Written by Paul Stuart

'Stormrise' for the PS3 confounds me.
Within this game lies a great concept, storyline, and a production value that clearly got some love by development team The Creative Assembly. The only problem is, it's absolutely unplayable.
To provide some perspective, The Creative Assembly is the award winning studio behind the 'Total War' series. Thus, the confounding control scheme and interface present in sci-fi strategy 'Stormrise' is surprising, to say the least. Even more so since they touted the hell out of it.
To be fair, real time strategy and consoles have always been an uncomfortable marriage, at best. To elaborate and compensate for the absence of a mouse and/or full keyboard interface, developers often turn/ed to hybrid (shoulder button driven) control schemes to empower faster decision making. Where have you gone original 'Command and Conquer?' The result (no, you're not the only one throwing controllers at screens and/or printing pages long interface 'cheat sheets') are button sequence learning curves that make 2KSports titles seem elementary in comparison.
To its credit, 'Stormrise' tried to stop the literal playa' hatin' via a proprietary 'Whip Select' control mechanism powered by right analog stick, line of site mechanics. The mechanism – on paper – enables a field general to seamlessly string together a slew of endless troop selection action commands...all with that right thumb having never been too good for its home.
The best laid plans, as we know, can often go awry.

Whether it's The Creative Assembly's user interface and/or QA team, someone deserves a beat-down. Rarely have I witnessed an interface concept so poorly executed, where the disconnect between art/engine and control mechanism/notification is blaring at deafening levels.
This disconnect morphs into absolute travesty since 'Stormrise' – as mentioned above – is a very pretty game infused with a solid storyline. A futuristic revenge story with mech-based ass kicking, chic insect-inspired adversaries, and beautiful character models and sound scheme. Sigh; it's like a scenic picnic locale...but not a single chap brought any food. And we're all hungry.
Three hours into 'Stormrise's single player mode, I was still struggling to send units where I wanted them to go, likewise puzzled by the absence of a true overhead GUI. The one provided (upon awkward sub-menu request only) resembles a Microsoft Excel topographic map versus complex battle isometric overview. I'd be lying if I often had no clue just what the hell was going on, period.
The more I struggled – watching my teammates drop like mech-based flies in the process – the more I cried on the inside due to what might have been. Trophies, cooperative multiplayer, quick skirmishes; curse you godawful controls. The fairly good voice acting turned those tears crocodile style.

When writing a review such as this, a good part of me wishes I was anomalous dissonance among a choir of game reviewers who better grasped the nuances of a title I perceived as a hunger-inducing picnic. Even more so when the sum of all parts should be a solid strategy title. A quick glance at my colleagues on other sites unfortunately confirmed my disappointment.
SUMMARY: 'Stormrise' for the PS3 is a perfect example of 'what might have been' had its shoddy control scheme not doomed it from the start. Frustrating controls and a poor QA result in a real time, sci-fi strategy title resembling more beta than finished product. Pass.
CONCLUSION: D