AsinBreakout,youplayasasortof
featurelesspaddle-thinghere,
withouttheabilitytofireyourown
bullets.Instead,youhavetorepel
enemyspaceships’projectilesbackat
them,asyourotatearoundacircular
playingfield.Even
withoutthedevious
colourtwist,Breaker
wouldbeasatisfying
shoot-’em-up,with
fluid,kineticpixelart,
andoneofthebest
soundtracksI’veheard
allyear.Justasthe
stagesblendseamlessly
intooneanother,thecatchychiptune
musicisalwayseitherbuildingor
contracting,toperfectlyreflectthe
stateoftheon-screenaction.
Asbullet-hell-stylegamesgo,this
isalsooneofthemoreapproachable,
pepperingthescreenwithonly
handfulsofbulletsatatime,while
givingyouplentyofemptyspace
withwhichtomanoeuvreyourself
I
fItoldyouthatBreakerwasinspiredbyIkaruga,you’dprobably
imagineaverticallyscrollingshoot-’em-upwhereyoucanabsorb
enemybulletsbychangingcolour.Similarly,ifIsaiditwasinspired
byBreakout,you’dreasonablyexpecttobebreakingblocksby
reflectingadigitalball.Breakerisinspiredbybothofthosebeloved
arcadeclassicsaswellas,moregenerally,SpaceInvaders,butinthe
interminglingitfeelslikesomethingthrillinglynew.
outoftrouble.Youcanabsorbafew
hitsbeforetheGameOverscreen
appears,andyou’llevenrecoverabit
ofhealthafterdefeatingbosses.
However,aswithIkaruga,there’s
anotherlayertotheactionthatyou
havetokeepinmind
witheverytapyou
makeontheleftand
rightcursorkeys.
Enemies,andtheir
bullets,aregenerally
eitherredorbluein
Breaker.Whenyou
movethepaddletothe
left/clockwise,itturns
blue,andcanthereforerepelblue
projectilesbacktowardsyour
attackers.Butwhenyoumoveinan
anti-clockwisefashion,thepaddle
turnsred,andsuddenlyredbullets
areyourfriends.Bulletsofthe
oppositecolourareharmfultoyou,of
course.However,whenyoudodge
outoftheirway,youmayfindthat
you’vechangedhueasaresult.
Every tap of left or right is
therefore a tactical decision, not to be
takenlightly. It’s a lot to take in, but
theaction isn’t so fast or so hectic
thatyou need the reflexes of a ninja.
Duringthefirstfewstages,atleast.
Neu-ArkANoid
Ican’tget my head around Ikaruga. I
finditdifficult enough just dodging
bullets,without having to remember
toswitch colour at the touch of a
button.But, perhaps because that
changeis handled automatically in
Breaker, I find this engrossing arcade
gamefar easier to process. I slipped
intoitsrhythm, into its ‘flow’
remarkably smoothly, although I did
eventually get slightly bored of
fightingthe same bosses, in the same
order,during each replay.
Ithink the developer is being
modestin declaring its inspirations,
asBreaker is hardly a clone of the
classicsI mentioned. It can stand
proudly next to the formative
shoot-’em-upsthatinfluencedit.
NeedtoKNow
Whatisit?
Abullet-hell-isharcade
gamewhereyou
changecolourevery
timeyoumove
EXPECttOPaY
Free
DEvElOPEr
DanielLinssen
PublishEr
In-house
rEviEWEDOn
[email protected],
6GBRAM,GeForceGT
610
MultiPlaYEr
None
link
bit.ly/BreakerGame
87
Anabsorbing arcade
gamewith an inspired
premise, and a great
soundtrack. You’ll want
toreplay. And replay.
vErDiCt
Big Break
Youbreakit,youdon’tpayforitinBreaKer.ByTomSykes
ifindthis
engrossing
arcadegame
fareasierto
process
You unlock additional colour
palettes as you progress.
There’s less time pressure
than in most shoot-’em-ups.
Breaker
FrEE GaMEsrEviEW
Challenging bosses interrupt
the action every few minutes.