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NBA 2K26 Patch 7.0 Released

NBA 2K26 Patch 7.0 Released

Patch 7.0 is out now for the PlayStation 5 and Xbox Series X|S versions of NBA 2K26. The PC patch will come through on May 15th, in time for the new season. As always, the new update should download automatically as long as you’re online. If it doesn’t, try restarting your console or Steam client, or checking for updates manually.

In addition to preparing NBA 2K26 for Season 7 in MyCAREER and MyTEAM, Patch 7.0 adds the Portland Fire and Toronto Tempo as playable teams in WNBA Quick Play. The uniforms and floors for all WNBA teams have also been updated for the 2026 season. Additionally, drive transitions from standing step back moves have been refined so as to be more realistic, and an issue with the NBA Cup in MyNBA when using a custom schedule has been resolved.

You can check out the official patch notes below, as well as in the NBA 2K26 update history in our Wiki. I’ve also added the notes for Patch 6.2, a small update that I missed when it came through back on April 20th. Feel free to share any thoughts on the latest patch in the comments below, as well as join in the discussion here in the Forum!

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Monday Tip-Off: Sometimes, I Miss Dice Roll Shooting Mechanics

Monday Tip-Off: Sometimes, I Miss Dice Roll Shooting Mechanics

We’re at midcourt, and the ball is about to go up…it’s Monday Tip-Off! Join me as I begin the week here at the NLSC with my opinions and commentary on basketball gaming topics, as well as tales of the fun I’ve been having on the virtual hardwood. This week, I’m tipping things off with some reflections on how there are times that I miss dice roll shooting mechanics in basketball video games.

At this point, it’s a safe bet to say that Green Releases will remain a fixture of NBA 2K’s shooting mechanics moving forward. It’s just a matter of how they’re handled, and whether there are any additional controls and mechanics such as shot aiming or rhythm shooting with the right stick. In recent years, the “Green or Miss” approach to shooting has been particularly contentious. On one hand, it rewards skilful input with a guaranteed result (blocked attempts notwithstanding). On the other hand, it’s not necessarily accessible, or preferable for offline play.

It’s funny to revisit the discourse around Green Releases back in 2017, when Mike Wang spoke of a desire to wean gamers off of the idea that they should be guaranteed baskets. “Green or Miss” certainly goes against that aim, demonstrating how attitudes have changed as NBA 2K has increasingly catered to the online scene. Personally, I’m in favour of Green Releases being guaranteed, very good or near-perfect releases still being reliable, and then progressively lower odds of success as the timing gets worse. To that point, while I wouldn’t change the approach of Green Releases always being successful, I must admit that I sometimes miss the old dice roll shooting mechanics.

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NBA The Run & NBA 2K11 PS2 Highlights

NBA The Run & NBA 2K11 PS2 Highlights

If you aren’t subscribed to our YouTube channel…well, first of all, why not?!? Secondly, there’s a good chance that you’ll have missed Dee’s latest uploads, featuring highlights from NBA the Run and the PlayStation 2 version of NBA 2K11. If so, here’s your chance to catch up on those videos!

Dee had the opportunity to take part in the closed beta for NBA The Run this week, and he put together a reel of Anthony Edwards highlights from his session with the soon-to-be-released game. Be sure to tune into the next episode of the NLSC Podcast, as Dee will be providing his in-depth impressions of NBA The Run.

As we mentioned in Episode #628 of the NLSC Podcast, Dee and I recently revisited the PlayStation 2 version of NBA 2K11. The session produced a handful of exciting highlights – including one that made this week’s NLSC Top 10 Plays – and so Dee assembled a five-minute reel spotlighting the best moments.

Check out both of those videos below! Once again, we invite you to subscribe to the NLSC YouTube channel if you haven’t already. In addition to the Top 10, podcast, and gameplay highlight reels such as these, we also post game retrospectives and other video essays from time to time. As always, feel free to hit us up with suggestions for games that you’d like to see us play, as well as discuss in future episodes of the NLSC Podcast.

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NBA The Run Gameplay Trailer; Coming in June

NBA The Run Gameplay Trailer; Coming in June

We’ve been keeping an eye on NBA The Run since it was announced – indeed, since it was The Run: Got Next – and we’ve just been given a closer look with the first gameplay trailer. Additionally, there’s a forthcoming closed beta, and a few content creators have already got their hands on the game. As such, we can expect to hear more impressions in the near future.

Although the trailer naturally features cinematic cuts and angles, we do get to see clips of the game in action. They spotlight some of the flashy dunks that we’ll be able to pull off, long lobs off the backboard, and other moves including step backs and double alley-oops. Beyond that, the trailer also gives us a look at how the players move, and a general gist of what to expect from the gameplay.

Additionally, the gameplay trailer revealed that NBA The Run will be released in June 2026, with the game’s listing on Steam also being updated accordingly. Presumably, we’ll get a more specific release date in the weeks to come.

