Tempest Rising Review – Multiplayer Games
Blog Andrew Joseph 29 Apr , 2025 0

Note: This review specifically covers Tempest's rising multiplayer mode. For thoughts on story mode, please check it out Tempest Rising Single-player Sports Review.
The problem with Tempest Rising’s multiplayer is that while it’s perfectly capable of recreating old commands and conquering multiplayer with a pair of new and interesting factions, here’s it: a slice, not the entire pie. With only two factions, nine maps, and the most basic option to customize its two or four-person matches, almost everything here screams “the lowest viable product.” Combining the fact that Tempest Rising is not eager to revive C&C gameplay, and there is no huge excitement. It will likely expand over time as time goes by, for example whenever the Veti faction arrives – but like a vehicle factory that is only half built, until you are sure you have enough harvest in the bank to complete it, it won't be super useful.
I could try to comment on unit balance, but like any brand new multiplayer game, what I said will almost certainly get out of date soon. My anecdotal experience of the community's obvious preference for GDF over dynasties may be attributed to their self-repellent drone clusters, which are likely to be posted in a patch within a week, or prove completely wrong. Soon, I'm sure someone smarter than me would find a devastating counter that would reduce the seemingly unparalleled (recognized as very cool) strategy of loading Skycrane Transport Helios with drone-operated infantry to automatically attack anything in range, thus towering anything into a stupid garbage strategy.
So I'll leave it to those busy spreading the best build orders and opposition strategies of the unique traits of each faction, which are primarily a mix of C&C ideas and have several twists and turns. I'm a big fan of the dynasty's scrap trucks, which allows you to quickly unfold a fixed car's turret anywhere on the map and start pouring into structures that can be pre-built in Con Yard. Naturally, there is no chance to clear the way for your long range and armor by cleverly controlling the transformed trebuchet tanks, picking targets for your long range artillery and airborne units, thereby enabling the special abilities to make the enemy's special abilities work for their own resources, and declare vulnerable to start, calling for AIDS, and calling for Scoutivers, calling for rapid escalation, and for the declared environment, and declared mines everywhere, and declared everywhere, so there is no doubt. Technology tree.
Thanks to the retro style of Tempest Rising and the technical tree that adheres to the test of time, I found it immediately familiar and easily fell into old habits; I always loved going back to the classic engineer Rush, where I stole the enemy’s architectural yard from under my nose, and a handful of infantry distracted them. (This will only work for a short time after release, so I can get that huge thrill if I can.) If it works in C&C, it might work here.
There are features that feel almost entirely built for competitive suits, such as inviting you to pour thousands of valuable storm credits into the upgrade, in most cases, until you get to a few levels deep. For example, improve my infantry health by 15% until I have one a lot of Infantry is in the game (rather than building more infantry). At my skill level – probably most people who aren't hardcore players, so far the vast majority of my games haven't lasted for a long time to build up the excess cash I need to invest in things like this, most of them ended 15 minutes ago. But I'm sure there are many people who will find these uses that can make these uses advantage with specific builds, so it's nice to know that there will be more depth if you invest your time in training.
But, if you yes A contender looking for the next RTS fix, knowing that Tempest Rising doesn't have enough time to play at the moment. On the one hand, if you rank, there is only 1V1 match. Even with 2V2 ranking games (developers promise, this is an active effort), there are only three maps that support four players on the team or go all out. In this regard, there are only six options, and 1v1 is not many. Combined with only two factions until whenever the Veti expansion comes up – this could be a while given the lack of a release schedule – which feels slim compared to many of the games that inspired it.
There is nothing wrong with the map here – each is a symmetrical layout with areas of high altitudes, a lot of bottlenecks and alternative routes, all with captureable neutral structures that can give you “free” (the cost of engineers) to build defenses and advance generations and generate generated resources. In short, nothing unexpected- good or bad, which gives it a very swampy feeling. It is hard to say that when there is no outstanding performance, the rise of the storm has surpassed the quality of quantity.