Stormrise

Stormrise


At Creative Assembly, the authors of Total War, did not obtain the console games - the name of Spartan: Total Warrior and Viking: Battle for Asgard speak for themselves. Yet from Stormrise, RTS, developed specifically for the Xbox 360 and PS3, we waited for success - it's the strategies, the authors knew exactly an expert! But on the consoles, apparently inhabit some very different strategies. The game is not only unable to adapt the genre to new conditions, but once again convinced gamers: RTS has no place in the living room.

You can find a million and one reason for the failure Stormrise, but chief among them becomes evident after the first few minutes of the game: units is too rusty. They do not go where you ask, do not shoot at those whom the Lead it, and do not use spetsumeniya when you press the appropriate button. My head does not fit, like a such a large project might be a problem at such a deep level, but they are like termites gnawing away the very essence of the game. Other parasites, too, is missing.

Prologue: the people of the future nuclear war. Who had time, he hid the bomb shelter, but remains on the surface of the mutated and turned into so-called Sai. As soon as the danger had passed, hiding on the ground "purebred" got up, joined the faction convoy and began to Sai war for territory. In humans - robots and machines, mutants - giant crabs and telepathic abilities.

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If the player sends troops to wherever the cursor, the party can hardly find the way even at the third attempt, and epileptic camera all the time would be in hysterics beat on the corners and the ceiling Huge warships look great in pictures. But they move like a UFO, and turning only at right angles. Alas, Stormrise until Halo Wars as the Moon


Although the factions in the game, two story campaign here all alone and, I confess, not very long. For more than ten missions, the protagonist manages to repeatedly flop from one side to another, so you have time to pokomandovat as monsters Sai, and furs Echelon. Filed in an original storyline for the strategy: between jobs show videos on the engine with heaps of character. Though not in the RTS to play, and in some low-budget shooter. Low budget - because the engine Stormrise still not suitable for such scenes, and beautiful facial animation, for example, boasts a well can not.

Gameplay is entirely focused on combat operations: construct new buildings can not be allowed to just grab and improve the "command posts." You can put up to them energoschity, turrets and cleaning stations, which increase the rate of resource extraction. It also produced units - their on each side of about a dozen different types. First, it comes in the infantry, and later the tanks and robots or mutants and crabs, when in command of Sai.For aesthetes - Air Force: from rank-and scouts to huge cruisers. Created teams at times, but always full of resources, because of what the size of the army in almost every mission quickly stumbles upon the restriction on the number of troops.

All of the game boil down to proper management units. Control they need through a "revolutionary" system Whip Select. In Stormrise camera "clings" to the selected unit and can not fly freely over the battlefield, the player can only "inspected" by the parties. Initially the game because of this resembles a shooter: the sight of you always a handful of characters, which you seem to manage (in fact they wanted to spit on the majority of your orders). Switch between the units offered the right analog knob: pulls her aside and "glue" the camera to someone from standing near the soldiers or the nearest building. During such a maneuver on the screen will appear squads, so you always know who are going to switch. In theory.

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Units can be combined in small groups, but this did not help you cope ... no, not the enemy - with control So that's what they look like ... in the game so low the camera will not omit, but with the height of all the Marines seem to be identical


In reality, the system only works right in the open field, with ten soldiers. As soon as units become more, in an abundance of icons immediately begins to wander. One wrong move - and the camera across the map jumps to some reference point on the far turn. Initially, even you can not tell where he was - the camera is that the jumps rather than smoothly flies. And in the local "vertical levels" is not easy to navigate and no sort of footsteps.

And yet the battle is not being on the plains - a review constantly restrict skyscrapers, bridges and interchanges of roads, pavement here and there gaping hole. In other missions, and does cause led troops in high-rise buildings with narrow corridors, where nothing at all do not see it. It remains to blindly send units toward the goals and the extent of their death rasp replacement, again and again repeating the artless surgery - resources is still too much fuss and with troops in person in just such difficult circumstances simply no need.

The game seems very much understands everything and does not require - in most missions simply crap most powerful soldiers, and by hook or by crook to drag them to the enemy base. And yet even with this, it is sometimes difficult to manage: their own troops on a little can. It happens, send them to one side, and as luck would have it go away into another and zamrut dead. Such hitches arise often indecent, and the game because they have simply not taken seriously. In animation and behavior are also drawbacks: units constantly stutters, hit on the corners, and during the battle and do crazy. Battles often take place without firing a shot: A unit only comes to the enemy, while that in itself begins to decrease health bar. And when this whole mess makes more and stretching his neck to look out for the soldiers' backs, ends all patience. Sit down, Creative Assembley, triple. C minus.

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Almost all units have spetsumeniya, but go and make them do anything on command


And, as if mocking, exciting the game becomes just the latest mission: they have issued the original task, and even sometimes have to work his head. But the lack of such an unexpected final three hours of pleasure, and greater in Stormrise carried away absolutely nothing. Unfortunately, try out the multiplayer before the release does not work, so about online battles we keep silent. But judging by the modest selection of multiplayer maps and the overall level of project preparation, nothing particularly interesting is not expected and there.

Stormrise
Stormrise - is not the first stain on the reputation of Creative Assembly. Previous attempts to console the company to gain market also can not be called successful. In 2005, on PS2 and Xbox was released slasher Spartan: Total Warrior, got us to honor seven points: "More than an hour and a half for Total Warrior does not sit, from the monotony of what is happening can not save even a" variety "(seemingly) mission." And more recently, in 2008, the Xbox 360 and PS3 showed up the other "crowded» - Viking: Battle for Asgard. He's in "The Country of Games" has already won the six and a half and now this comment: "After a fairly promising start Viking literally blown away in front of the bloody epic blockbuster turn into obscure, albeit colorful cud, insipid and monotonous." But the slasher - they do not skate the famous studio. But the "revolutionary strategy in real time from the luminaries of the genre" hopes were considerable.