
Inspired by the shapes and spaces of Tron and the gameplay of Battlezone, the sequel to 'Tank Universal' has arrived! Take control of your virtual tank and confront the forces of Gorgon in explosive first person 3d tank combat.
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Languages: English**languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
I'm gonna be frank, I've been following this project for years. This has been in development since as far back as 2010 (give or take a year), so it wont die anytime soon, but there may be a time where there wont be an update for a little while. In its current state, it is not the best experience but it's promising. I look forward to future updates that fix my gripes with it. (optimizations, the campaign, being able to use the Artillery Tank, etc) I have thoroghly enjoyed the first game and look forward to the completetion of this sequel.
I feel like I should specify, I don't think this is necessarily a bad game. It improves some things on the original, certainly. Some things are more smooth, there are options I don't remember having. It's lost the charm somewhere along the way, though. Part of what appealed to me about the first game, part of what made it so memorable, were the quirks. Things like riding a sheep, having to flee on foot because you were set up and your tank was destroyed, having to sneak past turrets, rescuing a giant robot with a hammer only for it to perform a heroic sacrifice to save you afterwards. I got halfway through the campaign for this one, and none of that was present. It was just tank battle after tank battle, and while there was a clear effort to vary them up, the battles don't have quite enough variety in and of themselves to hold up. I got about halfway through the campaign before I realised I just didn't care about it. Granted, those parts in the original game were flawed. Technically speaking, it is an improvement to remove them, which I think is why they're not present. But for me at least, that's come at the (presumably accidental) cost of the original's wacky, flawed charm. I still like the game's general ideas, and I could see something good being built out of it. But this iteration I feel they put too much into the details, and ended up losing the core.
I really loved the 1st Tank Universal and finished the game 9 times. I'm all nuts when it comes to Tron aesthetic, and TU really conveyed it well. But jeez how disappointing and bad this sequel is: - Utterly unplayable. I usually play games at normal or hard difficulty. For example, I'm on 1st or 2nd place of Vektor Wars leaderboards (another Tron inspired game). Here, I couldn't pass level 3 (/27) on normal skill, so went to easy difficulty, just to end being stuck on level 7: you're launched in an arena where you must turn switches to blue. Foes will turn them to red. There are 15-20 foes, shooting at you with a rate you'll never attain. Some switches are blocked by 4-5 foes, so just running on them is not a good idea. You're all by yourself. I've seen some allies for a time, never to appear again. Tried 3 times, and always the foes were like frenzy. And just before that level, everything was way too easy. Talk about uncontrolled difficulty curve. - Your tank speed and firerate is unbelievably slow. EVERYBODY goes and shoots faster than you, making the game as fun as a 100 meters run with legs attached. Not only that, but levels start at miles from where the action is. So you move for 5 minutes before really playing. You can later upgrade speed and firerate, but why do they have to be so ridiculously low at the beginning? And even by upgrading "reload time" at 6 on 8, I can't shoot at half the foes firerate. Not to mention: - Steamwebhelper will crash at every game launch. Can do with that, but well :/ - Be prepared for some useless 15 seconds map generation on every part of the game. That seems ok for entering new levels, but not when going back to menu, where generating maps have absolutely no interest. - I guess there's a story somewhere, as suggested by a diarrhea of sentences for which you'll make great use of spacebar, and which has so little interest I wonder if it's not a conceptual joke. The game just gives a feeling the dev forced some RPG mechanics and gave up tuning it. How could it become the unfocused and untested mess it is? Tank Universal 2 is a just frustratingly unplayable waste of time. In my 40 years of gaming, starting with Space Invaders, this one is in my bottom 10.
