[[caption-width-right:350:You play it on ''this''. Seriously.]]

A HumongousMecha VideoGame released for the original UsefulNotes/{{Xbox}} by Creator/{{Capcom}} in 2002, developed by [[UnfortunateNames Nude Maker]] with Atsushi Inaba's involvement. Perhaps the single most SeriousBusiness, realistic mecha game ever sold to consumers. (There are a few full blown simulated cockpits lurking in major arcades, but they're not exactly going to grace your living room any time soon.)

Why? Well, for starters, look at the controller you have to play it with. It features over 40 buttons (a few of which are used very infrequently, often just during the startup sequence), 2 joysticks (the left one only moving left and right for steering, the right one not centering and used to aim weapons and the manipulator), 3 foot pedals (gas, brake, and slidestep), a gear shift, and a radio dial (with 16 discrete positions, but only 5 are actually used). [[CrackIsCheaper By the way, the game sold new for about $200, and that's before you factor in the collector's market.]]

Second, the developers [[ShownTheirWork went all out on the simulation aspect]]. You have to memorize complicated boot sequences on the aforementioned controller to get your mecha to start. When you get mud in your face, [[CameraAbuse digital windshield wipers will come down and clean the screen for you]]. And that's all ''before'' you get to blow stuff up!

And third, the game is NintendoHard. Most infamously, didn't hit the [[EjectionSeat eject button]] in time when the warning lights told you to? ''[[FinalDeath Kiss your save game bye-bye.]]'' Not to mention, it is possible to [[UnwinnableByDesign get stuck]] if you fail too much since you won't have enough supply points to get replacement [=VTs=]. All of this is compacted by the fact your AI allies [[ArtificialStupidity can barely navigate the map]], [[ItsUpToYou leaving it all up to you.]] You're even treated to an especially painful BossBattle with a mech that can literally turn you off if you get hit. That's after all the {{Dakka}}. If that wasn't enough, every single mission has a time limit, with [[BladderOfSteel no pause feature.]]

The game failed at retail, largely due to two factors: the price, and the fact that Capcom, like most Japanese companies at the time, did not want to support the Xbox and spend time making sure the online modes in ''Line of Contact'' worked properly. It's also [[CaptainObvious obviously]] a very niche, hardcore sort of game, much like how you don't see many [[SimulationGame combat flight or mech simulators]] released for the PC these days.

Due to the retail failure of ''Steel Battalion'', only a limited quantity of the game was ever produced, to the point where it can almost be considered a collector's item due to the rarity one would ever find it in stock (which would mean it is used). Not too many copies are even available on the Internet, of all places.

A sequel was made, called ''Steel Battalion: Line of Contact'' (2004), which does not come with a controller and is essentially a multiplayer ExpansionPack with no singleplayer. The Campaign mode servers were shut down in 2005, but Capcom released a patch that allowed a code to unlock all [=VTs=] for Free Mission use. As of April 12, 2010, it is no longer running due to Microsoft shutting down all servers for original Xbox games. Despite this, the community has moved to Xlink Kai for their Line of Contact fix. LOC.NET used to have all the fine details on the game one could ever ask for, but it has since gone defunct. (It also added support for the Xbox's relatively-little-used [[UsefulNotes/HighDefinition HD 720p]] mode and 16:9, whereas the original topped out at 480p 4:3.)

A completely new sequel, ''Steel Battalion: Heavy Armor'', developed by Creator/FromSoftware, was announced at 2010's Tokyo Game Show, and uses the UsefulNotes/{{Kinect}} in lieu of the specialized controller as well as the regular gamepad. It worked [[EpicFail about as well as you might expect]] waving your hands at the screen to operate the control panel for a massively complicated mech would work.

''Heavy Armor'' is set in an AlternateContinuity where a silicon-eating microbe starts destroying microprocessors back in 2020, and by 2080, there are none left, hence the DieselPunk look. The United States has also taken a major downfall as a result, to the point where the "United Nations" has [[InvadedStatesOfAmerica invaded most of it,]] driving the remaining US army to Mexico to reorganize. The United Nations are 16 mostly asian countries that have been conquered by China, here called the [[TheEmpire Asian Empire]] and appointed into the new UN by them in 2045 at the end of WorldWar3.

