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
| Input | Result |
|---|
| Up | Walk forward |
| Down | Walk backward |
| Left | Rotate left |
| Right | Rotate right |
Camera consistency
| Scenario | Benefit |
|---|
| Camera cuts | Direction preserved |
| Multiple angles | Same control feel |
| Disorientation | Prevented |
Design fit
| Genre | Rationale |
|---|
| Survival horror | Deliberate vulnerability |
| Adventure | Precise positioning |
| Action | Less suitable |
Notable implementations
| Game | Use |
|---|
| Resident Evil | Defining example |
| Silent Hill | Horror movement |
| Tomb Raider | Precision platforming |
| Grim Fandango | Adventure exploration |
Player division
| Perspective | Argument |
|---|
| Defenders | Consistent, learnable |
| Critics | Unintuitive, stiff |
| Context | Appropriate for genre |
Modern abandonment
| Reason | Alternative |
|---|
| Free cameras | Relative movement viable |
| Player expectations | Modern standards |
| Action focus | Quick response needed |
| RE4 influence | Over-shoulder standard |
Resident Evil 4 transition
| Change | Impact |
|---|
| Over-shoulder camera | New standard |
| Relative movement | Modern feel |
| Genre shift | Action over survival |
See also