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NHL 10
NHL 10
from Wikipedia
NHL 10
The cover of NHL 10 featuring Patrick Kane
DeveloperEA Canada
PublisherElectronic Arts
SeriesNHL series
PlatformsPlayStation 3
Xbox 360
Release
  • NA: September 15, 2009
  • AU: September 17, 2009
  • EU: September 18, 2009
GenreSports
ModesSingle-player, multiplayer

NHL 10 is a video game in the NHL series developed and released by EA Canada and published by Electronic Arts, and is the 19th game in the series. The game debuted at Hockey Fest '09, a three-day interactive festival celebrating the sport of hockey and the Los Angeles Kings, which took place in downtown Los Angeles from August 28 to 30.[1]

On October 1, 2011, all online services for NHL 10 were discontinued.[2]

New features

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  • Battle on the Boards: A new board play physics engine lets players shield the puck along the boards, kick-pass it to teammates, or pin an opponent.[3]
  • Intimidation Tactics: Players are able to fore-check defenders, pressure the puck, and finish checks to force your opposing skaters into making mistakes. Engaging the opposing team's star players will now instigate players and fans. Skaters who frequently harass star players will become antagonized by the opposing crowd and players.[3]
  • Post-Whistle Action: Players are able to finish checks, retaliate for late shots on goal, draw penalties, and pick fights after the referee blows the whistle.[3]
  • New First Person Fighting Engine: Players controlling the team's enforcer are able to engage instigators in a new first person fighting simulator.[3]
  • Spectacular Goals: Introducing spectacular new ways to score, like players one-timing loose pucks, stick-handling and shooting from their knees, batting pucks out of the air, and lifting a leg to fake a shot on goal.
  • New Precision Passing: A new 360° precision passing mechanic delivers control over the speed and direction of passes so players can bank passes off the boards or play the puck into space for teammates to skate on to it. Players take poor passes off their skates and kick the puck to their sticks.[3]
  • Improved Goalie Intelligence: Goaltenders will be able to position themselves more intelligently, react to shots more quickly, and recover from saves faster. NHL 10 features 250 new goalie animations, including swatting pucks out of the air, second and third saves, and desperation lunges.[3]
  • Interactive Atmosphere: Animations of fans within the game have been rendered to appear more lifelike and detailed. Playoff games will feature towel-waving fans and greater reactions from the crowds.[3]
  • Be A GM Mode: Players will now be able to control a team as if they were a general manager in the "Be A GM" mode. This feature enables players to build their own dynasty team through drafting, trading, and signing skaters. A player's success will be measured by the number of positive influences they have on their franchise.[3]
  • Battle for the Cup Mode: This mode allows players to choose two opposing teams and pit them against each other in the Stanley Cup Finals. Players have the option to play a 1, 3, 5, or 7 game elimination round. The winning team will be presented with the Stanley Cup.
  • First-person fighting view - The traditional third-person view during fights has been replaced with a first-person view.

In addition to the standard NHL and AHL leagues, NHL 10 also features the Swedish Elitserien, Finland's SM-liiga, Germany's DEL, and the Czech O2 Extraliga, all of which were featured in the previous installment, NHL 09. This game also adds a new league, the Swiss National League A. Despite being featured in NHL 09 as the Russian Superleague and being one of the highest-ranked hockey leagues in the world, the Kontinental Hockey League was not featured in NHL 10. Like the previous game, NHL 10 features national teams from multiple countries; however they are not licensed by the IIHF and as such, the rosters used are not the official ones, and some countries' teams such as Great Britain's, Italy's, and Japan's had to use fictional players on the rosters due to the lack of players and teams from their respective countries in the game.

