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Sunday, April 20, 2025 8:06:39 PM

Tempest Rising Review (SovietConscript)

I have very mixed feelings about this game. While it triggers the nostalgia that the old-school RTSes gave me back in the day, these developers made some very odd design choices that really take away from the enjoyment and create frustration to the point where it's just ridiculous.
First off, defenses are the most worthless thing in the game. If you build an anti-tank defense, ANY infantry unit absolutely destroys it, like they have bonus damage against all anti-tank defenses. If you have anti-infantry defenses, tanks (even the most basic one) outranges it and it's completely useless. The defenses don't even deal any significant damage to be worth it. Even a small force of just a couple of infantry and a couple of tanks can obliterate multiple defense buildings.
The Grenadier, the MOST OP unit in the game. Deals high damage to EVERYTHING (infantry and tanks), and is almost as sturdy as a tank. Even with the Tempest Dynasty flame tanks, they still can take quite a punch before going down. It's almost thankful that the GDF AI just ignores every other unit in the game and just mass-produces Grenadiers and Medics with a couple of anti-air units in support.
Pathing is (and to be fair, always has been) an issue, especially when it involves units that need to be stationary to use their abilities (Salvage Vans, I'm looking at you). If you have salvage vans following your units and you're trying to move them into position to repair some of your tanks after a battle, if any unit bumps into it, it moves, loses its ability, has to reset up, and then starts again, only for units behind it to bump into the other unit, which bumps into the unit next to the Salvage Van, which causes it to move, lose its ability, and have to re-set up. Same goes for Technicians. If they're in the middle of the pack repairing things, if the units move, then the Technicians move, stopping their repairs, wait for everything to settle, then go back to repairs. The range at which the Technicians will engage with repairing units is frighteningly small. Even when standing in the middle of a bunch of units, Technicians will repair a few close tanks and then sit there, even when there are more units to repair. They even don't prioritize the most damaged units first, which is an odd choice. I feel like units that are healing/repairing should not move, even for pathing of other units, unless the player forces them to move. Like when a Salvage Van is deployed and ready for repairs, it shouldn't be moving out of the way, unless the player tells it to move.
I think this game needs some major balance tweaks before I can recommend it. I do hope it can get to a place where it feels more like a balanced old-school RTS with updated graphics. The graphics are pretty good, and the two factions, the GDF and the Tempest Dynasty, do feel pretty unique. I haven't gotten too far into the game, but these issues were just too much to ignore, especially for early game. I can only imagine what it's going to be like in the later game when I'm dealing with more advanced units and air power of my own. Also, the game is SUPER resource-heavy. Aside from some of the in-game mission cinematics at the very start of a mission, this game constantly 95-100%'s my 24 GB 3090. Optimization is sorely needed, although it does run smoothly despite the resource hogging.
If you're not ready to invest in the game or its vision yet, I'd say hold out until it gets some patches and rebalancing. If you want to support the devs and show that RTS games are not dead, then go ahead and buy it, but still wait before you play until they can get those balances in.