Neowin's NHL 2004 Stanley Cup Playoffs Thread


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This game had the most powerplay minutes in the history of the Stanley Cup Playoffs at 90+ minutes with most being in favor of the Flames. When you have that advantage and you don't score while Tampa scored 4 goals without luck but good play. None of our goals was luck. They were cleaning up a saved shot which isn't luck because the no team should allow a cleanup shot. Now our cleanup shots didn't go in off of another player by luck. The person that scored all 4 of our goals was the same person that shot at and into an empty net past the goalie. That you can't deny.

Now this will be a very good series but at least I can say and backup that Tampa's win was much more earned than the Flames win. You tell me what other advantage did the Flames have that they didn't have.

umm there was not 90+ minutes worth of powerplay. wtf are you on? :wacko: do you know how hockey works? there was 60 minutes of regulation time, AND 90+ minutes worth of penalties NOT worth of powerplay minutes. According to you the whole freakin game was on a powerplay, and then some. :rolleyes:

oh would you shut up, with every post you make it makes you sound more like an idiot, its just 1 game wooopeee you'll have bad calls all the time.

To say that we as canadians should be ashamed about our team is just retarted, we could have said that about TB last game, so please make everyone happy and just stfu.

Well I'm finished with you because you are an as*whole that can't say anthing without the good old STFU quote. Oh and we asked for calls but maybe you didn't see all the tripping calls, holding calls, and high sticking calls that weren't called on the Flames. Maybe you didn't see St. Louis getting thrown into the net not one but three times with nothing called. Maybe you didn't see the high sticking that wasn't called at the end of the game even though the damn stick broke in half. This was so one sided and weren't average missed calls no matter what f*cking way you slice it.

are you joking?? have you played hockey? Most of the time, especially when their goalie is outstanding... the best strategy is to crowd the net and just fire it through traffic, you get good bounces, nice deflections and big rebounds... that is a strategy, not luck. I know when im standing infront of the net, even if the puck is comming no where near the blade (where you can redirect a shot), i still try to get part of my shaft on the puck and cover thegoalies face with the balde of my stick. To say its luck, then you can say ANY goal is luck...

Yes you are exactly right that this is a good way to play given the way the team is playing but that doesn't make the goals earned. Those goals rely on luck as to where they go and who they hit off of. That type of play can make you look very bad or very good but its unearned none the less. That is a good way to play and the style that most teams play but still those goals aren't earned. Now if a shot hit off the goalie after it went through traffic and hit off the goalie and a rebound shot was hit into the net that would be an earned goal. Still whatever wins games is all that counts but don't say they earned their goals because when you have no control over where it goes its not earned. At least when you hit at the net away from traffic where all thats between the puck is you and the goalie than a goal like that is earned. If you can't understand the concept of that you never will. The fact I was making is that an earned goal is much much harder to get than a traffic unearned goal. Any team can shoot through traffic and get lucky and win but only the best teams can win without using traffic. I don't think the Flames are that kind of team. I think the Flyers and Red Wings are much better because like Tampa Bay they can win without using traffic even though all these teams use it uncluding Tampa Bay they don't have to rely on it to win.

umm there was not 90+ minutes worth of powerplay. wtf are you on? :wacko: do you know how hockey works? there was 60 minutes of regulation time, AND 90+ minutes worth of penalties NOT worth of powerplay minutes. According to you the whole freakin game was on a powerplay, and then some. :rolleyes:

Your right and I should have checked my post over. I meant 90+ penalty minutes. Most of the minutes in hockey are served at the sametime. A powerplay could be only for two minutes but could have three players out and have 6 minutes but still the powerplay only goes for two minutes. I know and realize this but didn't use the right word.

Get out of this thread, troll.

I hope you weren't calling me a troll because I just replied in my defense just like you replied to my post. Assuming your calling me a troll I don't see my posts as any different than your posts. I'm talking about the subject at hand and if talking about the Lighning is being a troll because I'm not talking about the Flames than maybe this thread should be called the Flames playoffs. I'm not going into a Flames thread nor am I going into an apple thread and bashing apple computers even though I wouldn't do that. So how would I be a troll. We have different opinions of everything and just because your views aren't the same as mine doesn't make me a troll. I got very specific about one poster with the STFU statement but besides that I said my opinions just you they did. If that makes me a troll than every member on this board is a troll.

