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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?

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