Impressions from about 10 games played in EASHL (and another 40 games of OTP and EASHL during the early release) playing without any AI players on the ice. AI defenders seem to be weak, from what I can tell, with the exception of powerful hits.
The skating is great. It's far more realistic. You can use speed and momentum to your advantage, catching players moving the wrong way to get lanes to move to the net. You can't stop on a dime and change directions instantly. People seem to be getting the hang of it fast. So far, I have not seen the backwards skating get abused, but it does allow for some very cool maneuvers as you get used to it. I prefer the new power skating mechanic by clicking the left stick to the old "push ahead" move.
The game is very much defense oriented. Poke check is far more effective than it was in 12, or maybe ever. Players lose the puck much more easily. You can't skate into traffic and somehow get to the net. Passing is tough when you start, because you'll have a player with a rating of around 55. You can't charge your passes or the receiver won't get a handle on it. Defenders intercept and tip passes away consistently as long as they're in the passing. The new "chop" mechanic is very useful. If you're racing to the corner for a 50/50 puck with the opponent on you, you can try to chop it along the boards, instead of picking it up and potentially having it stolen from you. This is a good play in both the defensive and offensive zones, as long as you direct it well enough. You direct with the left stick and chop with the right bumper, or R1(?) on PS3. You don't have to be right on the puck to do it. The chop works at stick length, so you can hit it early. Oh, and stick lifting will cause about a billion penalties, so stick with poking for the most part.
Shooting from various places on the ice is much more useful. You no longer have to work the puck into specific places to score. You can put one in from just about anywhere in the slot between the faceoff dots. Getting in there is tough, and your shooting will not be 100%. Accuracy is improved when in a glide, so power skating into the net with a defender on you is usually a bad time to shoot from far out. In that case, you're better off going 5-hole, which works now, or jamming it and hoping a trailing player will pick up a rebound. You'll get more "garbage" goals and will probably snipe a few more on the goalie from the slot area as you skate in. Last year was all one-timers and dangling the goalie. Not anymore. In a sense, the AI goalie is more in line with a very good human goalie from last year. They anticipate better, but you can beat them from more places on the ice.
A 2-man cycle is still effective, but it's hard to keep it going with the frequency of broken plays from interceptions, deflected pucks, slow pucks and poor passing accuracy. You can't cycle and wait for the perfect pass in front of the net, because the person out front will more often than not be covered. If you get a lane to drive the net from the half boards or behind the net, you have to take it. Right now, a lot of players are just using speed to try to drive wide around defenders to go to the net and create chances. I prefer to mix it up, because the momentum in the skating will causing defenders to overplay you if you can do a quick stop. You can pass to an inside trailer behind you if you carry into the offensive zone on the boards, and he can usually get a decent shot from the high slot area which might lead to a rebound. Carrying it in, coming to a full stop and putting the puck into the corner for a trailer to chase also works pretty well.
AI goalies are very good and much more interesting. They're soft enough that you feel like you can shoot from anywhere and score, but they'll save about 90% of the shots they face. They're incredibly good on wide one-timers, coming across the crease with great speed. The shooter should go far corner, rather than short side, if he can hit it, because the goalies will overplay the one-timer and lose their net a bit. It's very hard to do. This year, you seem to be better off lining up for one-timers in the hash marks, or just slightly inside the far post. You can't rely on it as a strategy because it's very hard to pass into that area. One-timers form the point are very effective for scoring and generating rebound chances, especially because people tend to not guard your defenders well.
As a defensive strategy, a box plus one formation works very well. Don't over commit to attacking players, because with the new momentum in the skating, you can't recover if the guy gets around you. Just force the puck carrier to the boards and make sure he can't get into the prime scoring area in the slots or between the faceoff dots. If your defenders go into the corners, the center should take their place on the post. Having a "roaver" center in the D-zone is usually more simple. Just make sure to keep the puck carrier on the outside, and everyone else should man up and cover a lane/passing target.
Goaltending is a lot of fun, but your stats start way too low. It's hard to unlock boosts, because you have to do them in club, but no one will want you to play with your low stats. You can play in OTP to try to unlock your cards, but it's hard to get the wins when your guy sucks. The controls are way better though, with the "anticipation" control with the right stick replacing the entirely useless manual saves. You push the stick in the direction you think the puck will go in to get an improved chance of making the save, but if you guess wrong, you're weaker on the other side. Helps on one-timers or cross-crease plays. Beating human-controlled goalies is a bit easier, because they lose their net more often, but I'd say human goalies have been given much better tools this year. The animations allow them to make a lot more saves.
The best way to play this game is still 6 vs 6 in club. This year, there is supposed to be a separate leader board for 6 vs 6 play. If you back out of games during matchmaking or during a game, you get penalized by gaining points from your next win. Matchmaking seems to keep you playing opponents on your level most of the time, so there is no reason to back out anyway. You can assign a captain and two assistant captains to your club, which really does nothing but put a C or an A on their jersey, but it does look pretty cool. Club features have not changed, with the exception of being able to hop teams a little more easily. You can change twice in a 12 hour period, instead of once in 24 hours.