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Techniques & Technology

Tank Controls

Character-relative movement

Tank controls moved characters relative to their facing direction rather than the camera, solving fixed-camera consistency problems while creating the distinctive stiff movement of survival horror.

PlayStationsega-saturnpc controlsmovementsurvival-horror 1996–2005

Overview

Up means forward. Always. Tank controls moved characters based on their facing direction, not the camera angle. When cameras cut between fixed positions, this consistency prevented disorientation—pressing up always moved forward, even when “forward” pointed different screen directions. The trade-off: stiff, deliberate movement that defined survival horror.

Fast facts

  • Name origin: Movement like a tank.
  • Purpose: Camera-independent control.
  • Era: Fixed camera games (1996-2005).
  • Reception: Divisive.

How tank controls work

InputResult
UpWalk forward
DownWalk backward
LeftRotate left
RightRotate right

Camera consistency

ScenarioBenefit
Camera cutsDirection preserved
Multiple anglesSame control feel
DisorientationPrevented

Design fit

GenreRationale
Survival horrorDeliberate vulnerability
AdventurePrecise positioning
ActionLess suitable

Notable implementations

GameUse
Resident EvilDefining example
Silent HillHorror movement
Tomb RaiderPrecision platforming
Grim FandangoAdventure exploration

Player division

PerspectiveArgument
DefendersConsistent, learnable
CriticsUnintuitive, stiff
ContextAppropriate for genre

Modern abandonment

ReasonAlternative
Free camerasRelative movement viable
Player expectationsModern standards
Action focusQuick response needed
RE4 influenceOver-shoulder standard

Resident Evil 4 transition

ChangeImpact
Over-shoulder cameraNew standard
Relative movementModern feel
Genre shiftAction over survival

See also