
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 the PlayStation 2 version of NBA 2K6.
Some 20 years ago, I picked up the PlayStation 2 version of NBA 2K6. Although I was a long-time NBA Live fan who was extremely satisfied with the PC version of NBA Live 06, I’d heard many good things about the NBA 2K series. Of course, for some reason, back then the PAL versions of NBA 2K were being released months after their North American launch. As such, on top of NBA Live being my brand of choice and preferring to play on PC besides, a midseason release didn’t offer much incentive to give NBA 2K a chance to win me over.
Nevertheless, while browsing at a game store sometime after the PAL release of NBA 2K6 in March 2006, the PlayStation 2 version caught my eye. I decided to try it, just to see what all the fuss was about. To be completely honest, I didn’t enjoy the game. It felt and looked too different from what I was used to, and the controls didn’t impress me. To that end, I very quickly returned it. Since then however, the Xbox 360 version of NBA 2K6 has become one of my favourite games, so I was interested to see if the PlayStation 2 release would finally win me over. Let’s take a look back…way back…
The short answer is: yes, it has! The PlayStation 2 and Xbox 360 versions of NBA 2K6 are practically identical across the board. Obviously, there are pros and cons to this. It certainly works for me, as the way I’ve warmed up to the gameplay in the seventh gen version now also applies to its predecessor. It also meant that the game didn’t lose any content when it launched on the next generation of consoles; a major issue with the 360 version of NBA Live 06. At the same time, it meant that NBA 2K6 Next Gen didn’t really seek to innovate, as it didn’t do anything that wasn’t already possible. Once again though, NBA Live 06 is an example of how that can go wrong!

In hindsight, 2K made the better decision with its jump to the next generation. Sure, NBA Live 06 for Xbox 360 is the more visually impressive title, with creative ideas such as The Temple and the ability to shoot around while the game loads. However, those innovations were ultimately far less important than the modes and content that had been lost, to say nothing of the gameplay feeling basic with the lack of Freestyle Superstars. As I said, the Xbox 360 version of NBA 2K6 may not have done or had anything that the PlayStation 2 and original Xbox releases didn’t – including improve upon the graphics – but it meant that the generation began on a stable foundation.
On the surface, the fact that the PlayStation 2 version of NBA 2K6 can be compared so favourably to its Xbox 360 counterpart may not sound like a ringing endorsement for the seventh gen release, though again it did mean that the new generation began on the right foot. However, it also demonstrates that Visual Concepts were pushing the limits of what could be done on the prior gen consoles! That the prior gen version of NBA 2K6 was good enough on the sticks and deep enough in terms of modes and content that it only needed a bit of next gen polish to be a successful launch title on a new console speaks volumes. It’s what EA Sports should’ve done with NBA Live 06.
But let’s focus on the PlayStation 2 version of NBA 2K6. I know I’ve mentioned it in every retrospective of NBA 2K games prior to NBA 2K13, but it bears repeating that the biggest obstacle to me getting into the series was the controls. For all the good things that NBA 2K was doing as it was gaining popularity and critical acclaim in the early 2000s, accessible controls weren’t one of them! I maintain that compared to Freestyle Control and its revolutionary usage of the right analog stick, the original Isomotion controls are clunky and awkward. Even though I’m now used to them, it’s still far easier to precisely perform dribbling moves in contemporary NBA Live titles.

