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Tempest Rising Review – An Epic Storm of Nostalgia

Tempest Rising is a RTS game that launched on April 17, developed by Slipgate Ironworks and published by 3D Realms, that evokes nostalgia of playing classic RTS games from the 90’s and early 00’s with my cousin who is no longer with us. Our shared passion for playing countless hours of Westwood’s Command & Conquer series was a strong bond, with each new release a source of immense excitement and countless late-night skirmishes. Lines of dialogue like the unforgettable “Hitler is… out of the way.” from Red Alert, are seared into my memory. Every subsequent instalment felt like a new adventure, and I’m pleased that Tempest Rising has almost captured that same feeling.

Adding to the allure of those classic RTS titles were the now-iconic full-motion video (FMV) cutscenes, often featuring surprisingly big names from the silver screen. These cinematic interludes added a layer of campy greatness and personality that felt linked to the genre. While Tempest Rising boasts outstanding character models, rendered with superb detail and animation, a part of me undeniably misses the presence of real actors bringing the narrative to life. There was a certain tangible quality, a touch of unexpected Hollywood magic, that elevated the storytelling in those older games.

Unfortunately, this absence was somewhat compounded as the voice acting of GDF briefings suffered from a noticeable lack of synchronisation with the character animations. While it marginally improves in subsequent missions, the subtle but persistent desynchronisation remains an immersion-breaking distraction. It’s a shame, as the character designs themselves are impressive, but the disconnect between what you see and what you hear was jarring.

Despite this presentational stumble, where Tempest Rising truly shines is in its core gameplay. It brilliantly captures the essence of classic real-time strategy, delivering a familiar yet super polished game set in a different universe. Sure, Tyberium is swapped with Tempest but the new lands to explore and units to learn made this feel like an exciting time for the genre. It hits all the expected beats – resource gathering, base building, unit production, and tactical engagements – but executes them with a level of polish and depth that feels thoroughly modern.

Tempest Rising introduces a range of new unit types for both the Global Defense Forces (GDF) and the Tempest Dynasty, and a third faction has been mentioned by the developers which could be released later during early access or at the v1.0 launch. Their colour scheme and tactics are comparative to the old GDI and Nod factions from C&C. The GDF leans towards traditional construction with stationary command centre and blueprints, while Tempest Dynasty utilises mobile resource centres and instant placement from a construction menu, reminiscent of older C&C titles. I found the Tempest Dynasty missions to be overall more difficult and complex than the GDF missions but that’s likely just a me problem.

The campaign missions themselves demonstrate a great level of variety. Gone are the days of simply building a base and tank rushing the enemy. Tempest Rising throws in welcome deviations from the standard formula, incorporating a good mix of base assaults, timed defence missions, and commando-style infiltrations. The maps are a particular highlight, boasting incredible detail and intricate layouts that encourage strategic thinking and manoeuvring. The inclusion of optional objectives that sometimes require thorough map exploration adds a layer of replayability and encourages strategic scouting.

Completing mission objectives in Tempest Rising earns you requisition points which can be used pre-mission in the armory, and there are also doctrines that can be unlocked. These pre-mission customisation options allow players to tailor their approach by selecting various doctrines that provide passive bonuses and enhancements to their units, economy, or base structures.  The armory allows players to choose specific upgrades or even starting unit bonuses such as vehicles spawning as hardened (first level veterancy) that will be available from the outset of the mission.

Complementing the engaging gameplay is an excellent musical score. While it might not possess the same instantly recognisable, hard-hitting anthems that defined some of the C&C soundtracks, the music in Tempest Rising effectively matches the on-screen action. The amazing work of Frank Klepacki and the other composers successfully builds tension during intense engagements and provides a suitably epic backdrop for large-scale battles. The audio design as a whole contributes significantly to the overall atmosphere with appropriately solid sounds from infantry and vehicles.

Tempest Rising has successfully rekindled cherished memories of gaming with my cousin, reminding me of the enduring appeal of the RTS genre. The fantastic gameplay, detailed maps, and varied mission design kept me thoroughly engaged throughout each faction campaign. I eagerly anticipate diving into countless hours of multiplayer skirmishes with friends against AI opponents, ready to forge new strategies and relive the thrill of commanding armies once more. I am keen to see the third faction added to the game at some point.

This review utilised keys provided by Sandbox Strategies and Tempest Rising is out now on Steam.

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