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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