![]() Though they're blocky, the game's destructible environments are one of its few redeemable aspects. The player also has no control over Tank! Tank! Tank!'s camera. The war machines simply fire at whatever is immediately in front of them, with targets chosen entirely by the computer. Players cannot aim the tanks' guns at all. Both analog sticks are needlessly devoted to steering the tank. Part of the problem is a lack of control. They could be anything really: cars, motorcycles, bicycles, camels. Their turrets don't pivot, so they can't strafe by driving one direction and firing another. They're lightweight and roll forward like cheap toys. I'd understand the absence of shields and the like if the designers intended to create a realistic tank simulation, but these tanks simply don't behave that way. Victory is determined by who can deal the most damage the fastest. Tank! Tank! Tank! lacks things like shields or health bonuses or evasive maneuvers. The variety of weapons add the tiniest splash of strategy to the game, but don't expect any defensive capabilities. Special abilities include weapons that stun, puncture and nuke enemies, along with the buildings around them. To unlock all the tanks and levels, you will need to replay many of the stages with different tanks - a repetitive and exhausting experience.Įach tank has a standard projectile, along with two special abilities fueled by power-ups scattered across the battlefields. With no need to pay attention to the action on screen, my brain focused on itemizing Tank! Tank! Tank!'s many flaws.īeating campaign levels earns medals, and medals unlock new tanks. ![]() It grows dull after more than a few minutes of living room play. The structure is clearly intended for arcades, where players spend a dollar for a minute of monster-shooting novelty, then never play the game again.
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