Also I never even talked about your message because I saw what I saw and my views are different. People see what they want to see and that is fact. Maybe I saw things wrong and with that said there was no point in starting a war for that reason. Now with that said I'm not calling you out so if you flame me and accuse me of doing so I will report you. I want no fights at all but I do want to view my opinions and not be flamed or called a troll for expressing them.

I will not be posting anymore in this thread as to not start any problems since I feel that my opinions of the game aren't wanted but hated.

damn, whats with all the baby's momma drama? this thread is usually pretty chill. this is gonna be a good series, i just wish the games were closer...

I agree this is going to be a very good series and the way it looks is that we won't be having any close games. But at least these games are fun to watch. I never liked teams that trapped all the time but I have to say these last two games have been great games to watch. These two teams styles of play are the best as far as watching on TV. The one rule I would like to see changed would be getting rid of the red line on the two line pass. That would make the game go much faster and would result in a better game there and on TV. That would just open up the game. But the fact is this series is much needed for TV. For a ABC and ESPN they couldn't have got anything better as far as the quality of games. If hockey could ever get more TV viewers things would be quite different but hockey is the one sports that just doesn't work well with TV. I'm hoping that HDTV might change this. I also hope next year won't be a strike year.

damn, whats with all the baby's momma drama? this thread is usually pretty chill. this is gonna be a good series, i just wish the games were closer...

I know what you mean. There was an outsider that trying to add drama to the thread. We dont need drama in this thread, that's taken care of during the games.

Don't worry about the blowouts, the series will get much tigher from now on.

