- Release Year: 2005
- Platforms: GameCube, PlayStation 2, PSP, Windows, Xbox
- Publisher: Electronic Arts, Inc., Mastertronic Games Ltd.
- Developer: Electronic Arts Canada, Team Fusion
- Genre: Sports
- Perspective: Behind view
- Game Mode: LAN, Online PVP, Single-player
- Gameplay: Business simulation, Direct control, Managerial
- Setting: Basketball
- Average Score: 64/100

Description
NBA Live 06 is a basketball sports game that lets players take control of professional NBA teams in the 2005-2006 season. Featuring improved graphics and AI, the game includes a single-player Dynasty Mode spanning 25 seasons, allowing for player trades and drafts, and introduces mid-air movement controls for dunks and other moves. It also features real commentary from Marv Albert, Steve Kerr, Ernie Johnson, and Kenny ‘The Jet’ Smith.
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Reviews & Reception
gamespot.com : NBA Live 06 can be considered, in a lot of ways, the first true next-generation basketball game. The game engine has been rebuilt from scratch, and the game does indeed make a great first impression on high-definition screens, with excellent-looking player models and courts. Unfortunately, that great initial impression fades gradually the more you play.
cubed3.com : Gameplay wise is where this latest incarnation excels though. As ever the game is pretty tough, but this year it isn’t ‘excuse me while I slit my wrists’ tough.
empireonline.com : Like most console launches, the 360’s first batch of games are quick to dazzle players with flashy graphics, but with scant attention paid to trivial matters like decent gameplay. But in a bunch of games that value style over substance, NBA Live 06 is the worst offender.
NBA Live 06: Review
Introduction
In the autumn of 2005, as the Xbox 360 launched a new era of high-definition gaming, NBA Live 06 stood as a flagship title for EA Sports’ flagship basketball franchise. Dwyane Wade, fresh off his NBA Finals MVP performance, graced the cover, embodying the game’s blend of explosive athleticism and technical ambition. As the twelfth installment in the NBA Live series, it carried the weight of legacy while striving to define the next generation of virtual hoops. This review dissects NBA Live 06 not merely as a sports simulation but as a cultural artifact—a snapshot of a series at a crossroads, where technological ambition collided with the stubborn persistence of long-standing flaws. NBA Live 06 is a game of contrasts: a showcase for graphical excellence marred by animation jank; an innovator in player individuality undermined by imbalanced mechanics; a bridge between generations that, for better or worse, set the stage for basketball gaming’s future.
Development History & Context
Developed by EA Canada (now EA Vancouver), NBA Live 06 emerged amid a pivotal moment for interactive sports. The studio, a veteran of the franchise, aimed to leverage the raw power of the Xbox 360 while maintaining parity across PlayStation 2, GameCube, PSP, and PC. Their vision was twofold: first, to revolutionize player representation through a rebuilt graphics engine, making virtual superstars mirror their real-life counterparts with unprecedented fidelity; second, to deepen gameplay with the “Freestyle Superstars” system, expanding the Freestyle Control concept to grant elite players signature, context-aware moves. However, the Xbox 360’s launch imposed severe constraints. EA Sports infamously stripped the Xbox 360 version of its signature Dynasty Mode, citing a desire to avoid porting outdated code and rebuild the mode from scratch for future iterations. This decision, while understandable in isolation, resulted in a gulf between the “next-gen” and last-gen versions, leaving the Xbox 360 edition feeling skeletal despite its technical prowess. The gaming landscape of 2005 was fiercely contested; Sega’s NBA 2K6 offered a compelling simulation alternative, while EA’s own Madden NFL 06 had already begun its transition to analog stick innovation. NBA Live 06 thus bore the burden of proving EA could innovate beyond graphical polish and deliver truly compelling basketball dynamics.
Narrative & Thematic Deep Dive
While lacking a traditional plot, NBA Live 06 weaves its narrative through the fabric of the 2005-2006 NBA season and the spectacle of its various modes. The “Dynasty Mode,” absent from the PSP and Xbox 360 editions, serves as the game’s primary narrative engine, casting players as general managers building multi-season legacies. Here, the theme of evolution is paramount. The “Player Evolution” system visualized physical and skill development over time—drafted rookies could balloon into out-of-shape veterans à la Shawn Kemp if neglected, or sculpted into sharp-shooting specialists through diligent training. This mechanic reinforced the game’s underlying theme: the NBA as a living organism where choices have tangible, long-term consequences. The “All-Star Weekend” mode, particularly the Slam Dunk Contest and 3-Point Shootout, channels the league’s celebratory, star-driven ethos, complete with commentary from TNT’s Ernie Johnson and Kenny Smith. These modes transform athletes into characters, each with distinct “Superstar” archetypes (Power, Playmaker, Stopper, etc.), embodying the narrative of individual brilliance within a team structure. The overarching theme is one of control and potential—offering players the tools to shape dynasties and replicate the league’s most thrilling moments, albeit within the confines of a system still grappling with its own identity.
Gameplay Mechanics & Systems
The core gameplay loop remains familiar to NBA Live veterans, but 06 introduces significant, if imperfect, innovations.
Freestyle Superstars: The headline feature, this system categorizes players into archetypes (e.g., Power players like Shaquille O’Neal, Playmakers like Steve Nash) and grants them unique, context-sensitive moves. Power players unleash unstoppable dunks, Playmakers thread needle-threading passes, and Stoppers deliver disruptive defensive plays. While brilliantly capturing player individuality, the system suffered from balance issues. Superstar moves often felt overpowered, easily exploited for points and making defense feel reactive rather than strategic. The lack of a dedicated “Superstar” slider to tweak their potency became a recurring criticism.