The China in the game is never actually called China, despite the Infantry using Chinese weapons and the soldiers speaking Chinese and all. They are very reminiscent of the Germans of [=WW2=], what with their VT design mimicking iconic Wehrmacht Tanks; or their capturing innocent civilians to put them in installations for experimentation; or their use of Railway Guns to bombard Poland, because Russian forces are pushing into Berlin... Did we say they were China? Oh yeah, they invaded all of Europe before moving to the US and Germany signed a treaty with them. Now Berlin is the capital, and the site for the construction of a new super weapon.

''Heavy Armor'' has been mostly bashed by critics due to problems with Kinect integration[[note]]Possibly due to the fact From Software is a Japanese company and the Kinect is not only is as unpopular as the UsefulNotes/Xbox360 there, but also the fact the Kinect was made for Western/American markets in mind and not for Asian markets; especially with small Japanese house sizes.[[/note]] some of which can make the game needlessly frustrating (if not borderline impossible) to play. However, many reviewers note that under the problems, the game offers excellent combat, interesting (if somewhat stereotypical) characters and a good plot. Plus, even while the Kinect is... flawed, reviewers note that is [[RuleOfCool incredibly cool]] when/if the integration works and you're pulling the levers and slapping your crew in the middle of an intense firefight. In fact, if the game is viewed not as "futuristic robot infantry simulator" games like the previous ones did, and more of "walking tank crew simulator", the entire game very much (thematically) delivers on that front. It was never patched to fix its many issues and sold less than the original, making this likely the [[FranchiseKiller last Steel Battalion game.]]



