History Main / TankControls

5th Feb '16 8:35:33 PM nombretomado
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* The ArcadeGame ''VideoGame/{{Battlezone|1980}}''.
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* The ArcadeGame UsefulNotes/ArcadeGame ''VideoGame/{{Battlezone|1980}}''.
5th Feb '16 8:35:02 PM nombretomado
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[[AC:ArcadeGame]]
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[[AC:ArcadeGame]][[AC:UsefulNotes/ArcadeGame]]
30th Jan '16 8:57:54 AM nombretomado
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* The ''SyphonFilter'' series used these up until ''Dark Mirror''.
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* The ''SyphonFilter'' ''VideoGame/SyphonFilter'' series used these up until ''Dark Mirror''.
9th Jan '16 5:29:21 PM MyFinalEdits
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* ''VideoGame/GrimFandango'' was probably the first "old-school" graphical adventure game to use this control method, with ''VideoGame/EscapeFromMonkeyIsland'' (which used the same engine) following suit. Not being action-intense games, the somewhat awkward controls were not quite as much of a hindrance as they are in other titles, but the transition from traditional point-and-click movement was still rather jarring. ** The Remastered version lets you turn it off, and you can get a Trophy by playing the whole game with the tank controls on.
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* ''VideoGame/GrimFandango'' was probably the first "old-school" graphical adventure game to use this control method, with ''VideoGame/EscapeFromMonkeyIsland'' (which used the same engine) following suit. Not being action-intense games, the somewhat awkward controls were not quite as much of a hindrance as they are in other titles, but the transition from traditional point-and-click movement was still rather jarring. ** jarring. The Remastered version lets you turn it off, and you can get a Trophy by playing the whole game with the tank controls on.
9th Jan '16 4:41:06 PM spaceace72
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Added DiffLines:
** The Remastered version lets you turn it off, and you can get a Trophy by playing the whole game with the tank controls on.
12th May '15 1:38:30 PM nombretomado
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* Used in ''GodHand'', made by Clover and published by (guess who?) Capcom. Gene cannot freely walk and right, but his ability to turn 180 degrees instantly and his sideways dodging helps make the controls feel a lot less painful than you'd expect in a BeatEmUp. (He can also turn while running.) * The SwordBeam and OneHitKill Dark Side modes in the first NoMoreHeroes give Travis tank controls for the duration.
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* Used in ''GodHand'', ''VideoGame/GodHand'', made by Clover and published by (guess who?) Capcom. Gene cannot freely walk and right, but his ability to turn 180 degrees instantly and his sideways dodging helps make the controls feel a lot less painful than you'd expect in a BeatEmUp. (He can also turn while running.) * The SwordBeam and OneHitKill Dark Side modes in the first NoMoreHeroes ''VideoGame/NoMoreHeroes'' give Travis tank controls for the duration.
21st Mar '15 9:54:40 AM Saber15
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* Likewise in its competitor ''Videogame/WarThunder'', many tanks turn horrendously slowly when stationary due to the brake-based steering; if you're stationary, you only have low-RPM torque to move the opposite tread. You can actually manually control the tank's clutch, transmission, and brakes.
21st Mar '15 5:00:31 AM MrLavisherMoot
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* VideoGame/CrocLegendOfTheGobbos has tank controls when being played with a D-Pad. If you play it using the analogue sticks however, the tank controls are gone and Croc simply moves where you point the analogue stick, yet he still moves as if he's controlled by tank controls, so if you want him to go left, he still has to turn around slowly before he's facing the direction you want to move in. Given that the game featured loads of very ''Tomb Raider''-esque jumping puzzles, this was probably a deliberate design choice.
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* VideoGame/CrocLegendOfTheGobbos ''[[VideoGame/{{Croc}} Croc: Legend of the Gobbos]]'' has tank controls when being played with a D-Pad. If you play it using the analogue sticks however, the tank controls are gone and Croc simply moves where you point the analogue stick, yet he still moves as if he's controlled by tank controls, so if you want him to go left, he still has to turn around slowly before he's facing the direction you want to move in. Given that the game featured loads of very ''Tomb Raider''-esque jumping puzzles, this was probably a deliberate design choice.
21st Mar '15 4:58:23 AM MrLavisherMoot
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* Old FPS games such as ''{{Doom}}'', ''VideoGame/GoldenEye1997'' and ''PerfectDark'' have Tank Controls as the default movement system due to hardware limitations. Strafing is possible, but it's its own separate button command.
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* Old FPS games such as ''{{Doom}}'', ''VideoGame/GoldenEye1997'' ''VideoGame/{{Doom}}'', ''VideoGame/{{GoldenEye|1997}}'' and ''PerfectDark'' ''VideoGame/PerfectDark'' have Tank Controls as the default movement system due to hardware limitations. Strafing is possible, but it's its own separate button command.
21st Mar '15 4:56:48 AM MrLavisherMoot
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* VideoGame/TombRaider stuck with it's fairly sluggish tank controls for five games. These controls made gunfights awkward since there's no easy way to strafe around enemies, but they still have their defenders due to them being pretty precise for the platforming sections. This became apparent when Tomb Raider: Angel of Darkness moved away from the tank controls and actually made platforming far more difficult due to how slippery Lara's movement was.
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* VideoGame/TombRaider ''VideoGame/TombRaider'' stuck with it's its fairly sluggish tank controls for five games. These controls made gunfights awkward since there's no easy way to strafe around enemies, but they still have their defenders due to them being pretty precise for the platforming sections. This became apparent when Tomb ''Tomb Raider: Angel of Darkness Darkness'' moved away from the tank controls and actually made platforming far more difficult due to how slippery Lara's movement was.
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