{"id":1038,"date":"2008-08-25T11:40:37","date_gmt":"2008-08-25T15:40:37","guid":{"rendered":"http:\/\/flashofsteel.com\/index.php\/2008\/08\/25\/stormrise-coming-to-pc\/"},"modified":"2008-08-25T11:40:37","modified_gmt":"2008-08-25T15:40:37","slug":"stormrise-coming-to-pc","status":"publish","type":"post","link":"https:\/\/flashofsteel.com\/index.php\/2008\/08\/25\/stormrise-coming-to-pc\/","title":{"rendered":"Stormrise Coming to PC"},"content":{"rendered":"<p><a href=\"http:\/\/www.shacknews.com\/onearticle.x\/54373\">Creative Assembly&#8217;s console RTS Stormrise will eventually make it to the PC<\/a>.<\/p>\n<p>I saw the game at E3 and wasn&#8217;t really impressed. The controls looked fine, but the demo was so staged &#8211; an assault on a seemingly immobile defensive army &#8211; that I got a poor feel for how it worked in real time. The demo was perfectly fine for a tactical training exercise; showing off unit powers, emphasizing flanking and crossfire, matching unit strengths and weaknesses, etc. In other words, something we haven&#8217;t seen much of on consoles.<\/p>\n<p>Without seeing how the AI would move in response to a player action, however, I didn&#8217;t get any sense of how time pressure fits into all the tactics and planning. And how a game deals with time pressure is what separates a good RTS from a bad RTS. Showing me scouting and psychic mind control and cross fire is nice. It doesn&#8217;t give me any sense for how everything fits together into a war plan when someone is moving in the opposite direction.<\/p>\n<p>The port to the PC is interesting, because it will be, I think, the first RTS designed for console controls that will have to be adapted to a keyboard\/mouse environment. Will it be as messy as the usual platform transfer? Or easier because the control norms are already firmly in place?<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Creative Assembly&#8217;s console RTS Stormrise will eventually make it to the PC. I saw the game at E3 and wasn&#8217;t really impressed. The controls looked fine, but the demo was so staged &#8211; an assault on a seemingly immobile defensive army &#8211; that I got a poor feel for how it worked in real time. [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"jetpack_publicize_message":"","jetpack_is_tweetstorm":false,"jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","enabled":false}},"_links_to":"","_links_to_target":""},"categories":[74,41],"tags":[],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p5GFeQ-gK","_links":{"self":[{"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/posts\/1038"}],"collection":[{"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/comments?post=1038"}],"version-history":[{"count":0,"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/posts\/1038\/revisions"}],"wp:attachment":[{"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/media?parent=1038"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/categories?post=1038"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/flashofsteel.com\/index.php\/wp-json\/wp\/v2\/tags?post=1038"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}