Sunday, November 30, 2014

Upcoming Releases For December 2014

December 1, 2014:

Limbo (XB1)

December 2, 2014:

Kingdom Hearts H.D. 2.5 ReMIX (PS3)
The Crew (PS4,XB1,PC)
Game Of Thrones: A Telltale Game Series (PC)

December 3, 2014:

Tales From the Borderlands – Episode 1: Zer0 Sum (XB360)

December 5, 2014:

Captain Toad: Treasure Tracker (Wii U)

December 9, 2014:

Lara Croft and the Temple of Osiris (PS4, XB1)

December 16, 2014:

Guilty Gear Xrd SIGN (PS4)

December 30, 2014:

Hotline Miami 2: Wrong Number (PS4)
The Elder Scrolls Online (PS4, XB1)


Wednesday, November 26, 2014

Ubisoft's Official Apology

Earlier today we posted an article on the apology made in regards to Assassin's Creed Unity's issues by Ubisoft Montreal's CEO, Yannis Mallat.  Here is his official apology and statement in its entirety:

"The launch of Assassin's Creed Unity was a highly-anticipated moment for me and for our development teams around the world who dedicated a tremendous amount of energy, passion and skill to the game's creation. For us, it was the culmination of years of work on new technologies, the development of multiple innovations -- including an all-new game engine -- and an evolution of the Assassin's Creed franchise's core pillars. More importantly, we know that it was a highly-anticipated moment for many of you as well, as you looked forward to taking part in the first truly next generation Assassin's Creed game.

Unfortunately, at launch, the overall quality of the game was diminished by bugs and unexpected technical issues. I want to sincerely apologize on behalf of Ubisoft and the entire Assassin's Creed team. These problems took away from your enjoyment of the game, and kept many of you from experiencing the game at its fullest potential.

We've been working hard to fix the problems players are reporting, and the patches we have released so far have resolved many of them. Today, we're releasing our third patch, which fixes a variety of specific issues related to the game's stability and performance, matchmaking and connectivity, gameplay and menus. You can find the release notes on that patch here.

To show our appreciation for your continued support, we're making the upcoming Assassin's Creed Unity Dead Kings DLC free for everyone. For Season Pass holders, we will also offer the choice of one additional game from a selection of Ubisoft titles for free. More details on the offer for Season Pass holders can be found here.

In addition to the latest patch and this offer, we are committed to delivering further fixes for other issues you've raised. In the meantime, please keep your feedback coming – it has been both humbling and incredibly helpful as we continue working hard to improve the overall quality of the game. We are hopeful that with these forthcoming updates, everyone will be able to truly enjoy their Assassin's Creed Unity experience.

We will continue striving to make Assassin's Creed one of the most ambitious and innovative franchises on the market, and we thank you for your continued loyalty and support.

Sincerely,
Yannis Mallat
CEO, Ubisoft Montreal & Toronto"






Ubisoft Apologizes For Assassin's Creed Unity Issues

In response to Assassin's Creed Unity's less than stellar release, which was plagued with numerous game breaking bugs, Ubisoft Montreal CEO, Yannis Mallat, has issued this apology:  "I want to sincerely apologize on behalf of Ubisoft and the entire Assassin's Creed team.  These problems took away from your enjoyment of the game, and kept many of you from experiencing the game at its fullest potential."  Mallat continued by saying that to show appreciation for consumer's support, Ubisoft will be offering Assassin's Creed Unity's DLC, "Dead Kings," free for everyone.  In addition, those who purchased Unity's season pass will have the option of getting another Ubisoft game for free.  Titles include Far Cry 4, The Crew, and Watch Dogs amongst others.  Ubisoft hasn't confirmed a release date for the Dead Kings DLC but says that it will be coming soon.

Stay tuned to PBG for more info regarding the matter as it comes out. 

Tuesday, November 25, 2014

Far Cry 4 Review

Title: Far Cry 4
Platform(s) Playstation 3, Playstation 4, Xbox 360, Xbox One, PC
Release Date:  November 18, 2014
ESRB: M

Far Cry 4 is a firm believer of, “if it isn't broke, don't fix it.” Almost all of the mechanics from 2012's Far Cry 3 are here, they just have been turned up to eleven and put into a new location. Far Cry 4 is an over-the-top ride full of huge explosions and gratuitous gun battles that emphasizes different play styles to make almost every mission accessible in any manner the player wishes. The game gives you an incredible open world, full of activities and danger, but often doesn't know when to let you be or give you a strong story that makes you feel a real need to be fighting a fight you were inexplicably thrust into. Despite some slight bumps in the terrain, Far Cry 4 is incredible and messy ride that knows how to create an excessively fun experience.

