Stormrise Review

Whipping boy.

Version tested: PlayStation 3

Does anyone remember Greenclaws? He was a corpulent, anthropomorphic maggot beast, reminiscent of the protagonist from Fat Worm Blows a Sparky, who hung around with a retarded woman and a mechanical owl on his own TV programme in the late 80s. Each episode involved a contrived disaster, which forced the couple to open Greenclaws' box of special magic seeds, selecting a gaudy, intriguing little kernel and germinating it over the course of the show inside a hollow tree. At the end, the tree would open and there would be a plant inside, invariably bearing crushingly disappointing fruit, such as shoe polish or dusters. I think once it was cake, but it was carrot cake, so it doesn't count.

The point is that the seeds were always the interesting part. Shiny, brightly coloured and full of promise, there was always the mystery, the unknowing, the possibility that this week, against all odds, a plant bearing toy soldiers or Micro Machines would sprout inside the tree; that the over-hyped seed would finally come good and something truly special would bloom. Anyway, those of you well-versed in the interpretation of painfully extended analogies may already have guessed that Stormrise's success is best expressed in terms of a tree bearing curtain hooks, owl pellets and the fingernail clippings of a man with haemorrhoids and no social mores.

When I first saw the game, tucked safely away behind the PR barrier at SEGA's Brentford offices, I was cautiously impressed. Wowed by the simplicity and effectiveness of the Whip Select, in particular, I was willing to accept that what I was watching could be a generational leap for the genre.

Whip Select seems like such a pure premise. Simply hold the right stick in any direction (or click and drag on PC) and a beam of light emanates from your current unit. Direct it to one of the icons representing a friendly unit and release, and the camera flicks instantly over, settling into a third-person perspective a few feet above them. It works. In a sense. As far as selecting units goes, it's functional. You can, as promised, flick instantly from one side of the map to the other, or rattle rapidly between engaged units and production nodes. I'll even concede that, also as promised, Whip Select does these things more quickly than a mouse and keyboard. Sadly, its functionality ends there.

'Stormrise' Screenshot 1

The low angle perspective is good for dramatic screenshots, but hopeless for almost everything else.

The first and prevailing issue is this: strategy games require a method of forming strategy. What this generally means is viewing a battlefield as a whole, complete with troop positions and movements, and directing your forces responsively and in co-ordination with one another. Stormrise, for all its rapidity of selection, simply does not allow you to do this. Because the camera is constantly fixed in a slightly elevated over-the-shoulder view for whichever unit is currently under your command, and the environments around you are flaunting their 3D verticality by being all vertical, it's impossible to see more than a few metres in any direction. Sure, this is what it's like for soldiers on the ground, but that's why armies have generals, which is, after all, the role that RTS gamers are supposed to find themselves in.

Co-ordinating attacks is nigh on impossible, especially if you try and flank enemy positions, because troops can only be moved to a cursor, positioned within visual range, or sent toward the icons of other units. Moving a unit to a position out of line-of-sight and so far unoccupied is a painful process of tiny increments, making three-point turns around buildings or obstacles. By the time they arrive, the troops assaulting whatever it was you were trying to flank will usually either have triumphed or been annihilated, rendering the entire manoeuvre pointless. The most successful tactic I discovered, at least on the more cluttered maps, was to accumulate a stockpile of the game's single resource, send a unit out until they made contact and then spam other units onto their position direct from the constructing base, hoping that the steady stream would eventually overcome resistance.

True, units can be directed from the viewpoint of another, so if you get one up on a tall building, or take an air unit up above the map, you'll have a more traditional perspective from which your army can be commanded, using the square button to drag out pointers to objectives. Unfortunately, you'll also be so far away from your diminutive troops that you'll have no idea which are which, nor what they're seeing. Given that the average encounter between units lasts for about 10 seconds, you'll get very little chance to find out what's been engaged, select appropriate backup and send it in before the entire skirmish is nothing but a greasy patch of asphalt. Additionally, units can only be grouped into maximums of three, meaning any kind of concerted assault requires nauseating flicks back and forth as troops are piled into engagements.

Added to that, any air units hovering naively over the battlefield are rapidly exterminated, ridding you of their perspective, and the resource cost of these units means that they're hardly expendable drones. It all adds up to you feeling wildly out of control, briefly possessing units and sending them to their poorly co-ordinated deaths as the AI enemy inexorably spawns and grinds down your position. Factor in the complex, multi-layered environments you'll be fighting in and the savagely passive troops under your command and the battlefield is reduced to a bewildering chaos of isolated units, idle resources and frustrating mistakes.