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    • I'm not happy with myself for it, but I've gone and got hold of it. Just another 45 minutes and I'll be Bond, James Bond. In my defence, IO's Hitman series is awesome, and I'm a sucker for 007. So while it might seem a bit simplified compared to Hitman, I'm sure I'll be right at home.
    • Or just check the script yourself ^^. I hate having a Microsoft account tied to my windows install.
    • 007 First Light review: Satisfying spy adventure that James Bond needed by Pulasthi Ariyasinghe I have fond memories of classic James Bond games from the Electronic Arts era. Using high-tech gadgets, sneaking into parties, and dispatching bad guys were wildly exciting activities for my younger self. In recent years, Bond games have entirely disappeared, alongside the super spy genre. Fast forward to 2020, imagine my surprise when IO Interactive announced it had secured the Bond IP to make a game. Considering the studio’s Hitman history, this project is one I keenly kept an eye on. Six years later, 007 First Light is finally here, and after spending time inside this globe-trotting adventure, I can safely say that my excitement for this developer’s take on this universe was not unfounded. IO has taken lessons it has learned from Hitman and combined them with what I would expect from a directed cinematic experience like James Bond. I have refrained from mentioning major plot points to save you from story spoilers in this review. This is an original story that doesn’t tie into any movies, so there isn’t an expectation of knowing the backstory or the decades of movies either. Bond, James Bond When 007 First Light begins, Bond is just Bond. There isn’t a spy angle, fancy gadgets, or even a secret mission. The introductory mission is framed to show how James Bond handled himself and how he does not care about the odds when it comes to saving lives. It’s a gorgeous level as well, showing off an island scattered with cliffs in the middle of a storm. Looking back, this is probably the best-looking level in the game, with IO showing off all its abilities with its custom engine, Glacier. But my favorite ended up being the follow-up to this level. Once the United Kingdom's foreign intelligence agency, MI6, recruits our daring youngster into its super-spy “00” program, training begins. However, instead of treading through the same tutorial missions where the game teaches you to run and jump and drive, IO opted for a montage, and it’s amazing. The scenes cut between Bond practicing and improving his marksmanship, parkour, hand-to-hand combat, and driving as weeks go by in his training. What impressed me here was the lack of any loading screens or stutters as scenes instantly switched to different locations entirely, as if I was watching a movie. This creativity is a trend I noticed in most levels, where there is some sort of gameplay or choreography mechanic being introduced to keep things interesting. Soon, the rest of the cast is introduced, bringing other agents that our favorite secret agent will be working with, the scientists and engineers that build MI6’s spy gadgets, as well as higher-ranking officers that either appreciate or (at best) tolerate Bond’s rebellious attitude. It’s a tight cast, all with incredibly good voice acting and personalities that quickly grew on me. The casting for Bond himself is also an excellent one. From showing his iconic soft spot for women to the condescending smiles that get a rise out of enemies, I had no issues getting immersed into this universe as this new face of James Bond. The missions take place in a wide range of locations as MI6 sends Bond to tackle dangers that are growing everywhere from the UK to Africa. These aren’t unrelated adventures where MI6 is sending secret agents, which is an angle I would love to see in another game, but a part of a bigger conspiracy affecting the entire world. Some of the twists and turns were all too predictable, and the character that Lenny Kravitz played made me cringe a little too much. But all in all, I enjoyed the campaign’s storyline that sets the stage for this new agent joining the illustrious “00” program. Plenty of Possibilities The third-person style of IO Interactive fits this role quite well. Bond is presented as a master at hand-to-hand combat as well as firearms, while also having a knack for being stealthy when required. Most sections of missions have a lot of freedom. This means I could beat up every goon and security guard on the way to an objective, slip past them without sounding a single alarm, or do a mix of both. My sessions usually end up with the third option because I tend to be impatient about waiting for a patrol to move. Drawing from its Hitman genes, the developer almost always gives multiple routes for going through missions. Levels can be massive, sometimes sporting hundreds of NPCs going their own ways and having conversations. If my objective is to break into a security room on the third floor, I could look around for roof access, eavesdrop on conversations to find out where someone lost a key, create a distraction and pickpocket a guard for a keycard, sneak in through the vents, or simply kick down the offending door. I enjoyed the variety on offer, especially because the same solutions didn’t usually show up in different missions. Before heading out into a secret MI6 escapade, the gadget specialist of the branch walks Bond through the organization's latest and greatest achievements. This can be cool little devices like a laser built into the watch, a phone that fires poison darts, or a camera that emits a powerful shockwave. The choice of what can be taken into the mission is up to the player. I could usually find fresh routes or get out of tough situations with a punch or two, so I never had the feeling of missing out by not choosing the right equipment. It’s still a fun practice. Choosing the armaments before a mission enhanced the super spy feeling quite a bit. As I mentioned, stealth comes in as a very viable option for most of the missions, letting Bond sneak past foes or knock them out silently. While it is satisfying to clear entire areas of goons and walk away without any alarms, the way of accomplishing this could have been done better. Bond can lure enemies, sneak up and knock them out, or use a gadget to disorient them before dealing a nasty blow. Bodies cannot be moved or hidden afterward either. It’s a very simple