Two decades after its UK launch, the Xbox 360 stands as a pivotal console whose legacy continues to influence gaming today. Released on 2nd December 2005 in Britain (22nd November in the US), Microsoft's machine became the unlikely champion of its generation, outselling rivals at its peak and establishing Xbox as a true competitor to Sony.
Despite the PlayStation 3 and Wii ultimately achieving higher lifetime sales, the mid-2000s to early 2010s were dominated by the Xbox 360's cultural impact. Microsoft has curiously not acknowledged the 20th anniversary, but its importance is undeniable. This era accrued immense goodwill, which subsequent consoles like the Xbox One and Xbox Series X/S have struggled to recapture.
The Pinnacle: Games That Built an Empire
The Xbox 360's success was forged by landmark exclusives and multi-platform titans that defined online play and cinematic action.
Halo 3 was more than a game; it was a cultural event. Concluding the story arc begun in 2001, its 2007 release capitalised on advancing online infrastructure, bringing multiplayer to the masses. Master Chief became Xbox's de facto mascot, a status the series has not regained since developer Bungie's departure.
Gears of War (2006) epitomised the era's 'gritty' aesthetic, awash with browns and greys. Its cover-based shooting, inspired by Resident Evil 4, created a new sub-genre and a flagship franchise for Microsoft. Like Halo, its peak remains the original Epic Games trilogy.
The multi-platform Call of Duty 4: Modern Warfare (2007) was transformative. Abandoning World War II for contemporary conflict, it perfected a multiplayer formula and a set-piece-driven campaign, catapulting the franchise into a household name. Its legacy is ironic, as Call of Duty now sits under Microsoft's umbrella while the series faces commercial challenges.
Valve's Left 4 Dead (2008) thrived on the 'ShooterBox' and symbolised the zombie craze. Its co-operative design made it a social gaming staple, and its PC-focused development ensured it skipped the PlayStation 3 entirely.
On the indie front, Geometry Wars: Retro Evolved led the charge on Xbox Live Arcade. This service revolutionised the industry by providing a dedicated storefront for smaller games, fostering the indie scene we know today.
The Missteps: A Generation's Growing Pains
Not all defining games were good. Some encapsulated the worst trends and strategic errors of the time.
Bomberman: Act Zero (2006) was a notorious misfire. Konami's reboot transformed the cheerful franchise into a grim, colourless dystopian fighter, embodying the era's misplaced obsession with 'edgy' maturity. It was a critical and commercial flop.
Kinect Star Wars (2012) represents a broader downfall. The Kinect sensor, while commercially successful initially, was plagued by poor software. This minigame collection was infamous for its low quality and a faked live demo. Microsoft's Kinect obsession distracted from core gaming, a mistake compounded by bundling it with the underpowered, overpriced Xbox One.
The era also exposed a crisis for Japanese developers struggling with HD development and Western design trends. Dark Void (Capcom's jetpack shooter) and Quantum Theory (Koei Tecmo's Gears clone) were bland imitations. Lost Planet's journey—from Halo-inspired shooter to failed multiplayer sequel—mirrors Japan's eventual return to its strengths in the following generation.
Resident Evil 5 & 6 showed a flagship series losing its identity in pursuit of CoD-scale success. The co-op focused fifth entry was passable, but the bloated, unscary sixth game prompted Capcom's successful return to survival horror roots with Resident Evil 7.
A Legacy of Missed Opportunities
Microsoft's handling of its own successes also defined the era. Fable 2 showcased the potential for a major fantasy franchise, but mismanagement, a poor sequel, and a doomed Kinect spin-off led to developer Lionhead's closure. It symbolised a pattern of failing to nurture key IPs.
The Xbox 360's 20-year legacy is bittersweet. It was a generation of explosive innovation in online gaming and indie distribution, yet also one of aesthetic monotony, failed hardware gambles, and identity crises for established studios. The games that defined it, both masterpieces and missteps, created a blueprint that the industry is still deciphering today.