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Playing RE HD last night, tank controls finally clicked for me

Neiteio

Member
A brief history of me and the original Resident Evil.

It's the mid-'90s, I'm in elementary school and I see the original RE1 on PSX at a friend's house. I'm blown away by the live-action cutscenes (the cheese factor completely lost on me at the time), and I'm legit shook by the scene where the first zombie (resembling Nosferatu) turns around and looks at the camera. I vividly recount the experience on the NeoGAF at the time, a.k.a. the playground.

Fast-forward to the early 2000s. My friends and I enjoy the "Summer of Horror," spending many bright sunny days indoors alternating between the GCN remake of Resident Evil and the equally captivating Eternal Darkness. At this point in time my tastes in gaming are more refined, and I'm disappointed to find that despite the tense gameplay and intriguing world, RE1 is difficult for me to play because I can't wrap my head around tank controls.

Fast-forward to last night, where on a whim I decide to play the digital copy of REHD that's been languishing on my PS4 for months now. The tank controls have finally clicked, and now I see the light.

The key to understanding tank controls is, well, controlling the character like a tank! "No shit," you murmur to yourself... But for whatever reason, I didn't grasp it before.

Now I understand you're supposed to treat Up on the D-Pad like an accelerator. No matter which way your character is facing in relation to the camera, Up on the D-Pad will always make the character move forward, and Down will always make them move backwards, while Left and Right will make them turn left and right — their left and right. So when their back is turned to you, left is left and right is right, but when they're facing the screen, left is right and right is left. It's better to think of the character as a vehicle than an actual human being, lol.

It finally makes sense, which is allowing me to appreciate the original in a profound new way. The Spencer Estate is simply masterful level design, with many interconnecting rooms and hallways, interior and exterior locations, all iconic in appearance thanks to the fixed camera angles framing each scene for maximum impact. The maze-like progression is brilliant, with one-way doors (or doors that become one-way after several uses) and enemies intelligently deployed for harrowing stakes when you backtrack for supplies, a save point, or to manage your items at the chest.

Since it's been years since I saw my friend play through the game, I feel like I'm discovering everything anew. I felt like the smartest man in the world when I figured out how to get the Armor Key last night, which is where I left off. I'm playing on the highest difficulty ("climbing a tall mountain").

Anyways, just wanted to share this happy development. With tank controls finally making sense to me, I feel like the survival horror genre is wide open. I've always admired this genre but hesitated to play many of the classics for fear of cumbersome controls. Now I'm thinking about trying other titles, most notably Haunting Ground. :-)
 
I've not yet played RE HD remaster or whatever is called, but I thought they revamped the "true" tank controller to the analog , true tank controller was originally played with the d pad no?
 
I've not yet played RE HD remaster or whatever is called, but I thought they revamped the "true" tank controller to the analog , true tank controller was originally played with the d pad no?
I'm using "original controls." I thought about using the new controls, but decided against it, since the game was balanced around the original control scheme. I decided to try and learn tank controls in order to enjoy the intended experience. :-)
 
GgSy7ka.gif


Good man. Alternate controls are for baby cowards
 
Now you can enjoy the glory that is classic Resident Evil. REmake is a top 10 game of all time. Play RE2&3 as well.
Yeah, I had fond memories of the atmosphere of the Spencer Estate, from back when I watched my friend play it on GCN. But playing it for myself now is cementing the mansion as one of my favorite game locations, alongside the likes of Crocodile Isle (DKC2), Tallon IV (Metroid Prime), Spain (RE4), Rapture (BioShock), Columbia (BioShock Infinite), Lordran (Dark Souls), Yharnam (Bloodborne), and most recently, Planet Mira (Xenoblade Chronicles X).
 
I'm using "original controls." I thought about using the new controls, but decided against it, since the game was balanced around the original control scheme. I decided to try and learn tank controls in order to enjoy the intended experience. :-)

So "original controls" = using the D pad?
because let me tell you something sonny the analog wasn't even invented when RE came out.
 
