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NHL Faceoff 2000 InterviewWe recently had a chance to interview Jody Kelsey of 989 Studios, who works on the NHL FaceOff Series. 1) Could you briefly give us some background info about yourself? What is your role in NHL FaceOff 2000?
2) What's new in NHL FaceOff 2000? In other words, aside from updating rosters, what would compel someone who owns NHL FaceOff 99 to purchase this year's edition?
We've added a new puck halo and all new skating physics. The puck halo makes it easier to see when there is a scramble at the net and gives you a better chance to score second chance goals. The new skating physics gives the gamer a real feel for the ice. The player's ability to turn is in relation to the speed he is skating and of course his overall skating ability. For example, the faster a player is skating, the longer it takes him to turn, just like on real ice. Both the puck and the skaters glide along the ice surface as they do in real life.
The camera work in NHL FaceOff 2000 is a sight to be seen. We have seven gameplay cameras that players can choose from. Additionally, the new default camera is called the action cam. This camera reacts to the action. For instance, on a breakaway, the camera zooms in to show the action between skater and goalie. The camera also zooms into the corners and pulls back on the breakout in order to show the gamer his teammates.
Mike Emrick and Darren Pang return for their second year in the booth as the broadcast team for NHL FaceOff 2000. Both were brought back in the studio for 3 day recording sessions to add new commentary to NHL FaceOff 2000. Last year this tandem was called the best two man commentary in sports video game history. This year is sure to raise the bar again. 3) Would you offer us an overview of the general manager and coaching options in the game, as well as the different gameplay modes (seasons, playoffs, etc.)?
The coaching options allow the user to adjust the regular lines; the power play and penalty kill lines. On the fly the user can also change his or her style of play both on the offensive and defensive end. 4) Looking back with a year's experience, what was the weakest part of FaceOff 99? How will FaceOff 2000 remedy that weakness?
5) Some people (including reviewers) posit two different types of sports games--arcade contests and simulations. Others see "arcade" and "simulation" as part of a spectrum in game design and gameplay. How would you characterize FaceOff 2000?
6) One of the great innovations in FaceOff 99 was the representation of individual NHL arenas (although you underestimate the overhang of the top ring in America West Arena [grin]). What steps will FaceOff 2000 take to build on creating distinct rink environments, with crowd behavior and music, so it feels as if we are in the zoo that is Madison Square Garden versus the polite applause that characterizes fans in Toronto (or the empty chasm that is Nassau Coliseum)?
7) In FaceOff 99 players chose from one of three full units of five skaters at equal strength, one of three offensive and defensive sets, and one of three forechecking and breakout options. Will FaceOff 2000 be any different? For example, will gameplayers get to choose from one of four forward lines and three pairs of defensemen? Will there be new offensive and defensive strategies?
Offensive and defensive styles have been changed to reflect the authentic player execution that was shared with us by Scotty Bowman. This way players are executing those styles just as they do in real life.
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