The moment I launched the Tempest Rising demo, I was filled with anticipation. The opening cinematic, complete with its campy dialogue delivered by bulky armored soldiers and a reedy scientist, immediately brought a smile to my face. The nostalgic soundtrack, user interface, and unit designs transported me straight back to my high school days, staying up late with friends, fueled by Mountain Dew and taco-flavored Pringles, immersed in Command & Conquer. Experiencing that same thrill through a new game in today's gaming landscape is exhilarating, and I'm eager to see what further surprises Slipgate Ironworks has in store for us at launch and beyond. Whether diving into Skirmish mode to test my skills against cunning AI bots or engaging in the intensity of Ranked Multiplayer, playing Tempest Rising feels as comfortable as slipping on a well-worn baseball glove.
This nostalgia is no coincidence. The developers at Slipgate Ironworks deliberately set out to craft a real-time strategy (RTS) game that captures the essence of 90s and 2000s classics, enhanced with modern quality-of-life improvements. Set in an alternate 1997, Tempest Rising unfolds in a world where the Cuban Missile Crisis escalated into World War 3. Amidst the nuclear fallout, mysterious flowering vines emerge, brimming with electrical energy, heralding a new era of power for those brave enough to harness it.
Tempest Rising Screenshots
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While the demo I played was focused solely on multiplayer, I'm eager to explore the story mode, which promises two replayable 11-mission campaigns for each of the main factions. The Tempest Dynasty (TD), an alliance of Eastern European and Asian countries, and the Global Defense Forces (GDF), uniting the United States, Canada, and Western Europe, are the factions we've seen so far. A third faction awaits discovery in the campaign, not available in the preview build, Steam RTS Fest demo, or at launch.
The Tempest Dynasty immediately captured my interest, not only because of their quirky 'death ball' vehicle, the Tempest Sphere, which amusingly crushes enemy infantry into oblivion, but also due to their 'plans' system. This system allows for faction-wide bonuses across three categories, activated through the Construction Yard with a simple power boost and a 30-second cooldown for switching plans.
The Logistics Plan enabled faster construction and resource harvesting, including accelerated movement for mobile resource harvesters. The Martial Plan enhanced my units' attack speed and granted resistance against rockets and explosives, with Machinist units sacrificing health for a 50% attack speed increase. Lastly, the Security Plan reduced unit and building construction costs, improved the Repair function, and expanded Radar vision. I found a rewarding rhythm, switching between gathering resources with the Logistics Plan, speeding up construction with the Security Plan, and then launching offensives bolstered by the Martial Plan.
This strategic flexibility extends to the Dynasty's resource gathering. Instead of building a stationary Refinery like the GDF, the Dynasty uses mobile Tempest Rigs to harvest resources from various locations. This approach makes my favorite 'fast expand' strategy more accessible, as these rigs can operate far from my base, safely harvesting resources without detection.
Another unique Dynasty unit, the Salvage Van, not only repairs nearby vehicles but can also switch to Salvage Mode to dismantle any nearby vehicles, returning resources to the player. I relished the opportunity to stealthily approach unsuspecting opponents, parking a salvage truck next to their vehicles to both weaken their forces and claim their resources.
The Dynasty's power plants can switch to 'Distribution Mode,' boosting the construction and attack speed of nearby buildings at the cost of taking damage. This mode intelligently ceases if a building reaches critical health, preventing accidental self-destruction for the sake of speed.
Although I'm drawn to the Tempest Dynasty, the GDF also boasts its own appeal with a focus on buffing allies, debuffing enemies, and controlling the battlefield. My favorite GDF synergy involves the Marking mechanic, where certain units can tag enemies, who upon defeat, drop Intel—a resource for advanced units and structures. With specific Doctrine upgrades, marked enemies suffer from reduced damage output, increased damage taken, and even enhanced attack ranges for units targeting them.
Tempest Rising3D Realms Wishlist
Both factions offer three tech trees, allowing players to specialize in different aspects of their faction. For example, the GDF's 'Marking & Intel' tree enhances the marking system, while the Dynasty's tree amplifies the impact of their 'Plans.' Additionally, advanced buildings unlock powerful cooldown abilities that can turn the tide of battle, from area damage to spawning extra troops. The GDF's unique abilities include deploying spy drones, creating 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. However, the Lockdown ability prevents takeovers at the cost of temporarily halting the building's functions. The Field Infirmary ability, which I used extensively, allows for the deployment of a stationary healing area anywhere on the map, complementing the Dynasty's focus on both infantry and mechanized units.
There's much more to explore, and I'm eagerly anticipating the launch version that will allow for Custom Lobbies with friends, enabling cooperative play against the clever AI bots, which employed smart hit-and-run and harrying tactics during my Skirmishes. Until then, I'll continue to relish the thrill of solo combat, rolling over my bot enemies with my swarms of death balls.