Tempest Rising – A Nostalgic Comeback

REVIEW – The team at Slipgate Ironworks and 2B Games had their work cut out for them with Tempest Rising, but they pulled off the impossible: taking the retro flavor of classic real-time strategy games and translating it into a modern, fully-fledged title that doesn’t feel like a relic, but a confident, character-rich entry of its own. Sure, it flies dangerously close to the legacy of Command & Conquer (C&C), but never crashes into derivative territory – instead, it carves out its own identity with surprising finesse.

 

There was a minor hiccup around release, which ended up working in the game’s favor: originally scheduled for April 24, it accidentally went live on the 17th. Rather than pull the plug, 3D Realms and Knights Peak just shrugged and rolled with it. No complaints here – it only meant we could dive into the uranium wars a little earlier.

 

The Westwood Legacy Reforged

 

If you’re even mildly familiar with C&C’s soundtrack, you’ll immediately catch some familiar vibes in Tempest Rising. That’s no coincidence – the composer is none other than Frank Klepacki, the man behind Red Alert’s legendary tracks from his Westwood Studios days. And that’s just the beginning of the parallels. You’ve got two factions – Tempest Dynasty and the Global Defense Force – many vehicles sharing nearly identical names with their classic counterparts, and gameplay that screams C&C: base-building, resource harvesting, and a robust single-player campaign with 11 missions per side. The story takes place in an alternate 1997 where the Cuban Missile Crisis escalated into full-on nuclear war. Since then, the GDF and TD have been locked in a brutal power struggle. The GDF relies on tech, the TD on brute force. The Tempest resource is the new oil, and everyone wants it. Enter a wildcard third faction – the Veti – who shake up the balance. There are no clean-cut good or evil sides here; instead, you’re faced with morally gray decisions throughout. Missions start simple but branch out with optional objectives that add depth and variety.

Completionists will have a field day chasing every goal. The cutscenes and briefings aren’t particularly memorable, but they add enough context to keep the story cohesive. Dialogue trees are there but skippable if you just want to jump straight into battle. The GDF characters are largely forgettable, while the TD side wins charm points with their thick Russian accents. Gameplay-wise, it’s a blend of old and new: the classic rock-paper-scissors logic still rules the battlefield – light units beat infantry, infantry counters tanks, tanks crush light vehicles. Add buffs and unique abilities into the mix, and you’ve got a satisfying tactical loop. GDF is about precision and tech; TD is all fire and fury. One scans the battlefield and weaponizes data, the other just lights everything on fire.

 

Strangely Familiar

 

GDF prefers long-range drone strikes and careful recon, sometimes blowing up barrels or converting data into energy. TD is the opposite – all-out assault with Tempest-fueled weaponry and napalm galore. GDF buildings appear in real time as they’re constructed, while TD builds in the background and deploys when ready. That contrast feels odd at first, especially when switching between campaigns, but you adapt quickly. The unit design is imaginative – GDF’s transforming Trebuchet tank is a highlight, and TD has some fun tricks too, but I won’t spoil them here. Visually, the design is solid, and strategically it matters: knowing unit strengths and weaknesses is critical.

Combine wisely and you’ll build a formidable army – just don’t forget to manage your resources while you’re at it. Playing through both campaigns is worth it: not only do you learn each faction’s strengths, but you’re in for an enjoyable ride. The only real letdown is the map design, which ranges from decent to forgettable. It’s never bad, just not particularly inspired. On the bright side, the UI is clean, and handy features like syncing unit speeds with Alt or selecting unit types with hotkeys are a blessing.

 

Micro and Macro in Perfect Sync

 

Tempest Rising works because it pays homage to C&C without becoming a lazy clone. Even the smaller missions are engaging, it looks good, and it runs well – though you’ll occasionally spot hilariously out-of-sync lip movement during dialogue. Overall, it’s a strong 7/10, easily pushing toward an 8 with better map design. For fans of the genre, this one’s a no-brainer – recommended without hesitation.

-V-

 

Pros:

+ Classic RTS feel with a modern edge
+ Two distinct, fully replayable campaigns
+ Frank Klepacki’s soundtrack and solid audiovisual presentation

Cons:

– Forgettable GDF characters
– Middling map design
– Occasional lip-sync issues and stiff cutscenes

Publisher: 3D Realms, Knights Peak
Developer: Slipgate Ironworks, 2B Games
Genre: Real-Time Strategy (RTS)
Release Date: April 17, 2025

Tempest Rising

Gameplay - 7.5
Graphics - 8.1
Campaign - 7.5
Music/audio - 7.9
Ambiance - 7.6

7.7

GOOD

Not entirely new, yet far from outdated – RTS fans are going to love it.

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Grabbing controllers since the middle of the nineties. Mostly he has no idea what he does - and he loves Diablo III. (Not.)

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