Reception

[edit]

The game received "generally favorable reviews" on both platforms according to the review aggregation website Metacritic.[15][16]

During the 13th Annual Interactive Achievement Awards, the Academy of Interactive Arts & Sciences nominated NHL 10 for "Sports Game of the Year".[17]

References

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[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
NHL 10 is an developed by EA Canada and published by under the label. Released on September 15, 2009, in for the and consoles, featuring on the Xbox 360 cover and Brian Burke on the version, it serves as the nineteenth installment in the long-running NHL series. The game introduces enhanced physical gameplay mechanics, including a first-person fighting system and over 200 refinements to player controls, aiming to capture the intensity and authenticity of professional NHL matches. Key innovations in NHL 10 include a new board that simulates realistic puck battles along the rink walls, allowing players to shield the puck and execute kick-passes to teammates. The title also features 360° precision passing for greater control over pass speed and direction, interactive crowd reactions such as towel-waving and glass-banging, and advanced AI behaviors for one-timers, scoring, and puck knockouts. modes encompass single-player campaigns like Be A Pro, where users control an individual player through a career, and simulation, alongside multiplayer options supporting up to 12 players online. These elements contribute to a more immersive experience, with producer David Littman, a former professional , emphasizing the game's replication of playoff toughness. Upon release, NHL 10 received widespread critical acclaim for its authentic and refined controls, earning aggregate scores of 88/100 on for both platforms based on professional reviews. Critics praised the physicality and depth, with awarding it an 8.7/10 and highlighting its status as one of the most engaging hockey games available at the time. The game sold approximately 1.2 million units worldwide, solidifying ' dominance in the sports during the seventh console generation.

Development

Announcement and production

NHL 10 was developed by EA Canada, based in Burnaby, British Columbia, as the 19th installment in Electronic Arts' long-running NHL video game series. The game was officially announced on May 14, 2009, with EA emphasizing a renewed focus on physicality and realism to create the most authentic hockey simulation to date. Producer David Littman, a former professional goaltender who had previously worked on the NHL series, highlighted over 200 gameplay refinements designed to better capture the intensity and contact of real hockey matches compared to NHL 09. Production began in early 2009 at EA Canada's studio, where the development team worked to integrate advanced simulation elements for enhanced player interactions and physical play. The game received public hands-on previews at Hockey Fest '09, a three-day event held August 28-30, 2009, in , organized in partnership with the . Littman and the team used this showcase to demonstrate early builds, gathering feedback to refine the title ahead of its fall release.

Key innovations focus

The development team at EA emphasized replicating the physical intensity of real hockey through an all-new board , which allowed for more dynamic collisions and board battles. This innovation enabled players to shield the puck with their body, execute kick-passes to teammates, and pin opponents against the boards, while incorporating fan interactions like banging on the glass to heighten the emotional stakes of play. Bigger and stronger player models contributed to these realistic skirmishes, drawing from over 200 gameplay refinements aimed at capturing the skill and finesse required in high-pressure situations along the sidelines. To enhance immersion, the team introduced a first-person fighting engine that simulated authentic checking and brawling animations, allowing users to grab jerseys, dodge punches, and deliver strikes from the perspective of an NHL enforcer. This system was designed to convey the toughness and adrenaline of on-ice confrontations, building on motion capture techniques commonly used in the series for lifelike player movements. Interactive crowd AI further amplified the atmosphere, with fans waving towels and reacting dynamically to key moments like big hits or fights, creating a more lively arena environment. Addressing feedback from , developers focused on improving online match-making in the EA Sports Hockey League mode by ensuring teams were paired only with opponents having the same number of human-controlled players, preventing unbalanced scenarios like six-on-two mismatches. A skill-based rating system with decay for consecutive wins was also implemented to promote fairer competition. Control responsiveness saw enhancements through the aforementioned gameplay tweaks, making actions like passing and maneuvering feel more precise and immediate. EA Canada utilized its proprietary development pipeline to ensure cross-platform consistency between the and versions, delivering identical physics, animations, and multiplayer experiences without platform-specific discrepancies. This approach allowed the innovations in physical simulation and AI to translate seamlessly across hardware, maintaining the game's core authenticity for all players.

