SIPGVG_120319_271
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Microsoft XBox

Action: Halo 2
Halo 2 presented more detailed environments, deeper artificial intelligence, and a more elaborate story than its predecessor. The designers were now familiar with the capabilities of the XBox and had developed new ways to push it to its limits.
You assume the role of Master Chief in an epic space opera of political strife, global conflict, and betrayal. The game never reveals Master Chief's real name or appearance, allowing you to place yourself directly in the hero's role.
Vivid cutscenes are accompanied by a spine-tingling orchestral score, while the gameplay itself takes center stage against a backdrop of immersive and sometimes spooky ambient sound.
Dialogue:
"Gentlemen, we're lucky to have you back."
"They're going to try and take our MAC guns offline, give their capital ships a straight shot at Earth. Master Chief… defend this station."
"Yes, Sir. I need a weapon."
"Right this way."

Target: Panzer Dragoon Orta
Panzer Dragoon Orta was the fourth and final chapter in the Panzer Dragoon series. The designers took elements from all three of its predecessors to create one of the most visually striking games ever made on the XBox.
The game's mechanics followed the structure in Panzer Dragoon Zwei, in which player movement is restricted to a defined path.
While the earlier game did this because of technology limitations, in this game, the designers chose to limit movement in order to focus all of the power on the graphics. Stunning landscapes form the backdrop for dramatic mid-air maneuvers and explosions of color.

Adventure: Fable
Fable draws on traditional storytelling, placing the player in the role of a young boy seeking his fortune after his home and family are destroyed. The fictional world is imaginative and incredibly detailed, offering numerous opportunities for exploration outside of the core narrative.
Designer Peter Molyneux wanted to create an experience that would be unique for every player. As the protagonist progresses through the game, the player is faced with difficult moral choices that influence how the character develops and the ultimate outcome of the game. Depending on the player's actions, the protagonist can become a celebrated hero or a feared tyrant.
Dialogue:
"…wait, there's something wrong."
"Bandits!"
"You're a good boy. Who knows? Perhaps one day you'll be a town guard, too."

Tactics: Tom Clancy's Splinter Cell
Tom Clancy's Splinter Cell places you in the role of Sam Fisher, an NSA Black Ops operative on a mission to prevent America from going to war.
The gameplay focuses on stealth, encouraging players to achieve mission objectives by avoiding enemies and combat. Stealth games have been around since the early days of video games, but only became defined as a genre in the late 1990s when the technology could support complex player actions like using disguises, controlling sound, and hiding.
In Splinter Cell, the artists used the power of the XBox to render real-time light and shadows. This gave the visual surroundings a sense of presence and depth that had not been seen before, and added to the stealth component -- shadows provided cover, while the light brought the risk of discovery.
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