA license.
So arcade style video games aren’t dead all together, but simulations demand the biggest budgets and largest audiences. Still, I’ve said it once and I’ll say it again: EA Sports is crazy not to release an NHL ’94-style X-Box Live game. Wouldn’t you want to use Alex Ovechkin like the next coming of Jeremy “Going to make Gretzky’s head bleed” Roenick? Get on it, EA.
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