Tempest Rising, the preview – Nerd4.life

The preview of Tempest Rising, a peculiar RTS from THQ Nordic that closely resembles another great classic of the genre: Command & Conquer.

After the preview of Alone in the Dark, we did not expect THQ Nordic’s focus to remain on the old glories of gaming: in fact, the publisher has decided to show two rather fresh titles, practically immediately after that welcome return. The last game of the showcase, however, was anything but “new” from a conceptual point of view. If its developers, the Slipgate Ironworkshad not announced the title of their work before showing a gameplay video, we would have sworn to be facing a new chapter in the Command & Conquer series, only buoyed by modern development technologies.

Tempest Rising, this is the not very original name of the video game, is in fact one strategic in real time who doesn’t even remotely try to hide which saga inspired him. It is a spiritual successor to the glorious Westwood Studios series through and through, and today we are here to talk to you about it as the developers did with us (in the hope that it will prove to be a game that lives up to its “muse”).

Clean up the barrel of your tank, you’re back on the battlefield in theTempest Rising preview.

GD … F?

Tempest Rising: the level of detail of the units is remarkable even with a very close view

Tempest Rising: the level of detail of the units is remarkable even with a very close view

If anyone still has doubts as to whether Tempest Rising is inspired by the works of Westwood Studios, just take a look at the first of the three factions presented: the GDF, a United Nations global military force committed to restoring order after a nuclear conflict. Aren’t these “GDI bootlegs” enough to convince you? Then you will be pleased to know that the aforementioned atomic warfare has led to the emergence of a new, and volatile, energy resource called Tempestwhich works in an almost identical way to the Tiberium: collecting it is essential to build new units and buildings, but it also represents a danger to anyone who decides to cross its fields, since it does damage to anything that is not a dedicated collector.

For the record, the faction we just talked about and the resource collection are not the only similarities: the skeleton of the game is absolutely identical to what we have seen in the past: unit production depends on the classic buildings of the genre (barracks, armories, etc.) , the gameplay is built more on production than on the micromanagement of individual troops and there are two main campaigns (although there are three factions, probably to once again borrow the GDI versus Nod duality) with missions clearly designed to offer clear and rather varied objectives, and obvious interactive elements that can help the player in progression.

And yes, by “interactive elements” we mostly mean i explosive barrels: The first few bars of the game are full of these cute cylindrical objects and hitting them carefully guarantees to overcome certain skirmishes with a miniscule amount of losses. It is a “tactical” gimmick that in the Westwood series was mostly related to missions driving individual heroic units and in Tempest Rising it seems to us markedly more widespread, however we suspect that it is mostly an introductory choice to facilitate the first assignments to newbies, which will diminish in the late campaign (and may even disappear completely at higher difficulties).

Overall though, the gameplay We liked the game a lot. A lot of work has been done on the power of the shots and on the technical sector, so the vehicles are extremely detailed, and the impact of bullets and explosives is really satisfying. Furthermore, what was shown already seemed to be quite solid in the pathing of the units (we did not notice tanks and soldiers making rash movements or going crazy during the movement, even if the game was not very long-lived).

More skills to command and conquer

Tempest Rising: That red stuff is the Tempest.  Practically a kind of Tiberium, but even more volatile

Tempest Rising: That red stuff is the Tempest. Practically a kind of Tiberium, but even more volatile

Considering the backbones of Slipgate Ironworks’ work, it is not surprising that the gameplay is largely based on theconstruction orderto maximize the production efficiency of your army, and on a rock / paper / scissor system of the units, linked to their resistances and the type of damage inflicted.

As mentioned, however, this game seems to want to be a partial evolution of the Command & Conquer concept, therefore its developers have also implemented some peculiarities, including the presence of specialists during missions. These are not the heroes (although it is not yet said that these are missing), but more complex units than the basic ones that can be inserted among the classic troops, commonly able to use abilities that can be activated very useful in battle (which, however, require micromanagement, unlike the classic “blob” of troops). Their peculiarity seems to be that of offering secondary objectives in the middle of the countryside; complete those requests and you will permanently unlock your specialists in more advanced missions, adding options to your army.

Tempest Rising: Battles are nothing short of spectacular for an RTS

Tempest Rising: Battles are nothing short of spectacular for an RTS

To give an example, we have seen the field doctor: A healer with an area regeneration station, absolutely essential for an army with a lot of infantry. The general variety, however, seemed greater than usual, with more types of tanks and curious additions (such as a group of soldiers equipped with drones with missiles particularly suitable for destroying structures).

We can’t fully confirm this, given that outside of the GDF the developers have shown very little of the other two armies, but we still believe it is appropriate to expect a more elaborate and interesting experience, especially online. Yes, because obviously the game will have a competitive multiplayer, complete with ELO tracking during Ranked Matches. A mission statement that should underline the team’s willingness to balance everything properly. It rarely really happens, but hoping for it certainly doesn’t hurt.

Although it boasts very little original and unique compared to the model from which it draws inspiration, Tempest Rising has impressed us positively, due to respectable production values ​​and the apparent ability to recapture the spirit of a series that has disappeared for too long. Who knows if Slipgate’s work can’t really regain that lost niche and migrate some fans to RTS.

CERTAINTIES

  • He is practically the spiritual successor of Command & Conquer
  • It looks technically remarkable

DOUBTS

  • Will that formula be evolved enough to hold its own today?

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About Alex Marcell

He likes dogs, pizza and popcorn. Already a fanboy of Nintendo and Sony, but today throws anything. He has collaborated on sites and magazines such as GameBlast, Nintendo World, Hero and Portal Pop, but today is dedicated exclusively to Spark Chronicles.

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