Set in the fictional Himalayan country of Kyrat, Far Cry 4 puts players in the shoes of Ajay Ghale. A native who spent most of his life stateside, Ajay only returns to Kyrat to fulfill his mother's dying wish of having her ashes spread in her homeland. Right off the bat, Ajay learns that Kyrat is torn by a civil war, as the people revolt against dictator Pagan Min, who has divided the country and stripped its peoples of their freedoms and heritage. Without much thought, Ajay joins the militia group, “The Golden Path,” and is tasked with bringing down Pagan's regime. But the story is poor in giving the player any real motivation to do so. It is explained that Ajay's parent's founded The Golden Path, giving a slight emotional appeal as to why he should be fighting this war, and it is interesting to speculate whether or not his mother had ulterior motives for sending Ajay to Kyrat. But Ajay is a fairly lifeless and silent character. He is never really developed or given much of a voice on the mass murders he's committing. If anything, he feels like a glorified errand boy being told, “go here and kill this,” by the quarreling leaders of the Golden Path, Amita and Sabal. Players are given the choice as to which of these two they see fit to lead the Golden Path, but once again poor development leaves them just giving you missions with vague explanations as to their motives. On the other hand, Pagan Min is a wonderful villain and when first introduced is portrayed as a terrifying and tyrannical dictator. Video game DiCaprio, Troy Baker, gives a stunning performance of Pagan as being both influenced by his own personal grievances and completely malicious in his dictatorship over Kyrat. The only problem is that after the opening cinematic, Pagan disappears from the game almost entirely. Despite calling you occasionally via your in-game radio, Pagan rarely shows up in any cinematics and it feels as though the game robs itself of its strongest character. It's unfortunate that the story doesn't become more fleshed out, because at its core it is an interesting plot and has the potential to make the player feel a real need to fight for the Golden Path and try to take down Pagan Min. But poor character development and the game's denial of its strongest character ultimately make the story fall flat before it can fully get off the ground.

Far Cry 4 is utterly beautiful. Traveling through the mountains and valleys of Kyrat never feels stale as each individual place you visit feels unique to itself and the region of the map you are in. Bushes rustle as you walk through them, scuff marks show up on walls during firefights, individual blades of grass catch on fire if affected by an explosion, all making you feel like you are in a world that actually exists and it's a world that makes you want to be in it. I often found myself drifting far from the campaign just to explore every inch of a cave I just happened to see from the corner of my eye. When I stood from a vantage point and saw something way off in the distance, I couldn't stop myself from trying to reach it to see what was there. The draw distances of this game allow you to see almost clear across the map and take in how much is truly packed in there. A handful of missions also have you traveling to the mythical world, Shangri-La or to the top of the Himalayan mountains and offer up new areas of exploration that feel unique and as fully realized as Kyrat itself. There were a few texture pop-ins and I noticed a handful of dips in the frame rate, but these can hardly be considered complaints due to how rare they were and just how big this game truly is.

Far Cry 4 is an incredibly dense game with an endless amount of things to do and see and an equal amount of threats trying to hinder you from reaching them. At the end of my nearly twenty hours within the game's main campaign, I had only beaten 29.67% of everything it had to offer, which is staggering. Kyrat is full of dynamic events that may have you hunting Honey Badgers one moment and freeing members of the Golden Path who have been kidnapped the next. Countless collectibles, side missions, and hidden areas to explore litter the map with opportunities for more gun play, racing, hunting, collecting, and even an arena that pits man against beast in a fight for bragging rights over the food chain. The game tries really hard to not give the player even one moment to be bored with what it has to offer, and it does a good job of this. I never found myself having to look very hard for something to do or blow up, but unfortunately sometimes the game doesn't know when to let up and let the player experience things at their own pace. Or just get from point A to point B without being mauled, shot up, or blown to kingdom come. I found immense frustration when I was simply trying to drive to my mission objective, but had to engage in an intense fight when a car full of enemies happened to drive by leaving me out of ammo and low on health by the end of it. What's worse is that several times after I had turned around and restocked on the items I needed, on my way back to the objective the exact same thing would happen again. Similarly, numerous times while trying to stake out an area and get a grasp on where enemies were, an animal would sneak up behind me and start attacking me, which in turn would startle me and cause me to start shooting aimlessly, inevitably alerting my enemies of my position. The dynamic world keeps the game interesting and does a good job of keeping players on their toes but it seems to not know a proper time or place for when they should occur. It would have been nice to not have to constantly worry about the threats of the game's outside spontaneity while trying to engage in the campaign, leaving the game's missions own breed of insanity to speak for themselves.