system, which I wish were more exciting to pull off. Perhaps more stealth-orientated gadgets, distraction options, or multi-takedowns could have helped here, I think. Getting caught while attempting to be in stealth does not mean a game over. Other than getting into a fist fight, an interesting twist of 007 First Light is the bluffing option. While an enemy is confused as to what you are doing in a restricted location, Bond has the option to improvise and persuade them that you are exactly where you’re supposed to be. These are fun little dynamic interactions with unique dialog depending on the mission and location, giving a few extra moments for Bond to go past suspicious guards smoothly. It’s the first time I’ve witnessed this system in a game, and I hope to see more. License to Kill Bond isn’t just dealing with security guards or civilians. From time to time, entire gangs of gun-toting mercenaries show up in levels looking to take down our protagonist. It is then that License to Kill mode is activated for Bond, letting him use firearms with no restrictions. I was surprised by just how tight gunplay is in 007 First Light. The weapons feel powerful and satisfying to fire, with single bullets capable of taking down an enemy with a headshot. 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These usually end up with high-octane chases or driving sections, offering the chance to witness chaining explosions, hails of gunfire, and scripted parkour scenes that remind me of Mission Impossible movies more than Bond. Elements like seeing James Bond jump out of a plane without a parachute or drive through buildings in London inside a trash truck were fantastic and always left me at a high point when finishing a mission. The classic James Bond theme is sprinkled in here too, which only happens a handful of times in the game, but at just the right moments. Visuals and Performance Compared to Unreal Engine 5 games we are seeing nowadays, 007 First Light isn’t flexing a huge amount of realism when it comes to graphics. The models, textures, and effects all feel a little dated, with the starting mission that I mentioned being the most visually striking. However, the complete lack of stutters, the hundreds of NPCs that can be on screen without a single hitch, massive sandbox levels, and smooth transitions between them all play a part in making this an immensely immersive and complex experience. The in-engine cutscenes are gorgeous as well, offering an upgraded visual style and model detail over the gameplay sections. Animations are one aspect that jumps out at me about any new game, and First Light has nailed what a third-person action game should feel like. Walking, sneaking, and running all have a heaviness to them that I appreciate. Whenever Bond moves past a wall or a ledge, his arms reach out to lightly hold those structures until he moves away. NPCs actually react to my character and move out of the way. Even during melee combat or takedown animations, the fists impacting a body or a head hitting a wall all have that same weight. Even the more frivolous animations, like catching a gun in midair or chucking an empty one at a goon (yes, you can do that), are satisfying to pull off. Of course, the in-engine cutscene animations are remarkably well done too, with facial animations and the upgraded model details improving my engagement with the characters. I have an AMD Radeon RX 9070 XT 16GB paired with an eight-core Ryzen 7 3700X and 32GB of RAM, with the game running at 1440p resolution. Deciding to completely max out all the graphics options gave me a range of frame rates between 60 and 100 depending on the scene and level. While I did try to enable AMD FSR, which bumped up the frame rates by a good 20% at Quality mode, IO Interactive’s implementation of the technology wasn’t that great. Every corner and edge in levels began shimmering, and I was also seeing smearing issues in fast-moving sections. The title seemingly uses the older generation FSR 3.1 and not the machine learning-assisted FSR 4, leading to these artifacts. Unfortunately, there isn't a way to manually upgrade this right now either. I opted to turn off the upscaling and play the game in native 1440p to avoid problems. I would say the FPS range I was getting was an acceptable one for a single-player action game for my setup. I do wish there were an FOV slider option in the settings. While the camera is far enough back for my tastes in most situations in this third-person adventure, at times the perspective is far too close. When trying to look around quickly and spot targets, I realized I was getting a slight headache at times due to the use of an almost over-the-shoulder close-up camera. Conclusion Being James Bond in 007 First Light is a treat. Traveling around the world chasing conspiracies, using high-tech gadgets disguised as everyday accessories, and improvising on the spot to fool foes all give a fantastic feeling of being a super spy. For an origin story, IO Interactive has done a great job at introducing the character and his motives for doing what he does. The satisfying combat animation and fantastic voice acting are definitely high points, with the License to Kill moments being my favorite. Not being able to move bodies and the simplistic stealth of mechanics does hurt its presentation a little. The NPC logic and intelligence is easy to manipulate and trick, repeating the same actions over and over again if I keep making distractions. The lack of an FOV slider was also a pain (quite literally) at times, and the FSR implementation is quite poor. These are things I hope the studio will improve upon with updates. Even with its faults, IO Interactive and James Bond are a match made in heaven. The studio knows how to make a main character that oozes charm and competency while also leaning heavily into its Hitman experience to make gigantic levels with what looks like hundreds of NPCs roaming around. Being an origin story, IO’s Bond has a way to go before he becomes the highly effective agent we see in the movie world. I am hoping the studio will continue this series alongside its Hitman ventures going forward, just so we get to experience the journey for longer. 007 First Light is available on PC (Steam, Epic Games Store, and Xbox PC), Xbox Series X|S, and PlayStation 5 for $69.99. This review was conducted on the PC version of the game provided by IO Interactive.
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