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NHL Faceoff 2000 (PSX) ReviewRelease Date: September 1999 Background Info
Presentation/Graphics : 94
The players are sharp, and the frequent close-ups during stoppages in play and after goals allows
for close-ups of individual faces. Animations are smoother (although still a little jerky) and
deeper; watch for the much-improved goalie movements (especially stretches and sprawls) and
player skating (look for the backwards crossover). However, when it comes to uniforms, FaceOff
2000 needs some updating, for several alternate jerseys are missing. Even better was a replay
where Adam Foote of the Colorado Avalanche was wearing goalie equipment. Finally, the
Stanley Cup FMV is . . . just okay.
Presentation/Audio : 88
Interface/Options : 70
The controller remains largely unchanged. There is only one "shoot" button: tap it for a wrist
shot, hold down longer for a slapshot (at least this year there are separate wrist shot and slapshot
power ratings). Icon passing returns; so does playcalling on the fly (although it's probably better
to wait for a whistle). Control is rather responsive, and on the whole it's easy to move the player
under your control--but sometimes one's teammates do not cooperate, as wingers sometimes fail
to break for the net when centers cut wide, and forwards don't always cover for rushing
defenders. Oh, yes, you can fight. It's not clear whether fisticuffs serve any purpose (I concede
defeat and welcome the pause in button-mashing).
Each season/playoff eats up four blocks on a memory card; user records (really a record book of
single-game performance highs) take up an additional block.
Some serious problems persist--and one is made even worse. Like its predecessors, FaceOff 2000
persists in offering players only three groups of five skaters at full strength. You can't change
forward lines and defense pairs independently; you lack a fourth set of forwards (unless you do a
lot of juggling on the line management menu). Why 989 Sports remains enamored with this poor
excuse for line changes is beyond me; other games do a better job. Like other games, it forgets to
allow the home team last change so that you can make meaningful matchups. Perhaps the boys
ought to have spent more time with Scotty Bowman (the Detroit coach who was brought in as
989 Sports' answer to Marc Crawford in an effort to improve gameplay and AI). Somewhat less
important (but annoying) is the labeling of offensive zone, breakout, forecheck, and defensive
zone approaches as "normal," "aggressive," and "conservative." These labels simply don't make
sense in several contexts. Since when is sending two forecheckers in "conservative," while the
trap is "aggressive"?
But most objectionable is the roster management system. Teams are limited to twenty players
overall, with two or three goalies. Yet NHL teams always carry several extra forwards and
defensemen--who disappear from the game altogether here and must be created (there are only 25
free agent slots, so I guess that's a maximum of 25 created players). These restraints make it
almost impossible to keep rosters current, for several players now retired are still in the game; this
year a number of players remain unsigned as the season starts; new players and rookies are going
to have to squeeze in where they can. Other games do a much better job of handling this
situation. There should be a much larger number of free agent slots; there should be larger rosters
in the first place. Past editions of FaceOff had larger rosters (although no limit on the number of
roster players who could play in a game); this year's edition confused game rosters (eighteen
skaters and two goalies) with team rosters (which are usually between 25 and 27 players in all).
Oh, by the way, there is no tournament format that will allow you to pit international teams
against each other outside of exhibition play. Nor can you create players for international teams.
And once more the classic teams are noticeable by their absence. Perhaps someone someday will
explain why video hockey can't follow in the footsteps of the football games and offer us the
chance to match the 1960 Montreal Canadiens against the 1982 New York Islanders, the 1972
Boston Bruins versus the 1992 Pittsburgh Penguins, or the 1987 Edmonton Oilers versus the
1994 New York Rangers (although so many Rangers were former Oilers that it might get pretty
confusing).
Gameplay : 85
Scoring is up in FaceOff 2000. Part of this is due to the revised handling of rebounds; a little of it
is due to rule revisions concerning the crease (although goals are still called back). You should
average a little more than a shot on goal a minute, so stick to the ten-minute periods for realistic
stats. But don't depend too much on the speed burst, for it rarely makes much of a difference and
comes at the cost of depleting your line's energy--and that energy is depleted as a far faster rate
than in FaceOff 99, rendering on-the-fly line changes critical to success. The teams that headman
the puck and transition from offense to defense (and vice-versa) quickly will prevail.
The veteran level offers a better intermediate challenge than it did in the two previous editions;
there is a more natural progression between levels. Still, for the hard core, All Star will be the
way to go. There are a few goal-scoring tricks (the cut-across parallel to the goalline from the
high slot for both forehands and backhands) that could have been cut down had the CPU AI
cleared the slot more effectively. Game designers have to continue to work on making team
defense more effective.
Replay Value : 75
Overall : 84
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