Guitar Hero: Warriors of Rock

At this point, I think it's safe to say that "Rock Band" and "Guitar Hero" are two completely distinct franchises. "Rock Band," which continues to push players to create their own experience with custom characters and additional expert modes as well as a new keyboard controller, simulates the experience of being in a rock band. "Guitar Hero" is now all about rock, punk, and heavy metal -- playing finger-melting solos devised by maestros of impossible solos -- while taking pre-made characters on an epic journey through rock-dom. Oh yea, it's also a game.

Brian Bright, Project Director on "Guitar Hero: Warriors of Rock" wants to make sure that people realize that. "It's important that people understand we are not a music simulator. We are a music rhythm game." He stresses that last word quite clearly, and if "Warriors of Rock" is any indication of that, I'd say he's right on the money.
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APB

"APB," the brainchild of "Grand Theft Auto" & "Crackdown" creator David Jones, is not your average MMO. Set in modern times, the persistent online world plays much more like an action title with players battling it out as members of either the Enforcer or Criminal factions (think cops and robbers grown up). Enforcers are encouraged to obey traffic, protect civilians, and arrest (or kill) the bad guys with as little collateral as possible. And Criminals… well, think the opposite.

Even though this is a persistent online world where players do create and personalize their character, "APB" shares more in common with games like "COD: Modern Warfare" than "World of Warcraft. And "APB" lead designer, EJ Moreland, is quick to point out that it's not going to be hours of grinding that'll take you far in the game.

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Yakuza 4

For people in the west, Sega's "Yakuza" series has long been more than just a surprisingly deep brawler set within Japan's mafia scene. No, most people here in the states treat the game as a virtual tour of everyday Japanese life. It was no wonder that early western fans of the series cried out against the original's lack of a Japanese audio track, or last year's release of "Yakuza 3" that was largely stripped of key elements like Hostess Bars, that are so unique to Japan (not to mention something that even Westerners in Japan are often denied permission to enter).

Well this year Japan-o-philes, you have very little to worry about. After speaking with Patrick Riley, localization's Senior Producer for "Yakuza 4," he assured me that very little of the content seen in Japan will be omitted from its release stateside.

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NBA Jam

NBA Jam is headed back and if gameplay is any indication, it's right on track to rekindling all my childhood memories of sitting in front of my buddy's SNES after school anxiously trying to get "on fire." Playing the new "Jam" feels so familiar that it quickly donned on me how I've missed this exact feeling of 2-on-2 arcade action for years. So what took so long to finally bring back the classic franchise?

After talking with the game's creative director, Trey Smith, it sounds like it took a hell of a lot of pushing.
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Marvel vs. Capcom 3

I've played "Marvel vs Capcom 3," and it's brilliant. It's exactly what I would want in a sequel to my favorite fighting game of all time. I tore up Chris Redfield with Deadpool, slammed Hulk against the wall with Iron Man's epic laser, and had my poor Morrigan's health meter decimated by Dante (also playable on hand were Ryu, Captain America, Wolverine, & Felicia). If not perceivably faster that "MvC 2" the game also felt considerably streamlined, thanks to a -- currently unofficially named -- "Air Combo" button.

Thankfully, Capcom's Seth Killian was on hand to explain the purpose for including the new button.
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Fallout: New Vegas

Bethesda and Obsidian recently showed off a number of locations from the next "Fallout" entry, but the one area they kept strictly under wraps is the titular city itself. New Vegas, surrounded by walls and seen by we pressers from only a great distance in game, is the sort of destination we can only dream about at the moment.

While questions were obviously reeling in our minds there were a few tidbits of information we were able to glean from our extensive tour of the game and subsequent one on one with lead designer, Josh Sawyer.

What do we know about New Vegas?
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Rage - Looks Like Borderlands?

id Software's latest shooter, "Rage," may be an entirely new property for the company, but it may feel familiar to fans of last year's RPG hit "Borderlands." The game shares a very similar look and feel, almost as if both titles were rendered from very similar concept art.

Design Director, Matt Hooper, doesn't feel that stylistic similarities will be much of a problem for them though. "I can see [fans of 'Borderlands'] drawing comparisons -- and people naturally want to draw parallels between existing things -- but no, we're not just making another 'Doom' here. It's something new for us."

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Fallout-NewVegas

Josh Sawyer, the lead designer on "Fallout: New Vegas," has very strong feelings about the world in which the game is set. It's a far cry from the D.C. Wasteland, and not just geographically. In a lot of ways it's actually the next step in an attempt to return to civilization.

"One of the things we're focusing on with 'New Vegas,' is that this is a post-post-apocalyptic society. Governments have formed and have congress. There are large slaver armies and big merchant caravans."

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Fallout-Fore

At first glance, it's hard to really see anything new in "Fallout: New Vegas." Developed by Obsidian Entertainment and built on Bethesda's existing engine for "Fallout 3," the two titles look nearly identical. Sure, the rubble of DC has been replaced with tumbleweeds and Joshua Trees, but from a gameplay perspective, much appears unchanged. Until you scratch the surface, that is…

Two weeks ago at Bethesda's spring press junket, the studio finally lifted the veil on their "Fallout 3" sequel, and just minutes into the presentation it became clear that "New Vegas" was an exercise in subtle tweaks and improvements. As the old adage goes, "If it ain't broke, don't fix it" but that's not to say you can't add a grenade launching machine gun into the mix and make combat a hell of a lot more fluid and fun. So what's changed?

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Thane

I completed "Mass Effect 2" early last week and, I'll be honest, the only reason that it took me so long to complete (about 40 hours) is that I was busy relishing every last moment of it. BioWare managed to wield a massive axe so deftly that lopping off entire mechanics that we've so often associated with RPGs (inventory management, exploration) felt like a choice of zen-like clarity. But it wasn't until the final moments of the game, when I finally set my course for the Omega 4 relay, that I began to discover how "Mass Effect," as a franchise, has changed the way I roleplay.

WARNING: I'm about to discuss how the game ends. So yeah, spoilers.

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