Release

Platforms and dates

NHL 10 was exclusively released for the and consoles. The game launched in on September 15, 2009. It became available in two days later on September 17, 2009, followed by a European release on September 18, 2009. NHL 10 received an ESRB rating of Everyone 10+ (E10+), citing mild violence due to simulated fighting in the game. It also received a rating of 16, citing violence. Online services for NHL 10 on both and were discontinued by on October 1, 2011, which ended support for multiplayer features and affected the game's long-term playability.

Marketing and cover art

The cover art for NHL 10 features forward as the athlete, depicted in a dynamic skating pose against a black background with the game's logo prominently displayed. This artwork was used for both the and versions in . In international markets, EA Sports customized the cover art to feature local NHL players, such as Finnish center for the European release, to better appeal to regional audiences. Promotional efforts included a series of trailers released throughout 2009, beginning with the debut trailer on June 22 that introduced the game's core gameplay and cover athlete. Subsequent trailers, such as the GM Mode reveal on July 17, showcased new features like the Be a GM mode for team management and the first-person fighting system. A demo became available on August 20 via Xbox Live, allowing players to experience tutorials for updated mechanics including board battles and the fighting engine. The game was promoted through standard retail channels with no special editions or bundles announced, though digital download options were available for purchase via the respective console stores for both platforms upon release on , 2009.

Gameplay

Core mechanics

NHL 10's core mechanics revolve around the Skill Stick control system, which was refined from the version introduced in and further improved in to provide more precise analog inputs for shooting, passing, and dekes. Players use the right to execute shots with variable power and accuracy, such as one-timers or shots from awkward positions like on the knees, while left movements facilitate dekes and puck protection maneuvers. Passing is enhanced with a 360° precision system that allows control over speed and direction, enabling advanced plays like banking the puck off the boards or delivering saucer passes into open space. The game's emphasizes realistic puck handling, player collisions, and interactions with the surface, building on prior iterations with over 200 refinements for greater authenticity. Puck physics simulate natural bounces, slides, and deflections, while a new board play engine allows players to shield the puck against the boards using their body, kick it to teammates, or pin opponents to restrict movement during cycles and dump-ins. Collisions incorporate player attributes like size, strength, and balance, resulting in dynamic hits and board battles where AI teammates assist in puck retrievals. surface interactions affect skating momentum and puck trajectory, contributing to the ebb and flow of gameplay. Team play dynamics integrate line changes, power plays, and penalty kills as fundamental simulation elements, with AI enhancements ensuring strategic depth. Line changes can be manually called during play, particularly in modes like Be A Pro, to manage player fatigue and maintain performance. On power plays, offensive AI positions players for optimal shooting lanes and cycles, while penalty kill defenses focus on blocking shots and clearing the puck effectively. These mechanics promote coordinated team strategies, with AI reacting intelligently to on-ice situations like forechecks and zone entries. Goalie controls offer manual save options alongside improved AI, allowing players to direct glove, blocker, or poke saves using the right for precise positioning. Rebound mechanics are tied to enhanced recovery animations, where goalies can quickly react to loose pucks with second saves or swats. Over 250 new goalie animations support these interactions as well as overall improvements, including better positioning that reduces breakaway success rates to around 33% compared to previous games. Visual and audio feedback reinforces the authenticity of hits, saves, and goals through updated animations and sound design. Big hits trigger crowd reactions and player morale shifts, while saves feature dynamic camera angles and impact sounds for immersion. Goals are celebrated with explosive audio cues, towel-waving fans, and enhanced stadium ambiance, all contributing to an NHL-like atmosphere without relying on mode-specific elements.

