App Critic Weekly

Vol. 1Week 41

Criticism for the apps on your phone and the worlds in your headset.

The Virtual Stage · Review

Four Acts, Four Finales: City Limits to Endless Winter

Tank Avenger closes each of its four chapters with a finale that puts everything the house has on stage. Does the arc hold across four acts?

By The Editors · · 5 min read

A red theatre curtain half-closing over a small tank

An act ending has one simple job: it must send the audience into the interval without sending them home. Shakespeare rarely ended his acts with a bang; operetta almost always did. The mixed-reality tank game Tank Avenger has clearly plumped for operetta. Its 202 levels are divided into four chapters, and each ends with a finale that fills the stage to its edges.

We have read the four closing numbers as what they structurally are: act endings of a play in four parts. The question is whether the principle of escalation holds, or whether by the end only volume is left.

The Construction: Escalation by Accumulation

First, the score, because it is revealing:

Finale Level What it puts on stage
City Limits 54 2 gunship helicopters, atom bomb
Scorched Earth 108 2 gunship helicopters, atom bomb, 4 drone launches
Heart of the Jungle 162 Tank Hunt, 3 gunship helicopters, atom bomb, 5 drones, 8 outposts
Endless Winter 202 Tank Hunt, 3 gunship helicopters, atom bomb, 5 drones, 6 outposts, 4 teleporter pairs

The pattern is clear: each finale takes the previous one and lays something on top. That is the dramaturgy of Ravel’s Boléro, in which the same melody returns again and again, but each time with more instruments. It is not a subtle method, but it is an honest one. You know what is coming, and you wait for it to come.

Important for players in VR mode: drones and the atom bomb are switched off there, because both demand real arm movements in a visible room. The finales then lose part of their orchestra.

Act One: City Limits

The first finale closes the Town chapter and is deliberately lean. Two gunship helicopters circle the player below head height and fire guided missiles; you must aim at them with the controller beam so that an anti-aircraft shell follows them. Then comes the atom bomb: the battle freezes, a hand-sized warhead sinks towards your own tank, and you must grab it and throw it out of the play area.

As an act ending, City Limits works like a well-placed cliffhanger in a BBC series. It introduces nothing new, but shows that everything familiar can happen at once. That is modest, but fitting for its place in the play.

Act Two: Scorched Earth

The desert finale adds four drone launches. Drones are the game’s most physical invention: they rise from a station beside the play area, hang from a cable, are immune to shells, and must be detached from the cable with a swipe of the controller. In the finale that means aiming, dodging and sweeping your arm through the air all at once.

Here the strength of accumulation-dramaturgy shows itself clearly for the first time. The individual elements are simple; their coincidence produces what the theatre calls ‘bustle’. You do not lose the overview, but you must set priorities, and that is precisely where the tension lies.

The individual elements are simple. It is only their coincidence that turns a level into an act ending.

Act Three: Heart of the Jungle

The third finale is, for us, the best. It is also a Tank Hunt level, that is, a boss fight against the Juggernaut, an enlarged heavy tank with vulnerable rear hatches and three phases. Add three gunship helicopters, the atom bomb, five drones and eight outposts.

Why does this act in particular work? Because here, for the first time, an antagonist stands on the stage. The earlier finales were ordeals; this one has a character. The Juggernaut gives the accumulation a centre around which everything else arranges itself. You are hunting a villain and being pestered by his retinue. That is classical dramaturgy, whether you look for it in Marlowe or in James Bond. And because the fight ends the moment the boss falls, there is a real climax rather than a tidying up.

Act Four: Endless Winter

The game’s last level takes everything from the jungle and moves it onto the ice. Six outposts instead of eight, but four teleporter pairs, and the ground is slippery: tanks need about half a second to reach full speed, and slide on for about a second after you let go.

Endless Winter is the fullest of the four finales, but not the cleverest. The teleporters and the slippery floor are new variables that make everything harder without giving the fight a new meaning. It is a finale that says ‘more’ where one would have wished for ‘different’. The Juggernaut here has its greatest stamina at 49 hit points, which lengthens the fight. Longer is not the same as bigger.

Does the Arc Hold?

On the whole: yes, with reservations. The four finales give a very long piece a structure you can feel. Anyone who has played 54 levels knows something is coming, and the game keeps that promise. The fact that you can jump ahead to the next world via the shortcut of 20 stars per chapter changes little; the finale still waits at the end of each chapter.

The difficulty setting changes the score too. On HARD, every level with gunship helicopters gains one more, so that Heart of the Jungle and Endless Winter then field four instead of three. On EASY the number of tanks shrinks to about two thirds. Drones and the Juggernaut stay the same at every level, and the atom bomb remains part of every finale. So the climaxes are not lost in the easier version either.

The weakness is the uniformity of the method. All four acts work with the same technique of piling on. A finale that once reduced rather than expanded — a single duel on an empty stage, say — would have done the arc good. Operetta knows that a quiet number before the curtain can work too.

Anyone who wants to see for themselves will find Tank Avenger in the Meta Horizon Store. We recommend not skipping the jungle finale. It is the moment when this small game briefly feels like grand theatre.