I've not yet played RE HD remaster or whatever is called, but I thought they revamped the "true" tank controller to the analog , true tank controller was originally played with the d pad no?
You can play the tank controls with either the analog stick or dpad. I only ever use the dpad, as the only controller I could use tank controls on an analog stick was the GameCube because of the octagon gate (RIP).
 
Yeah, I had fond memories of the atmosphere of the Spencer Estate, from back when I watched my friend play it on GCN. But playing it for myself now is cementing the mansion as one of my favorite game locations, alongside the likes of Crocodile Isle (DKC2), Tallon IV (Metroid Prime), Spain (RE4), Rapture (BioShock), Columbia (BioShock Infinite), Lordran (Dark Souls), Yharnam (Bloodborne), and most recently, Planet Mira (Xenoblade Chronicles X).

The level design in the mansion is nuts. Planning routes has never been more fun/stressful.

"Well I know there are three zombies in the second floor hallway in the northeast...but I really don't want the doorknob to break off yet"
 
On the PSX I actually preferred using the D-pad for RE1-3 despite using a Dualshock. Same with CVX on PS2. But I used the analog for REmake and RE0 for GC. I must have been a weirdo that liked the GC analog over the Dualshock's??

But now I'm using a PS3 controller for the REmasters and feel completely in-tune what?
 
Tank controls are fine, didnt see many complaining about RE4 or 5 tank controls.

It's the static overhead camera that confuses people.

I prefer tank for REmake HD, but RE0 is approved immensely by alternate controls
 
The only way to play the old games, the changing angles require a constant directional control. It's super easy, I could run laps around zombies with tank controls.

RE4 and RE5 is tank controls too and everyone controlled it fine. It was the camera angles that messed with people.
 
The level design in the mansion is nuts. Planning routes has never been more fun/stressful.

"Well I know there are three zombies in the second floor hallway in the northeast...but I really don't want the doorknob to break off yet"
My first time playing:
"psssh yeah right they wouldn't really do that right? Silly scare tactics."
*door handle snaps*
Awwww shit.
 
I remember the day I bought RE1 in the spring of '96. When I first started playing, I thought "WTF is up with these controls? Oh... it's like an RC car. OK." It felt awkward for maybe the first hour I played. After that I was used to it and never had a problem with it again. And never understood why it's such a different situation for other people. I assume it must be some sort of "left brain/right brain" type of thing.
 
I love "tank" controls... it is the best way to play it.

It is so easy to control and when the camera changes you don't lost the direction.
 
I haven't played the HD version but the "Type C" controls in the GC/Wii REmake were always my favorite. Holding R to run makes the tank controls a lot easier for me for some reason.
 
GgSy7ka.gif


Good man. Alternate controls are for baby cowards
Haha, is that gif showing the new analog controls? I'm definitely not that nimble using original controls. But I don't think I'd want to be more nimble since it would probably trivialize a lot of the challenge. The enemy encounters and level design seem thoughtfully balanced around the original controls (although it sure is tough when you're wounded and your survival hinges on faking out a zombie at the last moment to get around him, lol).
 
I never thought of RE as having tank controls, just controls. It takes a few seconds to get used to the control scheme, but that is it. I tried playing with the alternate control scheme once but it felt like I was using a cheat code or something, it makes the game far too easy.

I've never understood why so many people refuse to play a game just because they don't instantly learn a control scheme.
 
Never once had a problem with the controls. Never understood how people did, but apparently it's a perception issue in conjunction with the fixed camera angles that some people just can't get over. They physically can't re-orientate themselves fast enough with each angle.
 
Never once had a problem with the controls. Never understood how people did, but apparently it's a perception issue in conjunction with the fixed camera angles that some people just can't get over. They physically can't re-orientate themselves fast enough with each angle.
It's just not intuitive to push Up and walk toward the screen rather than away from it. It's really that simple.

