I’m kind of excited about this game and thought it might be helpful if I I contribute an outsider’s perspective to this discussion.
Every now and then I’ve very casually played this or that fighting game going all the way back to the original Street Fighter 2, but I’ve never been better than “beat all my friends, who also don’t really know what they’re doing.” As a kid, I didn’t have a clue what high level play would be like.
Later, as someone who loves games, programs games and designs games, I would sometimes spend time thinking about fighting games and realized how interesting high level play must be. From time to time I would give one a shot, spend a few hours over a couple days in whatever training/challenge/trial modes it might have, try some online matches when available, and more or less brute force my way through story modes. Every time, I would eventually realize that there was nothing left I could do that was any fun at all. Failing the same challenge for an hour straight or fighting multiplayer matches where I’d get absolutely destroyed in ways that didn’t even allow me to understand what was really going wrong just offered no clear progression path and I’d go play something else that was more fun, even if I was just as bad at it, because I could at least tell what was going on in the game.
Then I played Divekick. I know there’s a subgroup of traditional fighting game players that start frothing at the mouth when the game is so much as mentioned, but please hear me out.
I was bad at Divekick at first, of course, just like any other game. But when I lost a round of Divekick, I could see what had happened. With each match I got a little better at understanding the timing and spacing requirements of the moves available to me, and before long at all I could think of the game in terms of the individual matchups. Without ever hitting any kind of roadblock or having to do anything that wasn’t fun, I progressed to the point where I’m one of the top online players (in terms of online tournament results, not just “grind against weaker players” matchmaking points or something, though I’ve been at the top there too).
The reason I bring this up is that over the weekend someone gave me a copy of USFIV on Steam and I’ve been playing it, and the difference between the last time I tried a traditional fighting game and now is staggering. The game put me in class C and I’ve never had more than around 700 player points or whatever, so I’m not good, not by a longshot, but the way it feels to play is completely different. Although I’m still messing up special move inputs several times per round, and can almost never link two attacks together to save my life, the parts of my brain that were developed for Divekick are working at full capacity. While I’m over in the corner flailing at the air trying to make a special come out, I’m also watching the way my opponent moves, making mental notes of the time/distance covered by attacks I hadn’t seen before, recalling what I can from previous matches against the same character, and trying to imagine what options my character might have against theirs. Sometimes I come up with a plan that works, assuming I don’t fail my inputs too hard.
I don’t even know how to fully express how much better this makes the game for me.
Rising Thunder will not be as accessible as Divekick, but it is trying to remove one of the mental barriers between new players and actually paying attention to what’s going on in the match, and it’s doing it without the parody skin and “not taking ourselves seriously” first impression that Divekick has which turns some players off or stops them from realizing how deep and amazing the game actually is.
Even if Rising Thunder ends up ultimately not being as good of a game for you high level players as the ones you already have, it may very well be a way for other players to get a chance to start thinking about fighting games at a higher level than “these are what special moves my character has and this is how I make them happen”, which is probably as far as the vast majority of people typically get in something like Street Fighter. And for some fraction of those people, being able to glimpse the higher level game in a reasonable amount of time might just be the motivation they needed to put in the work to learn other fighting games.
So my cautiously optimistic opinion is that even if the game ends up being somehow sub-optimal at the highest levels of play, it is still almost certainly something that should exist, assuming it is implemented well.