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, but
considering how similar the game is overall to 2005's version, you
have to ask yourself, "Is that really enough?"
NHL 06 plays an awful lot like NHL 2005--just with less-insane
defense and a couple of minor upgrades.
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. The game can be controlled via keyboard and mouse, or
with a gamepad, but like previous NHL games, the way you should be
playing this is with a gamepad. The keyboard and mouse control
just sucks. 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.
The default rosters have some of the big free agency roster
changes already in effect, but not all of them.
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 hints 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. So unless
your owner has specific concerns about team salaries, you can just
go buck wild with player signings.
publisher:
easport
License:
Free Trial Version
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size: 273MB |
Categories:
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