In the late '90s, Microsoft CEO, Bill Gates, saw the increasing power and popularity of video game consoles as a potential threat to the PC industry, so the company began looking for ways to expand into the market. These would initially include partnering with Sega to create a custom version of Windows CE for their Dreamcast console, and then approaching Sony to offer to do the same for their PlayStation 2. Sony, however, declined their offer. They would even go so far as to approach Nintendo to see if they would be receptive to being acquired by Microsoft, but Nintendo would also reject Microsoft's offer.
So, Microsoft decided to set about making their own gaming console. After some internal debate concerning two rival design strategies, a decision was made to use PC parts, including a built in hand drive - - the first console to ever sport one - - as well as a custom version of Windows, featuring DirectX support. It was also decided that the system should be equipped with an Ethernet port in order to enable the future implementation of fast, reliable online play.
The DirectX support, in particular, would play a key role in setting the Xbox apart from other consoles. Not only because it's where the "X" in "Xbox" comes from, but also because the support of DirectX would allow game developers to both create new games, and port existing PC games to the console, with relative ease, while also giving the console comparatively larger processing power, at the same time. Like the PlayStation 2, the Xbox would also utilize a standard DVD drive for gameplay - - with an optional remote and controller port IR sensor later being made available to enable movie playback functionality as well. Unlike the PlayStation 2, however, the Xbox would be the first home console to incorporate real-time Dolby Digital 5.1 surround sound during actual gameplay, instead of just in cutscenes.
Leading up to the launch of the Xbox, Microsoft would go to great lengths to line up a number of high-profile titles for their upcoming console. This would include successfully wooing both Tecmo, and future Microsoft subsidiary, Bethesda; acquiring Mac developer, Bungie, along with the rights to their upcoming title, Halo: Combat Evovled; as well as striking a crucial 11-game exclusivity deal with (then) newly-turned third-party developer/publisher, Sega. Throughout the console's life, Microsoft would continue to get more fantastic games onto the Xbox through other, similar means; and their smart implementation of DirectX in the console certainly wouldn't hurt them in this matter, either. It was these games, more than anything, that really helped the Xbox to stand apart from the competition, and as usual, we have assembled a list of 12 of the greatest titles to ever grace the console, just for your reading enjoyment.
So, Microsoft decided to set about making their own gaming console. After some internal debate concerning two rival design strategies, a decision was made to use PC parts, including a built in hand drive - - the first console to ever sport one - - as well as a custom version of Windows, featuring DirectX support. It was also decided that the system should be equipped with an Ethernet port in order to enable the future implementation of fast, reliable online play.
The DirectX support, in particular, would play a key role in setting the Xbox apart from other consoles. Not only because it's where the "X" in "Xbox" comes from, but also because the support of DirectX would allow game developers to both create new games, and port existing PC games to the console, with relative ease, while also giving the console comparatively larger processing power, at the same time. Like the PlayStation 2, the Xbox would also utilize a standard DVD drive for gameplay - - with an optional remote and controller port IR sensor later being made available to enable movie playback functionality as well. Unlike the PlayStation 2, however, the Xbox would be the first home console to incorporate real-time Dolby Digital 5.1 surround sound during actual gameplay, instead of just in cutscenes.
Leading up to the launch of the Xbox, Microsoft would go to great lengths to line up a number of high-profile titles for their upcoming console. This would include successfully wooing both Tecmo, and future Microsoft subsidiary, Bethesda; acquiring Mac developer, Bungie, along with the rights to their upcoming title, Halo: Combat Evovled; as well as striking a crucial 11-game exclusivity deal with (then) newly-turned third-party developer/publisher, Sega. Throughout the console's life, Microsoft would continue to get more fantastic games onto the Xbox through other, similar means; and their smart implementation of DirectX in the console certainly wouldn't hurt them in this matter, either. It was these games, more than anything, that really helped the Xbox to stand apart from the competition, and as usual, we have assembled a list of 12 of the greatest titles to ever grace the console, just for your reading enjoyment.
Halo (Combat Evolved) (Bungie, 2001)
Halo is a series that needs no introduction, anywhere in the gaming world. Prior to the launch of Microsoft's Xbox, the undisputed console first-person shooter king was Rare's incredible 1997 Nintendo 64 title, GoldenEye 007. But Bungie's epic Xbox launch title dethroned the N64 smash hit so completely that it became the new de facto standard by which all other first person shooters would be compared. Indeed, for many years following Halo's debut, anything that even remotely approached the same level of greatness that Bungie had set, would always be spoken of as a potential "Halo-killer". Although it is highly debatable whether or not any competitor's FPS title was even able to successfully earn that moniker during Bungie's reign with the franchise.
