Tempest Rising

Tempest Rising

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Is it just me or does this game feel a little... Generic?
I'm a little underwhelmed by the units and what they do thus far. Does anyone feel the same? I get it, it's a throwback to C&C, but nonetheless....

I was hoping for some, I dunno, more modern additions or something. Like epic, giant expensive units you can only build one of, or really cool doctrines that turn the Dynasty's infantry into cyborgs, or something.

Instead, at least to me, a lot of the doctrines feel kind of bland or not very impactful. I'm not referring to Single Player btw, I'm referring to multiplayer. I have yet to play the single player campaign and honestly am not super interested in doing that. So maybe there's a component in single player that elevates it.

But for multiplayer, it kind of just feels like the typical C&C tank or air spam. Maybe I don't fully grasp the doctrine system yet but my initial impression is I don't really like it. A lot of the doctrines are things like "buildings get more hp" or "harvesters have more hp" or "drones are better" etc. They're either basic or it's not clear what they even do.

In addition to that, outside of the occasional cool unit like the Dynasty Sphere or whatever it is, most of the units are pretty by the numbers. You have an anti vehicle tank. An anti infantry tank. A ground attack helicopter. A fast attack bomber. Etc. These are all units we've seen a bajillion times over the past 20 years of RTS games.

Hopefully modding will be released and allow for wilder/more creative units.
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In a way, yes. But then again we haven't seen a game in this style for years now, so it's hard to be generic.

The unit design is a product of 2 choices I'm guessing: 1- the setting is more realistic, and the whole game is going for that kinda vibe (yes even the ball is realistic, more than a big mech anyway). 2- it's an inoffensive and by the numbers designs that are okay for everyone. Better to stay in the middle than go for either extremes basically. I think the air units are the biggest offenders, their designs are just very blank and blegh. Even Generals which was 90%+ realistic in it's designs, the aircraft for the US stood apart.

Unsure about the docs, but the game just came out basically, and these stuff like build order and doc builds take time to really fester and come to it's own. I'm guessing it's one of the things that'll be balanced the most in MP at least.

Hard to say how the MP will turn out too since ranked is coming on the 24th, we'll see what strat works. Also hoping it's less about spam since RA1/2 PvP is a bore fest because of this.
Baldur93 Apr 19 @ 12:29pm 
It's basically Tiberian Dawn. Advanced techs like in C&C3 are not there yet. The sphere is most "crazy futuristic' unit we have. And I still do not know how I feel about it. So, to me the design is good.

P.S. regarding Veti - I did not mention them because they are not "classic human faction".
puRe Apr 19 @ 2:15pm 
Originally posted by Baldur93:
It's basically Tiberian Dawn. Advanced techs like in C&C3 are not there yet. The sphere is most "crazy futuristic' unit we have. And I still do not know how I feel about it. So, to me the design is good.
I think the GDF is fine, since they represent your basic modern day military faction. Units like the Hunter Tank look like their real life mbt counter parts and everything is somewhat grounded in reality.

The TD is a mixed bag in my opinion and designs are all over the place. Ranging from interesting and highly futuristic stuff like the Tempest Sphere and Voltaic Tank to boring and outdated looking stuff like the Boar Tank and Dynasty Guard.

Judging just by a visual standpoint it feels to me like the GDF is a finished faction, while the TD is still in concept phase to see what works and what doesn't.

The aircraft units are a good example as well.
GDF = Every unit shares a similar design language and looks like it fits into the same faction.
TD = The Hammerhand looks like it belongs to a completely different faction or time period and shares very little with the other 3 aircraft units.
Meneldil Apr 19 @ 2:30pm 
The game is indeed a bit generic. As you say, it's a throwback to C&C, so that was expected I guess, but the factions are basically a mix of GDI and Allies for the GDF and Nod and the Soviets for the TD.

Beside, despite all the high tech tools, at the end of the day, we get a few different tanks and chopers, a few infantry types, and that's that. No real funny/exciting stuff.

The maps are a bit meh too, I'd say (as a campaign player). Small village ruins and the occasional tempest field are all there is apparently.

Still liking the game, but I think it could have departed more from its ancestor. And maybe have more biomes?
Baldur93 Apr 19 @ 2:35pm 
Originally posted by puRe:
Originally posted by Baldur93:
It's basically Tiberian Dawn. Advanced techs like in C&C3 are not there yet. The sphere is most "crazy futuristic' unit we have. And I still do not know how I feel about it. So, to me the design is good.
I think the GDF is fine, since they represent your basic modern day military faction. Units like the Hunter Tank look like their real life mbt counter parts and everything is somewhat grounded in reality.

The TD is a mixed bag in my opinion and designs are all over the place. Ranging from interesting and highly futuristic stuff like the Tempest Sphere and Voltaic Tank to boring and outdated looking stuff like the Boar Tank and Dynasty Guard.

Judging just by a visual standpoint it feels to me like the GDF is a finished faction, while the TD is still in concept phase to see what works and what doesn't.