[[folder: Steel Battalion and Steel Battalion: Line of Contact (Xbox)]]
* ArmCannon: Technically, all [=VTs=] use weapons that are mounted to a variable swing mounts that allows them to be pivoted and aimed. There are multiple mounts on a VT usually, allowing multiple weapons to be equipped, but unlike most robots that use manipulator arms (think humanoid hands) that wield scaled up rifles, VT weaponry are integrated with the "arms". That's not to say that they don't have manipulators; they do, but said manipulator arms are only there to manipulate small objects, such as door switches in indoor maps.
* ArbitraryMaximumRange: Further modified by each VT's armor modifier, which reduces a weapon's given maximum range depending on which direction the projectiles are coming from. If the modifier results in a projectile from a weapon that would normally be in range being treated as out of range when hitting the target VT, NO damage is taken. There's no damage scaling/curve at all-either your VT's damaged, or it isn't.
* BladderOfSteel: As noted above, there is no official pause feature. [[spoiler:If you unplug the controller, the game actually will pause until you plug it back in and press the Start button.]]
* CherryTapping: The Marker Launcher, which is a utility "gun" that makes the illuminated VT visible on everyone's radar, does a measly 1% damage. Of course, there's nothing stopping you from actually killing a VT that has exactly 1% Durability with it. Considering that the Marker Launcher does not alert the enemy for locking on or firing at them...
* CriticalExistenceFailure: Played straight for a mech simulation, oddly enough, given that the genre's usually known for SubsystemDamage. ''Line of Contact'' treated leg integrity as different from body integrity and that a legged VT could be salvaged in Campaign mode, but is of no longer a point, since the Campaign servers died well before original UsefulNotes/{{XBox Live|Arcade}} did. In any case, as long as you have 1% of body integrity yet, you are capable of fighting just as well as if you're not hurt at all.
* CuteAsABouncingBetty: Amongst the scary-sounding names of VT units such as Behemoth, Earthshaker, and Rapier, you have the Regal Dress series. If you're expecting a dainty-looking JokeCharacter, you'll be sorely disappointed; they are 3rd-generation [=VTs=] capable of wreaking havoc on the battlefield as good as others.
* CycleOfHurting: There are several weapons that can do this; the order of operation usually goes like this: Weapon A makes an enemy VT fall down, fire with Weapon B before it gets up, and then use Weapon A to drop them again. Some weapon even straight up skips the second step, such as the dreaded Anti-VT Mine. In fact, even the mighty Earthshaker can be killed near effortlessly with this tactic.
* DeathFromAbove: Support-type VT units are often capable of mounting Howitzers and Multiple Launch Rocket armaments. Their effectiveness are so legendary a well known saying within the community goes like this:
--->''"And remember kids, it's all fun and games until someone gets MLR'ed"''
* DeletionAsPunishment: Can you guess what happens to your save file if you fail to eject in an emergency?
* DiegeticInterface: The entire HUD is part of the cockpit. In early VT models, it's in the form of gauges, plus a few numerical readouts on the outside camera monitor. Later VT models do away with many of the gauges and have everything projected onto the camera feed.
* DifficultButAwesome: Support VT units, by their quirk of providing indirect support, either via artillery or via ELINT (like the Sheepdog does).
** Sniping in this game does not use the FSS, instead relying on the pilot's judgment to make accurate [[LeadTheTarget lead]] on his/her target(s). To compensate, sniper rifles are often very powerful.
* DoesThisRemindYouOfAnything: The Garpike and its [[PileBunker Bang Needles]].
** Peeping Spear. It's a weapon that allows the Sheepdog to literally listen on what the other players are saying via voice chat. But...''peeping''?
* EasyLogistics: Both played straight and averted. Every supply base in Line of Contact can be used to refuel and rearm any VT, even when the base itself hasn't been captured yet. Subverted that none of the supply bases can ''repair'' you.
** Played with in the first game: you can request a resupply helicopter to repair, refuel, and rearm you in the middle of a mission. You better keep yourself out of battle though, because you're not invulnerable while you are resupplying. Also, the number of times you can do this is limited.
* EjectionSeat: If your VT's about to [[CriticalExistenceFailure explode]] or [[SuperDrowningSkills flood]], this is the only thing keeping your save file intact.
