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EA Sports NHL 25 Review: What Works and What Doesn’t – The Hockey Writers – Video Games

EA Sports NHL 25 Wishlist - The Hockey Writers - Video Games

The EA Sports NHL franchise is exclusively on the eighth generation of video game consoles (PS5 and Xbox Series X) for the first time. That allows the developers at EA Vancouver to focus solely on maximizing the power and technology of these consoles rather than having to worry about also accommodating the previous generation.

That should theoretically allow the series to jump bigger than previous titles have provided. As usual, the reality is somewhere in the middle. NHL 25, which features the Hughes brothers (Jack, Quinn and Luke) on the cover, boasts a revitalized franchise mode and some good gameplay ideas that help to create a more streamlined experience. However, neglect of some modes and the consequences of other decisions prevent the game from reaching another level.

Gameplay

Let’s start with the bad, or at least the most obvious. There is a world where skill-based one-timers are a good thing. Making the mechanic harder to execute and creating a skill gap that prevents everyone from spamming this shot type is a good idea, as it could encourage players to turn to other options. In its current state, though, executing it is far too easy and effective. One-timers from long distances and released by players who aren’t sharpshooters seem to be finding the net too frequently, and even if that isn’t true, it seems like people online have the idea that they do, creating an over-reliance on them. It’s too easy and rewarding to chase the high of seeing the green circle light up below your player indicating you’ve released a perfect shot. Instead of lowering the floor for how dominant one-timers are, this tool seems to have raised the ceiling, which is concerning.

Adding new animations can be hit or miss in sports video games, but Chel seems to have some nice tweaks on its hands with the addition of Reactive Actions. Spatial and situational awareness has long plagued the series on the ice. So, when I saw a player deftly avoid running into a defender at the blue line, it was a welcomed sight. The stumble and recovery animations haven’t made as big of an impact in the games I’ve played, but if nothing else, they make the game look more realistic.

ICE-Q was the main gameplay improvement touted for this year’s title, promising to avoid the awkward, unrealistic situations computer players could put themselves in during previous games. It hasn’t made a massive difference in my gameplay, although there was at least…

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