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Downloadable content was available, though limited in size due to the narrowband connection and the size limitations of a memory card.

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The Epic title was one of the flagship titles for the service, which was slated for a debut on November 15, 2002, marking the anniversary of the Xbox launch.

Microsoft announced that 50 Xbox Live titles would be available by the end of 2003.

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Microsoft, however, hoped that the Xbox would succeed where the Dreamcast had failed.

The company determined that intense online gaming required the throughput of a broadband connection and the storage space of a hard disk drive, and thus these features would be vital to the new platform.

This would allow not only for significant downloadable content, such as new levels, maps, weapons, challenges and characters, to be downloaded quickly and stored, but also would make it possible to standardize bandwidth intensive features such as voice communication.

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