* {{Engrish}}: The so-called "Scare Face" series of VT units are actually read as "Scarface". ''Line of Contact'' kept that name, perhaps since many people remembered it anyway.
** BlindIdiotTranslation: Crossing over into MemeticMutation; Line of Contact's trailer, which was actually subtitled in English (and is otherwise SurprisinglyGoodEnglish territory), has the infamous "Cheddar coming, boys!", referring to an artillery strike.
* FallingIntoTheCockpit: Happens during the first mission (technically Mission 00) in the first Steel Battalion game, when you're supposed to undergo a training program first. It's best to read the manual ''before'' starting, because it's not as easy as [[Anime/MobileSuitGundam Amuro Ray]] makes it look.
* FinalDeath: Anything that kills your pilot deletes your save. Running out of supply points to purchase new [=VTs=] gets you demoted to the same effect.
* FireBreathingWeapon: [=VTs=] can be outfitted with flamethrowers and napalm launchers. More than just scary factor, both weapons can ignite fires on enemy [=VTs=] and force them to direct their attention at extinguishing the fire that's raging on their VT (there is a dedicated fire extinguisher button on the controller, [[SomeDexterityRequired but pushing it forces you to take your hand off a control stick]]) instead of fighting you, on the pain of a substantial damage-over-time.
* FlashStep: The slidestep pedal does this, at least by lumbering VT standards. Learning to use it to dodge enemy fire while not running down your battery so much that you can't do it anymore is a fundamental part of combat in this game.
* FragileSpeedster: Any of the Light [=VTs=], but especially the Sheepdog, which is more fragile than a ''Vitzh'', the cheapest and weakest VT in the game bar none. That being said, the Sheepdog is designed not for direct warfare, but for reconnaissance and guerrilla warfare with the ability to see enemy [=VTs=] on the map at all times and even eavesdropping on communications with the Peeping Spear. The speed is for staying out of combat and for capturing unattended control points.
* [[SprintMeter Fuel Meter]]: Every VT has a fuel tank with which they can power their batteries, which in turn power maneuvers such as sidestepping and the rare energy-consuming attacks (such as melee weapons and the railgun). Every VT can also bring up to two spare tanks for additional fuel. Running out of fuel does not kill a VT, but forces them to walk, and higher gear settings are disabled.
** [[ManaMeter Battery Meter]]: Like mentioned above, battery power is the source of energy for sidestep maneuver and energy/melee weapons. Normally, they have a fixed recharge rate, but activating Override (see below) makes the recharge time near instantaneous; a massive boon in heated battles, especially involving energy weapons.
* GlassCannon: Artillery Support VT units are often rather fragile, especially when caught in a close range encounter. Make no mistake: they can lay on the hurt like no other, but they often crumble if a close combat VT so much as looks at it funny. [[MightyGlacier Except for the Jaralaccs and Behemoth]].
* InfinityMinusOneSword: The Quasar. Arguably the easiest 3rd generation VT to acquire, while being one of the best VTs in the whole game. Getting it requires exploring guarded side passages in a very particular level though, so only an adventurous pilot or [[GuideDangIt someone who read the walkthrough]] would know where to find it.
** Both the Jaralaccs Macabre and Prominence M3. The former due to its beefy hit points for a 2nd generation VT, [[LuckilyMyShieldWillProtectMe Shield Binder]], and very respectable torque and turning performance. The latter due to being very agile close combatant as well as a great [[MacrossMissileMassacre missile boat]] with its integrated Multi-Missile Pods. And finally, both of them because they can also equip the Railgun, which is often the domain of 3rd-generation [=VTs=]. It's gotten to the point that both are often referred to as "Second-Generation in name only" or "Mini-3rd gens".
* InfinityPlusOneSword: The Juggernaut. Which is basically an even better version of the Quasar, but requires grinding the game to get a big enough score to earn it.
* InstantWinCondition: Line of Contact is made of this. To elaborate, the game revolves around Strategic Points, which are calculated from each side's total VT strength (amongst others). If, at any point, one side's Strategic Points are depleted (either by exhausting it via repeatedly destroying their [=VTs=], or by capturing bases, or both), the other side instantly wins, even if they seconds to losing under the very same condition. Naturally, many last minute, back-from-the-brink style victories were done due to this.