Flicking to units and resources works quickly, but does nothing to alleviate the confusion. Firstly, in order to orientate yourself effectively you need to memorise where every unit you switch to is actually going to be. Suddenly finding yourself hovering behind one of the twenty to thirty units in the field gives you no real idea of where you are, unless you know the map well enough to judge it in relation to the whip from your last position. The garishly neon strategic overview map is of no use either - you can't give orders from it, scroll around it or relate it to the battlefield in any meaningful way. Similarly, the almost constant reminder that there's been a 'unit lost' gives you no indication where they may have fallen and where your defences might consequently need shoring up.

'Stormrise' Screenshot 3

And.....sleep.

Units show no initiative at all, happily jogging past enemies without firing or running right up to emplacements, being shredded in a matter of seconds, before they open fire, and unit skills, such as grenades, shields or AOE attacks, have to be activated individually for each unit - a fiddly and time-consuming process that ramps up the tooth-grinding even further. More than once I observed two platoons of well-trained cyber troopers rush into each other's ranks and out of the other side before turning to shoot. The firing animations seem to be optional too, with soldiers falling in groups when nobody is firing, felled en-masse by an unseen hand. Graphically it's dull, dour and uninspiring, with the odd bit of quirky unit design lost in a sea of bland. Married to a frame-rate that dips more often than the interest rate, clunky, stuttering animations and units that regularly get stuck on scenery, each other or just thin air, and you're looking at a real mess.

Once in a while, however, it does all come together. There were brief spells where I was navigating tight urban corridors, ducking into cover or holing up in buildings, switching back to resource nodes or aerial units to churn out troops or check enemy movements, when I could see the logic behind the decisions here. Times when it didn't seem like such a ridiculous idea to base an entire game around the limitations of its control scheme. There are undoubtedly excellent ideas hiding behind the scenes; they're just stymied by the method of execution.

3 / 10

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Comments (40) Latest comment 3 years ago

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  • DerFlange #1 3 years ago

    ouchy!. right inthe balls.
  • Ignatius_Cheese #2 3 years ago

    Greenclaws was brilliant! This game appears to be less so...
  • ChrisS #3 3 years ago

    I'd say even a 3 is generous. One of the worst games I've played in a long, long time.
  • seasidebaz #4 3 years ago

    Kojimanalogy levels detected!

    Rewrite Greenclaws analogy in Powerpoint!
  • RazedInWhite #5 3 years ago

    I don't think I've heard one person say they actually enjoyed this game. That's a special kind of something.
  • Sunyavadin #6 3 years ago

    I am disappointed. You got my hopes up thinking this was a Greenclaws game.
  • Madafunkola #7 3 years ago

    Funny thing - I was singing a song from Greenclaws at the weekend...
    "On my bike, on my bike, that's the exercise I like..."


    ... I was on my bike at the time.
  • Ryuken #8 3 years ago

  • Chufty #9 3 years ago

    Entirely expected.

    Also, why is a multiplatform game in the PS3 section not the Xbox 360 section? You confused me, Eurogamer!
  • mingster #10 3 years ago

    Ive never heard of greenclaws.
  • chessboxer #11 3 years ago

    The reviewed the PS3 version, which is why it's in the PS3 section. The same happens when they review the 360 version of a multiplatform game.
  • Optimaximal #12 3 years ago

    Another DirectX 10 exclusive the huddled XP masses can ignore AND berate. *sigh*
  • ZuluHero #13 3 years ago

    is this a viking '3' or a genuine 3?
  • kangarootoo #14 3 years ago

    This has got "not enough development time" written all over it. I can't believe that a bit of play testing and enough time to react to the findings couldn't have sorted a lot of these issues out. And the reference to an overview map you can't use for commands (the sort of thing that gets hacked in very late with no functionality) seals my opinion. It just sounds like they were so pushed for time that just getting the thing built was as much as they could manage, and that no time was left over for review and changes. A shame.
  • DFawkes #15 3 years ago

    I just got a PM advertising this game, on this site that gave it a 3/10 and generally negative review. I think I might not buy this regardless of PMed adverts.
  • Ignatius_Cheese #16 3 years ago

    Hehe indeed! Nice PM there :o)
  • schnide #17 3 years ago

    I remember Greenclaws.

    I also remember when Sega didn't used to make predictably shit games out of both new and old IP.

    The days of both of the above are long, long gone.
  • Ignatius_Cheese #18 3 years ago

    At least we can all enjoy one thing out of this whole experience.

    @ mingster - Especially for you...
  • Krelle #19 3 years ago

    ZuluHero
    You should buy/rent it and find out yourself (:
  • Buztafen #20 3 years ago

    Anyone just got the 'STORMRISE - OUT NOW' message from EG....made me chuckle :)
  • Baranga #21 3 years ago

    Should've used the funds for Empire instead of pouring them into this crap. Maybe Empire would have been less buggy, eh?
  • Cappy #22 3 years ago

    Oh dear.

