Platform: Xbox 360
Xbox 360
The Xbox 360 is one of those rare consoles that did more than just sell games. It reset expectations for online play, normalized downloadable content, put achievements on the cultural map, and made digital distribution on a console feel normal instead of experimental. Launched in 2005 as Microsoft’s follow up to the original Xbox, it squared off against Sony’s PlayStation 3 and Nintendo’s Wii, and it carved out a huge space for itself by doubling down on online infrastructure, developer-friendly tools, and a design that encouraged experimentation. If you played multiplayer shooters in the late 2000s, watched Netflix through a controller, or hunted down 200 Gamerscore at 3 a.m. on a weekday, you were living in the Xbox 360 era.
For a snapshot and deeper reference, the Wikipedia entry on Xbox 360 is helpful, but in the following pages we will take a more narrative tour through the machine’s history, hardware, software ecosystem, notable games, and enduring legacy.
Origins and launch context
Microsoft entered the console market with the original Xbox in 2001, largely to ensure Windows and DirectX had a foothold in living rooms. The first Xbox won over PC-minded players and Western developers, yet it was an expensive box with a massive controller and a short life. The Xbox 360 was the second act, arriving a full year before PlayStation 3 in most regions and a week after the Nintendo Wii. Being early mattered. In North America, the console launched on November 22, 2005, followed by Europe and Australia in early December and Japan shortly after.
This early launch gave developers time to learn the hardware while Microsoft courted them with stronger tools and a consistent plan for online gaming. The Xbox Live service, launched with the original Xbox, matured on the 360 into an everyday utility. That momentum, combined with a suite of exclusives and the relative difficulty of PS3 development at the time, positioned the 360 as the go-to platform for many multiplatform releases across the generation.
Still, context was never simple. The Nintendo Wii sprinted out of the gate with a radically different strategy and massive mainstream appeal, while Sony’s PlayStation 3 found its footing later once its price dropped and its library grew. In the middle of that noise, Xbox 360 built a loyal base by being, quite simply, great at games and online.
Hardware design and architecture
On paper, the Xbox 360’s hardware reflected a forward-looking design that foreshadowed the direction of PC graphics and console architecture. Under the white (later black or matte) shell lived a set of components that prioritized parallel processing and a unified graphics approach.
At the heart of the system was the IBM-designed Xenon CPU, a 3.2 GHz, three-core PowerPC chip. Each core supported two hardware threads, so six simultaneous threads were available for games to juggle physics, AI, audio, and rendering tasks. That parallelism was both a gift and a challenge. When utilized well, games like Halo 3 and Gears of War squeezed out impressive results. When not, some early multi-platform titles struggled with performance symmetry.
The ATI-designed Xenos GPU was a star in its own right. It introduced a unified shader architecture to consoles, letting developers dynamically allocate shader resources rather than lock them into separate pixel and vertex pipelines. Paired with a 10 MB eDRAM daughter die, Xenos could perform fast color and depth operations, enabling high-quality anti-aliasing and bloom at a time when PCs were still catching up with unified shaders. The eDRAM became a defining characteristic of the console’s visual output, especially in first-party games that learned to architect around it.
Memory was a unified 512 MB of GDDR3 running at 700 MHz, accessible by both CPU and GPU. That unification simplified resource management compared to split memory pools. The tradeoff was tight constraints that pushed teams to get creative with streaming and asset compression. You could often tell a veteran 360 team by how crisp their texture streaming felt.
Storage and optical media evolved over the lifecycle. Early models shipped with or without a hard drive, leading to some headaches as developers had to consider core systems that only had a tiny memory unit. Over time, drives grew from 20 GB to 250 GB and beyond, internal flash appeared on "Arcade" and later models, and the dashboard eventually allowed full disc installs to the HDD to reduce noise and load times. The optical drive was a 12x DVD, which kept costs down but limited storage compared to PS3’s Blu-ray. Microsoft briefly flirted with HD DVD via a separate external drive, a footnote in the format war that ended with Blu-ray’s dominance.
Thermals and power consumption were the Achilles heel of early models. We will get to the infamous Red Ring of Death soon, but it is fair to say that the original motherboard revisions ran hot. Subsequent revisions, including Falcon, Jasper, and the later 360 S and E models, migrated components to smaller manufacturing processes and consolidated chips into the cooler, quieter "XCGPU" on the Slim.