But once you start thinking of the "Up" button as an accelerator, rather than a direction, it starts to make sense.
 
Its cool to see someone have the tank controls finally click for them. I absolutely love that control scheme for classic RE games. I enjoyed them in RE4 & RE5 as well but the The Mercenaries 3D was fantastic with added strafing and aiming while moving in. But I'm cool with classic tank controls as long as the enemies and the rest of the game are designed with them in mind.
 
I can see how it'd take some time for certain people to adjust to tank controls mixed with the fixed camera angles, though it's really nothing you should still struggle with after like an hour tops.

One point that's often brought up (Not in this thread so far.) that irks me: People who hate tank controls often bring up the new "modern" control scheme for the REmaster has a proof that tank controls were just used as a clutch for game design, basically as a way of artificial difficulty. The new controls do make the game legitimately easier, but that's not because tank controls are inherintly difficult to use and just an obstacle for players, but because of the way they implemented the new control scheme, basically getting rid of all animation frames used to turn around.

It's pretty much the same as outright giving you a dodge roll or something like that.
 
Haha, is that gif showing the new analog controls? I'm definitely not that nimble using original controls. But I don't think I'd want to be more nimble since it would probably trivialize a lot of the challenge. The enemy encounters and level design seem thoughtfully balanced around the original controls (although it sure is tough when you're wounded and your survival hinges on faking out a zombie at the last moment to get around him, lol).

Yep, and that's exactly why the new controls for REmake are lame and why everyone should try and use tank.
 
I so called "modern" controls in the remaster just feel wrong to me. While its easier to dodge zombies, I feel confused as hell when the screen changes in a way I never do with tank. I do wonder if its a how your brain is wired type thing. I played DMC1 for the first time recently which is fixed cameras without tank, I finished the game but pretty much never got used to the screen transitions, they disorientated me every time. Tank on the other hand takes me 10 mins to get used to and then I'm back in the groove.
 
I so called "modern" controls in the remaster just feel wrong to me. While its easier to dodge zombies, I feel confused as hell when the screen changes in a way I never do with tank. I do wonder if its a how your brain is wired type thing. I played DMC1 for the first time recently which is fixed cameras without tank, I finished the game but pretty much never got used to the screen transitions, they disorientated me every time. Tank on the other hand takes me 10 mins to get used to and then I'm back in the groove.
Once I understood tank controls, I appreciated how well they worked with the perspective shifts, since holding Up on the Dpad will always move your character forward. So even if you walk down a hallway and the first part shows you from behind, the middle part shows you from above and the last part shows you from the front, holding Up will advance you down the hall through all of those perspective shifts regardless.

The tank controls create a sense of consistency, which I like.

That being said, Castle Town in Ocarina of Time had pre-rendered backdrops and fixed camera angles with analog control, and I didn't feel disoriented there. So I suppose it could work both ways. Depends on the person, perhaps?
 
Tank controls work much better for games that swap between different (but fixed) camera angles.
It makes a lot more sense than, say, until dawn, where pushing 'up' on your stick means forward until game cuts to a different angle and it suddenly means some other direction.

In games that constantly switch between different perspectives, "character relative" really is the best way.
 
Haha, is that gif showing the new analog controls? I'm definitely not that nimble using original controls. But I don't think I'd want to be more nimble since it would probably trivialize a lot of the challenge. The enemy encounters and level design seem thoughtfully balanced around the original controls (although it sure is tough when you're wounded and your survival hinges on faking out a zombie at the last moment to get around him, lol).

I agree with this. A lot of people seem to complain about tank controls solely on the basis of it not being "realistic," but the control of the character is never bad so long as the gameplay is built around it.
 
the first time you use tank controls it's extremely disorienting, but after a few hours they become second nature, i remember playing silent hill 2 a few months after i played REmake and by that point i had gotten so accustomed to tank controls that i ended up going with tank controls in silent hill 2 despite the other options
 
I still don't understand how people struggle with tank controls. It always felt perfectly natural to me, and is the best solution for fixed camera gameplay that every Resident Evil mainline game should aspire to be.
 
