NHL 06
Last
year, EA's NHL franchise took something of a misstep with NHL
2005. Despite being a generally good game of hockey, some gameplay
problems, a somewhat lacking dynasty mode, and a few other scattered
problems cost the series the momentum it had built the previous
year with the thoroughly excellent NHL 2004. For this year, and
for the triumphant return of the NHL from its ugly player lockout,
EA has righted a couple of wrongs, left some other wrongs as they
were, and tossed in a couple of new ones. NHL 06 doesn't feel
like much in the way of forward progress at all, really, as it
simply tweaks things that probably needed bigger overhauls and
leaves an awful lot of the package generally untouched. Sure,
it's got all the new rule changes, as well as an almost entirely
up-to-date roster (on the Xbox and PlayStation 2 via online downloads),
but considering how similar the game is overall to 2005's version,
you have to ask yourself, "Is that really enough?"
Gameplay-wise, NHL 06 plays a lot like the last
few games in the series have by focusing on a faster, more furious
brand of play that can't exactly be called realistic but manages
to be fun, regardless. Mechanically, all the changes made last
year are back once again, including two-button shooting and the
easy one-step wraparound shot. One thing that isn't back is the
overwrought defensive artificial intelligence that made setting
up offensive plays a gigantic pain in the neck. The defensemen
in NHL 06 actually do things like poke-check and play you up close
without necessarily hip checking you to the ice every time you
cross the blue line into the offensive zone. Sure, they'll still
knock you back, given the opportunity, but thankfully, those opportunities
aren't nearly as plentiful in this year's game, giving you more
chances to play realistic offense. That isn't to say the balance
is perfect, mind you. On the default difficulty, we found it a
little too easy to exploit certain one-timers and fancy shots--though
to be fair, that wasn't so much the fault of the defensemen so
much as it was the fault of the goalie, who for some reason finds
it necessary to drop to the ice sideways at rather bizarre times.
But once we bumped the difficulty up to either of the upper two
levels, that issue went right away.
Beyond less-crazy defensive AI, the developer
has put in a couple of new goodies in the form of left-analog
deking and right-analog shooting. The left-analog deking is pretty
self-explanatory. You simply move the left analog stick back and
forth as you're moving up the ice to try to fake out defenders
and goaltenders. It takes a little getting used to, as you essentially
have to hold the stick forward and press it side to side at the
same time. But once you get a handle on it, it works nicely. The
right-analog shooting is a feature designed for those special
forwards and offensive defensemen who love faking out goaltenders
with lots of fancy skate work. Essentially, by pressing a direction
on the right stick, the player with the puck will do some kind
of 360 spin or crazy between-the-legs fake out that only a true
superstar could pull off without breaking his ass on the ice.
And that's the thing of it, really. Only superstar players (who
are ever-so-subtly denoted by a big fat star icon whenever they're
selected) can really pull these moves off with any effectiveness,
and even they need a little bit of breathing room to be successful.
So don't expect to be doing any goofy spin moves with a burly
defenseman all up in your face.
Both the flashy scoring moves and left-analog
deking are nice additions to the package, but neither is anything
you could exactly call game-changing. Sure, they're fun, but they
stick pretty closely to the mantra that seems to be the overlying
theme of the whole game: style over substance. Again, it's tough
to really call NHL 06 a simulation hockey game, as it plays so
fast, and it's too easy to score fairly high numbers of goals
once you get a handle on the defensive tendencies. Not to mention
that it's still supereasy to do things like, say, control defensemen
all the way down into the front of the net, have a shot saved
and passed back to an opposing player, and still not suffer defensively--as
some random forward will magically find a way to play defense
just as well as the defenseman you stranded in the offensive zone.
Additionally, the game totally overuses the "hero lines,"
which often consist of ridiculous scoring troupes that put forwards
in defensive positions...to the point where they're on the ice
for a third of the game (unless you pick manual line changes).
Still, the style of the game works to its advantage, too, as it
does make for an exciting method of play, and it's not as though
you can't play the game strategically at all. There are plenty
of opportunities to set up proper one-timers and power plays.
It just isn't the most realistic game you'll find on the market
currently.
While the game does offer great (if familiar)
gameplay, on the features front it's a bit lacking. Mainly, there
really isn't any one big, new feature in this year's game. The
dynasty mode, for example, feels pretty much like a carbon copy
of last year's dynasty, warts and all. You still have to deal
with restrictive owner goals set for you at the outset of each
season, and said goals still play into the team's perceived business
philosophies. Teams like the Devils and the Avalanche want to
get deep into the playoffs so they can eventually win the Stanley
Cup, whereas stingier clubs like the Blackhawks want the number
one overall pick (yet, for some reason, the Hawks don't care who
you take with said pick) and a high profit margin. In the non-salary-cap
era of hockey, these designations for teams made a little more
sense, but since free agency began, some of these stingier clubs
have started spending money on real free agents, and conversely,
some of the biggest spenders have been picked relatively clean
and didn't bother to make up for their losses. Granted, nobody
would expect EA to completely scrap its franchise design only
a few months before release, but those are the breaks when you
don't bother to deviate from what was an overly restrictive design
to begin with.
Other old problems remain unfixed as well. The
game still doesn't notify you when you have new messages via the
mode's e-mail system, even if it's something important like an
injury or a trade offer. So unless you stop the simulation to
go check your e-mail constantly, you'll miss out on important
stuff (made all the more infuriating because the game's single
season mode actually does interrupt simulations for notices).
There's also still not much of an offseason progression here.
No specific callouts of the draft or the beginning of free agency
exist beyond single e-mails letting you know what dates on the
calendar signify each (the calendar itself displays no hint as
such). And in either event, your participation is minimal. You
still don't really have to scout rookies at all (and depending
on how much upgrade money you spend on scouts, varying degrees
of reliable rookie info will be available at your fingertips on
draft day), and you can still cherry-pick the best free agents
on July 1, as no player stops to entertain other offers. Also,
there's no salary cap at all in the dynasty mode, and there's
not even a hard team budget (like NHL 2K6 features). So unless
your owner has specific concerns about team salaries, you can
just go buck wild with player signings.