Tempest Rising Demo: A Great Incoming RTS

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Tempest Rising is a spiritual successor to Command and Conquer. I played the latest demo, and it's really good!

#TempestRising #commandandconquer #RTS
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TR is looking really good. Love the atmosphere and visual design of everything.

JeanLucPicard
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Classic looking C&C looking forward to it!

jonogrimmer
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I played the demo, it's amazing I couldn't stop, it's a dream come true for all C&C fans!

YouGotMeMusic
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Seems amazing...can;'t wait to give it a try

Manwu
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I laughed at the "well that's a shame" regarding eating the tempest. Needs to be an easter egg in one of the campaigns where somebody tries this and we get to see how horrific the results are! 😅

In all seriousness tho, loved this demo. I hope we get to play skirmish/mp sometime this year! 🙏

FatalExit
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I would like to discuss the disadvantages of the game.
Having quite a lot of experience in various RTS projects, mainly focusing on multiplayer, I noticed a lot of things that could have a bad effect on the game.
Very high ttk for unsuitable types of weapons.
The game feels like C&C4, where units can stand opposite each other for several minutes. You have 20 tanks, the enemy has 15 tanks and 3 infantrymen, they run forward and you lose the battle irrevocably. That is, you need to shout an order to the tanks in manual mode to attack enemy tanks, yes I can do this, but how will more casual players deal with this? For example, now the dynasty on t1-t2 has only a flamethrower tank, an infantryman and a flamethrower against infantry. All these combat units come out ahead and can easily die.
At the same time, for all types of weapons, the TTK is low enough and the conditional infantryman can simply not be taken away, since there are mechanics when the attack animation has already begun and the unit has gone beyond the attack radius, then it will continue and damage will be inflicted.
A collision.
The units have a mild collision, unlike other projects, they calmly climb on top of each other, which simplifies microcontrol in terms of the need to make a wide front, but makes them vulnerable to a splash, let's say this is not a bad change, I want to see how it will be played, but our tanks are crushing infantry, infantry that is already piling up more than usual, as a result, we return to C&C1, where the use of infantry was limited, it was simply run over by tanks. This is especially noticeable with the local ttk. There were no such problems in the third parts of C&C.
The composition of armies.
It is something incomprehensible and inconvenient that works well on a small scale, but poorly on a large one. Each unit has a special feature, there are no normal universal units on which the army would stand. As a result, this is a set of specialists, for each of whom it is necessary to create conditions.
The game feels like a mix of red alert 3, crossfire legions, starcraft 2, C&C4. And I don't like it in many ways.

renegaderu
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I hope this game does well, but it’s SlipGate IronWorks. They do not know how to make games whatsoever.

commanderwookiecopc
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a pinch of Starcraft, Red alert and Generals. I did play the beta but as soon as I saw giant hamster balls I had to quit... I hope it remains as legacy unit when the game is out

ardaarsen
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I liked the new demo quite a bit and I hope the devs can steer this into harbor for great succes! The soundscape in the game is top notch as well. I hope more singleplay/skirmish stuff will be added as that is where I usually spend most my time in RTSs... mostly.

Arcodus
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Problem with this game is that Command and Conquer 3 still exists, as does Red Alert 3 and even Generals, and all of them are still played and already offer more than Tempest Rising does (all have 50% more factions for instance, and are more differentiated too). It isn't even like it's much of a graphical upgrade over them, or has much in the way of new features. So what DOES it do that they don't already do better?

ArawnOfAnnwn