A large part of what made Halo so uniquely phenomenal were its near-perfect controls that Bungie had expertly mapped to the Xbox's smartly-designed dual-stick controller. Never before had playing a first-person shooter felt so incredibly natural on a home console. Of course, the game's fantastically-compelling "Aliens"-inspired campaign and insanely deep and varied multiplayer components certainly helped it stand apart as well. Bungie would eventually follow up Halo (Combat Evolved) with the equally fantastic 2004 Xbox title, Halo 2, which just so happens to appear further on down this list.
A large part of what made Halo so uniquely phenomenal were its near-perfect controls that Bungie had expertly mapped to the Xbox's smartly-designed dual-stick controller. Never before had playing a first-person shooter felt so incredibly natural on a home console. Of course, the game's fantastically-compelling "Aliens"-inspired campaign and insanely deep and varied multiplayer components certainly helped it stand apart as well. Bungie would eventually follow up Halo (Combat Evolved) with the equally fantastic 2004 Xbox title, Halo 2, which just so happens to appear further on down this list.
Dead or Alive 3 (Team Ninja, 2001)
One of the better fighting games to grace Sega's final console was 2000's Dead or Alive 2. The game was a fairly marked - - and very well-received - - improvement over the 1996 arcade (and PlayStation 1) original. As would seem to be a recurring theme for Dreamcast sequels, the next installment to the Dead or Alive series would go straight to the Xbox; and as a launch exclusive, no less!
While not quite as dramatic an upgrade as DoA 2 had been, Dead or Alive 3 still utilized the increased power of the Xbox to offer bigger and more complex battle arenas, and some pretty jaw-dropping visuals, to boot. The title also featured a number of gameplay tweaks and three unique new characters to play as (in addition to an alternate version of a returning character, as well as an all-new boss to face off against). Like its predecessor, Dead or Alive 3 would receive critical acclaim, in addition to multiple gaming awards. It would also go on to become, not only a best-selling title for the Xbox, but the best-selling title in the franchise - - a record it still retains to this day.
While not quite as dramatic an upgrade as DoA 2 had been, Dead or Alive 3 still utilized the increased power of the Xbox to offer bigger and more complex battle arenas, and some pretty jaw-dropping visuals, to boot. The title also featured a number of gameplay tweaks and three unique new characters to play as (in addition to an alternate version of a returning character, as well as an all-new boss to face off against). Like its predecessor, Dead or Alive 3 would receive critical acclaim, in addition to multiple gaming awards. It would also go on to become, not only a best-selling title for the Xbox, but the best-selling title in the franchise - - a record it still retains to this day.
Shenmue II (SEGA, 2002)
The first Shenmue game was considered, by and large, to be a must-play masterpiece For Sega's Dreamcast console. The title's immersive world and incredible production values were a revelation at the time of its release. Sadly though, the game was also something of a financial disaster for an already struggling Sega. As such, the second Shenmue game would likely have never seen the light of day had much of the work on the title not already been completed alongside that of the first game.
Though originally released on the Dreamcast in Japan and Europe, the North American rights to Shenmue II were acquired by Microsoft after Sega's untimely discontinuation of the console. As a result, North America would receive the game as a 2002 Xbox exclusive (and Europeans would also get the Xbox version, the following year). Some of the additions the Xbox version boasted were improved lighting and frame rate, a DVD recap of the first game, and an English language voice track.
Like the first game, Shenmue II was well-received, but also didn't sell particularly well. As a result, the planned third and final chapter in the series would only end up materializing after a nearly two decade wait and a record-setting Kickstarter crowdfunding campaign. But Shenmue II is still, to this day, regarded as an even grander continuation of the epic first chapter, which, together, occupy spots on numerous best games lists, not only for the Dreamcast or Xbox, but of all time.
Though originally released on the Dreamcast in Japan and Europe, the North American rights to Shenmue II were acquired by Microsoft after Sega's untimely discontinuation of the console. As a result, North America would receive the game as a 2002 Xbox exclusive (and Europeans would also get the Xbox version, the following year). Some of the additions the Xbox version boasted were improved lighting and frame rate, a DVD recap of the first game, and an English language voice track.
Like the first game, Shenmue II was well-received, but also didn't sell particularly well. As a result, the planned third and final chapter in the series would only end up materializing after a nearly two decade wait and a record-setting Kickstarter crowdfunding campaign. But Shenmue II is still, to this day, regarded as an even grander continuation of the epic first chapter, which, together, occupy spots on numerous best games lists, not only for the Dreamcast or Xbox, but of all time.
