![]() A Dutch tilt, for instance, could disorient the player, while a tightly-framed close-up could hide or highlight information. The fixed camera opened up a toolbox of horror techniques. High-angled and distant long shots were used to set up the first zombie encounter in Resident Evil, hiding the bone-white, rotting enemy in an alcove while making the player feel small and insignificant as they inched forward. Schafer in particular spent a good decade-and-a-half defending the control scheme, as did fans of the polarizing mechanic. At launch, the games were lauded for their atmosphere and importance to their genres, but derided for their tank controls. Last month saw the re-release of two classic games from the late ‘90s and early ‘00s: the remake of the original Resident Evil and “the last great adventure game,” Tim Schafer’s Grim Fandango. It’s like pushing around an invisible shopping cart at all times. Criticism, and the mechanic’s name, come from the obvious fact that humans can move in any direction, making tank controls feel unnatural. Pressing down causes the character to walk backwards instead of turning around and running in that direction. Pressing up always propels characters forward, while left and right rotate with no acceleration. For those who never had the privilege-or misfortune, depending on who you ask-of experiencing the infamous game mechanic, tank controls refers to movement that is relative to the character’s orientation rather than the camera’s. ![]()
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