If you want the bird’s-eye overview, here is a quick spec-driven glance that complements the narrative above:
- CPU: IBM PowerPC "Xenon" at 3.2 GHz, 3 cores with 2 threads per core
- GPU: ATI "Xenos" with unified shaders and 10 MB eDRAM
- Memory: 512 MB GDDR3 at 700 MHz, unified architecture
- Storage options: Detachable hard drives, later internal flash; USB storage support added later in life
- Optical drive: 12x DVD-ROM, HD DVD external add-on optional
- Networking: 10/100 Ethernet; Wi‑Fi via external adapter initially, built-in 802.11n on 360 S and E
- Ports: USB, AV outputs including HDMI on later revisions, optical audio on many models
- Controller protocol: Proprietary 2.4 GHz wireless with optional wired variants
The controller and accessories
The Xbox 360 controller is one of the most influential gamepads ever built. Ergonomically, it was a generational leap over the original Xbox’s "Duke" and even its revised Controller S. The triggers felt natural for racers and shooters, the analog sticks had just the right tension for precise aim, and the Xbox Guide button in the middle pulled the online layer into view in a single press. The D-pad, on the other hand, was the subject of many jokes until redesigned variants improved it. You can trace modern PC gamepad standards to the 360 pad and the XInput API that shipped with it. The Xbox 360 controller rapidly became the template for Windows gaming that still dominates today.
Accessories told their own story about the platform’s ambitions. The official headset came standard with many models, reinforcing Microsoft’s bet on voice chat as a social glue. The Chatpad turned the controller into a quick-messaging device for party conversations and text entries. Racing wheels, arcade sticks, and guitars flooded living rooms during the rhythm game boom. The Xbox Live Vision camera predated Kinect and was used for video chat and a handful of camera-aware titles, a hint of what would arrive later.
Then Kinect changed the conversation. Released in 2010, the depth-sensing camera allowed controller-free play using skeletal tracking and voice. For families and fitness, it was a revelation and a sales phenomenon, certified by Guinness as the fastest-selling consumer electronics device in its first months. While not everyone had a living room large enough or patience for the occasional misread arm wave, the device was undeniably ambitious. You can learn more about its sensor tech and development in Wikipedia’s Kinect entry.
The operating system and interface
The Xbox 360 interface evolved in visible leaps. If you were there at launch, you remember the "blades" dashboard, a set of horizontal panels that slid like a deck of cards. It was playful and direct, with a distinctive audio signature and quick access to friends and Arcade games. In 2008, Microsoft rolled out the "New Xbox Experience," a sweeping update that redesigned the dashboard with channels, introduced avatars, and enabled full game installs to the hard drive. It also integrated Netflix streaming in select regions, which quietly helped reframe the console as a media device alongside a gaming machine.
Later updates adopted the tile-based design language that Microsoft used on Windows Phone and Windows 8. These updates leaned into Kinect voice navigation and refined the parties and messaging systems. The important throughline was consistency. The Xbox Guide button brought up a layer for friends, messages, and achievements over any game. The system practicalities became muscle memory, and it made hopping into a party or checking an achievement feel seamless.
Xbox Live and the online layer
If one feature defined Xbox 360, it was Xbox Live. The service existed earlier, but on 360 it became essential infrastructure. Friends lists persisted across games, party chat allowed cross-game conversation, and achievements created a meta-game that existed across your entire library. The Wikipedia entry on Xbox Live covers the broader history, but the 360 era is where the service matured.
Marketplace tied together full games, DLC, demos, Arcade releases, and video content. Microsoft Points abstracted money into a virtual currency, memorably leading to prices like 800 or 1200 points for Arcade hits. That abstraction was later retired in favor of local currency. The service also spawned debates that still echo today. Day-one DLC, weapon skins, and the infamous "horse armor" in The Elder Scrolls IV: Oblivion polarized players, but they also normalized the idea that games could grow after release.
Achievements and the visible Gamerscore system deserve special mention. They reframed completion as a social bragging right and a personal to-do list. Entire communities formed around hunting specific achievements, speedrunning co-op challenges, or finishing games on the hardest difficulty for that pop and a rare badge. Sony would later answer with Trophies, but the 360 made the idea mainstream.