Unreal Championship (Atari, 2002)
In order to promote Xbox Live, a few Xbox titles were developed specifically to coincide with the November 2002 launch of the service. Arguably, the most high profile of these titles was a console port of the highly-anticipated first-person arena shooter PC game, Unreal Tournament 2003. Retitled Unreal Championship, and released barely a month after UT 2K3, the Xbox-exclusive console version would be designed by the very same two developers, Digital Extremes and Epic Games, who had spent months working tirelessly to ensure the most flawless experience possible. Though not all of the game's content would end up making the jump from PC to console, the Xbox version did boast several fantastic brand new console-exclusive maps that Unreal Fans would never able to experience anywhere else.
Unreal Championship was a veritable triumph - - for the incredible Unreal franchise, for Microsoft's Xbox console, and for their new Xbox Live service. The game was received every bit as well as its PC twin, was considered by many publications to be one of the best Xbox games of 2002, and would even go on to become an Xbox Platinum Hits title. Unreal Championship would also eventually be followed up by the almost equally-good Mortal Kombat-inspired Xbox-exclusive 2005 sequel, Unreal Championship 2: The Liandci Conflict.
Unreal Championship was a veritable triumph - - for the incredible Unreal franchise, for Microsoft's Xbox console, and for their new Xbox Live service. The game was received every bit as well as its PC twin, was considered by many publications to be one of the best Xbox games of 2002, and would even go on to become an Xbox Platinum Hits title. Unreal Championship would also eventually be followed up by the almost equally-good Mortal Kombat-inspired Xbox-exclusive 2005 sequel, Unreal Championship 2: The Liandci Conflict.
Crimson Skies: High Road to Revenge (Fasa Studio, 2003)
In September of 2000, Microsoft and Zipper Interactive released a dieselpunk-themed PC-exclusive arcade-style flight sim called Crimson Skies. It had been based on an earlier tabletop game of the same name. Although it was a fairly big hit with the critics, the game would be largely overlooked by the general public, only managing to achieve a small cult following.
Despite this, Microsoft would greenlight a sequel for the Xbox, this time to be created by Chicago-based developer, Fasa Studio. Crimson Skies: High Road to Revenge featured a well-crafted single-player campaign, inspired, in no small part, by the Indiana Jones franchise - - the game's cover art would even be created by Drew Struzan, the famed (and sadly, recently passed) illustrator responsible for the majority of those movies promotional posters. Additionally, the game would boast a number of engaging multiplayer options, including, of course, online play, via Microsoft's fantastic new Xbox Live service.
Upon release, High Road to Revenge would become something of a critical darling, with heaps of praise piled high upon it. The game's beautiful graphics, large, detailed environments, and unique plane designs were particularly lauded by reviewers, as were its Xbox Live features. Despite all the glowing reviews, however - - and much like the PC original - - High Road to Revenge would also never manage to gain much more than a cult following, and sadly, no additional sequels would ever be made.
Despite this, Microsoft would greenlight a sequel for the Xbox, this time to be created by Chicago-based developer, Fasa Studio. Crimson Skies: High Road to Revenge featured a well-crafted single-player campaign, inspired, in no small part, by the Indiana Jones franchise - - the game's cover art would even be created by Drew Struzan, the famed (and sadly, recently passed) illustrator responsible for the majority of those movies promotional posters. Additionally, the game would boast a number of engaging multiplayer options, including, of course, online play, via Microsoft's fantastic new Xbox Live service.
Upon release, High Road to Revenge would become something of a critical darling, with heaps of praise piled high upon it. The game's beautiful graphics, large, detailed environments, and unique plane designs were particularly lauded by reviewers, as were its Xbox Live features. Despite all the glowing reviews, however - - and much like the PC original - - High Road to Revenge would also never manage to gain much more than a cult following, and sadly, no additional sequels would ever be made.
Top Spin (Microsoft, 2003)
Although they had been publishing sports titles for the Xbox since the console's 2001 debut, in 2003, Microsoft began branding their sports titles under their newly-created XSN Sports, or Xbox Sports Network - - Sports label. Top Spin, their first and only tennis game created for the XSN Sports line, would also be released that very same year. Co-developed by Utah-based developer, Salt Lake Games Studio, and French studio, PAM Development, Top Spin was a superbly-crafted, surprisingly detailed tennis sim that was largely inspired by Sega's critically-acclaimed Virtua Tennis series on the Dreamcast (and in the arcades).