I've played this title since I was a kid and to this day remains one of my favorite by far. and for its price this is a great game... yes its lacking as of right now, but I'm expecting tons more content coming out soon. (don't forget both game 1&2 have been made by ONE guy.) here is the list the game ratings -------------------------------------------------------------------------------- -Graphics are good, there arn't amazing but they are still good. 5/10 -Gameplay (so far), fun but can get repetitive sometimes. 6/10 -Story (so far), seems okay needs work. 4.5/10 -Number of weapons, tanks, etc, decent needs more in my opinion. 5/10 -JETPACK 11/10 gr8 pl8 m8 -controls easy to pick up 8/10 -general game 6.9/10 -------------------------------------------------------------------------------- REMEMBER: this game was in early dev when I made this review! not all of the games features were fully developed at the time. Thank you for reading.
As with the first, I must state my appreciation to the SINGLE CREATOR of this game for the hard work. This second installment to Tank Universal innovated more on some elements from the original as well as new concepts for gameplay. It takes a more sandbox approach to level design, while the first had linear yet expansive and well designed missions and maps. Overall, this installment falls short of the enjoyable gameplay from the first Tank Universal. While has controls that are more responsive (tanks feel light as air), a 16:9 screen resolution, higher quality graphics and textures, new sounds, and new tank and foot mechanics, it has lost the charm and simplicity of the first. I think this of many things today, but the older graphics really lent themselves to the retro Tron aesthetic and felt more welcoming. The lack of more structured level design--which had its own sandbox feel to it--makes the objectives boring. Another less enjoyable update is the combat system. Tanks take way too many hits, and the enemy stats have way too much information. While it makes sense they have shields since the player does, there's less satisfaction in shooting the targets. With this new damage system also comes repairs for disabled treads, etc. The on-foot experience is cooler with the addition of a jetpack, but it isn't enough when the main part of the game is less enjoyable: the tank experience. One major positive in Tank Universal 2's combat system is a faster charging rate. More powerful shots can be fired sooner--but it doesn't really matter if the enemy can take a hit better than before. The tank upgrade system improvements are also cool. What happened to the perfect Tron/80s futuristic design aesthetic is what I want to know. With the update in graphics, it seems the redesign took away the charm of the first game--whose poorer graphics work more cohesively with the film effects. There are less film effects in this game that detracts from the technological feeling if the first. Character design here looks better graphically, but soldiers look less cool because they're too human. Story-wise, this game is less enjoyable because it lacks the tailored maps and seems to take itself more seriously than the last. The first had a cheesy 80s-esque plot that worked with everything; this one continues it, but in a more sterile way. What would have been cool is if other tank designs were opened up to the player--such as the basic small tanks that shoot lasers instead of shells. Maybe more gun additions. In the end, I don't think this game holds my interest enough like the first to play it past the 2nd mission, which is unfortunate. Perhaps a third installment would blend the first two game better, which a stronger focus on keeping what worked from the first one--which was basically everything besides the slow fire rate.
I have given Tank Universal 2 an honest shot and as much as I want to like it, I just can't find myself to do so. The devs took so much of what made the original so great and kinda just... squandered it. It's really a shame too because the original was so great.
I remember playing this game way back 'in the day'. I have great memories with the first game. And when I saw a second I got really excited. I tried it and I think it's because I use Windows 10 that this doesn't work for me, so I did get a refund. But if this keeps getting updated and doesn't die, it could be a very good game. I really hope it grows, because the first back then was amazing.
I've been a fan of Tank Universal for a very long time [i](you can read my review on it [url=http://steamcommunity.com/id/FluffyGrapes/recommended/19200/]here[/url][/i]), so I was very excited to find out that the sequal, the development of which I thought had been stopped indefinitely, had been continued all along! I love the release that's out right now, although I have to say, it doesn't yet feel like a full game. There are choppy elements in it, put together in a good way that acts as a perfect demo for what the full game is supposed to be. Elements left over from TU1 however still exist, while other elements that seem incomplete show signs of great improvement. I'm also very happy about the new custom encounters menu, I've always thought that's something that TU1 needed, definitely considering I loved the Hud Battles and Fortresses as a whole. I've always thought about what it would be like to be able to create one yourself, though, like in a sandbox.. But with what's already out, I'm very supportive of, and I definitely hope that the developer continues to work on this game until it is a full release!
