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Gaming Season: NHL 2004 Preview

Continuing our preview and interview series we move on to NHL
2004 from EA Sports. NHL 2004 is boasting about their upgrades, and it’s easy
to see why. A new Dynasty Mode™, smarter AI, more international teams,
better hitting control and animations and how could I forget?… a new fighting
engine. Let’s find out more from the inside with Dan Sochan, Assistant Producer,
NHL 2004, EA Canada.

David Singer: Were any NHL players used as consultants
(or former players, coaches, etc.)?

Dan
Sochan:
For NHL 2004 we strived to have the most realistic hockey fighting
engine ever developed for a video game. Our development team includes 2 former
pro hockey players, who provided a lot of input into both the design and implementation
of this new fighting engine. For motion capture, we used NHL drafted and former
pro hockey players, who also contributed to the fight system. In addition, Marc
Crawford, coach of the Vancouver Canucks, works with our team during the year
to round out our features.

David: Who determines the rankings?

Dan: A player’s fight ranking (ability) is determined
through an outside group we use called CHRIS (Canadian Hockey Research and Information
Services), how much they fight is based on his previous season and the style
of game you are playing. CHRIS have people watch at least 40 games of every
team, they then compare their ratings to prevent home team biases and then provide
us with their ratings and justifications for those ratings. We may make some
adjustments to player’s attributes for gameplay and balance reasons.

David: Is EA aiming for a realistic game or an arcade-style
game?

Dan:

We’ve completely re-designed and re-worked most major areas of the game this
year so that NHL 2004 provides the most authentic and realistic hockey experience
in a video game.

The gameplay and skating has been greatly improved to simulate
what it would actually be like to strap on the skates and play a game at the
NHL level. Dynasty Mode™ provides the user with the ability to take over
a team as the GM and make all the decisions that an actual General Manager would
have to make – from player contracts to ticket prices. And the previous entertainment-style
commentary has been removed in place of an authentic-style commentary with play
by play man Jim Hughson, and new color commentator Craig Simpson (2 time Stanley
cup winner, former teammate of Gretzky and Lemieux, assistant coach of the Oilers
and a sports broadcaster).

David: Does your game take rivalries into account? For example:
a Rangers-Islanders game is harder hitting or more intense and close in score
(no matter what the team ratings). Along the same lines – as the season progresses,
can rivalry build?

Dan: We do consider rivalries and when 2 big
hitting teams match up. Watch out because the fists will fly!! The more rough
teams are with each other, the more likely players will drop the gloves, especially
enforcers on the team. We don’t really have teams building rivalries due to
score outcomes over the season, but we do base the rivalries on how the teams
are playing and who is on the ice.

David: How are injuries handled (and are there any career-enders)?

Dan: We have injuries in NHL 2004, ranging from
Torn Ligaments and Broken Ankles to the Flu – so basically any type of injury
that could befall an actual NHL player. The injuries that occur can see players
out of the lineup for varying lengths of time. In Dynasty mode, the better your
medical staff, the quicker your players can recover from injuries (you can choose
to put resources into medical staff or allocate it elsewhere). We don’t have
career-ending injuries, as that would be an issue with the NHL and NHLPA – but
also because it would be pretty frustrating losing a player like Dany Heatley
(a franchise player) in the first year of a 20 year Dynasty.

David: How has the GM/Owner interaction been upgraded? Is
there a minor league feature (with kept statistics)?

Dan: We scrapped the Franchise mode from NHL
2003 and built a whole new mode for this year’s game: Dynasty Mode™. You
are the GM and responsible for putting together a winning team, at the same
time, managing your budget. So you’ve got to be careful how you spend your money,
make sure to keep TV revenue up and maintain a high morale for your players
all at the same time. It’s a deep, deep management mode, but with a really simple
interface. It’s like a sports RPG (role playing game). It’s a ton of fun and
challenging too – it’s kept us really busy around the office.

You can send players down to the minors for further development
and bring them up when they’re ready to play in the big leagues. We don’t keep
track of their stats while in the minors, but young players can develop faster
in the minors when they aren’t sitting on the bench in the NHL.

David: Let’s go through the fighting q’s: What made EA
decide to redo the fighting engine? Can fights (winning/losing) swing momentum
in a game? How do goalie fights occur? (my members want to know how to start
them) 🙂 Is there a fight max for the game (for the team)? Has the NHL rule
of 3 fights and a player is ejected (via game misconduct) been added? Can a
player be injured in a fight?

Dan:

We decided to redo the fighting engine so that it matches with the realistic
nature of the rest of the game. The toe-to-toe squared up boxing style fighting
in most hockey games just doesn’t reflect what a real hockey fight is all about.
Grappling, and trying to get your arm free for that knee buckling punch is what
hockey fights are about. No longer a button masher, but more strategic fighting,
when trying to pop your opponent’s helmet with that big upper cut, before the
ref comes in and breaks it up.

Winning a fight definitely can swing the momentum in a game and
a win gives all your players an energy/morale boost.

Goalie fights are rare, but lots of action in front of the net
(running the goalie, swatting at loose pucks, shots after the whistle) and lots
of goals against can help spur a netminder vs. netminder fight.

On average there is 1.5 fights per game (NHL tracked), the max
number of fights in a game by default is 3, but there’s an option slider so
that the user can adjust this higher or lower if they prefer. And yes, we’ve
implemented the NHL rule of 3 fights and a player is ejected. If it’s an actual
NHL rule, it’s in our game!

Players cannot be injured during a fight, as the NHL is concerned
with making fights seem even more violent and dangerous to the young and faint-of-heart
fans of the sport.

The best part of the fighting this year is that you get to decide
when you fight and with which players. When the tension is high enough, an overlay
appears allowing you to choose to fight and it informs you which player wants
to fight. So if you’re on a breakaway, you’re not forced into a fight. And if
you don’t want to lose Tkachuk for 5 minutes in a fight against Boughner, you’ll
know the match up before the fight begins.

We think that our new fight system is revolutionary and provides
the most authentic hockey fight experience ever in a hockey game.

Check back at hockeyfights.com later this week for more
details on our exclusive NHL 2004 giveaway.

Special thanks to Dan Sochan, Jennifer Gonzalez and the rest
of the EA Sports crew.

You can read more about NHL 2004, see some screenshots, and read
about other EA games in our Entertainment
Forum
.

NHL 2004 is scheduled to be released September 25, 2003. You
can pre-order here for the Sony
PlayStation 2
, Microsoft
Xbox
, Nintendo
GameCube
and PC.
We will have a review here on hockeyfights.com of NHL 2004 at that time.

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