Many games promote the player freedom of, “Go in silently or guns blazing. The choice is yours.” Far Cry 4 offers the same thing, but it is more of a, “go in silently and kill no one but your target, or unleash a tiger that you have set on fire upon your enemies, zip-line into the battlefield, blow up a truck of guys with your rocket launcher, go find an elephant and bring him into the mix to flatten your foes, and then use a mortar to bring that pesky helicopter out of the sky that's been shooting at you this whole time in a flashy mix of gunpowder and viscera,” kind of game. Nearly every mission offers this freedom and I never got tired of the insanity that ensued when my initial stealthy approach didn't pan out and my next best option was a grenade launcher and C4. Returning from Far Cry 3 are enemy outposts that can be liberated to decrease your adversary's control of Kyrat. These outposts are a highlight of the game and trying a new way of liberating each one before the soldiers can call for reinforcements never gets old. On top of those are enemy fortresses, controlled by the main antagonists of the game. Conquering these fortresses takes a lot more planning than the outposts as they are much larger and feature far more enemies, but offer a lot more opportunities for mayhem. Luckily, if you're in a bind the game offers “guns for hire” that you can call in to help you fight as well as the opportunity for co-op play that allows another person to join your game and aid you in your time of need. There's never a guarantee in this game that your plan will ever go perfectly and trying to think on your feet in a hail of bullets is a rush that keeps me excited to fire up the game far beyond the story's completion.

Far Cry 4 never lets the player feel unequipped for the insane amount of enemies it likes to throw at you at a given time. Weapon options are as varied and numerous as one could hope from a Far Cry game offering everything from silent bows for sneak attacks to RPGs for full-on assaults. Numerous vehicles litter the map to make traversing Kyrat by road, water, and air easier and feel goofy and fun to maneuver. As long as you can tolerate the in-game radio DJ that spouts off horribly unfunny material about defecation and genitals ad nauseam. Controls are tied to the left analog stick and never fully leave you in precise control, making each time you get behind the wheel a messy journey of running things over and narrowly avoiding driving off or into a mountain. This isn't a complaint as it might be with other games that put more of an emphasis on driving. Rather it just adds to the insanity of Far Cry 4's habit of never letting you feel exactly in control of what's going on. The game's upgrade system makes noticeable differences to Ajay's killing abilities, allowing him to perform new takedowns, hold his breath longer while lining up a sniper shot, and ride elephants amongst numerous other things. Upgrades make Ajay feel considerably more powerful, but the game doesn't make players work very hard for them. Experience points are thrown out all over the place and acquiring numerous upgrades can happen fairly early on in the game. It never felt like I had to work hard in the game to become more powerful, and instead I had numerous upgrade shopping sprees I could go on early in the game which detracted from the over-all satisfaction of working hard for a single upgrade.

Far Cry 4 is a sequel done right. Everything that made Far Cry 3 enjoyable is here, but expanded upon tenfold and made great. It's an insanely fun and crazy ride that never gives an opportunity for boredom, even if that means throwing too much at the player at once. Kyrat is a world I want to be in and I keep finding myself putting the disk back in to see more of what it has to offer. It's just unfortunate that the story doesn't fully develop itself to make me feel that I had a real reason to be there other than for my own exploits. Far Cry 4 is an insane journey that allows players to make there own way and accomplishes being one of the most fun experiences to come out this year.

4 out of 5





Blake Hester


Thursday, November 20, 2014

Initial Thoughts On Far Cry 4

I was a huge fan of Far Cry 3, so the fact that its successor, Far Cry 4, is essentially the same game on steroids is great.  The insane amount of debauchery I have caused with my controller is unprecedented and the freedom of experimentation is top notch and allows the player many angles to complete each objective.  The world of Kyrat is an immense playground with something to do and/or see around every corner and an equal amount of threats hiding behind each turn.  Far Cry 4's numerous dynamic events keep you on your toes, but sometimes it doesn't know when it's just too much all at once. 

