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NBA 2K6

  • NBA 2K6 manual Just click to open it in a new window then print the manual.
  • NBA 2K6 game details :

    Sports games are often knocked for only being evolutionary from year to year. The really jaded among us dismiss the yearly releases of football, basketball, baseball, and hockey games as nothing more than roster updates. The more reasonable among us know that there are only so many ways we can translate the act of throwing a ball into a hoop or striking a ball with a stick. While not quite a revolutionary step, NBA 2K6 did take a big chance with the modifications made to its isomotion juke system and the shot stick control. And, for the most part, the changes turned out to be fantastic. While the tweaks to isomotion and shooting are the most obvious improvements made to an already solid basketball simulation, it's the leaps forward in artificial intelligence that ultimately define NBA 2K6's quality.

    As far as presentation goes, NBA 2K6 continues the tradition of fabulous-looking basketball games from Visual Concepts. The accuracy of players' faces is excellent for the most part. Player models are extremely detailed on the Xbox and slightly less so on the PS2. There's little to complain about aside from skin and clothing textures being a little shinier than they need to be. What really makes the game stand out from a visual perspective is the unparalleled wealth of animations used for player movement, collisions, and more. You'll find a ton of flexibility and variety in the way players move and act, whether it's dribbling the ball, defending, rebounding, or even saving a ball from going out of bounds. The animations do pop once in a while, which can be distracting, but overall the fluidity and detail of the player models in NBA 2K6 are fantastic. Unfortunately, on replays the frame rate suffers a lot on both platforms, and the PS2 can get chunky from time to time during regular gameplay. But that's a small price to pay for the overall quality of the game's visuals. The court sounds and crowd noise are as good as ever, and the announcing in the game has improved greatly. Kevin Harlan and Kenny Smith take over for Bill Fitzgerald and Bill Walton from last year's game. Harlan gets overexcited, as he does on TV, but he's still a vast improvement over Fitzgerald. Sure, the soundtrack is forgettable, but getting rid of Walton more than makes up for that. The one thing we're really not sure about is the egregious amount of advertising in the game. Having to see a "Powerbar replay" of all major highlights or the Toyota-branded starting lineups is a lot like TV, but do we need it in the game?

    Let's move on to the good stuff. The change made to NBA 2K's isomotion system in 2K6 is likely the most dramatic one you'll notice if you're a veteran of the series. First of all, you no longer have a turbo button in the traditional sense. Instead, the right and left triggers serve as "aggressive modifiers," which change how the game interprets your input with the passing and shooting buttons, and most importantly, with the left analog stick. Instead of wiggling the right analog stick to unleash canned and stilted juke animations, the new isomotion combines your movement and your jukes into the left analog stick. Without holding down any trigger buttons you can simply move the left stick to move your player around. Holding down the aggressive modifier and moving your character in one direction will cause him to sprint. Wiggle back and forth and you'll lower your shoulder and do a crossover. Whirl the stick partway in one direction and then the other, and your ball handler will fake a spin and then come back the other way. Similarly, you can use the left stick plus a trigger button to "emote" wraparound dribbles, jab steps, and step-back moves. Finally, the 2K series has jukes that are just as natural and logical to pull off and chain together as in EA's NBA Live series--isomotion is no longer the redheaded stepchild to freestyle. It's just as good now, and arguably better. How so? Since your right thumb doesn't have to be used to make your juke moves, it's free to shoot or pass right out of your fake. It's a subtle thing, but advanced players will probably appreciate the added flexibility.

    Source : gamespot

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