Unlike their poster boy, Tracy McGrady,
NBA 2Night 2002 doesn't have much game. It's really too bad, because it has all the components necessary for competing with other basketball games on the market.
2Night contains Exhibition, Season, Playoffs, and Franchise for the game modes. And with Franchise, you get plenty of great options within the mode by playing the General Manager, drafting rookies, signing free agents, and trading away or cutting unwanted players. They even have awards at the end of each season like MVP, Most Improved, Defensive Player of the Year, Sixth Man of the Year, and Rookie of the Year. And if you don't like what's out there for free agents, you can always just Create-a-Player.
But when it comes right down to it, I didn't like playing the game. It really felt like I had five robots out on the court, just standing around with or without the ball. Konami really didn't concentrate on the gameplay whatsoever when making the game. I really noticed this on defense, where nobody, and I mean nobody, would ever go up for a rebound on my team. In a game where the quarters were only four minutes long, Elton Brand of the Clippers had 12 rebounds at the end of the first half. And nine of them were offensive! I don't care how good Elton Brand is, this is very unrealistic. Another thing I got tired of was how I would have to use a low-post move every time I tried making a shot down low. Even my best shooters were missing two-foot baskets because they weren't posting up prior to their shot. Maybe this sort of thing happens in an 8th grade C-squad game, but not in the NBA. They're paid too much money to miss gimme shots, and should be recognized for that in the video game.