Capcom’s Street Fighter 5 isn’t the only fighting game on the horizon. Rising Thunder, a robot fighting game made by former Capcom legend Seth Killian exclusively for the PC, is primed for action and looks to evolve the fighting game genre.
Killian has been a prominent figure of the fighting game community for years, having produced for Capcom and commentated at many top tournaments. Now he’s made his own game, and all because he became burnt out by “traditional” fighters...
In an interview with Kotaku
, he stated:
"I will always love them. There's a slightly religious zeal to my love of fighting games, but people can burn out on things."
Fortunately, his philosophical take on the genre didn’t change, and he’s a still as much a lover of fighting games as he has always been. I mean, why else would he make Rising Thunder
"I have a slightly messianic belief in fighting games, just for the way they bring people together. You can watch two human minds interact in this environment in a really fast-paced way. When I was thinking about making a fighting game, the first question I was focused on was, ‘What do I have to offer the genre?’”
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Killian is clearly a smart and astute man that knows a thing or two about business and giving gamers something worth their time and money. He made sure Rising Thunder
had something special to offer.
The level of execution required to become good at most fighting games is a big turn off for most gamers, and Rising Thunder
looks to do away with that high barrier to entry, with Killian adding:
"I know fighting games are basically impenetrable in a lot of ways to a lot of people."
He built a game that didn’t require hours or months to pull off a special move or combo, one that followed three keystone
principles: 1) easy inputs, great online and free play. Here is what he told the guys at USgamer
"I came up with a list of three keystone principles. The easiest two are: these games are hard and take a lot of commitment from the player, and charging $60 up-front to play them and potentially suffer is not good. So we wanted to make the game free. Most of the competitive games in the world are free, and I believe if you build a fun game, you can build a business around it. We're inspired by games like DOTA and League of Legends. Our commitment is that you can play it forever and not give us a dime."
His team got rid of the traditional input for special moves, allowing you to execute them simply by the press of a button. All special attacks in Rising Thunder
have a brief cool down period, similar to slower games like League of Legends.
You will be able to customize the loadout of your robot fighter, changing their fighting capabilities ever so slightly to better accommodate your fighting style:
"It's a variant system that hasn't really been done with fighting games before. You can pick one of three choices for every special move you have. Some of them are nerdy, subtle changes, and some are completely different moves… Even if you select the best possible variants, there are no hard counters. It's about small, subtle advantages"
was built from the ground up with online play in mind, because online means everything in a community-based game:
"Before we even had a game, we were playing through servers in Oklahoma to have realistic pings and to understand what that experience is like, because if it doesn't sing online, it's nothing."
By the look of things, gamers that like fighting games and robots but don’t have the patience for the high level of execution found in most fighting games are likely in for a treat with Rising Thunder
. Do you think it has a chance against the likes of Street Fighter 5, Mortal Kombat X and Killer Instinct?
Make sure to stay tuned to GameTribute for more Rising Thunder