Core Gameplay & Defense: Offensive movement saw improvements, particularly in the fast-break mechanics, which were finally functional after years of frustrating glitches. Player spacing and movement off the ball felt more organic, encouraging ball movement over isolation plays. Defense, however, remained problematic. While AI improved, calling different defensive sets (zones, traps), players still “skated” across the court—an animation flaw persisting for years—undermining defensive integrity. Rebounding logic was frequently criticized, with excessive offensive rebounds and unnatural ball-hogging animations.
Dynasty & Franchise Modes: The full Dynasty Mode (absent on PSP/X360) offered deep management: hiring assistant coaches/trainers, running training camps, drafting, trading, and navigating a 25-season future. Player Evolution added visual and statistical depth. The Xbox 360 version, lacking this mode, offered only basic season management, drastically reducing longevity. Other modes included robust Season, Playoffs, and a roster of online features (where available, though often plagued by lag, especially on Xbox Live).
Flaws: Persistent bugs included players attempting dunks without dribbling, nonsensical backcourt violations on inbound passes, and CPU players inexplicably dribbling out of bounds. The free-throw mechanic on Xbox 360, using a vague right analog stick swing, was widely derided for being unresponsive and lacking feedback.
World-Building, Art & Sound
NBA Live 06 strived for world-building through meticulous recreation of NBA arenas and atmosphere. Player models were a major leap forward—faces, skin textures, and muscular definition achieved a photorealistic quality, particularly on Xbox 360 and PC. The new graphics engine rendered crowds as animated polygons, bringing arenas to life in a way previous titles hadn’t. Yet, details were inconsistent: arena lighting often felt flat or overly shadowed, and some venues (like the Charlotte Bobcats Arena) were generic representations rather than faithful recreations.
The art direction blended simulation and spectacle. Dunk animations were a highlight—fluid, powerful, and varied, capturing the athleticism that defined the era. However, animation blending remained a weakness, causing jarring transitions between dribble, pass, and shoot animations. On Xbox 360, the frame rate could stutter, exacerbating visual hiccups.
Sound design aimed for broadcast authenticity. Marv Albert and Steve Kerr formed a solid commentary duo, with Kerr providing insightful color commentary beyond generic platitudes. The “EA Trax” soundtrack, featuring artists like The Black Eyed Peas, Fort Minor, and Jurassic 5, provided a contemporary, high-energy backdrop, though its hip-hop focus limited broad appeal. Crowd noise and arena ambience effectively shifted with game momentum, contributing to the immersive atmosphere.
Reception & Legacy
NBA Live 06 received a largely positive reception on last-gen consoles, with an average critic score of 79% on Metacritic across PS2, Xbox, GameCube, and PSP. Praise centered on its visual leap, the engaging Freestyle Superstars system, the depth of Dynasty Mode (on applicable platforms), and the fun All-Star Weekend festivities. IGN lauded it as “my favorite two-player sports game of the year so far,” while GamePro called it “solid” and “outstanding” on PSP. The GameCube version, in particular, was hailed by some as the “best basketball game made for the system,” marking its swan song.
However, the Xbox 360 version fared poorly (64%), criticized heavily for its lack of modes (especially Dynasty), free-throw woes, and performance issues. PC reviews were mixed (71%), citing weaker graphics than console counterparts and online restrictions in Europe (no Internet/LAN play in the EU version).
Commercially, it was a success, buoyed by its Xbox 360 launch status and the enduring appeal of the NBA Live brand. Its legacy is complex. It successfully introduced player individuality via Freestyle Superstars, a concept refined in subsequent titles. It demonstrated the visual potential of HD basketball, even if execution was uneven. Critically, it highlighted EA’s struggle to innovate beyond annual roster updates while grappling with new hardware. Its rushed next-gen release and persistent bugs became cautionary tales for the industry. The game’s servers were eventually shut down in 2007, marking the end of its online chapter. For fans of the series, particularly on GameCube and PSP, it remains a fondly remembered entry, a high-energy blend of arcade flair and simmering simulation depth.
Conclusion
NBA Live 06 stands as a fascinating, flawed artifact of a transitional era in sports gaming. It was a game of bold ambition and stubborn limitations. Visually, it dazzled, particularly on next-gen hardware, pushing player realism to new heights. Mechanically, it innovated with Freestyle Superstars, making virtual stars feel distinct and dynamic. Yet, it was shackled by long-standing animation bugs, imbalanced gameplay, and the baffling omission of core features in its marquee Xbox 360 version. It was simultaneously the best-looking NBA Live to date and, in some ways, the most frustrating.
Its place in history is that of a bridge. It bridged the gap between the sixth and seventh generations of consoles, showcasing the promise of HD while acknowledging the limitations of a rushed launch. It bridged the gap between arcade and simulation, leaning into spectacle while yearning for deeper strategy. For all its flaws—player sliding, rebounding woes, and the Dynasty Mode omission on Xbox 360—it delivered moments of pure basketball joy, especially in local multiplayer and the dunk-filled All-Star Weekend. It was not the definitive basketball game of its era, but it was undeniably a significant one. NBA Live 06 is a reminder that progress in gaming is rarely linear, often arriving with a stutter step and a spectacular dunk. It is, ultimately, a product of its time—a beautiful, flawed, and essential chapter in the long-running story of virtual hoops.