Title: Rising Thunder
Developer: Radiant Entertainment
Status: Technical Alpha
Official Site: http://bit.ly/1MX2rgE
Hey what’s up, Serpentine here taking a
look at the free to play fighting game, Rising Thunder, developed by Radiant
Entertainment the same guys that are currently still developing their first
game, Stonehearth.
Rising Thunder puts you in control of
fighting robots in a setting and style quite similar to that seen in Real Steel
with a touch of old school transformers. Each robot and its pilot are based on
countries with Mexico, South Korea, Russia, China and Greece currently featured
in the game. They are all uniquely voice acted in their countries native
language and take on certain characteristics from their respective countries
too for instance the American bot is a boxer, the Chinese bot is a Samurai and
the Greek bot is a Spartan Warrior.
The fighting mechanics of the game provide
you with a light, medium and heavy basic attack to work with as your bread and
butter move set that is pretty similar in their functions throughout the roster
of robots. Your move sets start to become a little bit more unique with each
bots 3 special moves. These moves are a lot more powerful than your standard
attacks so they are balanced via cooldowns so you’ll have to time them
appropriately. Special move 2 is the only move in the specials that serves the
same function across all characters aimed at denying aerial attacks. There is
also an ultimate move that can only be used once your ultimate bar is filled
from attacking your opponent. This move is extremely powerful and provides for
some interesting camera angles while pulling it off. This move can be blocked,
dodged or both so timing again is extremely important especially as the
recovery time after performing this move is quite significant leaving you wide
open to attacks. The special moves and ultimate move are all interchangeable in
what looks to be a 2 skill option for each move slot, only a couple of the
characters in the game have multiple choices at the moment but more are being
added with every patch.
Finally there are two utility moves you can
perform the most important of which is block, by moving away from your opponent
you automatically block any normal attacks, to block crouch attacks you will
also have to crouch and move away and this will block almost everything except
jump attacks. Lastly there is a grab that is primarily used to pull someone out
of a block. Behind the scenes of the combat system is a
5 hit combo limit so there are no infinite combo loops which can be incredibly
frustrating in other fighting games. There is also 2 combat styles that you can
use, Kinetic Deflect and Kinetic Advance. Kinetic Deflect allows you to
interrupt a combo consuming 1 bar of kinetic energy which you will only ever
have 2 bars at the maximum. Kinetic energy regens slowly during a fight so
you’re not limited to 2 bars for a round. Kinetic Advance allows for dash
cancelling animations again, consuming 1 bar of kinetic energy.
For ranked mode, the only mode currently
implemented, the rounds are a best of 3 and the match is also a best of 3.
Between each match you will be able to switch out your special abilities and
switch what kinetic combat mode you want to use. After each game you will gain
or lose points depending on weather you won or lost that will affect your
ranking that starts from carbon and goes all the way up to Diamond for 5
ranking levels total. There is also some signs of a progression system with an
account level and character level gaining experience but currently nothing in
the game that can really be unlocked which brings me to the free to play model.
While the model hasn’t been implemented yet, Radiant Entertainment has said
that they plan on a purely cosmetic business model stating that they are aiming
for something similar to DOTA 2’s business model. So what we can gather from
that is that all characters will be available free of charge along with all
their abilities and variants thereof but you will have the option of kitting
them out with different parts and pieces.
Other features of the game include full
keyboard support and in fact is focused on making it as playable as possible
for keyboard users providing movement on the wasd keys and fighting abilities
on u,I,o,j,k,l and semi colon, I’ll put up
a little graphic to show you guys a bit better. Personally I played the
game on my Xbox 360 controller for that better playing position the only
downside being that blocking is a little bit harder to do with a gamepads
joystick then a keyboards key. Being an online game Rising Thunder implements a
ping balancing mechanic were the game is slowed down to try and match the ping.
It doesn’t really become a problem until around the 250+ ping mark were the
game starts to enter into slideshow territory. Obviously this problem is
something that won’t really happen all that often once the game actually
releases and has a decent sized playerbase.
Altogether Rising Thunder is an extremely
fun and competitive fighting game that even beginners to the genre will be able
to get into with no confusing combos and of course no paid entry barrier so
those that aren’t sure if they will enjoy a fighting game have nothing really
to lose. For experienced fighting game players there are a lot of character
play style similarities so if you already play a certain character in another
fighting game it should be pretty easy to transfer over to a similar character
in Rising Thunder. I highly recommend checking out the game for new players to
the genre and old alike. The game is well polished and a ton of fun to play.
Anyway, that’s been my player preview for Rising
Thunder. The game is currently in a technical alpha stage with no official
release date as of yet. If you want to find out more about the game check out
the links below. Thanks for watching, I’ll see you guys next time.
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