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User Reviews

There are no reviews for the Arcade release of this game. You can use the links below to write your own review or read reviews for the other platforms of this game.


Our Users Say

Category Description User Score
AI The quality of the game's intelligence, usually for the behavior of opponents. 3.2
Gameplay How well the game mechanics work and the game plays. 3.4
Graphics The visual quality of the game 3.2
Personal Slant A personal rating of the game, regardless of other attributes 3.4
Sound / Music The quality of the sound effects and/or music composition 2.8
Story / Presentation The main creative ideas in the game and how well they are executed. This rating is used for every game except compilations and special editions which don't have unique game content not available in a standalone game or DLC. 3.8
Overall User Score (8 votes) 3.3


Critic Reviews

MobyRanks are listed below. You can read here for more information about MobyRank.
90
The Atari Times (Dec 04, 2003)
This is very fun and can be a bit of a heart-pounder, although the controls, even though they respond really well, take a bit of getting used to, since you have two joysticks, one for each tank tread, so you're going to have to learn how to move your tank around properly in order to survive. I couldn't understand the controls at all the first time I played this, but I got used to them fairly quick.
80
Eurogamer.net (UK) (Oct 25, 2007)
Proving that Battlezone hadn't lost its lustre, the franchise was revived in 1998 (though largely in name alone) for a series of PC titles. The original, however, is tank-busting arcade purity.
43
The Game Hoard (Mar 26, 2020)
Battlezone’s simplicity isn’t so plain that it ends up awful, but the game does seem to rely on its twin joystick controls to carry a lot of the game’s difficulty. Spinning around in a flat, object-filled plane as you try to locate the latest enemy begins tense but soon becomes rote as you acclimate to the tank’s movement and learn your enemies aren’t too bright. The main dangers are not being able to see the enemy as they open fire or the guided missiles that will require proper micromanagement of your cannon position, but overcoming these doesn’t involve the degree of strategy or variation that would help the constant repeated fights with those enemies remain interesting. Battlezone is about a lot of spinning around and firing at unimaginative wire frame enemies and there’s not enough to that process to keep things fresh or engaging.