New features

NHL 10 introduced several gameplay enhancements designed to increase realism and physicality in hockey simulations. One key addition is Battle on the Boards, a new for wall interactions that allows players to shield the puck along the boards, execute kick-passes to teammates, or pin opponents against the to restrict their movement and slow down play. This feature replicates the leverage and rebound battles seen in real NHL games, with fans banging on the to heighten the intensity. Intimidation Tactics further emphasizes the game's physical nature by incorporating player size and strength attributes into the checking system, enabling fore-checking, pressure application, and finishing checks to force opponent errors. These tactics can lead to post-whistle scrums or penalties that shift momentum, allowing teams to inspire teammates and ignite crowd reactions. The First Person Fighting Engine provides an immersive perspective during fights, where players use button prompts and analog sticks to throw punches, block attacks, grab jerseys, and dodge strikes, with outcomes influenced by character attributes like toughness. Winning a fight energizes the team by reducing and boosting , while "" automatically step in to settle scores based on player roles. Precision Passing offers 360-degree control over pass speed and direction, accounting for player speed, positioning, and context, such as banking passes off the boards or delivering into open space for dynamic puck movement. This system enhances strategic depth by making passes more intuitive and realistic. Improved Goalie Intelligence upgrades the AI for better positioning and quicker reactions, making one-on-one breakaways more challenging with a success rate reduced by approximately half to 33% compared to the previous game. Goalies now perform dynamic saves, including swatting pucks mid-air and desperation lunges, supported by reworked animations for greater authenticity. Spectacular Goals introduce cinematic scoring opportunities, such as one-timing loose pucks, shooting from knees or while falling, and knocking pucks out of the air, drawing from real NHL highlights to ensure these moments feel earned and rare. Post-Whistle Action allows continued physicality after the whistle, including instigating shoves or fights to draw penalties and maintain momentum, with realistic player reactions adding to the game's tension. The Interactive Atmosphere complements this by having crowds wave towels, bang on the glass, and respond to on-ice events, simulating playoff energy and influencing gameplay flow.

Game modes

Single-player modes

NHL 10 offers several single-player modes that allow users to experience hockey management, individual careers, and simulated seasons without real-time opponents. These modes emphasize strategic decision-making, player development, and progression through various leagues, providing depth for solo . The Be A GM mode introduces comprehensive franchise management, enabling players to act as a by amateur prospects, negotiating trades involving up to three players, handling contracts, and hiring or firing staff such as coaches and scouts. Users earn experience points through successful decisions, which can be spent on perks like improved accuracy or negotiation advantages, integrating directly into longer-term simulations for building a competitive roster over multiple seasons, including fantasy drafts from current rosters. Simulation options allow skipping games while monitoring team performance and player growth. Be A Pro mode focuses on an individual player's career, starting with a created character in junior leagues before progressing to the NHL via the draft and subsequent assignments to like the AHL. Emphasis is placed on personal statistics and performance metrics, such as goals, assists, and period grades, which determine experience points for attribute improvements and equipment unlocks in the in-game hockey shop. Strong play in early games can secure a permanent NHL spot, while injuries or poor ratings may lead to demotions, simulating realistic career growth. Season mode permits simulation of a full NHL , including regular-season games and playoff progression, with options to control any of the NHL teams or select from international leagues, adjusting rules like tiebreakers and playoff formats, while tracking storylines such as rivalries and injuries that impact outcomes across simulated or played games. Multi-year dynasty building is incorporated into Be A GM. Challenge modes, exemplified by Battle for the Cup, recreate scenario-based historical or custom playoff series, where users select two teams from supported leagues to compete in best-of formats ranging from single elimination to authentic seven-game series. Real-time playable injuries add realism, and trophies like the or custom EA Cup are awarded upon victory, offering focused, high-stakes single-player experiences. These modes incorporate a variety of leagues beyond the NHL, including the AHL, Elitserien (Sweden), SM-liiga (Finland), DEL (Germany), O2 Extraliga (Czech Republic), and the newly added National League A (Switzerland), allowing for diverse team selections and international scouting in management simulations.