Check out the trailer below! Dee and I have been sharing our thoughts on NBA The Run on the NLSC Podcast, and you can be sure that we’ll have more to say in the wake of the gameplay trailer. You can listen to our most recent opinions in Episode #624, but stay tuned for more of our commentary and impressions! In the meantime, feel free to share your thoughts on the trailer in the comments below, as well as join in the discussion here in the Forum.

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NLSC Podcast #627: The Overlooked Version of NBA Live 96

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From courtside of the virtual hardwood, it’s Episode #627 of the NLSC Podcast!

We’re back on the air after an unfortunate technical mishap last week, and we’re ready and eager to take a deep dive into the somewhat overlooked PlayStation version of NBA Live 96! After recapping a couple of our sessions with the game and reflecting on the nostalgic 1996 lineups for the four featured teams, we take an in-depth look at the features and on-court experience, break down the detailed results of a simulated season, and draw comparisons to the 16-bit and PC versions along the way. We also join the community in discussing which version (or versions) of NBA Live 96 we owned and played the most back in the day, and nominate which one we’d currently say is our favourite.

To get involved with the mailbag or to provide any feedback on the show, hit us up in the comments, reach out on social media, or post here in the NLSC Forum! For more information on the NLSC Podcast including episode guides, check out this page in our Wiki. You can also find the show on our YouTube channel, along with the rest of our video content. As always, thanks for tuning in, and go get buckets!

The Friday Five: 5 Ways Basketball Games Get Big Men Wrong

The Friday Five: 5 Ways Basketball Games Get Big Men Wrong

Welcome to another edition of The Friday Five! Every Friday I cover a topic related to basketball gaming, either as a list of five items, or a Top 5 countdown. The topics for these lists and countdowns include everything from fun facts and recollections to commentary and critique. This week’s Five is a list of five ways that basketball games fail to properly represent big men on the court.

Although I came to favour creating point guards for my career mode avatars, and my all-time favourite player is a shooting guard, I definitely have an affinity for big men in basketball and basketball video games alike. Back in the 90s, I loved watching the superb post play of Hakeem Olajuwon, the raw power of Shaquille O’Neal, and the spectacular slams of Shawn Kemp. As one of the taller kids who ended up playing centre at school and in my local junior league, those were the players that I tried to emulate in one way or another.

Naturally, whenever I play basketball video games, I want to use those big men like their real life counterparts as well. However, that hasn’t always been possible. From reflecting the advantage that comes with height and size, to accurately depicting skills and play styles, big men often haven’t felt like themselves on the virtual hardwood. In the case of older games, primitive mechanics and AI are frequently to blame, but even newer titles have their issues. Furthermore, misconceptions and stereotypes have also led to big men having wildly inaccurate ratings and other attributes. With that being said, here are five common ways that basketball video games get big men wrong.

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NLSC Podcast #626: An In-Depth Look At NBA Starting Five 2005

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From courtside of the virtual hardwood, it’s Episode #626 of the NLSC Podcast!

We’ve recently been connecting to play Konami’s NBA Starting Five 2005, which was released exclusively in Japan for the PlayStation 2. Unsurprisingly, that has inspired us to take an in-depth look at the game on this week’s show! After breaking down its assortment of classic teams and other historical squads, we share our impressions of its gameplay, modes, presentation, and other features. While the game can be rough, it definitely has its strong points, including some that were ahead of its time. We also join the community in discussing whether we would’ve bought NBA Starting Five 2005 instead of or in addition to NBA Live 2005 and/or ESPN NBA 2K5, had it been made available in our region.

To get involved with the mailbag or to provide any feedback on the show, hit us up in the comments, reach out on social media, or post here in the NLSC Forum! For more information on the NLSC Podcast including episode guides, check out this page in our Wiki. You can also find the show on our YouTube channel, along with the rest of our video content. As always, thanks for tuning in, and go get buckets!

NLSC Podcast #625: Our Wishlist for Super Basketball Classics

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From courtside of the virtual hardwood, it’s Episode #625 of the NLSC Podcast!

Namo Gamo – now partnered with the newly-revived Acclaim – has announced Super Basketball Classics, a follow-up to the original Basketball Classics that was released back in 2019. Whereas the first game paid tribute to the 8-bit era of hoops, the new game will be a throwback to the 16-bit era of basketball gaming. Among other enhancements, the game also will star the Harlem Globetrotters. This week, we share our thoughts on what we know about Super Basketball Classics so far, and also make some suggestions regarding what we’d like to see in terms of gameplay, modes, and features. Suffice it to say, we’re keen to see what Josh and Dave have cooked up with this sequel to a fantastic release.

