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    NHL 22 Gameplay Trailer - Breakthrough Hockey

    NHL 22 - New gameplay trailer

    EA Sports just released a new NHL 22 gameplay trailer, showcasing some of the new features of the highly anticipated next iteration. As announced, the move from Ignite to the new Frostbite engine will greatly improve the game visually, but there will also be some other areas where the transition might have helped. 

    Stick physics is going to be one of the improved areas in NHL 22, meaning that movement along the boards and penalty calls will be more accurate, and puck battles will be more skill-based. Also, a multitude of new animations and skill moves will look and feel better than ever thanks to Frostbite. 

    An interesting detail that has been added is the use of Augmented Reality visuals in the game broadcast. This means integration of stats directly to the game through overlays and graphics on game surfaces, leading to players getting more out of the action and the game having a better flow in between whistles. 

    Of particular note to EASHL players I’m sure are the new X-factor superstar abilities. From this deep dive we can learn that these abilities are split into six categories: Shooting, Skating, Passing, Hockey IQ, Defence, and Goaltending. They span all positions, and game-modes, as well as give rise to what EA is calling “class-based strategy”. Does this mean that they are locking certain abilities behind player types? It’s possible. Indeed, it would be a little game breaking if say a grinder with barely anything in passing could suddenly start flinging auto saucers because they had an ability like Tape-to-Tape or Third Eye. This is further compounded when considering that we are going back to the class / attribute system of NHL 09-15 again, where the lines could be blurred a little when comparing two different builds of varying class.

    Additionally, on the topic of the ‘systems’ of EASHL. From what it seems, X-factor superstar abilities could be split into two distinct types; zone abilities are the current specialities (i.e., only one can be active at a time), whereas superstar abilities are the current traits (i.e., more than one can be active). It remains to be seen whether this means that it will be a straight one-for-one where the current system is simply renamed. That said however, I personally would not say it’s a wild guess to make that the zone abilities are simply superstar abilities, but elevated. In other words, making a specific ability a “zone” one would boost the, well… boost it has on your player – although this is purely speculation at this stage as I’m sure that EA will release information directly pertaining to EASHL shortly, perhaps even when they announce when the closed beta will be playable.

    What is refreshing to see is the way that stick-on-body contact seems to be handled now. Instead of your stick being akin to a lightsabre, passing through whatever you want it to, regardless of speed or power behind the swing, instead it will now have a much more ‘solid’ feeling behind it. Sticks seemingly can get caught on things and even blocked on purpose. This could mean for instance, that it is harder to get tripped if you are in proper body position, and in turn harder for pokes to connect with your stick / the puck. They even go as far to make mention of the fact that protect the puck is supposed to be working as intended now, offering a weapon for forwards to use when trying to counter any potential poke spam they may receive en route to the net.  

    In terms of pure gameplay and the speed of it, it does admittedly seem quite similar to NHL 21, although this is sort of to be expected given the shift to a new console, and a new engine, whilst trying to maintain playability on the old one(s).

    As for the UI mid-game, it does seem to be quite intrusive. We will have to see just how much of an impact this has on game durations, as whilst UI packages like the one in the video are nice as a novel addition, players will inevitably start mashing A / X to skip past them once they’ve seen them a few times. On this front, EA does not have a great track record with bloat like this, for instance if anyone can remember when they added the end of period highlight reel it took ages for games to end due to them not being skippable at first.

     

    All abilities mentioned 

    Wheels

    Make It Snappy (Exceptional power and accuracy when taking snap shots while skating)

    Shock And Awe (Elite shooting out of dekes)

    Crease Crasher

    Yoink

    Send It

    Quick Pick (Defensive interceptions)

    Beauty Backhand

    It’s Tricky

    Contortionist (Goaltending)

    Third Eye (Increased pass assist with advanced ability to auto saucer pass out of a player’s field of vision)

    Shnipe (Outstanding skill to settle pucks with advanced wrist shot accuracy off settled pucks)

    One Tee (Advanced power and accuracy on one timer. Increased ability to one timers from less than ideal passes)

    Seeing Eye (Great shot through screens)

    Tape to Tape (Great passing with vision)

    Puck on a string (Great stick handling)

    Shutdown (Defensive skill increase?)

     

     


    NHL 22 will be available on Oct. 15th, 2021 on PlayStation 5, Xbox Series X/S, PlayStation 4 and Xbox One. For more information on EA Sports NHL, visit www.easports.com/NHL.

     

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    Hope that augmented reality is optional and can be turned off....

    "Improved" (as opposed to none) stick physics sounds extremely good, hope they have pulled it off properly. Sticks going through bodies has always been my pet peeve. Hopefully this means stick defence gets more useful, pucks beocme more loose, and tripping is more realistic... if this was the only improvement and it really works, it would make this game worth buying, I feel.

     

    Edited by Joose Keppila

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