Multiplayer modes

NHL 10 introduces a variety of multiplayer modes emphasizing competitive and cooperative play, both locally and online, building on the series' foundation for social hockey experiences. These modes support up to six players per side in team-based matches, fostering real-time collaboration and rivalry among friends or strangers. Local play allows for immediate couch-based interactions, while online options expand to persistent leagues and ranked competitions, with enhancements in matchmaking ensuring smoother connections compared to NHL 09. The centerpiece of online multiplayer is the EA Sports Hockey League (EASHL), where players create or join clubs to compete in matches across monthly seasons divided into casual and pro divisions based on skill levels. Club creation includes customizable jerseys from over 30 new options, a interface for and player requests, and progression through equipment upgrades like sticks, skates, gloves, and helmets that provide attribute bonuses such as increased speed or slap-shot power, unlocked via performance or in-game purchases. A new prospects game mode lets players influence their draft status by competing against AI draft-eligible prospects, adding depth to club advancement. Local multiplayer supports head-to-head versus matches and couch co-op for up to four players, where participants can lock into specific positions on the same team to coordinate against AI opponents or each other in split-screen setups. This mode emphasizes quick, informal sessions without the need for online connectivity, mirroring traditional console multiplayer experiences. Online versus and co-op seasons extend beyond EASHL to include ranked 6v6 team play, where players form squads for competitive matches or cooperative leagues against other human teams, with voice chat limited to teammates for strategic calls. These modes feature improved server-based matchmaking over NHL 09, delivering lag-free performance even in full-team online games and enabling easier access to opponents through skill-matched queues. Additional multiplayer challenges include mode, supporting two-player local or online duels where one controls the shooter and the other the goalie, testing precision and reaction times in a high-stakes, one-on-one format. Skills competitions, integrated as mini-games within practice and versus options, allow players to compete in isolated events like accuracy shooting or passing drills, providing bite-sized multiplayer tests of individual abilities that can be played locally or online. Note that all online multiplayer functionality for NHL 10 ceased on October 1, 2011, when EA shut down the servers, rendering EASHL, online versus, and co-op seasons inaccessible, though local modes remain playable.

Audio

Soundtrack

The soundtrack for NHL 10 consists of 18 licensed tracks, primarily drawing from rock, metal, indie-punk, and rapcore genres to create a high-energy atmosphere that complements the game's physical and intense hockey action. Curated by , the selection emphasizes aggressive, upbeat tunes from established platinum-selling acts like , Scorpions, , and , alongside emerging bands such as , Priestess, and , aiming to enhance the hard-hitting gameplay experience during menus and intermissions. Announced officially in July 2009 and made available as an iTunes iMix on July 31, 2009, the soundtrack was designed without an in-game radio station, though console versions on and supported integration of custom music playlists from players' hard drives for arena and menu playback. Key tracks highlight the soundtrack's dynamic range, including the anthemic "Heroes of Our Time" by , known for its extended length and epic power-metal style, and the raw punk energy of "Deathsmarch" by . Other standouts like "Young Cardinals" by and "Hellions on Parade" by CKY contribute to the aggressive vibe, while covers such as MxPx's take on "" add a nostalgic punk edge. Several songs from the soundtrack appeared in other video games, for example, "Oye Vaya" by Earl Greyhound in Need for Speed: Nitro and , and "Anything 'Cept the Truth" by in Need for Speed: Shift. The complete licensed soundtrack is as follows:
ArtistTrack Title
Young Cardinals
Deathsmarch
CKYHellions on Parade
Disco EnsembleGolden Years
Heroes of Our Time
Anything 'Cept the Truth
Earl GreyhoundOye Vaya
Know Your Enemy
Peace Sells
Me Talk PrettyWake Up! Wake Up!
Ministry & Co-ConspiratorsKeys to the City
Into the Light
Priestess
RancidThe Bravest Kids
Scorpions
Fire It Up