Xbox Live Arcade was another foundational piece. Originally conceived as a space for smaller experiments, it became a hit machine and a lifeline for indie and mid-tier studios. We will dig into games shortly, but it is worth noting that Xbox Live Arcade and the XNA Creators Club lowered the barrier for creators. For a moment, your living room became a showcase for sharp, creative, lower-budget games that might not have existed on disc.
Design revisions and models
Console generations used to be static. Buy a model, wait five years, replace it. The 360 lived through a series of revisions that each told a story about Microsoft learning, reacting, and refining.
The launch era gave us the Core and Premium models, with and without a hard drive. The Elite added a larger drive and HDMI output. The Arcade replaced the Core with internal storage and family-friendly positioning. Inside these shells, motherboards evolved from Xenon to Zephyr to Falcon to Jasper, reducing heat output and improving reliability.
In 2010, the Xbox 360 S arrived, often called the Slim. It was quieter, sleeker, and more reliable, with built-in Wi‑Fi, touch-sensitive buttons, and a single combined CPU/GPU package. In 2013, alongside the introduction of Xbox One, Microsoft released the Xbox 360 E, a final cosmetic refresh echoing the new console’s design language. These later models are the ones many people remember for their resilience and reduced noise. And yes, they looked great under a TV.
Notable games and essential exclusives
The Xbox 360 opened its library with a focus on shooters, racers, and RPGs, but it quickly broadened into a diverse ecosystem. Many of the generation’s defining titles either landed first on the 360 or found their largest audience there.
Microsoft’s own lineup established tone and technical bar. Halo 3 was a watershed moment for online multiplayer, custom maps with Forge, and the new theater mode that let players replay and share moments. Later, Halo Reach showed how much the engine had matured. The Gears of War trilogy redefined third-person cover shooters with tight mechanics, cooperative campaigns, and a grim, cinematic aesthetic powered by Unreal Engine 3 that set the tone for countless games. Forza Motorsport 2, 3, and 4 delivered an ever-improving sim racer, and Forza Horizon on the 360 hinted at the open-world brilliance that series would become.
Action and adventure found a home with Crackdown’s freeform super-cop playground, Fable II’s charming world, Alan Wake’s episodic thriller vibe, and Rare’s quirky Viva Piñata, which was much deeper than its pastel art suggested. Blue Dragon and Lost Odyssey flew the flag for Japanese RPGs with heavyweight creators onboard, giving the platform credibility in a genre where Microsoft had struggled previously. Project Gotham Racing 3 and 4 kept arcade racing alive with a stylish streak that influenced the genre well beyond the 360’s life.
Third-party support was robust, and in some years the 360 felt like the lead platform for Western studios. Call of Duty 4: Modern Warfare exploded on Xbox Live, and its successors packed servers for years. BioShock arrived first on 360 and PC, reshaping expectations for story-driven shooters. Mass Effect launched as a 360 and PC exclusive before the series widened to other platforms, and its conversation wheel, importable save data across sequels, and rich universe left a mark. Grand Theft Auto IV delivered timed exclusive episodic content on 360, which was a marketing coup in the middle of the console wars. Skyrim, Battlefield 3, Batman: Arkham Asylum, and countless sports titles found performance sweet spots on the hardware and a willing base of online players.
On the Xbox Live Arcade front, powerhouses included Braid, Limbo, Trials HD, Castle Crashers, Geometry Wars: Retro Evolved, and Shadow Complex. These games validated digital-only releases and helped prove that $10 to $20 titles could be headline events. The curation of "Summer of Arcade" seasons gave indies a spotlight with tangible sales impact. You can chart the rise of the modern indie scene back through XBLA’s platform.
If you are mapping a recommended path through the library, a starter slate might look something like this:
- Halo 3 and Reach: benchmarks for online and split-screen co-op.
- Gears of War trilogy: the template for modern third-person shooters.
- Forza Motorsport 4 and Horizon: one sim, one open-world, both outstanding.
- BioShock: a high-water mark for narrative in a shooter.
- Mass Effect trilogy: big sci-fi with meaningful player choice.
- Crackdown: a sandbox of verticality and orbs that still feels great.
- Viva Piñata: charming management with surprising depth.
- Braid and Limbo: exemplars of XBLA’s creative best.
- Alan Wake: a cult favorite with a strong voice and atmosphere.
Kinect and the family turn
Kinect deserves its own chapter because it blurred the line between console accessory and cultural gadget. It tracked full body motion without controllers and supported voice commands, and in doing so it unlocked a huge audience of families and casual players. Dance Central became a living room staple, Kinect Sports provided instant party games, and fitness software found receptive users. There were also creative experiments like Kinectimals and later voice integration baked into the dashboard for navigation and Bing searches.
