i have this problem when my Sprite rotation origin is fixed at top left corner of window (same with sprite.Draw and sprite.Draw2D) Either way i
When you draw it, is it in the correct place?
I believe that the multiplication order is reversed, and that you shouldn't be transforming by the players position in the transform.
// shift centre to (0,0)
sprite.Transform = Matrix.Translation(-textureSize.Width / 2, -textureSize.Height / 2, 0);
// rotate about (0,0)
sprite.Transform *= Matrix.RotationZ(_angle);
sprite.Draw(playerTexture, textureSize, Vector3.Zero,
new Vector3(_playerPos.X, _playerPos.Y, 0), Color.White);
Edit
You could also use the Matrix.Transformation
method to get the matrix in one step.