With that being said, I have grown more accustomed to Isomotion, thanks to my time with the Xbox 360 version of NBA 2K6. That’s retroactively carried over to the PS2 release. I’ll always have my gripes with Isomotion because I believe there are some fundamental flaws in its concepts and execution, but I’m also now proficient enough with those controls to enjoy games that use them. I can perform the desired moves on cue, and I know which ones are generally effective. It’s possible that I might’ve been able to acclimate to Isomotion back in 2006, but as I noted, my satisfaction with NBA Live 06 PC meant that I didn’t have very much incentive to learn something different.
These days, my affinity and preference for retro basketball gaming – not to mention the maturity to take a more open-minded approach to games that aren’t NBA Live – has granted me the patience to give different control schemes a chance. I still have my preferences, and accordingly I do prefer Freestyle for dribbling controls, but revisiting games with fresh eyes has allowed me to see the good ideas in alternative approaches. To that point, the Shot Stick in NBA 2K6 facilitates some of my favourite post-up controls in any basketball video game, and that applies to the PlayStation 2 version as well. Given that Shaquille O’Neal is the cover player, I’d say that’s only appropriate!
It’s very satisfying to back down with a powerful player like Shaq, and angle the right stick towards the basket to get them to gather the ball and attempt to overpower the defender. Likewise, it feels good to pull off a silky turnaround or crafty shimmy shot in the post. Where post play does get somewhat contrived in both versions of NBA 2K6 is in attempting drop steps and spins. They’re possible, but the need to hold two triggers, release one, and then double tap the other, is an example of how NBA 2K’s advanced controls used to be convoluted. They work, but one of the biggest reasons for the NBA 2K series’ success since then has been avoiding overly-complex controls.

While I do miss the convenience of Freestyle’s dribbling controls, the Shot Stick was a great innovation in NBA 2K6 for PlayStation 2. The regular Shoot button is reliable enough, but the ability to choose the kind of dunk or layup you want to attempt does give you more of an advantage. Once again, it’s great when posting up as well. NBA 2K6 also did away with the awful method of shooting free throws that ESPN NBA 2K5 experimented with. Instead of struggling to use the triggers to grab a ball in the centre of a meter – for lack of a better summation of that monstrosity – it’s simply a case of centring the right stick, pulling it back, and releasing it at the right moment.
As far as authenticity is concerned, the PlayStation 2 version of NBA 2K6 holds up nicely. The default gameplay speed feels right, as the players aren’t sluggish and it allows for up and down action, but it doesn’t feel exaggerated or arcade-like. Shot selection is generally accurate, with top scorers getting the most attempts and points. There are some signature moves and shooting forms, though naturally not as many as in later games. On 12-minute quarters, the scores may be a little higher than they’d usually be during that era, but most games back in the 2000s inflated the numbers in the name of fun. For the most part, NBA 2K6 for PlayStation 2 is striving for realism.
There are a few quirks, most of which also carried over to the Xbox 360 version of the game. Dunks and layups don’t always trigger when they really should, leading to short jumpers and a floaty leaner that’ll probably miss if you’re not expecting to have to time your release. Additionally, dunks miss a little too often in traffic, an issue that was cleaned up on Xbox 360. It’s way too easy to be whistled for a charging foul in situations where the referees in real life would definitely favour the offensive player. The gameplay is generally well-balanced, though as you crank up the difficulty level the comeback logic can be brutal, and the CPU definitely doesn’t always play fair.

The variety of animations is also commendable. Obviously they’re dated and some do look rather awkward now, but they’re great for their time. Even back then, NBA 2K was doing a great job with contextually-appropriate animations, including dunks and layups from both a moving and standing start. It adds to the authenticity of the action and makes it less likely that you’ll be forced into an unwanted and unsuitable move, though like other games of its vintage you can end up behind the backboard a bit too easily. There are some exciting dunk animations though, and while the physics are primitive, most of the interactions on post-ups and poster dunks are good for that gen.
What really holds up superbly in the PlayStation 2 version of NBA 2K6 is the player faces. The body models are fine too for the most part, but the faces are among the best you’ll see on that generation. Indeed, they’re better than the faces in the Xbox 360 version, which look more angular and are less detailed. It’s something that we may not have appreciated back in 2006 when many of us were still playing on CRT TVs, but with the benefit of emulation and other methods of upscaling, you can see just how impressive the face textures and head models are. I’d argue that the players didn’t look nearly as good in the seventh generation NBA 2K releases until around NBA 2K10.
Although 2K’s partnership with ESPN had come to an end, the presentation in NBA 2K6 for PlayStation 2 remains impressive. It’s still doing its best to capture the look and feel of a real NBA broadcast, and it definitely succeeds. The overlays, replays, halftime show, and various cutscenes all contribute to the presentation and overall atmosphere. Even the late Craig Sager is in the game, animated and fully-voiced as he would be in the Xbox 360 release. I will say that I prefer Marv Albert and Steve Kerr on commentary in NBA Live 06 to Kevin Harlan and Kenny Smith in NBA 2K6, but the latter game undoubtedly went further with the depth of its broadcast presentation.