    A pity Sega didn't throw money into more Valkyria Chronicles instead. Their best game for years. The best SRPG released in years.
    Edited by 4 at 30/03/09 @ 10:41
  • hiddenranbir #23 3 years ago

    Stick to Total War, CA ;)
  • UncleLou #24 3 years ago

    Oh, wow.

    Is that from the Australian team then, the one who did Medieval 2?
  • Gnort #25 3 years ago

    Guess I'll be sticking with Endwar, then.
  • kinky_mong #26 3 years ago

    That first paragraph was legendary! I vividly remember Greenclaws but could never remember the name of it.

    Not so legendary is yet another PM advertising a dreadful game. Less of this please EG.
  • Machetazo #27 3 years ago

    The end result being an RTS in which there's an overview map (that it's clear from the review, that you crucially NEED, given the viewpoints of battle on offer) but it's mere decoration. Then, the dumb-as-fuk AI of this mess needs its hand held like a kid going to creche. This applies to any and every unit?! The game itself, on the whole, retains its enduring look of blah. Another one that didn't work out. Although, with this extent of deepest flaws, it really had no right to expect any other treatment at review. How disappointing.
  • RobotRocker #28 3 years ago

    A+ for the Fat Worm Blows A Sparky refrence
  • monkeywithnoeyes #29 3 years ago

    "A change is coming to RTS on consoles" - yes, they're getting lower marks
  • NewbieZilla #30 3 years ago

    Funny to get a message in my inbox about... This.
  • tinners #31 3 years ago

    *claps* Seriously managing a 3 is a feat in itself if it was possible id give this a ZERO!!!!!!

  • shadowkiller11 #32 3 years ago

  • jglover4 #33 3 years ago

    And thanks to Eurogamer for sending me a PM letting me know that it's "OUT NOW".
  • Silvervein #34 3 years ago

    Is it that surprising to see people trying to change rts to fit console monkey gizmo controller thingy after it was done to shooters? After all, rts is about second most churned out game type, after fps. They want some cash that flows on pc side. Of course, some attempts will be a bit on horrid side, like this one. But give it couple years and you'll see that the only pc rts's will be poorly done ports of console postapocalyptic rts mutants.
  • ArchMarduk #35 3 years ago

    almost took the words from my mind .... as it is said abour more and more release's lately "it had potential". Too bad.
  • autogunner #36 3 years ago

    what about the actual game? is there a campagain map or jsut a linear progression?

    What would make RTS viable on consoles would be more autonomy from the units, like in CoH where you can basically order a couple of squads and a tank to take a sector and let them get on with it, they can defend properly and if they are really getting done over the game will let you know so you can just retreat them.

    I reckon dawn of war 2 would have done really well on consoles with this whip select thing
  • Latch #37 3 years ago

    It's pretty obvious that this was an "hour long" review and that it. I've played the game and yes, initially the controls are hard to get used to. However, once you do get used to them, the game gets a hell of a lot more fun. I think he expected to be good at the game immediately after picking it up and now he's got a bruised ego after being trampled by the AI.

    Sure it's hard to get used to initially, but it's actually pretty fun and rewarding once you get a handle on it. So yeah, if you don't want to learn something new / different, give it a miss.
  • 3william56 #38 3 years ago

    Isn't the whole point that the God view of most RTS is bollocks - real generals use radio and maybe cameras held by their own troops (or did; dunno if real time satellite is up to it yet despite what Tom Clancy would have us believe), so being restricted to the point of view of your own units and lookouts is actually realistic? Montogmery and his command staff couldn't use mouse area select on those wooden shapes pushed around big maps by cute lady army types in the war.

    Is it really that bad, or is it another example of lazy vid game conventions have made us soft (hello FPSs with rest and regenerate health, or health packs) and any attempt to inject a degree of realism is met with howls of "too hard" from time poor reviewers?
  • sickpuppysoftware #39 3 years ago

    True story - I "inherited" a videotape with porn on it that somebody had had held normal TV before being overwritten. If you mistimed it you would get the start of a greenclaws episode whilst on the vinegar strokes.
  • ExplodingClown #40 3 years ago

    @latch & 3william56

    I suspect that what really kills this game, and certainly sounds like a good reason for me to keep my money firmly in my wallet, are problems like the ropey AI, missing animations etc.

    'Sacrifice' managed to turn in a bloody good RTS experience where you could only see from your general's point of view, but that had been polished until it shone. This sounds like it was knocked out fast and barely tested.