Commentary and effects

NHL 10 features commentary provided by play-by-play announcer and color analyst Bill Clement, who return from previous installments in the series to deliver familiar and authentic calls reminiscent of ESPN's National Hockey Night coverage. The duo's dialogue includes a wide array of lines with minimal delay, allowing for smoother integration during gameplay. The game's sound design emphasizes immersive on-ice audio, with solid effects capturing the scrape of skates, clash of sticks, flight of the puck, and impacts from checks and battles along the boards. These elements draw from realistic hockey acoustics to heighten the sense of physicality and speed in matches. Atmospheric audio is a standout aspect, featuring dynamic crowd sounds that react in real time to key events like goals, fights, and momentum shifts, creating an enhanced sense of arena energy. Crowd chants and noise levels vary to reflect team-specific venues, complemented by authentic goal horns unique to each NHL franchise, which play upon scoring to evoke the distinct ambiance of home rinks. Overall audio mixing improvements ensure clearer announcer calls amid intense action, reducing overlap and maintaining focus on critical moments.

Reception

Critical reviews

NHL 10 received generally favorable reviews from critics, earning a Metascore of 88 out of 100 on both the and versions, based on 35 critic reviews for each platform. The game was praised for its refined mechanics that enhanced the realism and intensity of hockey , particularly in areas like physical play and . Reviewers highlighted over 200 improvements that better captured the skill and finesse required in the sport. A major point of acclaim was the overhauled fighting system, which introduced a first-person perspective allowing players to engage in brawls with intuitive controls for , , and blocking. This feature was lauded for adding emotional intensity and toughness to matches, making fights feel more immersive and consequential without dominating . Similarly, the new board play mechanics were celebrated for introducing realistic puck battles along the rink's edges, where players could pin opponents and cycle the puck effectively, contributing to more dynamic forechecking and defensive strategies. The Be A Pro mode also drew significant praise for its increased immersion, with enhancements like detailed player feedback, training regimens, and progression tracking that made the single-player career experience more engaging and role-specific. Despite the strong reception, some critics noted minor bugs and glitches that occasionally disrupted online play or animations, though these were described as infrequent and not detracting from the core experience. Repetitive commentary from announcers and Bill Clement was another common complaint, with lines repeating too often during extended sessions, reducing the authenticity of broadcasts. The absence of the (KHL) was occasionally cited as a missed opportunity for broader international content, especially given the league's growing prominence at the time. Key reviews underscored these strengths and minor flaws. IGN awarded the game an 8.7 out of 10, commending its realistic on-ice action and authentic hockey feel that set a new standard for the series. gave it an 8.5 out of 10, highlighting the depth of game modes like Be A Pro and Be A GM, which provided substantial strategic layers beyond basic exhibition play. At the 13th Annual Interactive Achievement Awards in 2010, NHL 10 was nominated for Sports Game of the Year, recognizing its contributions to the genre.

Commercial performance

NHL 10 achieved solid commercial success, selling an estimated 1.2 million units worldwide across its PlayStation 3 and Xbox 360 versions. The game contributed to the EA Sports NHL series' typical annual sales average of 1 to 1.3 million units combined across platforms. Performance was particularly strong in North America, where the National Hockey League's popularity drove the majority of sales, with the Xbox 360 version leading at approximately 0.63 million units globally compared to 0.57 million for the PlayStation 3 version. Within EA's sports portfolio for 2010, NHL 10 performed as a mid-tier title, trailing behind blockbusters like (9.7 million units) and (over 5 million units in North America alone). It benefited from the 2009 holiday season as a reliable performer, bolstering EA's overall net revenue of $3.7 billion for the year, during which 27 titles exceeded one million units sold. The game's emphasis on enhanced physicality and realistic collisions left a lasting legacy, influencing future installments by prioritizing aggressive play mechanics and player interactions. However, the shutdown of its servers on , , curtailed long-term replay value for multiplayer features.

References

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