Gameplay is paramount of course, and once again, having grown accustomed to the original approach to Isomotion, I can enjoy the PlayStation 2 version of NBA 2K6 far more now than I did in 2006. Beyond the controls, it has some quirky moments, and I definitely wouldn’t call it the pinnacle of the series on the virtual hardwood. It’s still a great on-court experience though, and is on par with the Xbox 360 version that I came to really enjoy after giving it a second chance. Again, it may have been somewhat of a letdown in 2005 that the next gen version was so similar to its prior gen predecessor, but in retrospect it was the right move because it was a strong release and foundation.
By the mid 2000s, NBA 2K was more than holding its own against NBA Live when it came to modes and features. As much as I had a blast with my Chicago Bulls Dynasty in NBA Live 06 PC, The Association in NBA 2K6 for PlayStation 2 has much of the depth that I really wanted to see back then. No, it can’t compare to MyLEAGUE or MyNBA, or even The Association 2.0 that would come along a few years later. It’s still one of the most comprehensive franchise modes of its era though, with drills to develop players, the ability to set different situational lineups, All-Star voting, and all of the necessary salary cap rules, coaching options, and roster management tasks.
Much like the Xbox 360 version however, its Tournament mode is a disappointing take on the NBA Playoffs. The format is the same as the real NBA postseason and you can even shorten the proceedings by choosing to have fewer teams participate, but customising the brackets is needlessly contrived. Instead of presenting the East and West brackets along with their seeding, it simply lists the teams numbered one through 16. It’s only through trial and error that you can figure out how all the teams are matched up. It’s baffling that a game that was otherwise trying to be as realistic as possible has such a generic and poorly-designed take on a standalone Playoffs mode!

On the bright side, there are plenty of other useful and well-implemented options. There’s a fantasy draft option for Quick Games, as well as a “scramble” option that picks a random assortment of starters from throughout the league. A Situation mode allows you to set up custom gameplay scenarios, which is something I wish we still had in newer games. Street mode – a precursor to Blacktop – features the same array of rules, options, and courts as on Xbox 360, which means you can ball out at Rucker Park. There are unlockables including the original All-Time Teams and other special squads in The Crib, and every team has an assortment of retro and alternate jerseys.
24/7: Road to the EBC is also included in the PlayStation 2 version of NBA 2K6. As in ESPN NBA Basketball and ESPN NBA 2K5, the goal is still to level up a player through a series of streetball and pick-up challenges in a barnstorming campaign across the United States. The need to consistently play with your player to avoid attribute atrophy has been removed, and the campaign now leads up to the annual Entertainer’s Basketball Classic at Rucker Park. As a predecessor to career modes, it’s a fun change of pace with some interesting (and sometimes rather frustrating) games involving custom rules and creative gameplay modifiers, such as reversed controls.
Because it was released in September 2005, the rosters in NBA 2K6 for PlayStation 2 are more outdated than the Xbox 360 version. As was the case with NBA Live 06, the Eddy Curry trade hadn’t occurred in time to be included. Veterans such as Michael Finley and Gary Payton are also in the Free Agents, though at least they weren’t left out of the game altogether! To that point, the roster customisation functionality does allow for sufficient updates if you’re so inclined. There are twenty slots for created players, along with a create-a-team option. In addition to the unlockable All-Time and Draft Class squads, the All-Decade teams are all immediately available by default.