The developers did such an amazing job in fact, that Top Spin actually felt just like an Xbox-exclusive Virtua Tennis sequel, with all of the associated upgrades you would hope for and/or expect from such a title, such as better graphics, and Xbox Live online multiplayer for up to 4 players. The game was very well received, with many critics comparing the game favorably to Sega's beloved series; and some even declaring Top Spin to be the greatest tennis title ever made. Though Top Spin would eventually be ported to other platforms, and followed by a multitude of sequels, sadly, none of these would ever even come close to the same phenomenally high level of quality set by the incredible 2003 original.
The developers did such an amazing job in fact, that Top Spin actually felt just like an Xbox-exclusive Virtua Tennis sequel, with all of the associated upgrades you would hope for and/or expect from such a title, such as better graphics, and Xbox Live online multiplayer for up to 4 players. The game was very well received, with many critics comparing the game favorably to Sega's beloved series; and some even declaring Top Spin to be the greatest tennis title ever made. Though Top Spin would eventually be ported to other platforms, and followed by a multitude of sequels, sadly, none of these would ever even come close to the same phenomenally high level of quality set by the incredible 2003 original.
Project Gotham Racing 2 (Bizarre Creations, 2003)
As the birthplace of Halo, and the home of it's incredible sequel, Halo 2 - - not to mention Unreal Championship (and a few notable others) - - the original Xbox was primarily known as a (first-person) shooter console; the shooter console, in point of fact. While this was in no way unwarranted or untrue, what often gets overshadowed is the fact that the Xbox was every bit as much the premier console for racing titles as it was for first-person shooters; perhaps even moreso. On this list alone you will find no less than four of the greatest racing titles of a generation - - and we didn't even cover all of them!
At the beginning of 2001, British developer, Bizarre Creations, released Metropolis Street Racer for the Dreamcast. While the game was well-received, it didn't sell particularly well, owing largely to Sega's cancellation of the console, not long after the title's release. Unfazed, Bizarre Creations would set to work perfecting and improving upon the underlying concepts of Metropolis Street Racer, and, in the process, create a brand new spiritual successor, and launch title, for Microsoft's Xbox console. Re-branded as Project Gotham Racing, Bizarre's new creation would prove to be a commercial success as well as a critical one; so much so that they would release an even more perfect direct sequel in 2003 - - Project Gotham Racing 2.
With PGR 2, Bizarre refined the arcade-style racing of their previous two titles until they finally managed to achieve the perfect mix of challenge and fun. In addition to which, they added more cars, incredible all new real-world locations to race through, and of course, online multiplayer, via Xbox Live. It also included the first entry in what would become their incredibly popular Geometry Wars shoot 'em up series, as a playable easter egg, in the player's in-game garage. While Project Gotham Racing 2 would be followed up by two equally-fantastic sequels on the Xbox's successor console, the Xbox 360, PGR 2 would actually end up being the highest-rated and most-acclaimed (and some might argue, most-beloved) of the entire series - - including Metropolis Street Racer.
At the beginning of 2001, British developer, Bizarre Creations, released Metropolis Street Racer for the Dreamcast. While the game was well-received, it didn't sell particularly well, owing largely to Sega's cancellation of the console, not long after the title's release. Unfazed, Bizarre Creations would set to work perfecting and improving upon the underlying concepts of Metropolis Street Racer, and, in the process, create a brand new spiritual successor, and launch title, for Microsoft's Xbox console. Re-branded as Project Gotham Racing, Bizarre's new creation would prove to be a commercial success as well as a critical one; so much so that they would release an even more perfect direct sequel in 2003 - - Project Gotham Racing 2.
With PGR 2, Bizarre refined the arcade-style racing of their previous two titles until they finally managed to achieve the perfect mix of challenge and fun. In addition to which, they added more cars, incredible all new real-world locations to race through, and of course, online multiplayer, via Xbox Live. It also included the first entry in what would become their incredibly popular Geometry Wars shoot 'em up series, as a playable easter egg, in the player's in-game garage. While Project Gotham Racing 2 would be followed up by two equally-fantastic sequels on the Xbox's successor console, the Xbox 360, PGR 2 would actually end up being the highest-rated and most-acclaimed (and some might argue, most-beloved) of the entire series - - including Metropolis Street Racer.
RalliSport Challenge 2 (Digital Illusions CE, 2004)
In 2002, Swedish game developer, Digital Illusions CE, released a rally racing title for Xbox and PC, called RalliSport Challenge. The game was easily the best racing title to appear on the Xbox up to that point, and arguably one of the greatest rally titles ever made. Apparently not content to simply rest on their laurels, DICE would release en even better Xbox-exclusive follow up in 2004, with RalliSport Challenge 2.
