https://www.youtube.com/watch?v=wr9KGKrj4aw
Everyone watching the streams over the last couple days probably saw the trailer for this. But now it looks like we're getting more info about it. It's made by Radiant Entertainment and Seth Killian, and the Alpha sign-ups are open, and it begins next week on the 28th
http://www.risingthunder.com/
Here are some details:
- Free-To-Play
- PC only and powered by GGPO3
- Developed by Radiant Entertainment (The Cannon brothers' dev studio) with Seth Killian at the creative lead.
- Keyboard is default set-up, but you can use controller pads and arcade sticks.
- Traditional six button set-up, with three attack buttons (weak, medium, heavy), and three special move buttons.
- Special moves are activated by one button and work on cooldowns, and don't have directional inputs.
- Similar to KI, new characters and content will be added over time.
Here are some previews:
DTOID
IGN
PC Gamer
Everyone watching the streams over the last couple days probably saw the trailer for this. But now it looks like we're getting more info about it. It's made by Radiant Entertainment and Seth Killian, and the Alpha sign-ups are open, and it begins next week on the 28th
http://www.risingthunder.com/
Here are some details:
- Free-To-Play
- PC only and powered by GGPO3
- Developed by Radiant Entertainment (The Cannon brothers' dev studio) with Seth Killian at the creative lead.
- Keyboard is default set-up, but you can use controller pads and arcade sticks.
- Traditional six button set-up, with three attack buttons (weak, medium, heavy), and three special move buttons.
- Special moves are activated by one button and work on cooldowns, and don't have directional inputs.
- Similar to KI, new characters and content will be added over time.
Here are some previews:
DTOID
Radiant Entertainment are certainly confident in their new fighter, and given that they're allowing the FGC and newcomers full access to their game very soon (early alpha beginning on the 28th), they're looking forward to hearing their feedback. As with their other title Stonehearth, the community will have a major impact on the state and feel of the game. While Rising Thunder certainly does a lot of things that may go against the more iconic aspects of the genre, there's a lot of thought that went into the intricacies of this fighter. As this title is still in fairly early stages, many features and visuals are not in place quite yet, but the developers are confident enough in releasing it as the true heart of the game is in place. They also plan to actively update the game, introducing new content, updates, and other additions to keep things interesting.
IGN
And it’s easy to play. It’s easy to feel good, because Rising Thunder requires “mostly one-button, some holds, some button-plus-direction” inputs, with minimal motion input to pull off spectacular, devastating special attacks. I’ve done things I’ve never been able to do in fighting games because of Rising Thunder’s easy inputs. I’ve canceled animations, bait-and-switched opponents, and pulled off preposterous aerial combos. Playing a fighting game on a PC keyboard was the most alien idea in the world until I spent a couple hours with Rising Thunder. Passersby said it looked like I was typing frantically, like a hacker in a ‘90s movie. I felt like what I imagine pro players feel like — processing information and responding in turn with lightning speed.
PC Gamer
After playing Rising Thunder for the past couple weeks (I’ve gone 13-39, but I’m playing against its creators, so give me a break), it doesn’t strike me as a fighting game washed of complexity. As Killian says, it’s got the nuance—though I don’t know it deeply enough to say if it’s more or less nuanced than any other fighting game—without the input barrier. “It’s a completely core fighter, like everything else, it’s just that the special moves don’t involve any weird motions. That’s it. That’s really the only difference. That’s kind of the bet of this whole game.”