Interestingly, Charles Barkley isn’t included in the PlayStation 2 version of NBA 2K6. The roster of Legends is otherwise identical to the next gen release. It underscores the rarity of Chuck’s appearance in the Xbox 360 version, something that we still don’t have an explanation for. With everything else being more or less equal, I’ll admit that Barkley’s presence on Xbox 360 does draw me to that version of NBA 2K6, but the PlayStation 2 release still has an appealing assortment of historical content. It’s also novel to see Tom Gugliotta on the 90s West instead. Googs may have only been an All-Star once, but he was a fine player who doesn’t get enough credit these days.
It’s been a delight to discover that the PlayStation 2 version of NBA 2K6 holds up as well as its Xbox 360 counterpart, being essentially the same game. Granted, in a way it makes the seventh gen release look much less innovative, seeing as how the prior gen version was able to boast the same gameplay, modes, and features. It’s also rather strange that the PS2 version is, in my opinion, graphically superior. At the same time, it’s clear that NBA 2K did a much better job than NBA Live of setting itself up for the next generation. As I said, that a sixth gen game with a few additions was suitable as a launch title for a seventh gen console speaks volumes about its depth and quality.
Whenever I revisit an NBA 2K game prior to NBA 2K13 and find that I really enjoy it, I’m left wondering if there’s any way I could’ve gotten into it when it was new. In all honesty, though I definitely appreciate both generations of NBA 2K6 now, I don’t think I would’ve been swayed back in 2006. My disappointment and dislike when I picked up NBA 2K6 for PlayStation 2 brand new was immediate and strong. Once again, I had no incentive to push through that negative first impression and seek out the quality that’s unquestionably there, because I was happy with NBA Live 06 PC. I’ll also admit to not being as open-minded then, due to NBA Live being “my brand”.

In fact, all things considered, NBA Live 06 PC would still be my first choice now. I still love its gameplay, and its modding capabilities put it over the top. However, I’m also inclined to dust off NBA 2K6 these days, and both the PlayStation 2 and Xbox 360 version are viable options. I’ve also been taken in by the minimalist modding possibilities with the 360 release. I’m highly unlikely to remake any of those projects for PS2, outside of some quick customisation for exhibition games. I will say that the larger number of Legends and additional classic teams such as the All-Time squads does make both generations of vanilla NBA 2K6 a great option for a quick session.
Furthermore, I absolutely have a much better appreciation of that generation of NBA 2K games nowadays. Isomotion was clunky and there’s a reason that the series has ultimately adopted right stick dribbling in the vein of NBA Live’s Freestyle, but for the time it was functional. The Shot Stick is closer to modern offensive controls and mechanics than Freestyle Superstars, and it was there on PS2 before the series jumped to next gen. What I really appreciate though is the depth and attempts at authenticity. There’s no doubt that NBA 2K6 was trying to be as realistic as possible while offering features that NBA Live was neglecting, gaining ground on EA’s series in the process.
The sixth gen versions of NBA Live 06 and NBA 2K6 was the last relatively close showdown between the two historically dominant brands of NBA sim titles. Some might point to NBA Live 10 and NBA 2K10, but I think the 2006 season games were a closer race. NBA Live 06 having a PC port certainly gave it a significant edge in our community, but modding capabilities aside, both games were a great choice that year. NBA Live would unfortunately soon stumble with its seventh gen debut, but thanks to their confidence in polishing up their prior gen release, NBA 2K exploded out of the gate and never looked back. It’s 20 years later, but yes, NBA 2K6 PS2 won me over.
NLSC Your source for basketball video games.

i think an article on the mobile games of nba2k would be interesting to read because they’re basically a compressed and worse version of nba2k14 because there’s bugs in those versions that were not in 2k14 and there’s less things you can edit in those versions (and also have you played any of nba2k mobile games)
I don’t own or play them, so I can’t really cover them. Sorry!
things you can’t do in nba 2k19 and 2k20 mobile trade or edit all time legends
there’s also no historic teams you can kinda play with historic teams in story mode but those teams have missing players and some of the real players that are on there have no face scan even though they’re are in the last gen old 2k games
no create a player except for my career
you can only control one team in the association
you can’t edit player attributes in the association
there’s no option to create draft classes in those versions
story mode only has 6 minute quarters the hardest part of the objectives is when it says get certain number of rebounds and certain number of blocks
I wonder if you can mod the wii version of nba2k11 and nba2k12 i know you can mod the wii version of nba2k13 because of this video https://youtu.be/y6oX6SFycRQ
are any of the 2k games for the ps2 good to play after 2k6
Dee and I had a lot of fun with NBA 2K11 for PS2. I still have to spend some more time with the ones in between to see if I enjoy them the same as their seventh gen versions and the PC ports. I’m sure I’ll cover them in Wayback Wednesday in due course!