Far Cry 4's story leaves you wanting more.  The main antagonists are portrayed amazingly, but are only on the screen for very short periods of time.  It feels as though the game robs itself of an amazing story of struggle by hiding these characters away instead of creating a tension between the main character and his adversaries.

I'm only a little over half-way through the main campaign, so all opinions I have now are subject to change.  Look for PBG's review of Far Cry 4 next week!

Monday, November 17, 2014

Assassin's Creed Unity Review

Title: Assassin's Creed Unity
Platform(s): Playstation 4, Xbox One, PC
Release Date: November 11, 2014
ESRB: M

Assassin's Creed Unity is a game that tries really hard to be a unique experience and in many ways it succeeds. The recreation of Paris that player's are given to explore is a beautiful place that feels fresh and alive in ways that not many other open-world games do and the immense amount of freedom and inventive approaches to the games numerous assassinations lead to hours of experimentation as the player tries to get to their target in just the right way. Unfortunately, a flat story, major bugs, and issues with necessary game mechanics hinder this game from achieving its true potential and leaves the game falling short of the greatness it could have achieved.

Taking place in Paris during the French Revolution of the late 1700s, Assassin's Creed Unity puts players in control of series newcomer, Arno Dorian, an arrogant but lively man who is thrust into the brotherhood of the Assassin's to find and exact revenge on those who killed his loved ones. Unity starts strong and builds up Arno as a lovable and charismatic character, reminiscent of Assassin's Creed Two's Ezio Auditore, who was unfairly put into tragic situations, but quickly pulls the rug out from underneath itself. Right around the time he joins the Assassin's, Arno inexplicably becomes a dull, lifeless character and loses all the initial charm that made him enjoyable in the beginning of the game causing me to lose interest and empathy with him fairly quickly. Other main characters in the game have no emotional value or memorable qualities and serve mainly as just portals of information. After a while I found it more of a chore to pay attention to the cinematics as the story and characters are easily forgettable after you complete the initial couple chapters of the game. Numerous character's are also introduced, then rarely seen again leaving the player to wonder what the point of that character really was in relation to the story. The game tries to create a tale of revenge and justice with enough emotional appeal to wrap the player in, but its lack of execution makes it fall flat and feel predictable before wrapping up it all up in an entirely disappointing ending.

Ubisoft went above and beyond the call when designing 18th century Paris. When standing atop a vantage point, it seems as though Paris goes on forever with each building beautifully designed. From small apartments to major landmarks like the cathedral of Notre Dame, it feels like an equal amount of care was put into each building to make the world as believable and visually rich as possible. Built on a 1:1 scale, Paris is a massive playground with many unique districts to explore, from the elegant villas of the rich and royal all the way down to the shanty towns of the poor. Each have their unique characteristics and NPCs will react differently given which district you are in. While in a rich area people will wonder around leisurely enjoying their day, but the slums will be more violent with fights in the streets and people drinking down their sorrows in the alleys.

Ubisoft made a point of promoting the large crowd scenes that would be featured in Unity, and it really is astonishing how many people may be on the screen at any given time with not too many noticeable repeats of the same character. NPCs litter the streets in massive numbers, they attend political rallies in town squares, they fight, riot, have real conversations with each other, carry around decapitated heads on sticks (Really!), drink at cafes, etc. The simple act of just walking around the streets of Paris to see what people are up to is a delight due to how convincing the city really is. It doesn't feel as though the city is inhabited by lifeless bodies that walk back and forth from point A to point B for eternity, it feels like you are just one body in a massive city that exists with or without you and finding yourself the middle of some of the giant crowds is truly a marvel.

Unity puts a large emphasis on player customization of both Arno's looks and his abilities. There is a seemingly endless amount of different items Arno can equip that will effect his stealth, melee, health, etc. and it is often necessary to make sure you outfit him with appropriate gear to tailor to individual missions. The upgrade system feels necessary for completing the game and each purchase requires thought as to how the upgrade will cater to the player's style. I often found myself asking, “Should I upgrade my lock-picking abilities to help find more equipment or my health in the event of an attack?” Upgrades feel good and are immediately apparent to the player as Arno feels he has better honed his Assassin skills through your decisions.

