![]() Kwong says that the top 50 NHL players wlil have a Zone ability, including goalies. They will go a long way toward differentiating the stars from the scrubs - a recurring problem for NHL over the years. X-Factors were well-received when they were introduced in Madden 20, and EA is hoping some of that shine rubs off on NHL as well. When Matthews meets the prerequisites for activating his "Zone" ability, he will be get access to perks like Shock & Awe, which can give him "exceptional power and accuracy shooting out of a deke." Superstar players also have access to secondary abilities that impact puck pickups and deflections. ![]() They represent special abilities granted to superstars like Toronto Maple Leafs captain Auston Matthews, who will also grace this year's cover. Madden fans know X-Factors well, as they've been a gameplay staple for a couple years now. NHL 22's gameplay changes will mostly be down to X-Factors, which are the other new feature being introduced for this version. There will also be animation improvements across the board, though they won't be specifically tied to the capabilities of the Frostbite Engine. Update: An NHL representative clarified that there will be new animations introduced to NHL 22 thanks to the new X-Factor system. I would expect now that we're on the Frostbite Engine now, we want to really drive that immersion and build on what we have." "But in terms of overall gameplay animation, that hasn't really changed yet. those are all new features specific to the PS5 and Xbox Series X," Kwong says. "One thing that we didn't show was procedural awareness: so eye tracking, being aware of where the puck is, facial animation. The character models are also being redone, which should be a relief to a fans tired of the caveman-like players populating many of the teams.īut while there will be enhancements across the board to the actual visuals, don't expect big improvements to the animation or player interactions. In moving to the Frostbite Engine, the NHL team is rebuilding all of the arenas around the new lighting engine, allowing for enhanced particle and visual effects on the ice and elsewhere. So we've really had an eye on the lessons that we learned from the previous generation transition and falling into that trap." He continues, "We want to prioritize not losing feature and being able to add features. "Fortunately for us, even during work from home, Frostbite has been a multi-year project we've been integrating it very smoothly." " had big challenges going into Frostbite," Kwong says.
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