* InVehicleInvulnerability: Pilots won't get injured or concussed from having their [=VTs=] slammed or knocked down. However, they can still die without being shot at simply by staying shut down for too long and asphyxiating; see OxygenMeter below.
* JokeCharacter: The Vitzh, a {{Mook}} VT that has weak armor and weapons on top of being ''the only VT to have a black-and-white main monitor'' in the first game, which ''Line of Contact'' did away with. The m-Vitzh isn't much of an upgrade.
** Doubles as a {{Bilingual Bonus}}, as it is suspiciously close to the German word "Witz", which translates to "joke".
* KickThemWhileTheyAreDown: When a VT is knocked down, it is helpless to retaliate from incoming fire. Naturally, there are weapons that can induce this sort of thing, and sometimes, plain old crashing onto an enemy VT while they are at top speed is enough to do this (referred to within the community as a "Shoulder Check").
* KineticWeaponsAreJustBetter: Despite being set in 2080 and having ''HumongousMecha'', the weapons of choice are generally kinetic projectiles and explosives. The most exotic weapon would probably be the Earthshaker's Gauss emitter, used for shutting down enemy [=VTs=] such that they must go through the lengthy startup sequence again sans the cockpit hatch closing, leaving them open to attack.
* LagCancel: Clip Dumping (Magazine Rush in Japanese). Main weapons normally have a delay before being able to fire the next round (smoothbore cannons), three rounds (rapid-fire rifles), or five rounds (assault rifles). By holding down the main weapon switch button, such that the initial press cycles to the desired weapon (it will not keep cycling with the button held down), firing, and hitting the magazine change button during the firing delay, the delay will be cancelled at the cost of a whole clip of ammunition, and you usually only start with three clips. In addition, due to the position of the main weapon switch and magazine change buttons, [[SomeDexterityRequired it's difficult to do so without taking the left hand off the steering lever and gear shift in a game where manuevering is key to victory.]] It's also a very frowned-upon tactic in the community, but may be agreed upon in certain match setups that are quite unbalanced, such as a few 1st-gen VTs against one 3rd-gen VT like the [[MightyGlacier Earthshaker]].
** The ''Japanese'' community, however, is much less reluctant to use it, as not only the costs are high to begin with, there is no guarantee that the rapid fire shots from Clip Dumping hits the intended target. As such, they view it not as a game breaking cheat, but as "just another skill" that should be utilized, thus adding to the metagame. That being said, online guides also advise on having an agreement with both the Lobby Host and other players on using or not using it.
* LeadTheTarget: The Forecast Shooting System (FSS) in 2nd-and-3rd-gen [=VTs=]. 1st-gen VT pilots will have to do so manually, without locking on. Doubly applies for sniper rifles, since FSS is disabled, and especially with the PainfullySlowProjectile it shoots and the long ranges involved.
** However, not even the FSS will be of any use when aiming Howitzers and Rocket Artillery; those things hurt, but they have to be aimed manually from the minimap.
* LightningBruiser: Medium 3rd-gen [=VTs=] are this compared to 1st-and-2nd-gen [=VTs=]. They're balanced out by costing a lot of sortie points, making their loss that much more impactful on the team. (When a VT is destroyed, its sortie point value is immediately subtracted from the team's total sortie points. If that value goes to 0, that team instantly loses.)
** High-speed close combat VT types such as Garpike and Falchion/Blade/Rapier units are this. They can seriously dominate a fight with their speed and overwhelming CQC abilities.
* LuckilyMyShieldWillProtectMe: The Siegeszug and Jaralaccs Macabre carries what is called a Shield Binder with them. When activated, it makes most incoming frontal attacks ineffective (especially the chaingun varieties), at the cost of not being able to fire primary weapons.
** ShieldBash: What you could actually do with the aforementioned Shield Binder if you want to be aggressive with it.
* MacrossMissileMassacre: Many [=VTs=] can be equipped with multiple missile type armaments. Some can be specialized to carry only that to deplete the enemy's Chaff supply before moving in for the kill. However, the most emblematic weapons of this trope is both the SL-GM (Six-Launch Guided Missile) and the MM (Multi-Missile Pod), which can fire anywhere up to 8 missiles in a single trigger pull. Even better, the MM does not need to be locked on, and is practically a death sentence for any VT units that are starting up. See Mercy Invincibility entry below.