As in all other iterations of the series, the player's main mode of transportation is within the parkour system, which feels at its best in Unity. Traveling around the world feels solid and precise letting you get to your destination in a very efficient and flashy manor. There are moments where the game misjudges exactly where you want to go, causing you to unexpectedly vault from a building or miss the window you're trying to jump into, but these errors aren't frequent enough, especially compared to other AC games of the past, to be seen as a flaw. Also added to the parkour system is the inclusion of “Free Run Down,” which allows you with the click of a few buttons to quickly scale down a building instead of clumsily searching for a ledge below to fall onto. This became especially useful when tailing a target and I needed to get from the roof of a building to ground-level as quickly as possible. Enhances in combat have also made for a much more smooth fight against the considerably more difficult adversaries in Unity. No longer will enemies wait their turn to attack you, they will attack almost in unison causing the player to keep a careful eye on those around him to gauge when to successfully dodge or parry attacks. Unity definitely puts an emphasis on learning how to successfully evade attacks and if the player tries to hack and slash their way through combat chances or they will be struck down rather quickly. It's a welcome challenge that forces players to rethink whether or not a full-on assault is the necessary approach.

The alternative to that is the stealth system which will likely be the player's main approach to missions. The AC standards of hiding in hay bails, silently killing enemies with the hidden blade, and hiding amongst crowds is all accounted for and the stealth mechanic is largely unchanged from previous installments except for one frustrating flaw, the cover system. The game seems to erratically decide on its own which walls it is going to let you take cover behind and more often than not if the game even decides to let the player take cover it will take several tries just to get Arno behind a wall, often leaving him vulnerable to attacks or within eyesight of an enemy. Also when shooting a projectile from behind cover, the game will often let you aim the weapon, get the shot ready, and then not let you fire it, causing you to miss your target. Both of these together can cause immense frustration, often giving away your location and ruining a mission, leading the player to start over.

Assassin's Creed Unity's biggest draw is hands down its Assassination missions. Set in huge and diverse locations, these missions require careful planning and thought and the sense of satisfaction when you are able to get to your target in just the right way is an indescribable feeling. Players are given multiple entrances and unique ways to take down their target making no two play-throughs exactly the same. The massive set pieces these missions take place in, from a public execution to an elaborate gala for only the most wealthy, are designed to let the player feel free and find their own path. The game does a good job of minimizing hand holding and letting players discover, often through numerous attempts of trial and error, which path to their target works for them. These missions are frequent throughout the game and their multiple paths are enough to keep players wanting to continue putting the disk in after the credits roll to see each possible way an assassination can be completed.

Something has to be addressed about Assassin's Creed Unity that can't be overlooked. It is riddled with bugs and glitches that often break the game or pull the player out of the experience and this is not something that is forgivable due to just how many there are. Player's faces disappear leaving nothing but a grotesque sight of just eyes, teeth, and hair, NPCs will float around the city, Arno may for no apparent reason just fall through the ground of the level, and what's worse is that this is just a small sample of numerous other bugs plaguing players. The worst bug I personally noticed came during the final cut scene. The scene was supposed to be quiet and emotional, but was ruined when a bug caused Arno's mouth to move throughout the duration of the cinematic, despite their being no dialogue. Games will always have glitches, as is the way of human error, but it is ludicrous that Ubisoft would release a AAA game as broken as Unity can be and the idea that no one in testing caught any of these numerous and frequent bugs doesn't seem plausible. Things such as the story being weak and the cover mechanic being sloppy are annoyances, but they are easier to overlook when you consider how good this game can be and how amazing traversing around Paris is when it actually works, but the bugs that exist in this game ultimately hinder it from being the great experience is strives to be. Ubisoft has built a wonderful world and allowed their consumers to have complete freedom over how they wish to play the game, but none of that matters if bugs that should have been solved by launch destroy the immersion for the players.

I struggled to come up with a score to this game because I really enjoyed my time in Paris, but there are issues in Unity that just can't be overlooked. Assassin's Creed0 Unity is an ambitious title and in many ways it succeeds in being the living world Ubisoft hyped it up to be. But the frequent game-breaking bugs, weak story, and sloppy cover mechanics ultimately make this game fall short of greatness. I have hope that later installments in the series will build upon the things that this game did right and hopefully fix its shortcoming to avoid missing their potential as Unity unfortunately has done.

