Yes, we've got Tank Controls!

DinoRexMax

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Okay, I don't even need to pretend misunderstand why someone would hate tank controls. They were unnatural and inconvenient to say the least.

But I'm hesitant to say to say that they were clunky or awkward, especially having cleared through the Onimusha series this year. Which we're action games, with tank controls.

Think about that.

An Action game...

...with tank controls.

And they were good, probably some of the best games on the PS2. It even made me sort of wish DMC committed to tank controls (since, Jyubei can do fightin game command inputs for special moves, which would be awesome in a DMC game).

It sort of opened my eyes as to the versatility of tank controls, how they aren't necessarily a hindrance.

They allow for a certain level of precision that 3D games normally lack, allowing the player to move in more specific pattern without forcing the camera closer to their character (giving you a greater overall view of your environment).

So, it begs the question.

What do all you RGT guys out there think of Tank Controls? What is the acceptable amount of it you will tolerate in a game, whether or not it's appropriate for any game at all and simply an archaic element of ancient design principles?
 
I guess front mission and armored core was crap to you so you just play tank that exist in the 20th to 21st century because they are not fictional?
 
In my eyes, tank controls are the ultimate control scheme for survival horror games, and for many forms of vehicular combat.

I like practicing 3 point turns in my Chris Redfield-mobile.
I agree when it comes to some vehicular combat games, especially if the vehicles are heavier.

In 3D games with a fixed camera, it’s just the natural and perfect choice.
But in 3D games with a free camera, horror or not, it’s just an unnecessary annoyance, nostalgia aside.
 
There are only two kinds of games where I can tolerate tank controls: Classic Tomb Raider and tank games. The former because the series is a slow burn precision platformer for the most part and the latter because, y'know, tanks.

Any other instance of tank controls is an immediate deal-breaker for me. I'll probably never beat any of the classic survival horror games. I'm sorry but when a zombie is within biting distance I need Jill to haul ass instead of turning 5 degrees per second when I press left.

I don't know how many people remember this but old FPS games used to have tank controls by default. Strafing was optional and often required holding another button. There's good reason nobody plays Doom like that anymore.
 
My bread and butter

I still default to it every time I try a game if it allows it
 
I love tank control this my I like survival horrors it add the tension and is not easy of control the characters that thr point the characters needs fo run but is hard because they are intense
 
i have nothing agains tank control
tank control is part of what makes old games great
 
A bygone product of the limiting processing power and input available in the mid 90s. It became a default for many games until they figured out how to calculate the camera's forward vector without destroying the CPU. (Some games, like Mario 64 had an array of angles instead of performing any actual calculation, very clever of Nintendo).

I like it, at one point I didn't but now I do. Resident Evil 4 becoming of the greatest games of all time and still using them just proves that little tweaks can make a huge difference.

It forces the player to think before moving; punishes them for being desperate. It lends itself to survival horror games since you want people to pay attention and be careful.
 
View attachment 141414

Okay, I don't even need to pretend misunderstand why someone would hate tank controls. They were unnatural and inconvenient to say the least.

But I'm hesitant to say to say that they were clunky or awkward, especially having cleared through the Onimusha series this year. Which we're action games, with tank controls.

Think about that.

An Action game...

...with tank controls.

And they were good, probably some of the best games on the PS2. It even made me sort of wish DMC committed to tank controls (since, Jyubei can do fightin game command inputs for special moves, which would be awesome in a DMC game).

It sort of opened my eyes as to the versatility of tank controls, how they aren't necessarily a hindrance.

They allow for a certain level of precision that 3D games normally lack, allowing the player to move in more specific pattern without forcing the camera closer to their character (giving you a greater overall view of your environment).

So, it begs the question.

What do all you RGT guys out there think of Tank Controls? What is the acceptable amount of it you will tolerate in a game, whether or not it's appropriate for any game at all and simply an archaic element of ancient design principles?
Smth like resident evil dino crisis and fear effect
BUT TOMB RAIDER?! OH BELT NO
 
Honestly? I first experienced them in Alone In The Dark and, despite making stairs into your worst nightmare, I thought they did a lot of quiet heavy lifting: I can't image that game being nearly as scary without the added vulnerability brought with that control scheme that punished unpreparedness and made it impossible to just approach enemies like some badass action hero, making you plan ahead and work with your resources.
 
