Difference between revisions of "Panzer 1945"

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A top-down tank shooter.
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If ''[[Badman]]'' progresses like'' Sonic'', ''Panzer'' develops more like ''Ikari Warriors''. Accordingly the ''Panzer'' series is maybe less iconic than ''Badman''. What it shares with that series is a refusal to be bound by the normal [[Game-Maker]] tropes and limitations. ''Panzer'' goes further, though, in refusing to be bound even by its own format.
  
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In a broad sense ''Panzer 1945'' feels like your typical overhead view tank game. What makes it unusual from a Game-Maker perspective is its ''Robotron''-style controls. One wonders, given the key binding limitations, why more games didn’t hit on this control scheme. Granted in this case they’re all cramped over by the numerical keypad, making fast reactions rather difficult. Yet once you get used to them it’s impressive how much nonsense four-way firing can resolve.
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Finally we see a fast-paced action game with nuanced player responses. Furthermore the exploration-based design melds a sense of danger with one of ownership. When you clear an area, it stays clear — yet there’s no telling what the next screen will bring, and whether you will find all your progress undone.
  
 
==Links==
 
==Links==

Revision as of 17:09, 1 December 2010

Panzer 1945
A guarded base in Panzer 1945
FULL ENTRY COMING SOON!


If Badman progresses like Sonic, Panzer develops more like Ikari Warriors. Accordingly the Panzer series is maybe less iconic than Badman. What it shares with that series is a refusal to be bound by the normal Game-Maker tropes and limitations. Panzer goes further, though, in refusing to be bound even by its own format.

In a broad sense Panzer 1945 feels like your typical overhead view tank game. What makes it unusual from a Game-Maker perspective is its Robotron-style controls. One wonders, given the key binding limitations, why more games didn’t hit on this control scheme. Granted in this case they’re all cramped over by the numerical keypad, making fast reactions rather difficult. Yet once you get used to them it’s impressive how much nonsense four-way firing can resolve.

Finally we see a fast-paced action game with nuanced player responses. Furthermore the exploration-based design melds a sense of danger with one of ownership. When you clear an area, it stays clear — yet there’s no telling what the next screen will bring, and whether you will find all your progress undone.

Links