The first-person shooter has made compromises for consoles and is now flourishing, but the same can’t be said for the real-time strategy genre.
Whenever one compares PC and console games inevitably the subject of controls comes up, paricularly the fact that controllers simply can’t offer the same speed and precision as a mouse. This means certain PC-centric genres, like first person shooters or real time strategy games, must make compromises and concessions in order to compensate when they're brought to consoles. The first-person shooter has made the necessary compromises, and as a result, the genre is flourishing on consoles, but unfortunately, the same can’t be said for the real-time strategy genre.
Both speed and precision are necessary for any first-person shooter to work. If headshots are instant kills, then the controls must be precise enough to actually allow the player to hit the head, and if our virtual life is on the line, we must be able to hit the target quickly before we’re killed instead. The solution for this issue of speed is rather simple: slow down the game. Halo did this quite well; Master Chief can’t run, and he even walks at a fairly slow pace. Combat is slowed as a result, giving the player extra time to consider his options. Compare an online game of Halo with the still popular PC game Counter-Strike and this difference in speed becomes obvious.
Most RTS games on consoles try to mirror their PC counterparts exactly, and whenever they do, they inevitably fail to effectively translate the experience. Halo Wars, and Command and Conquer 3 try to replicate the genre like this. They both try to keep all the little intricacies of the genre intact, and while both are certainly playable, they’re also still plagued with problems of speed and precision. The control sticks cannot scroll across the battlefield as fast as a mouse can, and if the speed is increased to compensate, then selecting individual units becomes impossible. Command and Conquer 3 made no concessions for the console, but as a result, the controls are overly complicated, requiring players to flick though menus while fighting. Halo Wars makes resource management automatic and confines base building to pre-selected zones, but selecting small groups of units is difficult, especially if they’re off screen. In order to effectively translate the RTS experience on a console, these kinds of minor concessions aren’t enough; the genre must be radically changed.
In that regard, Brutal Legend is a step in the right direction. The RTS portions of the game are played from a third-person perspective with our avatar being the commander who was once invisible. There is no base building at all. The strategy lies entirely in the units that you train, knowing when to build what kind of soldier and how to best use it. But this new approach brings with it new problems. Because of the third-person view, it’s hard to see what units are selected. The maps are small and your avatar can fly, so speed is not a problem as players can quickly survey the entire battlefield, but a lack of precision is the game’s biggest hindrance. You must be standing next to a single unit in order to select it, which means jumping into the middle of a battle if the unit is in combat, and if the desired unit is in a group, singling out the one that you want is painfully frustrating. There is a surprising depth to the strategy in Brutal Legend, but the lack of precision makes it difficult to take advantage of that depth. To date, there is only one RTS game on consoles that offers players a control interface with the same speed and precision of a mouse: EndWar.