The video game industry is in a transitional phase. Yes, it is reaching that period every five or six years where new consoles start replacing old consoles, but this phase is much more complicated than just that. Along with those new consoles bringing uncertainty and doubt to the biggest corporations in the industry and the challenge to video game conventions and business models is at its highest point.
In Thunder Wolves, the player takes control of two people within the air division of the titular Thunder Wolves mercenary group, Blister and Max. Blister acts as the greenhorn while Max is the more experienced yet rowdy member in the action movie-inspired script. There is not a consistent overall story to Thunder Wolves, as instead the game highlights a few select scenes in the careers of these two gentlemen. The downside to this is that the story can be incomprehensible at times. The advantage to this is that the game gets to the good bits and stays there, bringing along appropriate dialogue that is delivered extremely well from actors who understand and embody their roles.
What adds to the feeling of unrelenting gameplay is player agency in combat. The helicopter controls work on the flip of a dime, reacting immediately to player input even at sub-30 frames-per-second benchmarks. Objectives are almost always player-driven, with nothing occurring until the player has taken action and even those objectives which aren’t player-driven make the player feel like they are performing the more gruelling task. Enemies attack quick and can attack hard, forcing the player to constantly be moving and counter-attacking. What enhances this further is that the game does not impose strict limits on the player as machine gun ammo is infinite and missiles along with health replenish over time. – V8Ninja
