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We Just Played Stormrise (in Multiplayer)

Have you heard of these "real-time strategy" games? The ones where you hoard piles of resources, build up a bunch of buildings, then churn out a little army of toy soldiers to go beat up your opponents' toy soldier armies? Yeah, those. They're pretty popular on the PC, but game developers seem to...

Have you heard of these "real-time strategy" games? The ones where you hoard piles of resources, build up a bunch of buildings, then churn out a little army of toy soldiers to go beat up your opponents' toy soldier armies? Yeah, those. They're pretty popular on the PC, but game developers seem to want to bring them to modern consoles too. The next game to make the attempt will be Stormrise for the Xbox 360, PS3, and the PC. The game will take place in a war-torn, futuristic world, where the last remaining resources on the planet are contested by two factions: the Echelon, a faction of high-tech soldiers with attack choppers, tanks, and mech suits to hunker down in open areas and lay down gunfire from a distance; and the Sai, a fantasy-themed faction that uses magic powers and beefy melee units to circle and flank...then beat the daylights out of their enemies up close and personal. We tried out the Xbox 360 version of the game, which will take another swing at the longstanding issue of mapping precise RTS control onto the limited sticks and buttons of a modern console controller.


You'll have a whole army of little guys like this to fight and die for you. Hopefully, your opponent's little guys will die before yours do.

Developer Creative Assembly Australia seems to want to capture the power and elegance of the PC's traditional mouse-and-keyboard control scheme and map it onto a console controller--and streamline out most of the other stuff that doesn't fit. Like in a traditional RTS, you have to amass resources to spend on buildings and armies, but you'll do so by capturing resource nodes, similar to the nodes in the Warhammer: Dawn of War series. Interestingly, the nodes will all be connected in a continuous network across the map, so to capture and continually hold a certain node, you need to have a ground unit capture that node, and you also need links to other nodes in your territory, similar to the node capture system in Unreal Tournament 2004's Conquest mode.

The idea is to encourage players to continue fighting until the bitter end, because instead of matches where one player eventually controls the vast majority of the resource nodes on a map and takes all the time in the world to amass an army while the already-outclassed losing player sits there and waits for the inevitable, a player who is losing significantly can sneak behind enemy lines and cut off the connection to his wealthy opponent's forward nodes, which will suddenly cut down on the dominant player's resources and give the losing player a new lease on life. Creative AU apparently wants to encourage players to be sneaky, since the game's 3D maps will feature multiple elevations. Many maps will have subterranean passages and ruined skyscrapers to perch on in addition to ground-level operations, and both playable factions will have access to flying units that can clear the tallest skyscraper.


Capturing resource nodes will be the key to victory. The weird spider-monster thingy is just the icing on the cake...to whatever extent weird spider-monster thingies can be any kind of icing on any kind of cake.

Stormrise will also slim down some of the other aspects of traditional real-time strategy. For instance, the only building you'll do will be upgrades for nodes you've already captured, such as enhanced resource gathering, defensive shields, and turrets...right on top of the node itself. (But you can build only one improvement at a time, and there's no queueing of improvements; this is to encourage players to stay engaged in the action and the building of upgrades, rather than setting a big, long production queue and forgetting about it.) Also, instead of building a town hall/command-center-type structure, you'll start the game with a single summoning point from which you can immediately call in whatever armed forces you can afford, such as Echelon gunners, tanks, and choppers, or Sai foot soldiers, wizards, ogres, and flying dragons. Like in the Dawn of War series, you don't summon individual units, but rather squads of units, and like in any good real-time strategy game, you can create "control groups" of units (basically, a shortcut that lets you automatically select a group of your forces to give orders to). And there's also a shortcut that lets you create a group for all units of the same type onscreen, so you can quickly and neatly create a single group for all your infantry, another for all your tanks, and another for all your choppers.

However, once you have a squadron selected, you'll still need to use the game's cursor (controlled by your left thumbstick) to choose the destination of your selected unit; so even though the game kind of looks like a third-person action game with a behind-the-back camera like Tomb Raider or Prince of Persia, there won't be any direct control of your units. Fortunately, there will be float-over icons above any and all friendly and hostile units that will appear on the horizon, so if you need to mass troops on a location, you can snap your cursor to the icon hovering over that hotspot and give a move order to send your troops in. Unfortunately, there isn't any "select every single unit you own" shortcut. This is to discourage players from just turning off their brains and sending in all the troops at once; instead, Creative Assembly hopes you'll use each set of units smartly and will have effective control to send each into battle at the right time, and the right place.


The whip select system will let you select nearby friendlies or just jump around to your next squad.

The heart of Stormrise's control scheme is the "whip select" system, which has two layers. First, using the right thumbstick on your controller, you can call up a glowing pointer that "paints" the nearest unit it's pointing to; you can then press the A button to select that unit. This is Stormrise's answer for using a mouse to scroll across the map. The second layer of the whip select system is the way you can flick the right stick in any direction to jump to select the nearest friendly group or structure in that direction, such as the nearest captured resource node or all the way back to your base. (From what we can tell, at launch you'll have only the one base of operations that will require you to constantly hop back to it if you want to churn out more armies; it's possible that future updates such as downloadable content may add in features like forward spawn points).

We had the opportunity to dive into two different multiplayer matches, first as the tech-savvy Echelon and then as the magic-and-melee-focused Sai. It took us a few minutes to get used to the control and grouping systems, but once we figured them out, we found ourselves making aggressive starts to each match by continuously churning out new units while sending all available troops ahead to the nearest resource node. Having a well-balanced force seems helpful to making sure you can take on any kind of threat, but Stormrise's "technology trees" (the order of upgrades and units you can purchase for your structures and armies) are generally laid out in an easy-to-understand, linear way. Basically, the most powerful stuff is the most expensive and also tends to have the best secondary abilities. The Sai dragon, for instance, is a deadly combatant that can tear up airborne enemies as well as bombard ground targets back to the Stone Age. Both of our matches seemed to go pretty quickly and not take much more than about 20 minutes, though they were one-on-one matches in smaller maps using Xbox 360 system link.


