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Rising Thunder - new PC, UE4, Free-to-Play fighter from Seth Killian

It looks really intriguing, I think I'll be signing up for the alpha now. Doing away with motion inputs is super smart if they really intend this to be PC-only, that kind of shit is just the hardest to do on a keyboard.
 
So it's just a matter of registering on the site to get a chance to get into the Alpha? Saw the commercials at EVO and the game looked like a lot of fun.
 
Looks more fun than I thought. Is GGPO 3 available for other developers yet? Didn't know it was done until trailers for Rising Thunder were out.
 
Sounds interesting. Hope the F2P model is a good one and I'll probably give it a shot.

I like the idea of single button specials. Having complex motions for key moves doesn't do much for me.
 
not sure about the cooldown stuff but its f2p ill give it a shot

Seems like that could really mix up the meta (for interesting reasons, not bad ones) and I'm cool with a change like that.

I'm interested in playing this. Loved the '80s Gundam-sounding audio treatment to some of the special moves.
 
It's made by Radiant Entertainment and Seth Killian,

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it just looks so horrible

I know it's early but I dunno if there's any coming back from this robot shit as the basis for character designs
 
- 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.

Ugh, this is sounding like a P4Arena type deal to me. I'm not a fan of dumbing down inputs.
 
I'm certainly interested in this because of Killian's involvement, but yeah the visuals remind me of those promos for video game schools that would be advertised during the day on cable channels like G4.
 
I like the character designs at the moment, not in love however. I get why people aren't a fan.
Ugh, this is sounding like a P4Arena type deal to me. I'm not a fan of dumbing down inputs.
It seems weird that it's even a six button fighter and not 4 considering this to be honest.
 
The robots in the trailer look really really boring.

Come on all you need is an awesome artist for this game and this could be good.
Get whoever designed Gurren Lagann or Z.O.E on this shit and we are talking.
 
I seem to recall a SuperBot dev saying that they didn't have a huge budget from the very beginning so they had to basically be as minimal as possible when making the game. I'll look for a link.

Sorry but that sounds like BS.

Have you seen the character select screen? It's bullshit. With $2000 you could have hired someone that crafted something better.
The special-to-kill mechanic? Some people liked it, some people didn't. That wasn't a budget problem.
Other than that, the game was fine for what it was.

I hope they release a second one.
 
The simplified input modes I've seen in other games tended to come off like an afterthought and seemed intended for someone to be able to join in at a party if they didn't have time to learn how the game worked first, so it'll be interesting to see what it would be like when the game is actually designed around it.
 
I saw the commercial for this during EVO and was thinking "What the heck is this?" But now I'm intrigued. Very interested in how this simplified input system works out over time.

Does the protagonist bot inexplicably have a female voice?
Inexplicable? Protagonist's probably just a fembot.
 
Does anybody gets a warning from the browser when trying to enter the game's official site? Both Firefox and Chrome tell me that it will try to steal my private data. O__o

Game looks kinda neat, the character desing could be better but animations and graphics are simply top notch. I'm looking forward to trying it.
 
I'm interested because of Seth, and I'm liking the flow. The character design does look pretty bland, but it's F2P so that doesn't irk me too much. I'm just hoping the gameplay and monetization is reasonable.
 
Not liking the cooldown system, I don't see why specials should be restrained. The wakeup game could turn really ugly (I know your shoryu is on cd, you know I know. Your only option is to block and tech because I know whatever I'm doing will be safe). Also you don't see the cooldown for your opponent, just yours, which I find strange for a game focusing on removing "artificial difficulty" as much as possible.
 
The cool down system seems silly, the female robot did a DP like move and the cool down was around 7 real time seconds.

Honestly wouldn't have given this a second look if Seth wasn't attached to this.
 
I didn't like what I saw during EVO ads. But an easily accessible fighting game that doesn't require directional inputs and with Seth Killian as creative lead? I'm certainly interested. The designs still look like trash.
It being free to play and having no directional inputs may make it a good fighting game for keyboards.
 
Not liking the cooldown system, I don't see why specials should be restrained. The wakeup game could turn really ugly (I know your shoryu is on cd, you know I know. Your only option is to block and tech because I know whatever I'm doing will be safe). Also you don't see the cooldown for your opponent, just yours, which I find strange for a game focusing on removing "artificial difficulty" as much as possible.
The cooldown system is directly a response to "OMFG SPAMMER" complaints in fighting games.

The whole "cooldowns" not visible is bizarre because how is it going to work offline/local play? Surely there's a local mode right? They should display for both characters to be honest.


And yeah some of the cooldowns are way too long. The cooldown for the fireball is fine but for the SRK and Hurricane kick equivalent it's way too high.
 
The whole "cooldowns" not visible is bizarre because how is it going to work offline/local play? Surely there's a local mode right? They should display for both characters to be honest.

As of now, it's online only.

PC Gamer said:
The reasoning for making Rising Thunder focused on online—so much so that one character has a special move that turns him invisible only on the opponent’s screen—is clear to Killian. Good online play is both the basis for all the biggest competitive PC games and lacking in most fighters. Plus, a healthy matchmaking system might be the invitation to have fun in fighting games that a lot of potential players need. With offline fighters, says Killian, “not only do you have to be a weirdo who survived months of practicing all these moves, you have to have another group of local weirdos who are in the same boat.” And if one of your local players is better than everyone else, everyone else gets crushed. And the worst players are left out.
 
The cooldown system is directly a response to "OMFG SPAMMER" complaints in fighting games.

The whole "cooldowns" not visible is bizarre because how is it going to work offline/local play? Surely there's a local mode right? They should display for both characters to be honest.


And yeah some of the cooldowns are way too long. The cooldown for the fireball is fine but for the SRK and Hurricane kick equivalent it's way too high.

Yeah I realize that it's an attempt to reduce the "spam" complaints but their solution isn't well thought out IMO, seems to introduce more bullshit than it solves.
 
Woah cooldowns on specials?

I didn't mind the art, but this alone is enough for me to say "no thanks." What is this a MOBA?

They're clearly going for something similar to that, if only so the transition from MOBA to fighter isn't so difficult. Makes sense seeing how popular MOBAs are. I'm hesitant about the cooldowns as well, but we still don't know how long they'll be. If they're like max 1-2 seconds then it shouldn't be too bad.
 
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