Home News "Tempest Rising: A Nostalgic '90s RTS Experience"

"Tempest Rising: A Nostalgic '90s RTS Experience"

May 04,2025 Author: Henry

The moment I launched the Tempest Rising demo, a wave of nostalgia washed over me. The opening cinematic, with its delightfully cheesy dialogue from bulky armored soldiers and a reedy scientist, set the perfect tone. Accompanied by the game's music, UI design, and units, it felt like a direct callback to my high school days, where I'd spend countless nights battling in Command & Conquer fueled by Mountain Dew, taco-flavored Pringles, and sleep deprivation. Tempest Rising by Slipgate Ironworks masterfully recaptures this feeling, transporting me back to those cherished times. I'm eager to see what further delights await at launch and beyond. Whether engaging in Skirmish mode against cleverly designed AI bots or diving into Ranked Multiplayer, playing Tempest Rising is as comfortable as slipping on my favorite, well-worn baseball glove.

This nostalgic experience is no fluke. The developers at Slipgate Ironworks explicitly aimed to craft a real-time strategy (RTS) game that pays homage to the classics of the 90s and 2000s, while incorporating modern quality-of-life enhancements. Set in an alternate 1997 where the Cuban Missile Crisis escalated into World War 3, Tempest Rising's world is one of nuclear aftermath and mysterious flowering vines that harness vast electrical energy. These plants become a new source of power for factions willing to brave the fallout to exploit them.

Tempest Rising Screenshots

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Since my experience was limited to the multiplayer build, I'm still eagerly anticipating the story mode, which will feature two replayable 11-mission campaigns, one for each of the main factions showcased in the preview. The Tempest Dynasty (TD), an alliance of Eastern European and Asian countries devastated by WW3, and the Global Defense Forces (GDF), comprising the United States, Canada, and Western Europe, are the factions available for play. A third faction remains shrouded in mystery, to be revealed with the campaign's release.

The Tempest Dynasty resonated with me, particularly due to their quirky 'death ball' vehicle, the Tempest Sphere, which amusingly rolls over enemy infantry, crushing them into a fine paste. Additionally, the Dynasty's 'plans' system offers faction-wide bonuses in three distinct categories, activated from the Construction Yard. With a slight increase in power generation and a 30-second cooldown between switches, these plans add strategic depth. The Logistics Plan accelerated my building and resource gathering, the Martial Plan enhanced my units' attack speed and resistance to explosives, and the Security Plan reduced costs and improved repair and radar functions, allowing me to cycle through phases of economic growth, rapid construction, and aggressive combat.

The Dynasty's flexibility extends to resource gathering, utilizing Tempest Rigs to harvest resources from distant fields without needing a permanent base, which made my 'fast expand' strategy more accessible and effective. Deploying these rigs to far-off locations allowed for undisturbed resource gathering, bolstering my economy stealthily.

Another intriguing unit in the Dynasty's arsenal is the Salvage Van, capable of both repairing and, in Salvage Mode, destroying nearby vehicles to reclaim resources. This mechanic allowed for clever tactics, such as sneaking up on unsuspecting opponents and turning their vehicles into resources for my own use.

The Dynasty's power plants can switch to 'Distribution Mode,' enhancing the construction and attack speed of nearby buildings at the cost of taking damage. This feature, while risky, adds another layer of strategic decision-making, especially since the mode automatically deactivates at critical health to prevent self-destruction.

While I'm drawn to the Tempest Dynasty, the GDF also offers compelling gameplay through its focus on buffing allies, debuffing enemies, and controlling the battlefield. The Marking mechanic, where certain units can mark enemies to drop Intel upon defeat, adds depth to GDF strategies, particularly when combined with Doctrine upgrades that apply debuffs to marked targets.

Both factions have unique tech trees to explore, enhancing their respective strengths. The Dynasty's tree focuses on improving the effectiveness of their 'Plans,' while the GDF's emphasizes 'Marking & Intel.' Advanced buildings unlock powerful cooldown abilities, adding significant strategic options to gameplay, from area damage to the GDF's ability to deploy spy drones or disable enemy vehicles temporarily.

The Dynasty's fewer, upgradeable buildings make each one more critical, countered by the Lockdown ability that prevents enemy takeovers, though it also halts the building's function. The Field Infirmary ability, allowing me to place a stationary troop-healing area anywhere on the map, synergizes well with the Dynasty's mix of infantry and repair-focused vehicles.

I'm excited to delve deeper into Tempest Rising, especially with the launch version promising Custom Lobbies to team up with friends against the clever AI bots, known for their effective hit-and-run and harrying tactics. Until then, I'll continue to enjoy squishing my bot enemies with swarms of death balls in solitary battles.

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