NHL 13 User Review
- Difficulty:
- Hard
- Time Spent:
- 10 to 20 Hours
- The Bottom Line:
- "Pretentious"
Another year and another iteration of EA's NHL series is here. With an all new skating engine, the addition of GM connected, and a bunch of little tweaks typical of an EA sports series, they once again believe it is superior to all its predecessors. That, to me, is debatable.
The new skating engine does indeed add a whole new element to the game, and one must adapt in order to be successful. Momentum is an integral part of it, and it is implemented fairly well for the most part. Retrieving a puck from a dump into your own zone and shaking the forechecker or stutter stepping a defender on a 1 on 1 is much more realistic. I think, though, that the sliders are a little much. Martin St. Louis should be able to turn on a faceoff dot without going 12 feet wide even at full speed and not fall. Heck, I can even do that! I don't think the engine recognizes that turning slows you down naturally when on skates. This to me is minor in the end because EA will (hopefully?) fix it with new tuners.
Playing defense is a lot easier, helped by the improved defensive AI, and it is apparent right away. Shadowing a defender, playing man to man or zone defense, applying backpressure and everything else defensive is actually plausible and even fun this year. The one knock is AI D men still get burned for breakaways a little too often, but with the improved strategy options, it can be limited. The AI will now actually play a neutral zone trap, and my personal favourite, an offensive zone lock. Being able to set the strength of your forecheck to get that GWG or playing a 1-4 trap to protect that late lead is a nice option to have.
The offensive AI, however, is as inept as ever, and it is still as infuriating. An offensive zone takeaway and they shoot instantly whether they're in the corner or at the blue line, it does not matter, and odd man rushes to them is like neuroscience to me. They will not pass when you are open; instead opting to make 2 foot passes back and forth for half a period and then finally pass the blue line to take a shot from just inside and miss the net. Calling for a pass is an instant turnover it seems, so that is not an option.
Game modes like Be a Pro and Be a GM are largely unchanged so what you expect is what you'll get. I have noticed that in Be a GM the way potential is represented has changed, and not for the better. There is still not much to pick up in the draft by way of potential, and even the odd one or two that have high potential seem to go nowhere; haven't played too much so I may be pleased later on, though I'm not holding my breath.
For me, GM connected is where it's at. I am in two leagues but have yet to start, and I am very excited about it. I mean, 6v6 online Be a GM is simply incredible if it turns out to be what it is supposed to be. And finally, the reason I buy NHL nearly every year, EASHL, which is nearly unchanged as well. A few aesthetic upgrades, a couple more options, but not much else. The new skating engine does make it a little better, but it is still early and the inevitability of exploits is ever present. Like last year, though, I still play it and enjoy doing so-amidst minor and infrequent frustration mind you – as it is the best hockey experience available. Oh, and the only one…
Overall, it is what you expect if you are a veteran of EA's NHL series; very little new, mostly familiar, a little vague, and occasionally extremely maddening. This year, more than any previous, online will separate those who are a fan of hockey and those that just like the video game, and it will show in the end whom EA thinks more highly of. If they listen to the whine of those non hockey fans as they usually do, then the online community is in for a long year.
The new skating engine does indeed add a whole new element to the game, and one must adapt in order to be successful. Momentum is an integral part of it, and it is implemented fairly well for the most part. Retrieving a puck from a dump into your own zone and shaking the forechecker or stutter stepping a defender on a 1 on 1 is much more realistic. I think, though, that the sliders are a little much. Martin St. Louis should be able to turn on a faceoff dot without going 12 feet wide even at full speed and not fall. Heck, I can even do that! I don't think the engine recognizes that turning slows you down naturally when on skates. This to me is minor in the end because EA will (hopefully?) fix it with new tuners.
Playing defense is a lot easier, helped by the improved defensive AI, and it is apparent right away. Shadowing a defender, playing man to man or zone defense, applying backpressure and everything else defensive is actually plausible and even fun this year. The one knock is AI D men still get burned for breakaways a little too often, but with the improved strategy options, it can be limited. The AI will now actually play a neutral zone trap, and my personal favourite, an offensive zone lock. Being able to set the strength of your forecheck to get that GWG or playing a 1-4 trap to protect that late lead is a nice option to have.
The offensive AI, however, is as inept as ever, and it is still as infuriating. An offensive zone takeaway and they shoot instantly whether they're in the corner or at the blue line, it does not matter, and odd man rushes to them is like neuroscience to me. They will not pass when you are open; instead opting to make 2 foot passes back and forth for half a period and then finally pass the blue line to take a shot from just inside and miss the net. Calling for a pass is an instant turnover it seems, so that is not an option.
Game modes like Be a Pro and Be a GM are largely unchanged so what you expect is what you'll get. I have noticed that in Be a GM the way potential is represented has changed, and not for the better. There is still not much to pick up in the draft by way of potential, and even the odd one or two that have high potential seem to go nowhere; haven't played too much so I may be pleased later on, though I'm not holding my breath.
For me, GM connected is where it's at. I am in two leagues but have yet to start, and I am very excited about it. I mean, 6v6 online Be a GM is simply incredible if it turns out to be what it is supposed to be. And finally, the reason I buy NHL nearly every year, EASHL, which is nearly unchanged as well. A few aesthetic upgrades, a couple more options, but not much else. The new skating engine does make it a little better, but it is still early and the inevitability of exploits is ever present. Like last year, though, I still play it and enjoy doing so-amidst minor and infrequent frustration mind you – as it is the best hockey experience available. Oh, and the only one…
Overall, it is what you expect if you are a veteran of EA's NHL series; very little new, mostly familiar, a little vague, and occasionally extremely maddening. This year, more than any previous, online will separate those who are a fan of hockey and those that just like the video game, and it will show in the end whom EA thinks more highly of. If they listen to the whine of those non hockey fans as they usually do, then the online community is in for a long year.
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