Escape from Butcher Bay is one of the best looking Xbox games. Released in 2004, it came out towards the end of the Xbox’s life. The game features normal mapping, dynamic lighting, and self-shadowing, features that weren’t seen very often until the current generation of games. For a system running at 733mhz, and with only 64mb of RAM, Riddick is a stunner, and still looks really nice, despite some jaggies on an upscaled 1080p display. And since you can pick up a complete copy for 3.99$ or less in the US, I’d recommend the game to just about anyone.
Ever wonder what the first Halo would look like with some debugging functions? Look no further than the images below. Debugging functions can be enabled via a connected PC, and some debug .XBE’s on the Xbox, allowing for all sorts of fun, from a 3rd person mode, to a full wireframe mode. These images are some that I saved some time ago, so I’ve long since forgotten their origin, but there should be some video coming soon so you can see this in action.
If you haven’t noticed, I’m a fan of the Xbox 1. Not so much on the 360, despite my coverage of 360 games lately. The issue I have is that so much of the content on Youtube and other sites is just poorly captured, not really showing off what was really a great system. I looked up MGS2 on Youtube, and really didn’t see any 480p native captures of MGS2 on the Xbox, so I’ve decided to make this into a bit of a series, showcasing the introduction segments of a few different games. Like I said, these are all captured in a native 480p format, resulting in the highest quality capture outside of capturing direct from a debug kit, which in itself has its own downfalls, namely poor framerate and no audio. So, enjoy this first video in the Xbox Intros series, and start recommending some games you would like to see!
This early version of Spiderman 3 on the Xbox 360 is one that I featured on one of the old versions of PtoPOnline. Unfortunately, Im not sure sure where it went, but that’s okay. These images haven’t been up in quite some time. One of the images is a huge one, at 4mb, as it used the screenshot function of the debug menu, which takes 9 individual screenshots, and combines them into one huge one. If you ever wanted to know how bullshots are made, there you go.