As soon as I fired up the Tempest Rising demo for the first time, I was filled with a sense of anticipation. The opening cinematic, featuring cheesy dialogue from bulky armored soldiers and a reedy scientist, set the tone perfectly and brought a smile to my face. The music, UI design, and units felt like a nostalgic trip back to my high school days, staying up late playing Command & Conquer, fueled by Mountain Dew, taco-flavored Pringles, and the thrill of sleep deprivation. Recapturing that feeling through a new game in the modern era is exhilarating, and I'm eager to see what Slipgate Ironworks has planned for the game's launch and beyond. Whether jumping into Skirmish to battle clever AI bots or diving into Ranked Multiplayer, playing Tempest Rising feels as comfortable as slipping on my well-worn baseball glove.
This initial reaction is no coincidence. The developers at Slipgate Ironworks deliberately set out to create a nostalgic real-time strategy (RTS) game that evokes the classics of the 90s and 2000s, with modern quality-of-life improvements. Set in an alternate history of 1997 where the Cuban Missile Crisis escalates into World War 3, Tempest Rising introduces a world transformed by nuclear bombardment. In this aftermath, mysterious flowering vines emerge, brimming with electrical energy and heralding a new era of power for those daring enough to harvest them amidst the fallout.
Tempest Rising Screenshots
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Since the build I played was focused exclusively on multiplayer, I'll have to wait to experience the story mode, which promises two replayable 11-mission campaigns for each of the main factions introduced in the preview. The Tempest Dynasty (TD), an alliance of Eastern European and Asian countries ravaged by WW3, and the Global Defense Forces (GDF), a coalition of the United States, Canada, and Western Europe, are the factions available. A third faction remains a mystery, unplayable in the preview build, the Steam RTS Fest demo, and at launch.
The Tempest Dynasty immediately caught my attention, not just for its quirky 'death ball' vehicle, the Tempest Sphere, which amusingly rolls over enemy infantry, squishing them into oblivion. The Dynasty also offers 'plans,' which are strategic faction-wide bonuses of three distinct types. Activated through the Construction Yard, the main building everyone starts with, these plans require additional power generation and have a 30-second cooldown for switching.
The Logistics Plan enabled me to construct new structures faster and harvest resources more efficiently, with mobile resource harvesters moving quicker. The Martial Plan increased my units' attack speed, provided resistance against rockets and explosives, and allowed Machinist units to sacrifice health for a 50% attack speed boost. Lastly, the Security Plan reduced the cost of creating units and buildings, enhanced the Repair function of certain units, and extended Radar vision. I enjoyed alternating between these plans to optimize resource gathering, building phases, and offensive strategies.
This flexibility extends to other aspects of the Dynasty as well. Instead of building a Refinery to harvest tempest fields like the GDF, the Tempest Dynasty uses Tempest Rigs. These vehicles can drive to resource-rich areas, harvest until depleted, and then relocate, making 'fast expand' strategies easier and more effective. Sending Tempest Rigs to distant locations allowed them to harvest resources undisturbed by opponents, providing a steady income.
The Dynasty also features a versatile unit called the Salvage Van, which can repair nearby vehicles or switch to Salvage Mode to destroy vehicles and reclaim resources. Sneaking up on inattentive opponents and strategically positioning a Salvage Van to destroy their vehicles was a satisfying way to weaken their forces and bolster my own resources.
Additionally, the Dynasty's power plants can switch from power generation to 'Distribution Mode,' which boosts the construction and attack speed of nearby buildings—some of which are equipped with cannons. While this mode causes the buildings to take damage, it automatically deactivates when they reach critical health, ensuring the safety of my base.
While I'm partial to the Tempest Dynasty, the GDF has its own charm, focusing on buffing allies, debuffing enemies, and controlling the battlefield. My favorite GDF synergy involves the Marking mechanic, where certain units can 'mark' targets. Defeating marked enemies yields Intel, a currency for advanced units and structures, and with specific Doctrine upgrades, marked enemies suffer various debuffs, enhancing strategic play.
Tempest Rising3D Realms Wishlist
Each faction offers three tech trees to explore, allowing players to tailor their strategy. The GDF's 'Marking & Intel' tree complements their gameplay, while the Dynasty's tree enhances the effectiveness of their 'Plans.' Beyond tech trees, specific advanced buildings unlock cooldown abilities that can significantly influence battles, from area damage to spawning additional troops. The GDF's unique abilities include deploying spy drones, setting up remote building beacons, and temporarily disabling enemy vehicles.
Given the Dynasty's fewer but upgradable buildings, losing one to an enemy Engineer can be detrimental. To mitigate this, the Dynasty's Lockdown ability prevents enemy takeovers, albeit at the cost of the building's action. The Field Infirmary ability was particularly useful, allowing me to establish a healing zone anywhere on the map, complementing the Dynasty's focus on both infantry and mechanized units.
There's much more to explore, and I'm looking forward to it, especially with the launch version promising Custom Lobbies to play with friends against the clever AI bots, which demonstrated sophisticated hit-and-run and harrying tactics in Skirmishes. Until then, I'll continue enjoying the solo battles, squishing my bot enemies with swarms of death balls.