Developers outside of games saw potential too. Researchers and hobbyists tapped into the sensor for robotics, 3D scanning, and accessibility projects. Microsoft later embraced that with official drivers and SDKs. While Kinect’s accuracy and space requirements limited some experiences, it is hard to overstate how big a cultural moment it was. The device is well chronicled in Wikipedia’s Kinect article for those who want the technical schematics and lineage.
Reliability, the Red Ring, and recovery
There is no talking about the 360 without acknowledging the early hardware failures. The "Red Ring of Death" took the shine off many launch and early revision units, a general hardware failure indicated by three quadrants of the ring of light glowing red. It was tied to heat, soldering, and the stresses of repeated expansion and contraction. The problem was widespread enough that Microsoft extended warranties and took a reported charge over a billion dollars to address repairs and replacements. The tale is captured in detail in the Red Ring of Death page.
To Microsoft’s credit, later revisions reduced failure rates dramatically. Slim models felt completely different in daily life, with far less fan noise and heat. A generation that began with wary owners keeping their consoles in open-air shelves ended with households quietly stacking a 360 S under a TV without a second thought. For many long-term users, that arc from unreliable to trustworthy defined the brand’s maturation.
Market performance and the console landscape
The Xbox 360 sold in the neighborhood of 84 million units worldwide. That is a massive number, especially considering where Microsoft started in 2001. In North America and the UK, the 360 often led monthly sales during its peak years, while globally it traded blows with the PS3. The Wii outsold both by aiming for a different audience, an important reminder that platform success takes many forms.
Financially and strategically, the 360 locked in a few Microsoft priorities that would shape the future. Online subscriptions through Xbox Live Gold produced recurring revenue, digital sales turned into meaningful business, and the brand earned credibility with developers large and small. When Xbox One launched in 2013, it inherited an audience that expected robust online features, solid first-party support, and continued backward compatibility. That last part arrived in force a couple of years later.
The console’s production formally ended in 2016 after a long and healthy run. Microsoft marked the moment in a blog post and used it to celebrate the community and developers that made the platform thrive. Services continued, and even when the Xbox 360 Store itself began winding down years later, the company made efforts to preserve access to purchased content and multiplayer wherever possible. Microsoft announced changes to the Xbox 360 Store experience in 2023, with details outlined on Xbox Wire.
Backward compatibility and preservation
One of the neatest second lives for Xbox 360 software arrived courtesy of Xbox One and later Xbox Series X|S. Microsoft built a sophisticated emulation and translation layer that brought hundreds of 360 games forward, sometimes with higher resolutions, improved performance, and Auto HDR. For a console that helped define the seventh generation, it meant your favorite games got new life on modern displays and hardware. The scope and technique are outlined in Wikipedia’s article on Xbox One backward compatibility.
The original Xbox also saw selective backward compatibility on the 360 itself. Microsoft achieved it through software emulation, and only certain titles were supported, but it let players carry forward a slice of their library. Later in the 360’s life, cloud saves and profile sync added another layer of continuity. That sense of stewardship matters, because it acknowledges that games are cultural artifacts worth keeping playable.
Culture, industry impact, and legacy
The Xbox 360’s legacy reaches beyond its game list. It influenced how games are built, sold, and discussed.
- Online services as a pillar: Xbox Live proved that subscriptions and persistent features could be a core part of console identity. Party chat, matchmaking standards, automatic updates, and digital purchases set expectations that all platforms now meet.
- Achievements as a meta-layer: The simple mechanic of adding points to a profile for specific feats reshaped engagement. Developers now think about progression and optional challenges in terms that achievements helped formalize. Entire communities and YouTube channels grew around achievement hunting.
- Digital distribution and indies: Xbox Live Arcade is a direct ancestor to today’s thriving digital marketplaces. It showed that a small team could land on a console and make a splash, and it trained players to try and love smaller games. The curation approach, with events like Summer of Arcade, is echoed today in seasonal showcases and indie spotlights across platforms.
- Controller standards: The 360 controller and XInput normalized a layout and API that the vast majority of PC games target even now. If you have ever plugged a modern pad into Windows and had it "just work," you owe a nod to the 360.
