As an
ice hockey simulation, the game attempts to emulate the
rules and
play of the sport as closely as possible.
Goals, for example, may be scored from
all areas of the ice through a variety of different methods, mirroring play of an ice hockey game in
real life. The default control scheme uses the left
analog stick to control player movement, while the right stick is used to simulate the movement of the player's hockey stick, performing actions such as
dekeing and shooting. Players may choose to use simpler input methods instead, such as the control scheme used in ''
NHL '94'', in which pass and shoot are the only buttons. A physics-based
game engine replaced the old animation-based system. Touted as "the biggest change in
NHL 11" by producer Sean Ramjagsingh, it took a full year to develop and implement. The new engine allows for more natural plays and puck bounces, and simulates real interactions more accurately and realistically. Each bodycheck and collision is unique, such as glancing blows that spin a player, hip checks that completely upend opponents, or any other possible reactions. Player and puck movement now take momentum into account, and hits can be made high or low, with vastly different results. . Broken sticks were introduced to the series for the first time, as EA claims this was the most requested feature. Players without sticks are able to kick or grab the puck, and teammates may offer their own stick as a replacement. Alternatively, the player may return to the bench for another stick. Discarded sticks remain "live" objects while on the ice; the new physics system allows interaction with skates, other sticks, and the puck. The face-off system was completely overhauled after several years without improvements. Previously, a simple flick of the analog stick at the correct time would win faceoffs.
NHL 11 allows players to choose position and grip, tie up opponents or lift their sticks, shoot off the draw, or even immediately deke through the opposing centre's legs. Other mechanics were reworked in this iteration of the series. Passes are now triggered at the
release of the trigger button, instead of the initial pull. The longer the button is held, the stronger the pass will be, giving the player control of the speed of the puck. Dekes are done using the controller's analog stick. There are four different types of dekes that can be made, corresponding to up, down, left, and right on the analog stick. The left and right dekes were retained from previous games but made quicker. The up deke has the player flip the puck up and jump over a
prone player, and the down deke has the player put the puck in his feet and kick it back up to his stick. Each of the dekes was made to counter a specific defensive technique. Completely new additions to the game include user-controlled goal celebrations, disallowed goals, playoff beards, and "hustle", a burst of speed that drains stamina quickly.
Modes NHL 11 features a new "Hockey Ultimate Team" (HUT) mode, similar to the corresponding modes in the
FIFA series and the
Madden NFL series which existed before
NHL 11. In Hockey Ultimate Team, the players receive a pack of cards and use them to build up their own team and make it the best they can. The players will earn "EA Pucks" after each game they've played in the HUT mode, whether they win or lose. They can also choose to play online with another player or play alone with the computer. New additions in the "Be a GM" (
general manager) mode include
restricted free agency, including qualifying offers, offer sheets and compensation draft picks; six seasons worth of draft picks available for trades and as RFA compensation (rather than only one season's worth of picks available in the previous games); a revamped "Rookie Generation" system; all-new pre-season games to help the players decide their NHL team; and the ability to trade up to five players/picks, instead of just three. ==Development and marketing==