* MagneticWeapons: The railgun, even with its massive weight (where it isn't a fixed-mount weapon), limited VT availability, firing delay, massive battery drain during said firing delay, and low ammo count (10 or 8 rounds), is one of the most devastating weapons in the game due to its projectile speed, range, and above all, enough damage to take out most [=VTs=] in one to three hits, maybe 6 or 8 in extreme cases such as an undamaged Behemoth or Earthshaker.
* AMechByAnyOtherName: Vertical Tank
* MercyInvincibility: Averted with ''extreme'' prejudice, especially in Line of Contact. The fancy 30-second boot sequence can be a death sentence if you decide to respawn too close to the action, as you can be killed while you barely got your VT off the starting point.
* OxygenMeter: ''Line of Contact'' added this along with the shutdown feature to make your VT invisible to enemy sensors. Any time your VT is shut down with the cockpit hatch closed (either manually with the toggle switches, by the Rapier's Stun Rod, or the Earthshaker's Gauss emitter), your view will turn gradually white, signifying the loss of oxygen. Let it go for too long and you'll asphyxiate and die, get taken out of the match even if you have enough sortie points to respawn in another VT, and your pilot data gets deleted.
* {{Overdrive}}: The aptly-named Override command available to 2nd-generation and 3rd-generation VT units allows near-instantaneous recharge of battery power (critically required for side-stepping maneuvers and energy weapons) at the cost of ''ten times'' the normal fuel consumption. Needless to say, while this can basically turn the tide of a fight, reckless usage thereof can leave you stranded and vulnerable in the middle of a raging firefight.
** This is somewhat tempered by plentiful supply bases in Line of Contact that can refuel you rather quickly.
* PainfullySlowProjectile: Almost every weapon is this in ''Line of Contact'', but ESPECIALLY smoothbore cannons with their low rates of fire. Even the High Velocity Missile Launcher can be slidestepped around at longer ranges by eagle-eyed pilots, and while the railgun is actually fast enough to hit anything within range once fired, slidestepping just ''before'' it fires will make it miss.
* PileBunker: The Garpike's signature Bang Needles.
* RealIsBrown: The cockpits on 2nd-and-3rd-gen [=VTs=] are quite colorful, but the outside environments aren't.
* RealRobot: How real?
** Vertical Tanks ''tip over'' when unbalanced, and they tip over ''easier'' when loaded past the limit, making them top-heavy.
** Vertical Tanks have built-in fire extinguishers to snuff out any fires that might start due to being hit by a specific weapon.
** Vertical Tanks also have a built-in screen cleaner to wipe the monitor camera off after getting back up.
** Vertical Tanks even have a small arm used to pick up containers and press buttons indoors.
* RollerbladeGood: ''Line of Contact'' turned 5th gear into a wheel mode. It's smooth and fast on level terrain, but poor for climbing and harder on the balancer when turning, making it more likely to tip the VT over.
* SaveGameLimits: Just like a Roguelike. One file per pilot, and the game saves with your every decision. Lose a VT in combat? The supply points spent on it are [[PermanentlyMissableContent gone]]. Run out of supply points in the middle of a campaign? You're demoted, time to make a new file! Fail to eject before your VT [[CriticalExistenceFailure explodes]] or [[SuperDrowningSkills sinks and floods]]? Your pilot's KIA, time to make a new file!
* SuperDrowningSkills: Tread in water that's too deep and your VT will start to sink, with water flooding into the cockpit. Take too long to eject and you'll drown, which means-you guessed it-a save file wipe.
* SuperToughness: The 2nd-gen Behemoth and all Jaralaccs [=VTs=], as well as the 3rd-gen Earthshaker in particular. The Earthshaker has the single highest armor of all VT models. It can simply outlast its opponents through sheer durability; even the railgun, the most damaging weapon in the game per shot, requires 6-8 shots to down it, which is ''almost the entire ammo supply'' of a railgun. Jaralaccs units are also highly durable with great armaments (and actually respectable speed and torque), and the Behemoth bucks the trend of "fragile artillery [=VTs=]" with its durability being second only to the Earthshaker.