3 out of 5


Blake Hester

Thursday, November 13, 2014

Initial Thoughts On Assassin's Creed Unity

By my speculation, I would say that I am close to the halfway point of Assassin's Creed Unity's main campaign.  The scope of Paris in the game is staggering and when you stand from a vantage point it seems as if the buildings around you go on forever in each direction.  I remember saying that Grand Theft Auto V's Los Santos was a living, breathing city, but it has nothing on ACU's Paris.  NPCs litter the street in impressive numbers and are actively engaging in day-to-day activities instead of just walking around aimlessly as in other open world games.  Just as numerous is the amount of things for the player to do outside of the main campaign, such as side missions, collectibles, etc.  That's not to say that ACU does not have its flaws, some of which are not that easy to overlook.  I've also noticed a surprising sense of being jaded as I play through the game which is a topic I plan to elaborate upon, as well as all the aforementioned, in my review on the eighteenth. 


Tuesday, November 11, 2014

Update

I haven't had much time to post anything during the past couple of days, but to update those curious I am currently in the process of playing Assassin's Creed Unity and will have a review up November 18th. 

Also, here's a slick new trailer for Grand Theft Auto V, being re-released on Playstation 4 and Xbox One on November 18th.

Thursday, November 6, 2014

Back On Track

Until two days ago, I had not touched this blog in over a year. School, bands, and other activities had cluttered my personal life, and as of October 2013 I was absolutely in no financial situation to purchase a Playstation 4 the following month, so ultimately I had to give up PBG. There are very few readers of this blog, I'm lucky to get anything over 20 views a day, but that doesn't matter to me because I have a passion for playing video games, discussing them as an art form, and for simply just sitting and writing. I loved doing PBG, if anything just for myself, and I hated having to give it up, but luckily now I am now in a semi-stable enough situation financially and personally to get it back up and active again, which is something that excites me tremendously.

I tried to create a strict and pseudo-professional schedule for myself when reviewing games for the blog. This schedule was as follows: I needed to have bought the game I was going to review, played it to completion, and written, revised, and published my review within a week of the game's initial release date. From what I remember, I was very good about keeping to this schedule (I believe I only slipped up once). My goal once again remains the same, but I do see there being a possibility of me not always being able to make this self-set deadline. My school and work schedules are much more sporadic than a year ago and I am also in a band (we're called Ari, if you care to check us out) that requires me to sometimes leave town for multiple weeks at a time for touring. With all that going on, I will still try to keep news, reviews, and anything else as up to date as I possibly can.

With all the aforementioned said, the first game I will be reviewing will be Assassin's Creed Unity and if all goes according to plan the review will be up on November 18th.

Blake Hester

Wednesday, November 5, 2014

Kingdom Hearts HD 2.5 ReMIX Collector's Edition Announced

Square Enix has announced today that they will be releasing a Kingdom Hearts HD 2.5 ReMIX Collectors Edition exclusively for the Playstation 3.  Check out the picture below to check out the KH goodies that $99.99 can preorder you, including a collector's edition box and a Shadow Heartless plush toy.  Stay tuned PBG for a full review of Kingdom Hearts HD 2.5 ReMIX when it drops December 2, 2014.


Grand Theft Auto V PS3/PS4 Graphics Comparison

Assassin's Creed Unity 101 Trailer

Tuesday, November 4, 2014

Far Cry 4 Story Trailer

Reissue Of Grand Theft Auto V To Feature First-Person Mode

Rockstar Games released a trailer today that shows off a new feature in the upcoming reissue of Grand Theft Auto V for Playstation 4 and Xbox One that will allow players to play the game in a first-person mode.  This three minute trailer shows what is like to drive, shoot, and fly in Los Santos from behind the eyes of the three playable characters.  Grand Theft Auto V is set to be re-released on November 18th for the Playstation 4 and Xbox One and will include a host of new features such as new weapons and missions.  Check out the trailer below!

Bioshock: Infinite The Complete Edition Launch Trailer

Bioshock: Infinite The Complete Edition was released today for Playstation 3 and Xbox 360, including the original game, all of the DLC, and box artwork.  Check out the launch trailer below!