Another college try.
Presumably, you clicked on a link to this review because you wanted to read something you haven’t read before. Or maybe we just tricked you into clicking the link with a wicked pump fake.
Whatever the case, those of you looking for something new will not find it here. In fact, since 2K Sports added so little to the Xbox 360 version of College Hoops 2K6, we’re going to do the same with the review. If you are a loyal GR reader and actually remember the initial console review (which is kind of creepy), I will tell you all about the 360 additions first, and let you know when it’s safe to stop re-reading. We’re nothing if not kind.
[image1]So, the biggest difference between College Hoops 2K6 from last year and College Hoops 2K6 for the 360 is that the latter plays on the Xbox 360 and costs twice as much. That’s it. Really.
Oh, I suppose the graphics are a bit updated, too. Sweat (if that’s what glittery spots are called) stands out on tired players’ foreheads and jerseys ruffle a little when the players move. There are a few new faces in the stands, like college pep bands, and the camera looks good in replays as things go in and out of focus.
Still, the graphics aren’t next-gen perfect. The players have tremendously long necks and don’t look much like the players they are meant to represent. There are some legalities surrounding this – college players can’t get paid, at least not by game companies, for use of their faces. I don’t know why the game must make Adam Morrison look like Harry Potter, when they can use the “random” name Ubaka. And all that still doesn’t explain the necks or the wonky hit detection, which is equally funky as players’ arms and hands frequently go through the rim and backboard.
Shockingly, that’s it for next-gen newness. There are absolutely no new gameplay features, modes, control options or content, as strict a port as humanly possible, yet 2K is charging 60 bucks for this version instead of the 30 for the console games. That’s just totally unwarranted and should quickly sway anyone interested in this game to pick up a cheaper version.
That all being said, the rest of the review will be for those who missed our coverage of the Xbox and PS2 versions of the game, which is a fun game, probably a notch better than EA’s March Madness (not available for the 360, by the way), but still has its own set of faults.
The big innovation is the “shot stick.” No longer used as the clunky “Isomotion” juke control, the right thumbstick is now the shoot button. Pulling it back and releasing takes a jump shot. Pushing it forward shoots a lay-up or a runner. Pushing it to either side will initiate a turn-around jumper or a left or right-handed lay-up. When it works well, it gives you a lot of welcome offensive options. Still, it wasn’t a perfect science in NBA 2K6 and it isn’t any better for the tuition at the college level.
[image2]Despite the improved control over which kind of shot you take, it is still strangely difficult to get your 6’10” center to power up for a dunk in traffic instead of prancing around like a prissy lay-up fairy. It’s also not clear when you are supposed to release the shot stick during certain shot types. Do you let go of the stick at the beginning of the turn-around jump shot, at the very end, or at some vague moment in between? Since your performance with the stick seems to have a big impact on the algorithm deciding whether or not you score, its lack of consistency can be a bit frustrating.
As is playing defense, in which you are unaided by the ingenious lockdown stick in EA’s most recent March Madness. Your defenders seem powerless to stop drives, and guarding the ball-handler feels like manipulating a weightless, jittery cursor. Trust me, run zones.
The prime selling-point for College Hoops 2K6 is its focus on coaching. In the new College mode, you get to coach your team from the sideline, making substitutions and calling out plays and presses. It’s meant to mimic real coaching, but there is no “argue the call” button, or “throw your chair” button, or even a “throttle your shooting guard” button. Bobby Knight will hate this game.
And unlike the fiery Texas tyrant, Coaching mode is thoroughly boring. It pretty much boils down to you watching the computer play with itself, occasionally making little tweaks, like substitutions, which you were always able to do anyway. What’s next? A “Fan” mode where you get to watch the games, press A for cheer, press B for boo, or press Y to flash your man-boobs? Once you take player control out of the equation, the possibilities are endless, unlike my patience.
To be fair, this new emphasis on coaching isn’t all bad. In the new Legacy mode, the usual multi-year Dynasty is reconfigured to focus on your rise from Cinderella coach to Final Four mastermind. When you begin, you are a C/C- level coach forced to select from a group of small, equally bad schools. As you complete seasons, you recruit and play your way to new and better jobs, hiring better assistants and developing your own coaching skills. This rags-to-riches storyline makes sure that you lose a few games, learn more about the glory of Division II basketball, and play a ton of seasons before you win a championship.
It’s a good idea and works well enough on the play level, but is a little dry. That’s because, as coach, you will have to do all of the recruiting associated with your job, meaning a lot of shuffling between menus filled with numbers. Seriously, this game has more digits than a phone number in Mongolia. Is it just me, or is a rating for an “Intangibles” grade laughably paradoxical?
[image3]Also, the recruiting process is needlessly complicated. You can choose specific actions like visiting the recruit or calling him at home…every single day of the recruiting season. Somehow, e-mailing a recruit every day actually increases his interest in the school. I always thought there was a fine line between “recruiting” and “spamming.” Speaking of which, your coach’s e-mail box will sometimes also fill up with spam, which you can read if you want. Don’t ask me why. Spam doesn’t listen to reason. And even when you get your top recruit’s interest to 100%, he might still go to a different school. 100% seems pretty high.
Other modes include Tournament, Rivalry, and a number of Practice drills. The practice drills are actually very deep thanks to little mini-games like “knockout” and “monkey in the middle.” It’s a nice feature, and including these drills in the recruiting camps where you can try out high school recruits is also pretty neat.
For all the peripherals, the bulk of the game will be won or lost on the court. The games, in general, are a lot more exciting than what the EA college game offers. The computer A.I. is smart: breaking presses, exploiting weaknesses, and double-teaming your star player. There are not as many exploitative plays or controls to guarantee points or turnovers, so you’re actually forced to play a dynamic and balanced game. Not all of the outcomes are nail-biters, but the computer is a good match-up for the human brain.
College Hoops 2K6, though, isn’t a great match-up for the 360. Other than some small graphical tweaks, this is an unchanged port that costs a whopping 30 bucks more than the other versions. It’s not a bad game by any means, but nor is it a new one.