By taking the same incredible gameplay from the first title and enhancing it with stunning new graphics, more cars, additional racing disciplines, more varied environments, improved damage modelling, and all new modes - including Xbox Live play - - DICE was able to craft, not only one of the greatest racing titles ever made, but arguably the greatest rally title of all time, and yes, that statement absolutely still holds true in 2025. RalliSport Challenge 2 was a veritable gaming masterpiece with which DICE proved beyond a shadow of a doubt that they were the undisputed masters of the craft. Sadly, despite being one of the greatest racing games released on any platform, ever, and receiving heaps of praise from the gaming press, Rallisport Challenge 2 would somehow end up as a criminally overlooked commercial disappointment for the company.
Two year later, DICE would be scooped up by controversial publishing behemoth, Electronic Arts, and the studio's immeasurable talents would subsequently be put to waste on decades worth of Battlefield sequels of varying quality. With the sole exception of assisting with 2010's excellent - - though largely Criterion-developed - - Need For Speed title, Hot Pursuit, DICE hasn't had a single racing title credited to their name since RalliSport Challenge 2. As one of the greatest developers of all time, that managed to create one the greatest racing titles of all time, it's hard to argue that another studio or franchise has ever been more deserving of another shot at greatness than DICE and RalliSport Challenge.
By taking the same incredible gameplay from the first title and enhancing it with stunning new graphics, more cars, additional racing disciplines, more varied environments, improved damage modelling, and all new modes - including Xbox Live play - - DICE was able to craft, not only one of the greatest racing titles ever made, but arguably the greatest rally title of all time, and yes, that statement absolutely still holds true in 2025. RalliSport Challenge 2 was a veritable gaming masterpiece with which DICE proved beyond a shadow of a doubt that they were the undisputed masters of the craft. Sadly, despite being one of the greatest racing games released on any platform, ever, and receiving heaps of praise from the gaming press, Rallisport Challenge 2 would somehow end up as a criminally overlooked commercial disappointment for the company.
Two year later, DICE would be scooped up by controversial publishing behemoth, Electronic Arts, and the studio's immeasurable talents would subsequently be put to waste on decades worth of Battlefield sequels of varying quality. With the sole exception of assisting with 2010's excellent - - though largely Criterion-developed - - Need For Speed title, Hot Pursuit, DICE hasn't had a single racing title credited to their name since RalliSport Challenge 2. As one of the greatest developers of all time, that managed to create one the greatest racing titles of all time, it's hard to argue that another studio or franchise has ever been more deserving of another shot at greatness than DICE and RalliSport Challenge.
OutRun 2 (SEGA, 2004)
There were many in the gaming industry who considered the Xbox to be something of a spiritual successor to Sega's Dreamcast console, or an unofficial "Dreamcast 2" , if you will. There were several reasons for this - - for starters, there was that aforementioned Microsoft/Sega partnership resulting in the custom Windows CE Dreamcast OS. Also, the fact that Sega ended up cancelling their Dreamcast and leaving the hardware market the very same year that Microsoft happened to jump into it, with their own (Xbox) console. Furthermore, following their multiple variations of NAOMI arcade system boards - - which were all based on the Dreamcast's architecture - - Sega's next arcade board, the Chihiro, would actually be based around the architecture of the Xbox; and finally, Sega's transition to third-party developer/publisher would result in them bringing a number of high-profile exclusives to the Xbox, including a few titles - - like the above-mentioned Shenmue II - - that would either first appear, or were originally meant to appear, on the Dreamcast, itself.
Of the many top-notch titles they released for the Xbox, however, arguably none were more outstanding than OutRun 2. The first numeric sequel to their legendary 1986 arcade original, OutRun 2 was also the first follow-up to the fantastic franchise since the (also) excellent arcade/Sega Genesis title, OutRunners, was released - - a decade earlier. Debuting exclusively on the Xbox, in 2004, the console version of the game was an arcade-perfect port of the 2003 Chihiro-based original!
In addition to all the dreamy Ferrari-fanatical drift racing action of the arcade, the console version featured competitive play over Xbox Live; unlockable bonus tracks from the popular Sega arcade titles, Daytona USA 2 and SEGA Super GT; and a brand new "Challenge" mode, in which drivers could test their skills through a series of over 100 unique missions. Unsurprisingly, the Xbox version was quite well-received by critics and fans, alike. Although a follow-up based on the 2004 OutRun 2 "SP" arcade update would eventually be developed for multiple platforms (including the Xbox), this title, OutRun 2006: Coast 2 Coast, would not be released until the middle of 2006 - - a year and a half after the Xbox-exclusive OutRun 2; and several months following the launch of the next-generation Xbox 360 console.