[[folder:Steel Battalion: Heavy Armor (Xbox 360)]]
* AntiFrustrationFeature: Narrowly averting an UnwinnableByMistake; it is very much possible for you to lose so many crewmates that you run out of crews to run your VT. You will then have to quickly learn how to start your engine, load a shell, unload a spent casing and more all by yourself. In the middle of a battle. However, after a few battles, you do get a replacement crew from another detachment, although this time, they are nameless soldiers that goes by the name "Meatbag" or "Meathead".
* AfterTheEnd: The game is set roughly 60 years after an evolving silicon-eating microbes spread worldwide, causing societal chaos. China took over as the new UN and has become a fascist empire (coloquially dubbed "Uncle"), and by the beginning of the game, the US has to reclaim their nation from the Uncles.
* AnyoneCanDie: Every character is unique, and like in ''Franchise/FireEmblem'', all deaths are permanent.
* ArtifactTitle: This game has absolutely nothing to do with the first two games, the only carryover are the Vertical Tanks, which look more like the HOUNDS from VideoGame/ChromeHounds than the [=VTs=] from the previous games.
* BigApplesauce: The debut trailer shows the United States making a D-Day-style offensive on Manhattan against the Asian Empire's forces.
* ContinuityReboot: This serves as one for the ''Steel Battalion'' series. Instead of the Pacific Rim Forces and Hai Shi Dao, this game focuses on America and its allies battling the Chinese led UN (known as the [[TheEmpire Asian Empire]]) in the DieselPunk style future of the 2080s. The Vertical Tanks have been redesigned to be literal [[WalkingTank tanks with legs]] that require a team of 4 to pilot instead of the more traditional HumongousMecha seen in the previous games.
* DiegeticInterface: Like the first game. With the Kinect integration, you actually push the levers and buttons in the cockpit.
* DieselPunk: WWII Punk specifically, with the very Operation Overlord landing-esque trailer...in 2082. [[JustifiedTrope Justified]] in that microprocessor production has stopped due to a silicon-eating microbe manifesting back in 2020, hence more primitive technology than what the timeframe would suggest.
** It's also evident in the overall atmosphere of the game, which is very reminiscent of a post-apocalyptic version of TheForties or TheFifties than TwentyMinutesIntoTheFuture.
* {{Eagleland}}: A Type 1 example, at least, before the [[TheEmpire Asian Empire]] invaded.
* GetAHoldOfYourselfMan: An actual ''game mechanic'' enabled by Kinect, along with other forms of crewmate interaction.
* InNameOnly: Different setting, different VT designs, gamepad + Kinect instead of a proprietary physical controller. About the only things bridging ''Heavy Armor'' with the original UsefulNotes/XBox games are the words ''"Steel Battalion"'' in the title and combat in mechs called Vertical Tanks.
* InvadedStatesOfAmerica: Invaded by the Chinese led UN, America has all but 8 of its 50 states (this includes UsefulNotes/PuertoRico, which was elevated to state status and now San Juan serves as the [=US=] capital in lieu of Washington DC.)
* NothingIsScarier: The game is notable in its ''lack'' of music, which makes all the experience more intense. There is nothing like the repeating sound of bullets ricocheting off a [=VT's=] armor while you frantically try to take down enemies in the area.
* OutsideRide: There are members of your VT crew that can hitch a ride on top of your VT, tank desant-style. Of course, this means that if you get into a firefight, [[AnyoneCanDie they can die]].
* PlotArmor: Natch is the only teammate that will never die no matter how bad the situation will be... [[spoiler:until the end if you're not cautious enough to provide him cover fire while he needs to operate some machinery by walking on foot.]]
* QuickTimeEvent: Rather annoyingly, the game requires you to do many scripted events, not only in order to advance, but also in order to ''survive''. Since these events require the use of Kinect, SomeDexterityRequired is an understatement.
* SequelDifficultyDrop: This game employs contemporary checkpoint based recovery in case of main character's death instead of FinalDeath. However if your named crewmates are KIA by the time the mission finished, he/she will be replaced. And almost each of the crewmates are unique (until all of them are dead and you are getting characters codenamed "Meatbag" or "Meathead")
* ShoutOut: The names shown on the VT in the Gamescom 2011 trailer 39 seconds in are those of actual fans of the original games.
* VideoGameCaringPotential: It's hard not to care for your teammates that has been fighting with you and generally sharing your pain[[note]]It doesn't help that every soldier has a distinct personality and unique lines that are acted as if they are straight from a Steven Spielberg movie[[/note]]. When one dies, especially by a shot that you thought only damaged your VT, you can ''feel'' the morale plummeting, both of your surviving crewmates and yours.
** You ''can'' however, take a risky break from battle to try helping your wounded crewmate. Sometimes, you can even succeed.
** Every once in a while, your crewmates will get letters from home. They are often banal, but it helps humanize all of them.
* WalkingTank: Rather literally. Gone are the days of the high tech walking robots that can employ rollerskates and state-of-the-art weaponry. These Vertical Tanks live up to their ''tank'' name by being cramped, manned by multiple crews, and require functions expected from a regular tank, like loading a round, ejecting spent casing, etc. Heck, even the startup sequence has to start with ''physically winding a generator'' before pulling the ignition lever.