Once I understood tank controls, I appreciated how well they worked with the perspective shifts, since holding Up on the Dpad will always move your character forward. So even if you walk down a hallway and the first part shows you from behind, the middle part shows you from above and the last part shows you from the front, holding Up will advance you down the hall through all of those perspective shifts regardless.

The tank controls create a sense of consistency, which I like.

That being said, Castle Town in Ocarina of Time had pre-rendered backdrops and fixed camera angles with analog control, and I didn't feel disoriented there. So I suppose it could work both ways. Depends on the person, perhaps?

Actually I remember that OOT town confusing me a little too. So yeah must be how my brain is wired. Picked tank when given the option to use either in Grim Fandango too.
 
Congrats, OP, you've indeed seen the light.

Playing the game as it was intended to be played is certainly the way to go.

I still don't understand how people struggle with tank controls. It always felt perfectly natural to me, and is the best solution for fixed camera gameplay that every Resident Evil mainline game should aspire to be.

I don't recall ever having an issue with them either.
 
RE2 was the first 3D game I played (it was actually Tekken 2, but that game's traversal is pretty much 2D). The controls immediately made sense to me, even more so than the other 3D games I played later in which directional inputs changed depending on the camera angle. The controls in RE always felt precise even when adapted to more action oriented games like Onimusha.
 
Tank controls work much better for games that swap between different (but fixed) camera angles.
It makes a lot more sense than, say, until dawn, where pushing 'up' on your stick means forward until game cuts to a different angle and it suddenly means some other direction.

In games that constantly switch between different perspectives, "character relative" really is the best way.

yup
i fucking drives me INSANE when there's camera relative controls in a game with fixed camera angles that change like that
i had to stop playing white night because of it
 
I haven't played the HD version but the "Type C" controls in the GC/Wii REmake were always my favorite. Holding R to run makes the tank controls a lot easier for me for some reason.

I honestly think this is the way to go. The HD version retains this control option, too! It's a shame that other fixed-camera angle games haven't really used it, including Resident Evil 0. :(
 
You do get used to them, but they still suck compared to modern standards.

How so? If it's a perception issue on your part, it's understandable but not on the controls themselves.

Personally, if the game is designed around them and we'll executed, it's the way to go. Haven't played the HD Remasters, but I would think it would be worse to go from fixed angle to the next with screen orientation than sprite orientation. Seems like it would take more readjustment when transitioning from angle to angle.
 
Do the HD ports still have the option of using R as an "accelerator," so to speak?

That was my favorite way to play REmake (and what other RE games allowed for it) on Cube.
 
Way I look at it, when it comes to how the controls change from one camera angle to the next:

D-Pad: Only have to adjust left and right, depending on if you're facing toward the screen or away from the screen. Up will always move character forward and down will always move character backwards.

Analog: Have to adjust up or down, depending on if you're facing toward the screen or away from the screen. But left will always move left (your left) and right will always move right (your right).

So I guess they're about even in terms of how much each changes. They just change different things.
 
tank controls with the analog stick? gross

its actually the one thing keeping REmake on gamecube from being perfect
the d-pad on that controller fucking sucks so much cuz its SO small
 
If you're going with classic controls, there's little reason to not use the d-pad, since even when playing with an analogue stick the game doesn't respond to analogue variance at all. All the game reads from you movement-wise is literally up, down, left and right. So the d-pad is better for precision and response time in every way.

tank controls with the analog stick? gross

its actually the one thing keeping REmake on gamecube from being perfect
the d-pad on that controller fucking sucks so much cuz its SO small

Yeah it sucked but I put up with it because it was still preferable to the stick. Playing the Wii version on the official SNES pad attachment for the first time was wonderful.
 
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