Of the many top-notch titles they released for the Xbox, however, arguably none were more outstanding than OutRun 2. The first numeric sequel to their legendary 1986 arcade original, OutRun 2 was also the first follow-up to the fantastic franchise since the (also) excellent arcade/Sega Genesis title, OutRunners, was released - - a decade earlier. Debuting exclusively on the Xbox, in 2004, the console version of the game was an arcade-perfect port of the 2003 Chihiro-based original!
In addition to all the dreamy Ferrari-fanatical drift racing action of the arcade, the console version featured competitive play over Xbox Live; unlockable bonus tracks from the popular Sega arcade titles, Daytona USA 2 and SEGA Super GT; and a brand new "Challenge" mode, in which drivers could test their skills through a series of over 100 unique missions. Unsurprisingly, the Xbox version was quite well-received by critics and fans, alike. Although a follow-up based on the 2004 OutRun 2 "SP" arcade update would eventually be developed for multiple platforms (including the Xbox), this title, OutRun 2006: Coast 2 Coast, would not be released until the middle of 2006 - - a year and a half after the Xbox-exclusive OutRun 2; and several months following the launch of the next-generation Xbox 360 console.
Halo 2 (Bungie, 2004)
You'd think that for a game as incredibly successful and groundbreaking as Halo, no sequel could ever even remotely hope to come close to replicating that same level of impact. Lightning, as they say, never strikes twice. Yet, somehow, against all odds, with Bungie's 2004 follow-up, Halo 2, it did exactly that.
Following the runaway success of the first game, a sequel became an absolute imperative for both Bungie and Microsoft, and work was immediately begun. With a generous budget and ample time to work with, Bungie set about revamping everything - - from the game engine, to the physics, to the weapons, the game mechanics, and even the in-game HUD. The game would also boast a more fleshed-out universe, with a fantastic new campaign, featuring two alternating - - and intertwining - - storylines, as well as a brand new, additional protagonist to play as; a killer soundtrack, featuring an even grander, more phenomenal score, by returning composers, Martin O'Donnell and Michael Salvatori, in addition to outstanding contributions from multiple popular rock bands, like Incubus and Breaking Benjamin; a plethora of new characters, voiced by acclaimed Hollywood actors, such as Keith David, Ron Perlman, Miguel Ferrer, and Robert Davi; and of course, a whole host of fantastic new local and online multiplayer options.
Leading up to Halo 2's eventual November 2004 release, Microsoft invested heavily in promoting the title, which would include a viral marketing campaign - - via the bogus website/alternate reality game, "I Love Bees" - - as well as the first ever theatrical trailer for a video game. In addition to setting a pre-order record, at the time, of 1.5 million copies, Halo 2 would also become, with it's single day earnings of $125 million, the first video game to ever surpass a film - - that same year's Spider-Man 2 - - with the (then) highest-grossing release day performance in entertainment history. In addition to eventually becoming the single best-selling Xbox title of all time, Halo 2 would also end up winning over 38 awards, and has subsequently come to be considered, by many, one of the greatest games of all time.
Following the runaway success of the first game, a sequel became an absolute imperative for both Bungie and Microsoft, and work was immediately begun. With a generous budget and ample time to work with, Bungie set about revamping everything - - from the game engine, to the physics, to the weapons, the game mechanics, and even the in-game HUD. The game would also boast a more fleshed-out universe, with a fantastic new campaign, featuring two alternating - - and intertwining - - storylines, as well as a brand new, additional protagonist to play as; a killer soundtrack, featuring an even grander, more phenomenal score, by returning composers, Martin O'Donnell and Michael Salvatori, in addition to outstanding contributions from multiple popular rock bands, like Incubus and Breaking Benjamin; a plethora of new characters, voiced by acclaimed Hollywood actors, such as Keith David, Ron Perlman, Miguel Ferrer, and Robert Davi; and of course, a whole host of fantastic new local and online multiplayer options.
Leading up to Halo 2's eventual November 2004 release, Microsoft invested heavily in promoting the title, which would include a viral marketing campaign - - via the bogus website/alternate reality game, "I Love Bees" - - as well as the first ever theatrical trailer for a video game. In addition to setting a pre-order record, at the time, of 1.5 million copies, Halo 2 would also become, with it's single day earnings of $125 million, the first video game to ever surpass a film - - that same year's Spider-Man 2 - - with the (then) highest-grossing release day performance in entertainment history. In addition to eventually becoming the single best-selling Xbox title of all time, Halo 2 would also end up winning over 38 awards, and has subsequently come to be considered, by many, one of the greatest games of all time.