To get involved with the mailbag or to provide any feedback on the show, hit us up in the comments, reach out on social media, or post here in the NLSC Forum! For more information on the NLSC Podcast including episode guides, check out this page in our Wiki. You can also find the show on our YouTube channel, along with the rest of our video content. As always, thanks for tuning in, and go get buckets!

Monday Tip-Off: I Love Assists, But I Also Love Rebounds

Monday Tip-Off: I Love Assists, But I Also Love Rebounds

We’re at midcourt, and the ball is about to go up…it’s Monday Tip-Off! Join me as I begin the week here at the NLSC with my opinions and commentary on basketball gaming topics, as well as tales of the fun I’ve been having on the virtual hardwood. This week, I’m tipping things off with some reflections on how I’m just as passionate about getting rebounds on the virtual hardwood as I am racking up assists.

I’ve spoken at length about my love of tallying assists in video games. It all began with MyCAREER in NBA 2K13, where my player – a shooting guard – was thrust into the role of starting point guard when Ty Lawson went down for the year with an injury. One of the dynamic goals challenged me to break Fat Lever’s team record for assists in a single game, and that was that. In future games, my MyPLAYER was a point guard, built to get dimes. This carried over into playing online with NLSC THRILLHO, as I relished setting up the guys to score.

However, assists aren’t the only statistical column that I enjoy filling up in basketball video games. I also really relish getting rebounds! There’s something so satisfying about snaring a board, whether I’m controlling all five players or I’m locked to my career mode avatar. Indeed, on the couple of occasions that I’ve created a big man instead of a playmaking point guard, I’ve switched my focus from dropping dimes to cleaning the glass. Mind you, given how averaging a triple-double in MyCAREER becomes a habit when you have the strategy down pat, my point guards grab a lot of boards as well. Whichever game and however I’m playing, I truly do love rebounds.

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Monday Tip-Off: Press Steal to Foul is Lazy Design

Monday Tip-Off: Press Steal to Foul is Lazy Design

We’re at midcourt, and the ball is about to go up…it’s Monday Tip-Off! Join me as I begin the week here at the NLSC with my opinions and commentary on basketball gaming topics, as well as tales of the fun I’ve been having on the virtual hardwood. This week, I’m tipping things off with some thoughts on how “press steal to foul” is a lazy approach to designing defensive mechanics in basketball video games.

There’s a clear interest in and emphasis on skill-based mechanics in NBA 2K these days. From sweats in the online scene sneering “get good” to developer blogs touting a focus on representing the “skill gap”, there’s a belief that NBA 2K’s gameplay must be a worthy test of one’s reflexes and abilities on the sticks. Accessibility? Realism? Fun? Go play a mobile puzzle game if that’s what you want, you filthy casual! That’s the attitude that NBA 2K has been increasingly catering to, and gameplay has taken a dip in quality because of it. At least one game developer saw that coming.

The irony of course is that thanks to canned and animation-heavy sequences, to say nothing of artificial boosts, imbalance, and paying to skip the grind, it’s laughable to suggest that NBA 2K is a pure test of stick skills! Moreover, when the mechanics are broken or poorly designed, it becomes a test of a gamer’s patience and willingness to compensate for a flawed system, rather than their ability to be strategic and skilful. Like a carpenter with a dull saw and a headless hammer, we’re impeded by the tools we have at our disposal. In short, we need a game’s mechanics to work and be useful in order to expertly employ them. To that end, “press steal to foul” is lazy design.

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Wayback Wednesday: Revisiting NBA Live 19

Wayback Wednesday: Revisiting NBA Live 19

This is Wayback Wednesday, your midweek blast from the past! From retrospectives of basketball games and their interesting features, to republished articles and looking at NBA history through the lens of the virtual hardwood, Wednesdays at the NLSC are for going back in time. This week, I’m revisiting NBA Live 19 with an updated retrospective, in light of the game re-entering my rotation last year.

Last year, after I made a post that mentioned NBA Live 18 on the NLSC’s socials, I received a response asserting that NBA Live 19 was “ten times better”. As someone who never really warmed up to the game, that was certainly an intriguing claim! I was sceptical, but I wasn’t about to stubbornly dismiss it out of hand. After all, a second look at NBA Live 18 made me realise that I enjoyed it even more than I remembered. Furthermore, a dedicated contingent of gamers continued to play NBA Live 19 for many years after its release, suggesting that there was a fun experience on offer.

And so, I decided to give NBA Live 19 another try. Considering that it became my basketball game of choice from August last year right through to its server shutdown back in January, it’s safe to say that I have a far more positive view of it now! There are still aspects that I don’t like, or believe could and should have been better, but at the very least I’ve developed more of an appreciation for it. Is it ten times better than NBA Live 18? Well, I wouldn’t go that far, but it’s a respectable release that should’ve been a stepping stone to an even better game. Let’s take a look back…way back…

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NBA 2K26 Patch 5.0 Released

NBA 2K26 Patch 5.0 Released

Patch 5.0 is out now for the PlayStation 5 and Xbox Series X|S versions of NBA 2K26, with the PC patch to be released on February 20th. As always, it should come through automatically as long as you’re online. If it doesn’t, try restarting your console or Steam client, or checking for updates manually.