The aircraft units are a good example as well.
GDF = Every unit shares a similar design language and looks like it fits into the same faction.
TD = The Hammerhand looks like it belongs to a completely different faction or time period and shares very little with the other 3 aircraft units.
This thing about TD reminds me of how it was with Nod - some simple bikes and baggy with mounted guns along with futuristic walkers like Avatars.
Yes it is very generic. I already refunded it. It feels like someone asked grok to make a C&C clone and this was the result.
Baldur93 Apr 19 @ 3:07pm 
Originally posted by Meneldil:
The game is indeed a bit generic. As you say, it's a throwback to C&C, so that was expected I guess, but the factions are basically a mix of GDI and Allies for the GDF and Nod and the Soviets for the TD.

Beside, despite all the high tech tools, at the end of the day, we get a few different tanks and chopers, a few infantry types, and that's that. No real funny/exciting stuff.

The maps are a bit meh too, I'd say (as a campaign player). Small village ruins and the occasional tempest field are all there is apparently.

Still liking the game, but I think it could have departed more from its ancestor. And maybe have more biomes?
more biomes are usually added in expansion packs. this how it was with StarCraft, StarCraft 2, C&C3. Also the game's artdirection is retrofuturism - it's alternate reality 90s. The game is set in 1997.
Zef (Banned) Apr 19 @ 3:29pm 
Originally posted by Arward Enword:
Yes it is very generic. I already refunded it. It feels like someone asked grok to make a C&C clone and this was the result.

You call it generic, i call it a homage to C&C Tiberium wars & Red alert, while staying juuuust far away from being sued by EA for copying what is basically a fusion of the allies/GDI and soviets/NOD.

Yes the cutscenes could be better, but overall the campaign missions and it's pacing aren't bad.

You keep forgetting this a rather small studio with a limited budget taking a risk what is largely a passion project seeing how dead RTS in gerneral is, well besides a handfull of titles that survive like AOE2.

I'm enjoying myself in campaign, and i support any devs that is willing to invest in C&C esque RTS style games.

Hopefully the game sells well so we get more content (DLC/ campaigns/ sequals). And if we're really dreaming maybe someone at EA takes a look at this game and realizes that a new command and conquer game is still a reality.
Last edited by Zef; Apr 19 @ 3:31pm
Eric Apr 19 @ 3:47pm 
Plz no stupid big ass units limited to one that always ruin the game in the end, yes they could make the faction more unique but at least Veti is coming which is what the game need, to be more original
Xorberax Apr 19 @ 3:58pm 
I wish we'd see a spiritual successor to RA2. That's gotta be my all time favorite RTS. The theme, aesthetics, visuals (please 2.5D prerendered isometric graphics!!!!)
Things I absolutely miss: Mammoth Tanks or something similar.

No unit limit and the nuclear missile. I already skipped RA3 because there were no atomic bombs.
For me, a good RTS must include nuclear weapons. Nuclear missiles are an essential part of my playstyle.
Fortify base and strike back with super weapons...
It is just you Satori, well, and the kids that complain just for the sake of complaining. Hope you find a game better suited to your likes.
Originally posted by Satori:
I'm a little underwhelmed by the units and what they do thus far. Does anyone feel the same? I get it, it's a throwback to C&C, but nonetheless....

I was hoping for some, I dunno, more modern additions or something. Like epic, giant expensive units you can only build one of, or really cool doctrines that turn the Dynasty's infantry into cyborgs, or something.

Instead, at least to me, a lot of the doctrines feel kind of bland or not very impactful. I'm not referring to Single Player btw, I'm referring to multiplayer. I have yet to play the single player campaign and honestly am not super interested in doing that. So maybe there's a component in single player that elevates it.

But for multiplayer, it kind of just feels like the typical C&C tank or air spam. Maybe I don't fully grasp the doctrine system yet but my initial impression is I don't really like it. A lot of the doctrines are things like "buildings get more hp" or "harvesters have more hp" or "drones are better" etc. They're either basic or it's not clear what they even do.

In addition to that, outside of the occasional cool unit like the Dynasty Sphere or whatever it is, most of the units are pretty by the numbers. You have an anti vehicle tank. An anti infantry tank. A ground attack helicopter. A fast attack bomber. Etc. These are all units we've seen a bajillion times over the past 20 years of RTS games.

Hopefully modding will be released and allow for wilder/more creative units.

This is the reason I decided to avoid buying the game, it looks kind of generic and almost all units have the same range, elite units are not that cool and the rolling ball is just boring,
Lotor13 Apr 20 @ 8:09am 
Originally posted by Satori:
I'm a little underwhelmed by the units and what they do thus far. Does anyone feel the same? I get it, it's a throwback to C&C, but nonetheless....

I was hoping for some, I dunno, more modern additions or something. Like epic, giant expensive units you can only build one of, or really cool doctrines that turn the Dynasty's infantry into cyborgs, or something....

Well, The C&C 3: Kane Wrath and Age of Mythology: Titans have these "epic, giant, expensive unit, that You can build only one of", but I do not want them here.

Originally posted by Satori:
Instead, at least to me, a lot of the doctrines feel kind of bland or not very impactful. I'm not referring to Single Player btw, I'm referring to multiplayer.

I actually agree with this, for me, the doctrines also seem to have no real impact in practice
XDrako Apr 20 @ 8:16am 
For the most part I'm ok with this. Though I do miss my superweapons.
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