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Tempest Rising Preview: An RTS That Takes Me Back to the ‘90s

Feb 26,25(10 months ago)
Tempest Rising Preview: An RTS That Takes Me Back to the ‘90s

Tempest Rising: A Nostalgic RTS Experience That Delivers

From the moment I launched the Tempest Rising demo, I was hooked. The opening cinematic, complete with cheesy dialogue from heavily armored soldiers and a nervous scientist, instantly brought a smile to my face. The music, UI, and unit designs perfectly captured the essence of classic Command & Conquer, transporting me back to late-night gaming sessions fueled by caffeine and questionable snack choices. Recreating this feeling in a modern game is a triumph, and I'm eager to see what Slipgate Ironworks has planned for the full release. Whether battling AI in Skirmish or facing off against human opponents in Ranked Multiplayer, Tempest Rising felt instantly familiar and comfortable.

This nostalgic experience is no accident. The developers aimed to create an RTS game that evoked the spirit of 90s and 2000s classics, while incorporating modern quality-of-life improvements. Set in an alternate 1997, where the Cuban Missile Crisis escalated into World War 3, Tempest Rising unfolds in a world ravaged by nuclear war and overrun by strange, energy-rich vines.

Tempest Rising Screenshots

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My preview focused solely on multiplayer, so I'll need to wait for the full release to experience the story mode, which will include two 11-mission campaigns, one for each major faction. The Tempest Dynasty (TD) is an alliance of Eastern European and Asian nations devastated by WW3, while the Global Defense Forces (GDF) unites the US, Canada, and Western Europe. A third faction remains shrouded in mystery, unavailable in the demo or at launch.

I gravitated towards the Tempest Dynasty, partly due to their absurdly fun Tempest Sphere—a rolling death machine that pulverizes enemy infantry. The Dynasty also utilizes "Plans," faction-wide bonuses activated through their Construction Yard. Switching between the Logistics Plan (faster building and resource gathering), the Martial Plan (increased unit attack speed and explosive resistance), and the Security Plan (reduced unit and building costs, improved repair, and expanded radar) created a dynamic and engaging gameplay loop.

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The Dynasty's mobile Tempest Rigs, which harvest resources independently and relocate as needed, facilitated a highly effective "fast expand" strategy. Deploying these units to distant locations provided a secure and consistent resource stream. The Salvage Van, capable of both repairing and destroying vehicles, added a layer of tactical depth, allowing for sneaky resource acquisition by eliminating unsuspecting opponents. Finally, Dynasty power plants can switch to Distribution Mode, boosting nearby building construction and attack speed at the cost of taking damage—a risk mitigated by the automatic deactivation at critical health.

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While I favored the Tempest Dynasty, the GDF offers a compelling alternative, emphasizing allied buffs, enemy debuffs, and battlefield control. The Marking mechanic, where units tag enemies for increased Intel upon defeat (used to create advanced units and structures) and various debuffs, is particularly effective.

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Both factions boast three tech trees, offering strategic customization. Beyond the tech trees, constructing specific advanced buildings unlocks powerful cooldown abilities that significantly impact battles. The GDF, for example, can deploy spy drones, create building beacons, and temporarily disable enemy vehicles.

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The Dynasty's fewer, upgradable buildings make losing structures more impactful. However, the Lockdown ability prevents enemy takeovers (though temporarily disabling the building). The Field Infirmary, a deployable healing zone, proved invaluable.

There's much more to explore, especially the Custom Lobbies for cooperative play against challenging AI. Until then, I'll continue refining my death-ball strategies against the AI.

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