In addition to preparing NBA 2K26 for Season 5 in MyTEAM and MyCAREER, Patch 5.0 includes a handful of likeness updates, fixes a couple of hangs and crashes, and resolves some other issues found throughout the various game modes. Corrections have also been made to the Cleveland Cavaliers’ arena, and the Denver Nuggets’ home uniform.

You can find the full release notes for Patch 5.0 below, as well as in the NBA 2K26 update history in our Wiki. Feel free to share any thoughts on the latest update in the comments below, and join in the discussion here in the Forum.

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NLSC Podcast #617: Ranking NBA 2K on PS4 & X1

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From courtside of the virtual hardwood, it’s Episode #617 of the NLSC Podcast!

The PlayStation 4 and Xbox One generation of NBA 2K games – and their PC ports beginning with NBA 2K15 – saw some fantastic hits, but also a couple of disappointing misses. With that in mind, how would we personally rank the eighth gen NBA 2K releases? That’s the challenge before us this week, as we take a look back and rank NBA 2K14 through NBA 2K20 from worst to best. As you’ll hear, it was tough to separate a couple of the generation’s best NBA 2K titles that have also become some of our all-time favourite basketball video games, but between gameplay, modes, content, and overall vibe, we had ample criteria to devise rankings that we stand behind.

To get involved with the mailbag or to provide any feedback on the show, hit us up in the comments, reach out on social media, or post here in the NLSC Forum! For more information on the NLSC Podcast including episode guides, check out this page in our Wiki. You can also find the show on our YouTube channel, along with the rest of our video content. As always, thanks for tuning in, and go get buckets!

The Friday Five: 5 Realistic Moments That Are Difficult to Represent

The Friday Five: 5 Realistic Moments That Are Difficult to Represent

Welcome to another edition of The Friday Five! Every Friday I cover a topic related to basketball gaming, either as a list of five items, or a Top 5 countdown. The topics for these lists and countdowns include everything from fun facts and recollections to commentary and critique. This week’s Five is a list of five realistic moments that are difficult to satisfactorily represent in basketball video games.

It’s stating the obvious, but we want to see realism in sim basketball games. Or do we? For many years, gamers enjoyed seeing NBA Live and later NBA 2K becoming deeper and more realistic virtual basketball experiences, but there has been some backlash in recent years. A vocal contingent of gamers – especially those in the online scene – have expressed a desire to see NBA 2K implement mechanics that are more about reflexes and competitive stick skills than realism. The word “arcade” is often used here, though I’d suggest it’s really more about a casual approach to sim.

Of course, it’s not just competitive online gamers and more casual hoops gamers who have quibbles with realistic moments in sim titles. Even dedicated simheads that are keen on seeing as much realism as possible have come to realise that this also means results that aren’t necessarily desirable. I speak from experience here! From outcomes that defy our expectations as gamers, to the concept of reality at times being stranger than fiction, it can be difficult for sim games to represent realistic moments in a way that’s satisfying and enjoyable. It’s a challenge for developers, and as these examples demonstrate, sometimes a few understandable breaks from reality may be in order.

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Wayback Wednesday: NBA 09: The Inside Retrospective

Wayback Wednesday: NBA 09: The Inside Retrospective

This is Wayback Wednesday, your midweek blast from the past! From retrospectives of basketball games and their interesting features, to republished articles and looking at NBA history through the lens of the virtual hardwood, Wednesdays at the NLSC are for going back in time. This week, I’m taking a look back at NBA 09: The Inside for PlayStation 3.

The 2008 season lineup of basketball video games is arguably one of the weakest in the history of the genre. Outside of College Hoops 2K8, its titles aren’t popular picks for all-time favourites, or widely considered to be among the best in their series. NBA Live 08 was significantly better than NBA Live 07, but that was a low bar to clear, with plenty of room left for improvement. NBA 2K8 was a strange misstep following NBA 2K7. NBA 08 was at least on par with NBA 07, but to that point, there was no major leap in quality.

Fortunately, the genre bounced back for the 2009 season, providing basketball gamers with a couple of solid titles, and one fantastic release. Was NBA 09: The Inside one of those games? Well, not to spoil the entire retrospective, but unfortunately it wasn’t. In fact, in the spirit of the season, I’d suggest that anyone who was unlucky enough to receive NBA 09: The Inside for Christmas in 2008 may as well have been gifted a lump of coal in their stocking! So, why the harsh words for San Diego Studio’s final NBA game on PlayStation 3? Let’s take a look back…way back…

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