![]() ![]() Controls for the tanks may lack precision, but they're simple and effective, which is key for fast-paced action. Having said this, though, it is not an impossible task to maneuver the tanks, and after a few rounds, you'll find yourself being able to compensate for the epic skids and uncontrollable spirals that constantly plague this game. Fluctuating between these speeds means the gameplay is sometimes fiddly and difficult to master, and removes the pinpoint precision and high-paced adrenaline rush of the typical arena Deathmatch-style titles. When boosting, however, your tank develops the ability to travel at light speed, becomes near uncontrollable and feels like driving a car on ice. At regular speeds, the tanks all move at a snail's pace and require a high level of proficiency in strafing a target in order to destroy it, which makes the learning curve more difficult than necessary. Due to the similarities in the level design and gameplay, it's disappointing to see that the tanks maneuver with all the grace and speed of a turtle on roller skates. The gameplay is essentially Unreal Tournament, but with tanks replacing your character. The game mimics the tournament idea of stages where single players or teams must complete certain tasks in order to progress by finishing first in certain events, more content and upgrades can be unlocked for your tank. However, these additions are still genre favorites and offer no real innovation to the way the game is played, which is disappointing, considering that so much more could've been done to spice up the generic Unreal Tournament-style design when it's based on vehicular combat alone. The main focus of the gameplay is on arena-based combat, which ranges from the usual game modes of Deathmatch and Capture the Flag, to the more unusual Blackout, where teams must destroy an enemy generator while protecting their own. ![]() This is poorly thought out and means that a varied tactical gameplay experience, in which players can choose a style suited to their own skills, cannot emerge.Īs you progress through Battlezone, you'll get the chance to upgrade your floating assault vehicle with a variety of status improvements and weapons to devastate the enemy. Although there seems to be a difference in agility and handling, these are minimal, and the tanks all feel very similar. The problem is that the ASP is almost as fast as the Titan but with severely reduced armor and firepower. In a game that boasts a high level of customization, this is also a disappointment.Įach class is meant to have pros and cons which make them equal to use, mainly referring to weapons choice, armor and overall speed. Even the weapons are limited to two from a choice of five for each of the three weight classes, and they look no different on the tank itself. This is a novel idea but is let down by the inability to cosmetically customize the tanks, as there are only three paint schemes to choose from, and every country has the same three tank models. The tanks themselves come in three classes: the fast but poorly armored ASP, the all round Cabal and the heavyweight Titan. You duke it out with the other NATO countries in various arenas designed to test your piloting prowess. Each country has its own special ability which the hover tanks are equipped with, and these powerful abilities help you navigate the traps and take down your rivals. You play as a representative of one of the world's major NATO armies in a competition held by the aptly named Hovertank International company, in order to show off technologies and bring honor to your respective country. For those who share my views for a Utopian tank-based transport system, Battlezone has plenty to offer you. It would mean no more traffic, a literal end to annoying pedestrians, and you'd never get a ticket. ![]() Like many people, I often dream about owning a flying hover tank. ![]()
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