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NHL 99 (PSX) ReviewBackground Info
Presentation/Graphics : 80
The graphical look of NHL 99 is similar to NHL 98 in most ways, but the presentation has changed. Each game is now preceded by a video fly-in sequence, but the pre-game presentation (anthem, goalie introductions, commentary) remains the same. It's between plays where the biggest difference becomes noticeable. The camera pans to a shot of the arena and that's it. The innovative camera work of NHL 98 which provided player close-ups, ice level shots of the players hopping over the boards, and so on, is missing in action. Everything is viewed from a little farther away in NHL 99, and that serves to distance you from the action. In addition, the transition between cameras can be quite jerky at times, and that lends a disjointed feel to the proceedings.
NHL 99 offers a similar assortment of camera views to NHL 98. However, for some inexplicable reason, EA chose to pan the popular Ice Cam further back this year. It's still quite playable (especially with Auto-Zoom on), but why change it in the first place? It's indicative of the approach that EA took with NHL 99 and is but one of many changes that are likely to confound fans of NHL 98.
NHL 99 also looks a little drab in comparison to NHL 98. I think this is attributable to the textured ice surface that EA have used this year. Gone are the player shadows and lighting reflections of last year's version. I could be wrong here, but I strongly suspect that the marked up ice surface contributes to bogging down the framerate.
The players are pretty much indistinguishable from those of NHL 98 in that they still look a little blocky. How nice it would be to see players as smooth and substantial as those of Madden 99 created for NHL 2000. Dare to dream. One significant change in player appearance is that they no longer all look like Paul Coffey. Instead they look like, well, no one really. You never see the players' faces close enough to be able to quite make them out, even by zooming in on a replay. Animations continue to be a strong point of the series, with several new goalie moves (including kick saves and sliding stops) standing out.
Presentation/Audio : 87
Jim Hughson and Daryl Reaugh return to handle commentary, and much of what they have to say will sound familiar to gamers who played any amount of NHL 98. Jim Hughson will now point out when you've left a line on the ice a little too long (which is handy), and Daryl Reaugh describes replays of goals (in a manner which quickly becomes repetitive). Other than that, not much is new. In fact, the commentary has regressed in some ways. It no longer sounds as seamless and natural as it did the first time, and there are far fewer comments about individual players and teams. Still, it's better than just about any other sports game out there.
Interface/Options : 95
NHL 99 is every bit as feature-rich as NHL 98, and then some. For example, it's now possible to reconfigure controller functions. Included here is an undocumented 'slow down' function that provides slower but far more precise player control, and is very useful when setting up on the powerplay (with thanks to Dave D. for bringing this option to my attention). Other goodies include a speed game option to eliminate delays after stoppages, a shot meter that visually measures the force of a shot based on the players windup, and a very cool news page which tracks player injuries, hot and cold streaks, and suspensions. And, yes, the injury bug has been fixed! While it's now easy to tell who is injured, and when the injury occurred, there's still no indication of duration (at least not that I've been able to track down).
Gameplay : 82
Fighting is one aspect of the game that remains unrealistic. There are simply far too many of them. I averaged three per game in 10 minute periods. Fights seem to be limited to your two most aggressive players. This is an improvement over last year in that you don't have to worry about your skill players doing five minute stints in the penalty box; unless you're a Flyers fan that is. Based on the one game that I played against them, Eric Lindros and Chris Gratton were the two guys always looking to rumble. Aside from the unrealistic frequency with which fights break out, they don't look very good either. The players completely overlap one another before they square off and the animation isn't all that great once they start to go at it. All things considered, most gamers will likely prefer to turn fighting off.
Checking is another facet of the game that's unrealistically represented in NHL 99. Statistically speaking, checks are down from the abnormally high counts in NHL 98; trouble is, it actually feels like there are more of them. The problem lies with the fact that almost every hit knocks the player being checked off his feet. Unlike last year, far fewer hits result in a player losing the puck while keeping his feet, and momentum checks are much less effective. In NHL 99, bodies are constantly flying in every which direction. On several occasions, I've seen one player knock down two opponents at once. Not only does this bear little resemblance to reality, but it really disrupts the flow of the game and takes away from the fun.
Shooting has been improved thanks to the new manual aim option. This allows for more precise shot targeting, but also makes hitting the net less certain. However, it does have the benefit of keeping shot counts well below last year's inflated levels. Shot velocity has also been improved, making it possible to score on hard slapshots from the point or high slot area. The ability for your defensemen to score on a laser beam shot from just inside the blueline is one of the most welcome improvements in NHL 99. The puck has also been livened up considerably and is more prone to deflection. I've yet to score off of a deflection, but the puck does carom off the boards and glass realistically, and it's harder for defensemen to clear the puck out of the offensive zone without it being blocked by another player.
Stat tracking is deep and, for the most part, accurate. One exception is that, when playing 5 or 10 minute periods, games between CPU controlled teams will be simulated based on the same length. Given that 10 minute periods yield the most realistic scores and statistics in NHL 99, this results in unrealistically low player statistics for every team but your own. There is a workaround for this (and kudos to Steve Pallone for figuring it out), but it shouldn't be required. After all these years of sports games, you would have thought that EA would have recognized the problem and programmed around it.
Difficulty : 75
The first thing that many players are likely to notice about NHL 99 is that scoring is up - WAY up. I started by playing two games using 20 minute periods as Ottawa versus Colorado. I lost the first game 8-5, and the second 10-5; needless to say, not very realistic. Having played an alpha preview version of NHL 99 several weeks ago I found this odd because I remembered scoring as being more difficult than in NHL 98. I decided to replay the same game with the same settings using the preview copy to compare. The result? The Avs won 4-2 with their last goal into an empty net with :10 left. I also noticed that checking was far more realistic than in the final version.
NHL 99 seems to have been designed to be played using 10 minute periods. I played the first several games of the Senators season this way, and it's at this length that the most realistic scores are generated. I averaged just under 3 goals per game, and shots netted out at 26 aside. Sounds about perfect, right? Well, not quite - I gave up an average of 5.6 goals per game. If I were giving up a lot of shots that would be one thing, but I was playing pretty tight defense. The culprit seems to be goalie AI, specifically in terms of save percentage. Among NHL goalies who played 40 or more games last year, save percentages ranged between .880 and .920 (Hasek excepted). In the NHL 99 games I played, opposition goalies collectively maintained a save % of .890 - right on average. My goalie, on the other hand, could only manage a .785; almost 100 points below last year's worst NHL goalie.
Goalies notwithstanding, there have been some notable improvements in AI elsewhere, most significantly on the powerplay. It's now far easier to control the puck in the offensive zone and set up plays with the man advantage. Excellent! Also, CPU goalies are much smarter and less susceptible to giving up rebounds for easy scores. Although they seem to have a common weakness to high shots to their left, it's still difficult enough to exploit it with any consistency. Defensemen now stay in position to defend the oncoming rush as opposed to overcommitting like they did last year. They do have a tendency to get caught flat-footed at both blue lines though. They just don't react quickly enough to opposition breakouts and this often results in a quality scoring chance. The problem is compounded by the fact that breakaways and odd-man rushes are far too frequent. It also feels like CPU players are uncheckable at times, most often in the defensive zone. A defenseman can be perfectly positioned to make a play but, no matter what you do, the opposing player can't be taken out. What's worse is that trying to make the check often takes your player right out of the play and leaves the opposition with an even better scoring chance. Unfortunately, this doesn't cut both ways. The CPU players check like banshees at all times.
Overall : 84
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