You're likely referring to Counter-Strike 1.6 on the PlayStation 2 (PS2) console.
While you won't find a disc for it at a local retro shop, you can still get the authentic experience:
Draft:
Players can choose from a range of characters, each with their unique abilities and strengths. The game also features a vast array of weapons, from pistols and shotguns to assault rifles and sniper rifles.
You may see "leaked" gameplay or box art of Counter-Strike for PS2 online; however, these are almost always fake videos using clips from Counter-Strike: Condition Zero or Tom Clancy games edited to look like a PS2 interface.
The developers attempted a heroic fix: auto-aim. It isn't the subtle sticky crosshair of Halo; it is a violent, magnetic tug that pulls your reticle toward an enemy’s chest. While this makes the game playable, it destroys the skill gap. The poetry of a perfect one-tap headshot is replaced by the pragmatism of spraying center-mass and letting the computer do the math.
The main menu was CS 1.6 as he remembered it: de_dust2, aztec, italy. But the server list showed only one entry: [LOCAL] OFFICE_2AM_PST. Ping: 0. Players: 1/10.
However, dismissing the PS2 port entirely as a failure misses a crucial historical context. For a generation of gamers who did not own a gaming PC, the PS2 version served as a vital gateway. In the early 2000s, the barrier to entry for PC gaming was high, involving expensive hardware and complex drivers. The PS2 version offered a plug-and-play experience. It brought Dust, Aztec, and Office to the living room television. For casual players, the slower pace necessitated by the controller was not a dealbreaker but an adaptation. It introduced the tactical shooter genre to an audience that was largely accustomed to arena shooters like TimeSplitters or Quake III Revolution. In this regard, the port served as an essential educational tool, teaching console players the value of economy, map knowledge, and team coordination over the run-and-gun chaos typical of the platform.