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Thread 722959464

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Anonymous No.722959464 [Report] >>722959547 >>722959641 >>722959808 >>722960001 >>722960082 >>722962625 >>722963114 >>722966293
How do you feel about tank controls?
Anonymous No.722959547 [Report] >>722961554 >>722964646
>>722959464 (OP)
Having to stop moving in order to aim makes battles more tense, which is good.
Anonymous No.722959641 [Report]
>>722959464 (OP)
>up is always forward in relation to where your character is facing
I never had an issue with them. If anything being exposed to them so early on probably helped me pay closer attention to things like sound in games. When you walk into those early RE1 rooms and can hear the zombie but not see it yet.
Anonymous No.722959808 [Report]
>>722959464 (OP)
I really like their implementations in Capcom's games but games like Ape Escape shouldn't have them
Anonymous No.722959909 [Report] >>722961719
I like tank controls and honestly just feel depressed that it's even considered a "controversial" subject at all. So much people talk about it never being intended and just a product of hardware limitations of the time, but undeniably they give a game a certain kind of feeling, and how a game feels is literally what we play games for. Quite a lot of good media was only good accidentally or because of constraints and that's okay.
Anonymous No.722960001 [Report]
>>722959464 (OP)
A necessity for fixed camera angles.
Anonymous No.722960082 [Report]
>>722959464 (OP)
How a game controls should never be a source of difficulty or stress/tension itself. If your game does not use a fixed perspective you should not use tank controls.
Anonymous No.722960378 [Report] >>722960570
I thought tank controls were shit in the 90s and I still do. Only difference is I'll play those older games now, whereas back then, I would just go, "yeah, fuck this", and put it back in the case and regret wasting $2 or whatever the cost was renting that game.
Anonymous No.722960570 [Report] >>722961441
>>722960378
once a retard always a retard
Anonymous No.722961441 [Report] >>722964458
>>722960570
Yes, you're a very smart boy.
Anonymous No.722961502 [Report]
theyre ok
Anonymous No.722961554 [Report]
>>722959547
FPBP.
In survival horror games, where space needs to be limited in order to fuel paranoia and fear, this is a very smart design choice. It forces you to make a choice, as Luis would say, "Run or shoot? RUN OR SHOOT?!"
Anonymous No.722961606 [Report]
They make sub-100 IQ niggers seethe so they're based. Never had an issue with them
Anonymous No.722961719 [Report]
>>722959909
anybody who says that is wrong
tank controls were specifically designed so when you walked between scenes you could still hold the same direction on the analog
Anonymous No.722962625 [Report]
>>722959464 (OP)
Love 'em
Anonymous No.722962918 [Report]
Anon is right that controls should never be a source of difficulty.
On the other hand, making things more tense with slow movement works perfectly for horror. Ie, character actually taking a second to turn towards enemy.
And I've never played a 3rd person action game with fixed camera angles that didn't come with some aggravation. How often did it happen in Prince of Persia where you jumped straight to hell when the camera changed.

In short, Whatever. It's a design choice that works well for horror
Anonymous No.722963114 [Report]
>>722959464 (OP)
Took some getting used to, but once I did, I appreciate it.
Anonymous No.722964458 [Report]
>>722961441
you struggle with tank controls
Anonymous No.722964548 [Report]
I wish more games had it. nu re is slop for retards
Anonymous No.722964646 [Report]
>>722959547
It's also more realistic, now that I think about it.
Anonymous No.722966293 [Report]
>>722959464 (OP)
Playing the original REs for the first time this month. It took some getting used to but its fun. Getting through the morgue in 2 without getting touched was satisfying
Anonymous No.722966404 [Report]
It’s good until you get to boss fights