I dont mind it if the gameplay is good, but I think in the end now that we have our standardized 2 sticks controls there is no more point to it.

At least on the general level, there could be some good game designs that uses tanks controls as a way to improve gameplays, lets say a mech shooter where one stick is the the tank movement and the the other is the precise aim that can move all around the mech POV.
 
Classic Tomb Raider
I always forget tomb raider had tank controls, I really need to beat that game someday. Tanks for the reminder!
I'm sorry but when a zombie is within biting distance I need Jill to haul ass instead of turning 5 degrees per second when I press left.
But ya gotta admit that makes the game incredibly tense and suspenseful though right? Every enemy you see already makes you start preparing inputs in advance.
In 3D games with a fixed camera, it’s just the natural and perfect choice.
I'm not so sure about that... Couldn't any rpg with prerendered backgrounds and fixed camera locations be designed with tank controls? For example, Square could have had tank controls for FF10 (I can't recall a point where you can control the camera as there is no overworld map) but they (and I think most designers would) chose not to. I think it is more an artistic choice, and it was a stroke of genius on Capcom's part for Resident Evil.
 
But ya gotta admit that makes the game incredibly tense and suspenseful though right? Every enemy you see already makes you start preparing inputs in advance.
No. I find it incredibly annoying. Like tying your shoelaces together before going out for a walk. You can do that. You could maybe even enjoy it after getting used to it. But there's no way I'll ever be convinced that it's a good solution.
 
I'm not so sure about that... Couldn't any rpg with prerendered backgrounds and fixed camera locations be designed with tank controls? For example, Square could have had tank controls for FF10 (I can't recall a point where you can control the camera as there is no overworld map) but they (and I think most designers would) chose not to. I think it is more an artistic choice, and it was a stroke of genius on Capcom's part for Resident Evil.
Yes, it could. I said that 3D games with fixed cameras make better use of this type of controller, and that includes RPGs, whether they have pre-rendered backgrounds or not.
and it was a stroke of genius on Capcom's part for Resident Evil.
100%!
 
No. I find it incredibly annoying. Like tying your shoelaces together before going out for a walk. You can do that. You could maybe even enjoy it after getting used to it. But there's no way I'll ever be convinced that it's a good solution.
That's fair. I only like tank controls for Resident Evil, so don't think I'm in love with them. I don't know why, but it is just so perfect and fitting in that game, to me.
I dont mind it if the gameplay is good, but I think in the end now that we have our standardized 2 sticks controls there is no more point to it.

At least on the general level, there could be some good game designs that uses tanks controls as a way to improve gameplays, lets say a mech shooter where one stick is the the tank movement and the the other is the precise aim that can move all around the mech POV.
:loldog Perfectly timed post. I think someone before mentioned Armored Core and that is the perfect example where I DONT like tank controls even if it seems like that would work or be appropriate. Speaking of mecha, the dual analogs patch for armored core 2 I got here completely blew my mind and made me actually like that game. Like you said, two sticks make all the difference. I always found the game unplayable due to the tank controls and mapping vertical movement to shoulder buttons. How the fuck did FromSoftware expect you to put up a fight in that damn game as designed O_o
 
RE4 is an interesting case, because one of the more common things I hear from people who call it their favorite game ever is "I can't get into the older RE games, because of tank controls". The explosion of popularity RE4 experienced, to the point of becoming the basis for other games like God of War and Silent Hill, has me wondering if some people think "tank controls" somehow refers to a fixed camera angle and not the control scheme.
 
Tank controls are fine I guess, but we have thankfully moved on. Remember we have the luxury of hindsight, but when the programmers were making the games that used T.C., say Resident Evil for example, they were truly breaking new ground and had no examples to follow.

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