
Like PowerGig and Rock Band 3 before it, Rocksmith makes the bold move of incorporating an actual electric guitar into a music game. Indeed, the game requires one, making it perhaps the first true guitarplaying simulation to date.
To play, you hook an electric guitar to your 360 using a special cable packaged with the game. As in Guitar Hero or Rock Band, the crux of the action centers on note-matching along a moving highway to familiar songs from artists like the Rolling Stones, The Black Keys, and Best Coast.
To score points and multipliers in Rocksmith, you line up your fingers on the guitar's fret and press down on the correct color-coded string with one hand, then strike that string with your other hand. Songs are presented in different arrangements depending on your abilities: single-note will have you chasing one note at a time, while combo arrangements toss in more advanced techniques like chords. Rocksmith's dynamic difficulty means the more correct notes you hit consistently, the more challenging a song's construction becomes in real time. The dynamic difficulty feels intuitive, never giving you more than you can handle by leveling down when it does. Rolling through a tune you know - like nailing the central riff to Stone Temple Pilots' "Vasoline" for the first time - can be a thrilling experience.

As a pick-up-and-play game, though, Rocksmith lacks rhythm. The game has hordes of different components for learning, including guitar-instructional videos, amp and pedal tinkering, mini-games, and side-by-side multiplayer (for which you'll need another Rocksmith cable). To a fault, Rocksmith's interface is built around its single-player campaign mode, "Journey," in which you rehearse a set of songs to perform in front of a live audience at music venues you unlock with progression, ranging from small clubs to arenas. What's missing is a strong sense of cohesion and guidance that simplifies and streamlines the learning process, like a virtual guitar coach (we hear Jack White is available); after all, picking up guitar can definitely be overwhelming. You'll get customized recommendations to practice chords and riffs, for instance, but you can easily overlook their presence.
And that hints at the prevailing problem with Rocksmith: defining exactly what it wants to be. It doesn't go all the way in teaching you guitar, in that you're not learning how to read notes or construct a composition. Conversely, as a videogame, its straight-faced tone, added playing mechanics, and high price make it less accessible than, say, Rock Band. Here's hoping it eventually finds itself, though, because Rocksmith has some nice potential.

PUBLISHER: Ubisoft • DEVELOPER: Ubisoft Montreal • ESRB: Teen • MULTIPLAYER: 2 in split-screen only • ACHIEVEMENTS: Difficult • COST: $80
+ Gameplay satisfies when you're playing memorable riffs by your favorite guitarists.
+ The game is pretty and polished.
- Teaching process needs clearer direction; won't fully please guitar students or music gamers; requires 360 controller to navigate menus.
? Is an $80 game that also requires a guitar too niche?
7.0