First Look - Rising Thunder Technical Alpha
Hello there fellow Noobs! Join me for a special episode today as we take a look at the Technical Alpha of a new fighting game called Rising Thunder! I am having a great time with this game and I hope after you watch this video, you will too! :D
Thanks for watching and please be sure to Like the video (if you enjoyed it) and leave a comment below. :)
------------------------------------------------------------------------------------------------
Visit Rising Thunder's website to sign up for the Technical Alpha and play today! http://risingthunder.com/
If you'd like even more information regarding the game (strategies, bugs, etc.), you can visit Rising Thunder's forums here: https://forum.risingthunder.com/categories
(Full disclosure: I was not asked or offered any sort of payment to create this video. I just wanted to do this because the game's fun and I wanted to share with all of you. :D)
------------------------------------------------------------------------------------------------
Rising Thunder is a Free-to-Play fighting game developed for the PC by indie developer, Radiant Entertainment. Radiant Entertainment was founded by Tom and Tony Cannon. Tom is the founder of the Evo Championship Series tournament, the largest fighting game tournament in the world. Tony created the middleware, GGPO, which is designed to help create a near-lagless online experience and is utilized today in many fighting games including Skullgirls, Killer Instinct (the current one), Lethal League, and Rising Thunder. Rising Thunder development is headed up by Seth Killian who was a long-time fighting game player and who worked at Capcom during Street Fighter's 4 development.
Rising Thunder is still in the Technical Alpha phase.
Rising Thunder is a fighting game that is trying to reduce the steep learning curve that is prevalent in most other fighting games. Rather than requiring complex inputs to perform special moves , all special moves are handled with a single button press. The idea being that most players don't get past the first layer of a fighting game (doing all of the moves) and therefore aren't able to fully experience the second layer of said game: the strategy.
Rising Thunder currently features six mechs, each with its own unique playstyle. The game provides a brief character breakdown, including what type of fighter they are (grappler, mixup, etc), how difficult they are to learn, their attributes, and their skills (or "Loadout"). Each character has a unique Loadout and some elements of each Loadout can be changed. This is called the "variant system", which is why you're playing as a mech. Mech's can have parts swapped out for particular situations and players are allowed to change Loadouts in between games without disrupting anything.
Fitting in with the streamlined input system, every character has the same amount of specials: three regular specials and one super. Each character also has access to either Kinetic Deflect or Kinetic Advance. The Kinetic Deflect works like a Burst or Combo Breaker and will interrupt an opponent's combo and/or nullify the damage from the last hit taken. The Kinetic Advance works like a Rapid Cancel which grants access to more and/or bigger combos. In many fighters, players have access to both. In Rising Thunder, players only have access to one or the other. There's actually a lot of thought that goes into the selection of your Loadout before going into a match.
Each mech has a unique Loadout and can swap out only so many of their specials. Some characters can swap only one special (like Crow), while others can swap out more (like Chel). Each special comes with their own particular use and playstyle.
Each Ranked Match is a best of three games with each game being best of three rounds so it play like most fighting game tournaments do. This format allows players a chance to figure out their opponent and employ a winning strategy in the second and third game. Thanks to the ability to change your Loadout between games, Rising Thunder adds another layer of adaptability to player's arsenal when in a match.
There are player levels and character levels. At the moment, those don't seem to do anything crazy.
Playing this game on a keyboard feels natural. WASD are your movement inputs. UIO are your specials. JKL are your Light, Medium, and Heavy attacks. Semicolon is your Throw button. Spacebar is your Overdrive (super, ultra, etc). Those are the default controls.
------------------------------------------------------------------------------------------------
Subscribe to be kept up to date on all of the gaming hype and fails!
Subscribe: https://www.youtube.com/subscription_center?add_user=perpetualnoob3
Find me on Twitter: https://www.twitter.com/perpetualnoob3
Find me on Google+: https://plus.google.com/+perpetualnoob3/posts