Rising Thunder Announced – New Free-To-Play Fighting Game Powered By Unreal Engine 4

During this year’s EVOLUTION event, Radiant Entertainment revealed its new PC-only fighting game called Rising Thunder. Rising Thunder will be free-to-play, is being created by Seth Killian (ex-Capcom combat advisor and game designer), will be powered by Unreal Engine 4 and GGPO3, and its technical alpha will start on July 28th. Enjoy its debut trailer after the jump!

Rising Thunder - EVO 2015 Teaser Trailer

8 thoughts on “Rising Thunder Announced – New Free-To-Play Fighting Game Powered By Unreal Engine 4”

  1. I don’t get how PC gamers, raised on fluently performing games, would like to see those 1-frame attack animations :). Damn, it puts me off, I know it’s a standard thing in games of such kind, but I think it’s just a dumb excuse, because making great animations would cost a lot.

    1. I’m not entirely sure what you are looking at TBH. Looks like the attack animations are cancelling into each other the way you’d expect them to. If they didn’t it would be a complete travesty of a fighting game, removing control/immediacy from the player. And any non-cancel animations are perfectly fluid.

      Either that or the timings for normal cancels would have to be extremely strict such that attacks could only ever be cancelled to match the timing of pre-written segue animations (a design choice that would turn-off newcomers because it would demand very precise timing).

      This was actually something Capcom had to advise Ninja Theory on during the development of DmC: The animations were too fluid, seguing into each other naturally (using real world logic) but not able to snap to the demands of immediate player input. It looked great but it felt like the game was playing itself.

      It should be noted there is a compromise: some fighting games use heavy input buffering which allow the player to input in advance of a second/third move in a chain with the moves executing as and when it would look fluid (3D fighters mainly), but even then the number of moves that can be segued from and to are tightly controlled.

      To get around this issue you would either have to remove normal cancels (dumb down the game) or program fluid attack segue animations from every attack to every potential other attack for every single potential cancel frame for every single character: an incredible task (and as I described above, one that would ultimately damage the widespread appeal of the game).

      Let’s take a light punch that has 20 frames of start-up. All of which can be normal cancelled. You’d need 20 animations to segue into another LP, another 20 for MP etc; etc; So assuming this is a six-button game you’d need 6 x 20 (120) animations written to facilitate seguing into any given move (more if we count special/super cancels) from that one punch. And that’s only for one measly punch being cancelled for one character.

      I can’t think of a single game that does that – at best they do it for one character (for example, the incredible number of animations in something like Assassin’s Creed). It’s not a case of being lazy: It’s a case of what you are asking for being a pretty incredible when the end value to the actual player is practically nothing (if not detrimental).

    2. Im more concerned about that “one button” command, someone make an interview to Seth and he said a lot of things, but to resume he sugested fighting gamers has been idiots who have been memorizing commands for years, and the complexity of a down-forward button commands has ride away many players from FG.
      Obviously that horde of casual players who actually doesnt even care about this genre have agree with him and join the cause, “Down with elitist fighting gamers” and take the torchs to burn to ashes the genre as it is now.
      The fun thing is how it can be possible this guy worked on Capcom? Isnt USFIV the right example of how a “complex game” can be popular? Even Street Fighter isnt that “complex” but you know most people doesnt know how to do a half circle forward and they got angry with the ones who can do it.
      Bought a stick, play some fighting games, can perform half circle commands and that make me an elitist? Crazy world we live.

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