What happens to a game that didn’t live up to its hype?
In the early days of NHL 13, developer Electronic Arts’ online-only hockey game was an intriguing prospect for fans.
While the game featured a variety of different hockey teams, and it was one of the few sports games to feature a team of five different players, it also featured a story that was at odds with the hockey franchise.
“The story that the NHL 13 story told, and that was the NHL team was the underdog,” EA executive producer Mark Kernaghan told GamesBeat at the time.
“They were always the underdog in the league.
The story that they told was, ‘If we win, we’ll be the best team in the world.’
But if we lose, we’re going to be the worst team in this league.
We’ve got to win.
And we have to be great.
And you don’t want to lose.
That’s a lot of pressure to put on your players.”
The story behind the game’s storyline is a little more complex, but the underlying idea of the game is fairly simple: the NHL teams that win are the ones that will dominate the NHL.
In the NHL, the best teams in the NHL are the franchises that have the most wins and are the most respected, and the teams that have more losses and are not considered elite are the teams with the least influence in the standings.
The players who are given the opportunity to play on the top teams are those who have the least amount of influence in terms of what happens on the ice, and they tend to play less often than the team that has the most winning seasons.
“We did not want the game to feel like you were playing against someone else’s team,” Kernaghan said.
“I think what we found is that a lot, a lot people don’t like to play against teams that are not as respected as they are, or a lot aren’t as popular.”
The game’s first major overhaul came during the first week of the NHL lockout in late November.
Kernaghan and co-founder Brian Reynolds brought in new producer and director of hockey development Chris Ritchie to help bring the game up to speed with the NHL schedule.
“It was a real challenge, but we had to be able to deliver,” Kernham said.
That challenge came in the form of a new game mode, called NHL Play, which had the team-by-team storyline as a key feature.
The game mode was a lot like NHL Fantasy Hockey, in that it was meant to challenge players in order to improve their game and to improve the story.
It was also designed to help the game become more competitive, and EA said that players would not be allowed to try and win a game if they didn’t think they could.
The new gameplay elements, such as a new goalie mask, were intended to challenge and challenge players and encourage them to improve.
The goal was to make the game more interesting and challenging than the existing NHL game.
“There’s a very specific element that we had in the story of this game that was really, really important to us,” Kernahan said.
The idea for the NHL Play mode was to create a game mode where players could not win a round if they weren’t focused on winning, and where players would be given a new mask to use to improve how they played and how the game was played.
This meant that players needed to be more careful in order for the story to be compelling and the player experience to be fun.
Kernham added that this was one area where he and Reynolds wanted to change the way the game would play, and in an interview with GamesBeat, Reynolds said that the changes were more of a “tweaking” than a change to the story itself.
In fact, Reynolds told Games Beat that the story and gameplay for NHL Play was not changed from NHL 13.
The team also did not implement a way for players to earn experience points that could be used to level up.
“In the game, we had a little bit of a progression system where you were trying to level your character up, and you’d earn XP that you could use to buy better gear and better equipment,” Kernays said.
In order to give players more options to improve, they added a new system in which players would unlock more abilities, and then use that to unlock even more abilities.
For example, players would earn XP for each shot they took during a game, which was used to unlock new skills.
The NHL 14 team had a team that played a lot more offensively, and were the team who had the most scoring chances per game.
This was also a huge challenge for the team to keep up with.
“When we were trying a lot to create something that felt more like an NHL team, it was not that easy,” Reynolds said.
There were certain things that the team could not do.
“At one point, we were actually going to say, ‘Hey,