MechAssault 2: Lone Wolf (Microsoft, 2004)
In November of 2002, alongside Unreal Championship, Microsoft released another key title, meant to promote the launch of their Xbox Live service - - the fantastic BattleTech/MechWarrior spinoff, MechAssault. A joint effort between Crimson Skies developer, Fasa Studio and Day 1 Studios, MechAssault was designed from the ground up to feature a slick single player campaign, as well as a sensible smattering of exciting multiplayer options. The game was an early hit on the Xbox Live service and was also well-received by critics, even managing to claim several awards from various gaming publications.
Two years later, Fasa and Day 1 would team up again to bring their fans the new and improved, (also) Xbox-exclusive sequel, MechAssault 2: Lone Wolf. As good as the first MechAssault game had been, Lone Wolf represented a pretty significant improvement, in regards to everything from graphics, to gameplay, to even the specific Xbox Live features offered. MechAssault 2's gameplay, in particular, offered a much greater amount of variety and depth to the proceedings, including the abilities to leave your mech, hack enemy mechs, and even operate a number of non-mech machines, in addition to the excellent assortment of new and returning mechs that you could also pilot. Like the first MechAssault, Lone Wolf was also a pretty big hit with the critics, even though it sadly wasn't quite as successful commercially - - most likely as a result of the title having been released too late for the 2004 Christmas season, yet still a bit too hot on the heels of the absolutely unprecedented monster that was Halo 2.
Two years later, Fasa and Day 1 would team up again to bring their fans the new and improved, (also) Xbox-exclusive sequel, MechAssault 2: Lone Wolf. As good as the first MechAssault game had been, Lone Wolf represented a pretty significant improvement, in regards to everything from graphics, to gameplay, to even the specific Xbox Live features offered. MechAssault 2's gameplay, in particular, offered a much greater amount of variety and depth to the proceedings, including the abilities to leave your mech, hack enemy mechs, and even operate a number of non-mech machines, in addition to the excellent assortment of new and returning mechs that you could also pilot. Like the first MechAssault, Lone Wolf was also a pretty big hit with the critics, even though it sadly wasn't quite as successful commercially - - most likely as a result of the title having been released too late for the 2004 Christmas season, yet still a bit too hot on the heels of the absolutely unprecedented monster that was Halo 2.
Forza Motorsport (Microsoft, 2005)
Since their very first home console, the original PlayStation, one of Sony's most popular, key franchises has been the Gran Turismo series. For many years, the series was considered by many to be the pinnacle of video game racing experiences. Soon after launching their own home console, Microsoft created a brand new studio, Turn 10, with the express purpose of creating an Xbox equivalent to rival Gran Turismo. Though the game wouldn't end up releasing until the Xbox's final year on the market, Microsoft's goal was most definitely realized.
Forza Motorsport offered everything anybody could want in a Gran Turismo game, and more. The game boasted 231 cars of all types and from nearly every major auto maker, a vast wealth of customization options, realistic damage (which Gran Turismo didn't even have), a fantastic variety of both real world and original tracks to choose from, and a racing physics engine that was on par with those used to train professional racecar drivers. Not to mention that the game was fully playable online over Xbox Live.
Unsurprisingly, Forza Motorsport was a critical tour de force. The game was extremely favorably compared to Gran Turismo 4, which had been released only a few months prior to Forza, and had received a greater deal of criticisms across nearly the entire gaming press. Not only did Forza Motorspont manage to rival the long-standing king of the realistic console racing scene, Microsoft's game dethroned it entirely; and would then go on to spawn its own dynasty of industry-leading racing titles. A series that would manage to retain that status for the better part of two decades.
Forza Motorsport offered everything anybody could want in a Gran Turismo game, and more. The game boasted 231 cars of all types and from nearly every major auto maker, a vast wealth of customization options, realistic damage (which Gran Turismo didn't even have), a fantastic variety of both real world and original tracks to choose from, and a racing physics engine that was on par with those used to train professional racecar drivers. Not to mention that the game was fully playable online over Xbox Live.
Unsurprisingly, Forza Motorsport was a critical tour de force. The game was extremely favorably compared to Gran Turismo 4, which had been released only a few months prior to Forza, and had received a greater deal of criticisms across nearly the entire gaming press. Not only did Forza Motorspont manage to rival the long-standing king of the realistic console racing scene, Microsoft's game dethroned it entirely; and would then go on to spawn its own dynasty of industry-leading racing titles. A series that would manage to retain that status for the better part of two decades.
The Xbox debuted on November 15, 2001, and featured an impressive number of phenomenal Launch titles, including the aforementioned Halo (Combat Evolved), Dead Or Alive 3, and Project Gotham Racing - - in addition to several fairly excellent others. The launch was one of the most successful in gaming history, with over 1.5 million consoles sold, by the end of 2001. Halo would come to define the system as the most popular game, by far, with a console attach rate of nearly 1 to 2 for the first year; falling only to 1 copy sold for every 4 systems, by the end of the Xbox's life. In fact, a Halo title would remain the number one best-selling game for the entirety of the console's run, with Combat Evolved only being surpassed by Halo 2, in its final year on the market.