- DLC and live content: For better or worse, the 360 era normalized ongoing monetization in the mainstream. Map packs, season passes in later years, cosmetic packs, and episodic releases all found early proofs of concept during this time.
I still remember the sound of the 360’s DVD drive spin-up, the green glow of the ring of light, and the muscle memory of flipping across the blades to invite a friend into a game. It was more than branding. It was a feeling that the console was always ready to connect, to play, to share. That intangible quality made it home for countless gaming stories.
Notable curiosities and anecdotes
Every console has quirks and behind-the-scenes stories that fans like to trade. The 360 has a full drawer of them.
The faceplates are a delightful relic. Early models had removable front faceplates intended for customization. You could buy themed plates or even create custom designs. The idea never exploded commercially, but it reflected the console’s personality-driven branding.
The HD DVD add-on is another piece of trivia. It was an external drive, sold separately, that let the 360 play HD DVD movies. When the format lost to Blu-ray, the accessory became a time capsule for an alternate timeline of living room media. In practice, the console’s DVD drive and streaming apps carried the day.
Microsoft Points were a conversation starter everywhere. By abstracting money into points, purchases felt a bit like arcade tokens. People learned to think in 800 or 1200 point chunks, and entire forum threads debated the psychology of pre-paid currency versus direct pricing. When the system shifted to local currencies in 2013, there was relief and, oddly, a little nostalgia.
The "E74" error, a single red light, became a familiar companion to the Red Ring tales. Often linked to GPU or scaler chip issues, it added to the early reliability lore. By the time the Slim arrived, these stories faded, but for day-one owners they were formative.
Netflix streaming on a game console felt almost magical in 2008. You queued DVDs by mail yet streamed episodes through a controller to your TV. That pivot was important for both industries. For games, it normalized non-gaming apps as a standard console feature. For streaming, it put a vast audience on couches with a ready device. The app ecosystem that followed made consoles full media hubs.
"Press X to toss a frag." The default control schemes of multiplayer shooters on 360 became an unofficial standard across the genre. Visiting a friend’s place and immediately knowing the mapping because both setups were 360 felt like a small but meaningful convenience.
Development environment and tools
The 360’s developer story mattered as much as the final silicon. Epic’s Unreal Engine 3 ran brilliantly on the platform, and in doing so it gave studios a robust toolset for delivering HD visuals quickly. Middleware proliferation, from physics to audio, made it viable for smaller teams to ship big-looking games. On the indie side, Microsoft’s XNA framework and the Creators Club gave hobbyists and students a route to the console. While the later curated days of ID@Xbox would formalize indie support on next-gen hardware, that seed was planted on the 360.
Microsoft also leaned into timed exclusives and DLC drops that arrived first on 360. The business angle was clear, but the development reality was that many studios prioritized the 360 version as their lead. It simplified testing and performance targeting, especially in years when the PS3’s Cell architecture was harder to wrangle. Multi-platform parity eventually improved, but for a long stretch the 360 version was the one Digital Foundry and forum regulars measured others against.
The end of life and what remains
Production ended in 2016, but the 360 kept humming. Xbox Live services persisted, and backward compatibility brought a significant chunk of the library to newer consoles. The physical boxes moved from living rooms to dens and bedrooms, then to the closets of sentimental players who still turn them on for a particular flavor of nostalgia. Game preservation efforts by Microsoft and the broader community ensure that much of what made the 360 special remains playable.
Microsoft communicated changes to the store experience as the platform aged, including the winding down of the Xbox 360 Store while maintaining access to previously purchased content and enabling purchases of backwards compatible titles on newer hardware. For those who built libraries over a decade, that soft landing mattered. Details of one such update are on Xbox Wire.
Why the Xbox 360 still matters
There are plenty of reasons to keep caring about the Xbox 360, even if your daily play has moved on. It represents a turning point in how console ecosystems are built. It taught platform holders that services and software updates could refresh a machine in the wild. It showed players that digital distribution could deliver gems in the space between blockbusters. And it hosted a library that still rewards revisits, whether you are replaying Halo co-op, revisiting a Forza career, or spending twenty minutes in Geometry Wars that somehow becomes two hours.
Ask a handful of longtime players and they will each give you a different definitive 360 moment. Someone will mention downloading a demo at midnight and immediately messaging friends. Someone else will talk about earning an achievement that required weeks of practice. Another will share their first wobbly steps with Kinect, the laughter of family crowded into a camera frame. Underneath those individual stories is a consistent theme: the Xbox 360 brought people together around games in a routine, comfortable way.
