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Tank Controls
Controls in a video game (usually from the Fifth Generation) that don't allow you to turn and move forward at the same time, much like a tank.

At one time, turning a tank meant putting the treads on one side in neutral or reverse while the other side continued forward. Because of this, tanks couldn't really move forward while turning — they had to stop completely, rotate, and then continue on their way. Modern tracked vehicles have largely overcome this with gearing that lets the treads to run at slightly different speeds, which allows for graceful turns, but sharp turns typically still require the tank to stop moving forward.

Humans, obviously, do not need to do this. We can go any of 360 degrees while going forward, backwards, sideways, whichever way we please. In early three-dimensional third-person videogames, developers had to deal with the camera for the first time. While directional motion seems simple enough, if the camera is locked in the direction that the character is facing, then a problem develops. Pressing left on the D-pad causes the character to face left, which causes the camera to face left. Since the user may still be pressing left, what left means now has changed, which will cause the character and camera to face left again.

The alternative is to have a camera that is somewhat independent of the character's facing. But then the user would need some way to express control over the camera as an object, since it would be possible to have the character's facing (and therefore any firearms the character has) pointed decidedly off-screen.

Tank-like controls made it possible to have control over a character without having the character face a different direction from the camera.

Another reason this came into being was with games that had fixed cameras which changed position and orientation as the character moved from room to room. These were generally games with rendered backgrounds with 3D characters on top. If controls were camera-relative, then the direction that pressing "left" took you would frequently shift, sometimes radically. However, if the controls were tank-like, then "up" is always the character's forward. If you leave a room pressing "up", then "up" will still move the character away from the room on the next screen.

Because many Survival Horror games used prerendered backgrounds and a fixed camera, they were among the first to adopt this style. This led some to believe that this trope applies specifically to that genre.

This may also include games where you CAN turn while moving, but moving forward and backward are still noticeably separate from moving left and right. Compare a game like Grand Theft Auto III to a game like Resident Evil 4. The controls in the latter are very distinctly more tank-like than in the former.


Examples:

Action Game
  • Inverted in World of Tanks, of all places, with many tanks unable to turn in place. However, slower tanks may act like they obey this trope, coming almost to a complete halt while turning.

Action Adventure
  • Mega Man Legends, used these controls. Mega Man could turn while moving, but only barely, which put him two generations ahead of the Resident Evil games on the same console. But he still had trouble with free movement.
    • Mega Man Legends 2 had Dual Shock support, and using the default control setting (A), movement and camera controls were basically the same as any other third person or first person shooter today. Mega Man is still a little stiff with the controls though.
  • Onimusha finally broke away from this trope with the 4th game, Dawn of Dreams.
  • The Last Ninja has a variation of this; pushing the joystick in a cardinal direction moves you that way independent of your orientation, while to rotate, you have to circle the stick.
  • Grand Theft Auto Classic had tank-like controls even when on foot. Since aiming is based on where you are facing, this becomes most apparent when being chased by cops and you need to turn around to shoot them.
  • Tomb Raider 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.
  • Omikron: The Nomad Soul has tank controls until you get into a gunfight, when it shifts to more standard FPS-style controls.

Adventure Game
  • Grim Fandango was probably the first "old-school" graphical adventure game to use this control method, with Escape from Monkey Island (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.
  • "Shenmue" could never quite decide if it wanted to have tank controls or not. Unusually for a 3D game, you don't use the analogue stick to move around, as it controls the camera, so you're stuck with the D-Pad. Pressing up makes you walk forward, while pressing left or right has you walk forward a little bit as you slowly turn around to face the direction you pointed the D-Pad in. The same idea of having to turn around and then move forward is still there, but it feels a little bit smoother, though less precise.

Arcade Game

Beat 'em Up
  • Used in God Hand, 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 Beat 'em Up. (He can also turn while running.)
  • The Sword Beam and One-Hit Kill Dark Side modes in the first No More Heroes give Travis tank controls for the duration.

Platform Game
  • Bubsy 3D utilized this control style, very much to its detriment.
  • 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.

Puzzle Game
  • Katamari Damacy. Although unlike most of the examples here, the controls for Katamari feels like controlling an RC car.

Role-Playing Game
  • Shining the Holy Ark was a first person dungeon crawler. The play could move either forward, backwards, left or right without seeing where they were going. To turn around you had to stop in your tracks and choose a direction to look. Lead to more than a few players just relying on the map rather than looking where they were going. However this form of movement later became vital in a puzzle.

Shoot 'em Up
  • The controls in the NES port of Ikari Warriors were butchered so that you move in a circular motion towards instead of directly facing the direction you push.
  • Vindicators
  • An Older Than the NES example is Combat for the Atari 2600.

Strategy Game
  • Defense of the Ancients: All-Stars and Dota 2, despite being isometric games, have a subtle form of this: making tight turns results in slight lag of a fraction of a second while your character stops moving forwards and accelerates backwards or sideways. This minor delay will get you killed, either by delaying you just long enough after you run into the entire enemy team and hurriedly click the other direction to let them get into stun range and crush you, or by preventing you from moving altogether when you run into some creeps and your character attempts to meander around them.

Survival Horror
  • Resident Evil popularized this trope, due mainly to the prerendered background style that they also popularized.
    • Resident Evil, Resident Evil 2, Resident Evil 3: Nemesis, Resident Evil: Code: Veronica, and Resident Evil 0 all use stop-and-turn tank controls.
    • The N64 port of Resident Evil 2 included optional 3D-style controls, which nicely demonstrated to all the people clamoring for them why they weren't used for the Resident Evil series in the first place; character runs straight, camera shifts to the left, character then begins running left, smacking right into the outstretched arms of a hungry zombie.
    • Resident Evil 4 also uses them, to an extent. You can turn while moving, but moving "back" does not make you run towards the camera, but rather makes Leon walk backwards. It's still very tank-like. It feels a bit better because of the integration with the shooting controls. You can turn while moving, but not very well. There is no strafing. You must stand in place to shoot. Regardless, the return of tank controls was not very popular.
    • Resident Evil 5 uses the same controls, which were even less popular due to the game being on newer consoles, and therefore supposedly warranting more modern gameplay innovations. Although strafing has been added, you still can't move and shoot at the same time.
    • Resident Evil 6 has finally done away with tank controls (although you can tinker around to get them back). Internet Backdraft soon followed.
  • Alone in the Dark used these for the same reasons as Resident Evil.
  • The Capcom-developed Dino Crisis series also had tank controls, though given it's basically Resident Evil with dinosaurs, it's expected.
  • Silent Hill protagonists also tend to have tank controls and Camera Screw as well, though, thanks to 2D controls, it's on a much lesser scale from 2 and onwards.
  • Galerians, being a Resident Evil-alike, uses the variation on this control scheme in which the main character can do some limited turning while moving.

Third-Person Shooter
  • Shadows of the Empire on the Nintendo 64, to an extent - pushing the joystick to the left or right caused Dash to rotate rather than just face that direction.
  • The Syphon Filter series used these up until Dark Mirror.

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