On November 15, 2002, exactly one year after the Xbox's debut, Microsoft rolled out their planned Xbox Live online service for the console. Their decision to ship each console with an Ethernet port and a hard drive would prove to be a smart one, as those factors would greatly contribute to the success of the service; allowing a fast, seamless way for millions of console owners to play together, and even download a plethora of great new game content, as well. The launch of the service would also serve as a fantastic shot in the arm to console sales, a year into its run, with the debut of hot new online-capable titles like the (also) aforementioned Unreal Championship and MechAssault. The service ended up with over 2 million subscribers by the time the Xbox was discontinued, in 2005, and would only keep growing from there.
By most measures, the Xbox was an incredible success for Microsoft. It enabled them to gain a respectable foothold in the gaming market, and keep it there - - allowing them to effectively fill the gap left in the wake of Sega's abrupt departure - - and it even managed to outperform secondary rival, Nintendo's, GameCube console, in terms of total units sold, worldwide. However, one thing that the Xbox would not manage to do is make a dent in the numbers of their main rival, Sony's, PlayStation 2, which would actually go on to become the best-selling game console of all time.
But rather than simply standing aside and accepting their number 2 spot, Microsoft would redouble their efforts with their next console, the Xbox 360. Launching in November of 2005, a full year before Sony and Nintendo's next consoles, Microsoft would manage to, not only get a jump on their rivals, but actually outsell Sony's PlayStation 3 system for the majority of the console generation; only being surpassed by them overseas, and only in the last year of the PS3's life (which Sony would conveniently decide to extend to over a year longer, in the Japanese market). In an eerily ironic twist, however, Microsoft's foray into the video game console market would ultimately end up mirroring Sega's, with the ill-fated (or mismanaged) successor consoles - - the Xbox One and Series X/S, in Microsoft's case - - to their high-point second effort, each performing worse than the last. Despite their alarmingly rapid decline into irrelevance (as far as their console business has been concerned, anyway), Microsoft has still managed to leave an incredibly enjoyable and indelible mark on the home entertainment world; one which all arguably began with a powerful black DirectX-enabled box that launched way back in 2001.
On November 15, 2002, exactly one year after the Xbox's debut, Microsoft rolled out their planned Xbox Live online service for the console. Their decision to ship each console with an Ethernet port and a hard drive would prove to be a smart one, as those factors would greatly contribute to the success of the service; allowing a fast, seamless way for millions of console owners to play together, and even download a plethora of great new game content, as well. The launch of the service would also serve as a fantastic shot in the arm to console sales, a year into its run, with the debut of hot new online-capable titles like the (also) aforementioned Unreal Championship and MechAssault. The service ended up with over 2 million subscribers by the time the Xbox was discontinued, in 2005, and would only keep growing from there.
By most measures, the Xbox was an incredible success for Microsoft. It enabled them to gain a respectable foothold in the gaming market, and keep it there - - allowing them to effectively fill the gap left in the wake of Sega's abrupt departure - - and it even managed to outperform secondary rival, Nintendo's, GameCube console, in terms of total units sold, worldwide. However, one thing that the Xbox would not manage to do is make a dent in the numbers of their main rival, Sony's, PlayStation 2, which would actually go on to become the best-selling game console of all time.
But rather than simply standing aside and accepting their number 2 spot, Microsoft would redouble their efforts with their next console, the Xbox 360. Launching in November of 2005, a full year before Sony and Nintendo's next consoles, Microsoft would manage to, not only get a jump on their rivals, but actually outsell Sony's PlayStation 3 system for the majority of the console generation; only being surpassed by them overseas, and only in the last year of the PS3's life (which Sony would conveniently decide to extend to over a year longer, in the Japanese market). In an eerily ironic twist, however, Microsoft's foray into the video game console market would ultimately end up mirroring Sega's, with the ill-fated (or mismanaged) successor consoles - - the Xbox One and Series X/S, in Microsoft's case - - to their high-point second effort, each performing worse than the last. Despite their alarmingly rapid decline into irrelevance (as far as their console business has been concerned, anyway), Microsoft has still managed to leave an incredibly enjoyable and indelible mark on the home entertainment world; one which all arguably began with a powerful black DirectX-enabled box that launched way back in 2001.
[Images: Microsoft, Bungie, Team Ninja, SEGA, Atari, Fasa Studio, Bizarre Creations, Digital Illusions CE]