*INTRODUTION* It is such a great game. I remember when I was 8 years old and I found on the internet Tank Universal demo. It was a great game. 1 year ago I found full version of Tank Universal. Bought it immidiately. I love this type of games. I didn't expect Tank Universal 2 to come out, but it did! I bought it for 2€ and as I see devs are working on updates. There isn't much to say about this game because it is in early access. The devs added hub battle mode which I am testing now. If you liked Tank Universal 1, you should definitely buy the second version!
I like the Tank Universal franchise; This game is a fine successor to first game. PROS: [list] [*]Better graphics than TU1 [*]The core game modes are better balanced than TU1 [*]Choice of tank type* [/list] CONS: [list] [*]Story feels repetitive; and cobbled together at the end [*]Defense Mini-bosses Feel unbalanced [*]Many new mechanics aren't explained well [*]Upgrade point leeching from pointless portal sabotage [/list] Recommended barely 5/10 as the tank battles are quite unique and fun Points Explained: Better graphics, the look of the game is much better than the previous installment. The larger battle arenas with a few distinct biomes give a nice feel to the game play without being overly detailed and cluttered. However having to load into the main menu as a simulation happens in the background is annoying. Please put the main menu UI over that particular loading screen. Core game play, The 3 modes, Fort (attack/defense), Skirmish (attack/defense attrition) and Hub battle (control point, dual fort battle), feel more alive with the new (and refurbished) mechanics. although the node beam towers being able to destroy other towers and fort walls is over powered. The ability to control (and have specific upgrades for) other tank types is a nice feature even though they each have only one specific upgrade and have lower versatility (and skill ceiling) than the default tank. however your choice of tank isn't carried over to the next level (notable story exceptions excluded) this is also a problem for the turret upgrade. This upgrade is also lost when building a beam tower as they seem to count as tanks in that respect. Upgrade wise the points and costs are well balanced; EXCEPT for the Macguffin device that is the gorgon construction project sabotage. this plot device seems to exist purely to leech upgrade points and ensure you do not become too overpowered too fast. [spoiler] additionally the bonus of a allied beam tank should either be controllable, or award upgrade points for its kills. I made the mistake of taking that choice from the secrets and basically got no upgrade points the next battle as it had a nasty habit of kill stealing the power pylons and turrets.[/spoiler] Now for the story, if you're looking for a linear narrative, I recommend the 1st game, this version seems to gloss over story telling in lieu of gratuitous tank battles. each section of story has 3-4 core game modes then 1 story driven section. whereas the 1st Tank Universal had the opposite 3-4 story driven experience with 1 major battle in-between. I especially liked the village chapter of TU1. [spoiler] the story itself had a lot of strange and sudden plot points. Especially the ending, it felt truly rushed and unpolished. the exposition dump that the player character suddenly remembered as you drive to meet the final boss was something that truly astounded me, in a bad way. when the character first started talking I figured the portrait and name were bugged and someone else was talking. I expected much more following the smooth linear experience that was TU1. I hope that if the dev makes a third installment they focus more on the narrative. a weak story makes even great games like this feel hollow.[/spoiler] Back to game play the new mechanics like system damage, and repairs are great and gently explained by tooltips and loading screens. but the ability to repair your own fort came as a surprise to me, even as integral as it became to win fort defenses. Speaking of fort battles, the bosses that you have to encounter are mortal even without hitting their weak spots. even if this seems counter intuitive, it is important to keep shooting them, or they will defeat you. I was un-aware of this until I accidentally blew ones entire weak point off after it kept teleporting away, and keeping the weakest point facing away from me. there was also a gorgon style doom ball that straight up jumped my walls and destroyed my base before I could even get there, boosting.
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