If you've ever wanted to command a firebreathing dragon to melt a four-wheeled buggy, you'll get your wish in Stormrise.

For whatever reason, some game companies seem convinced that putting real-time strategy games onto consoles will mean unlimited success, pots of gold, ice cream parties, and all the best things in the world, which is why we're seeing more pretenders to this throne in games like Tom Clancy's EndWar, Red Alert 3, and Halo Wars. Stormrise's unique control scheme and fast-paced action seem like they could be the deciding factors in helping Stormrise ascend that throne...or at least get closer to a good, solid console RTS control scheme. The game is scheduled for release later this year on Xbox 360, PS3, and PC.

82 Comments

  • tjcoleman95

    Posted Mar 25, 2009 11:12 pm PT

    People always talk about the bad controls on console RTS's (or RTAS's )...

    What about the ever so perfect voice commands of Endwar? It's a shame nobody plays it...

  • LionBeast

    Posted Mar 24, 2009 8:18 pm PT

    Well i spoke with a friend about that game and he tryed it and now he says don`t buy its nothing revolutional its even a bit worse than you can even imagine. As far as i know my friend he knows what he says i don`t think pc gamers will like this game. For console is ok i guess but for pc i don`t beleve its that good.

  • joeborg14

    Posted Mar 24, 2009 2:49 pm PT

    If they are limiting themselves to a console-able game (w/o keyboard/mouse) it's probably going to be very shallow. But then again, it's from the makers of the Total War series, who have made some of the most detailed strategy games ever, so it could go either way. But generally, PC strategy games are much more in depth than those on the console, so if the three versions are identical (which they probably are), I'm not expecting much.

  • rocket_master

    Posted Mar 24, 2009 12:08 pm PT

    Exactly what I thought.

    I think this will be another disastrous port to PC from consoles.

  • F4ll3n_1

    Posted Mar 23, 2009 4:30 pm PT

    Is it me or do the spiders look waaaaay too much like Corpsers from Gears? and the large two legged monsters look waaaay too much like Brumaks? I mean, I know theres only so many large, bi-pedal monsters people can think of but....its just uncanny,

  • SmartGhost

    Posted Mar 23, 2009 9:08 am PT

    can this be played in co-op

  • BloodLoss

    Posted Mar 23, 2009 1:08 am PT

    I really want to play this game, but not on a console. And I'm sure as hell not downgrading from XP to Vista just to play it.

  • bennae66

    Posted Mar 22, 2009 11:39 pm PT

    i dont play rts's on consoles YET because SO FAR i have thought they were average. rpg's and rts are the ONLY genres i play on pc now. everything else sits in my loungeroom. not much offends me, but the assumption that one is a simpleton because they prefer console gaming over pc gaming really irks me. i have a good pc, a ps3 a 360 and a wii. that simply makes me a 'gamer' and not '2 thirds retard and 1 third genius' ive said this before and i will say it again: when i have the option of a: huddling at a table or desk with palms of my hands on a board or table (or even expensive gel filled playmats for mice) playing pc, or b: laying back in a plush recliner lounge, 52" full hd lcd screen and 5.1 with twin tower speakers at the front nearly 6 foot in height each, and a controller in my lap. i wont even wait for the thinking music, the 'simpleton' in me appreciates sophistication, comfort, light and sound. so the loungeroom setup gets the tick from me almost everytime. note: this post is not defending console rts, as i specified at the beginning, its justifying why some of us may prefer our games on a console as opposed to a pc.

  • bennae66

    Posted Mar 22, 2009 11:28 pm PT

    i like the dragon. dragons are cool

  • 2122

    Posted Mar 22, 2009 10:39 pm PT

    o wait your playing a RTS on a console your already retarded.

  • denaz

    Posted Mar 22, 2009 7:35 pm PT

    @ p4kman88, maybe because starcraft isn't on a console?

  • killik_123

    Posted Mar 22, 2009 6:51 pm PT

    kooool

  • p4kman88

    Posted Mar 22, 2009 6:50 pm PT

    starcraft 2 is going to rule the RTS platform so whats the point?

  • byrom23

    Posted Mar 21, 2009 5:13 pm PT

    Looks like Dawn of War to me.

  • frog154

    Posted Mar 21, 2009 2:23 pm PT

    Hmm, when was the last time you heard of an RTS for a console that didn't blow?

  • r_ruiz6047

    Posted Mar 21, 2009 9:57 am PT

    They are simplified for the console gamer, who is not the brightest crayon in the crayola box.

  • 1337frogman

    Posted Mar 20, 2009 6:49 pm PT

    Why they hell shouldn't they be? Does it really matter if a game is simpler if it's still decent gameplay? Ohnestly...I fail to see the big deal.

  • Skyriderlink

    Posted Mar 20, 2009 6:39 pm PT

    Only consoles RTS games are simplified not on PCs.This game seem really amazing.Magic vs High tech I'm sold.

  • erccmmo

    Posted Mar 20, 2009 10:48 am PT

    Is anyone else disturbed at how games, expecially in the strategy genre though not exclusively, have becoming more and more simplified?

  • Wedge598

    Posted Mar 20, 2009 9:03 am PT

    Giant Mechs vs. Flying Dragons! This game can't go wrong!

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