Seth Killian discusses Rising Thunder’s fighter heresy, online focus, and MOBA inspiration

We take some fighting game traditions for granted. Why do we require players to put in those sequential inputs for special moves (like Down, Forward, Punch for a fireball)?

That’s a question Seth Killian, who was Street Fighter publisher Capcom’s community manager and an employee at Sony before starting Radiant Entertainment, has asked himself a lot, and you can tell by playing his new game, Rising Thunder (you can visit the site to receive an invite to the July 28 technical alpha). It might look like a Street Fighter clone, but this free-to-play PC game does away with those special move inputs. Instead, you can use them just by pushing a single button. A cooldown timer, not your mastery of button combos, determines when you can use them again.

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Mike Minotti

Mike Minotti has been with GamesBeat since 2012, starting as an intern. Based near Youngstown, Ohio, he now manages GamesBeat's editorial team. He's also a prolific podcaster, appearing on multiple shows covering the gaming industry.