For more structured background, the Wikipedia page on Xbox 360 is a reliable reference point. If you are curious about the services layer, Xbox Live’s history rounds out the perspective, and for the tech curious, the odyssey of the Red Ring of Death is a case study in large-scale hardware support.
The Xbox 360’s story is a reminder that great platforms are more than teraflops and release dates. They are cultures built around capabilities, conveniences, and a feeling that your time matters. By that measure, the 360 earned its place in gaming history many times over.
Most played games
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Assassin's Creed IV: Black FlagStory 24h 33mExtras 43h 29mComplete 65h 1m
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Tomb Raider (2013)Story 12h 0mExtras 16h 24mComplete 22h 24m
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The Elder Scrolls V: SkyrimStory 37h 10mExtras 115h 46mComplete 251h 36m
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South Park: The Stick of TruthStory 11h 43mExtras 15h 14mComplete 22h 26m
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Red Dead RedemptionStory 17h 47mExtras 27h 11mComplete 47h 7m
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Portal 2Story 8h 47mExtras 14h 19mComplete 23h 30m
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Mass Effect 3Story 25h 34mExtras 37h 31mComplete 53h 25m
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Mass Effect 2Story 25h 24mExtras 36h 43mComplete 52h 42m
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Mass EffectStory 17h 36mExtras 28h 41mComplete 45h 12m
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Halo: ReachStory 7h 55mExtras 13h 27mComplete 52h 25m
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Halo 4Story 7h 18mExtras 10h 58mComplete 29h 28m
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Halo 3Story 7h 43mExtras 11h 23mComplete 25h 24m
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Grand Theft Auto IVStory 27h 21mExtras 41h 11mComplete 75h 9m
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Grand Theft Auto VStory 33h 7mExtras 54h 48mComplete 93h 42m
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Gears of War: JudgmentStory 7h 11mExtras 8h 33mComplete 10h 19m
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Gears of War 3Story 9h 35mExtras 13h 6mComplete 20h 20m
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Gears of WarStory 9h 10mExtras 12h 34mComplete 35h 9m
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Gears of War 2Story 10h 21mExtras 13h 38mComplete 63h 57m
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Final Fantasy XIIIStory 48h 8mExtras 62h 34mComplete 107h 19m
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Far Cry 3Story 16h 23mExtras 26h 20mComplete 38h 1m
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Fallout: New VegasStory 27h 22mExtras 62h 32mComplete 136h 41m
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Fallout 3Story 24h 5mExtras 56h 19mComplete 121h 35m
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Fable IIStory 12h 56mExtras 23h 48mComplete 50h 39m
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Dead Space 2Story 9h 27mExtras 12h 9mComplete 18h 13m
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Dead Space (2008)Story 11h 9mExtras 13h 16mComplete 20h 36m
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Dark SoulsStory 41h 6mExtras 58h 54mComplete 106h 59m
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Dante's InfernoStory 8h 5mExtras 9h 14mComplete 16h 40m
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Call of Duty: Modern Warfare 2 (2009)Story 6h 36mExtras 10h 54mComplete 35h 5m
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Call of Duty: Modern Warfare 3Story 6h 8mExtras 10h 56mComplete 47h 10m
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Call of Duty 4: Modern WarfareStory 6h 43mExtras 9h 35mComplete 16h 30m
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Call of Duty: Black OpsStory 7h 2mExtras 14h 16mComplete 19h 34m
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BorderlandsStory 22h 55mExtras 37h 37mComplete 67h 10m
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BioShock InfiniteStory 12h 6mExtras 17h 17mComplete 31h 27m
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BioShockStory 12h 5mExtras 16h 5mComplete 23h 47m
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Batman: Arkham AsylumStory 11h 38mExtras 16h 15mComplete 24h 54m
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Assassin's Creed: BrotherhoodStory 15h 17mExtras 25h 52mComplete 42h 22m
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Assassin's Creed IIIStory 16h 24mExtras 31h 38mComplete 55h 39m
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Assassin's Creed IIStory 19h 58mExtras 27h 42mComplete 36h 55m
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Assassin's CreedStory 15h 7mExtras 20h 22mComplete 31h 49m
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Alan WakeStory 11h 1mExtras 14h 23mComplete 27h 17m