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Arkanoid DS review

Thanks for the paddle. Now where's that creek? Ah, here

Reviews
By Alex Dale published 25 January 2008

When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works.

GamesRadar+ Verdict

Pros

  • +

    It's Arkanoid re-imagined

  • +

    Stylus controls work well

  • +

    Two-player multiplayer mode

Cons

  • -

    Lacks variety and longevity

  • -

    Infuriating dead zone

  • -

    Paddle peripheral isn't included

Why you can trust GamesRadar+ Our experts review games, movies and tech over countless hours, so you can choose the best for you. Find out more about our reviews policy.

[Editor's note: This was originally a review of the Japanese import version of Arkanoid DS, but we find it applies to the recently releaseddomesticversion equally well, with one exception: That paddle controller the review praises? It's not inour version. Luckily, the stylus works well.It's just not as cool.]

This package is a real case of beauty and the beast. Although you can still play the game using more conventional control methods, Arkanoid DS is best"enjoyed" using the paddle controller that comes stuffed in its oversized box as standard.

A white box that protrudes indecently from the GBA slot, DS's paddle controller (a nod to the arcade original's control method) is a seriously lush piece of kit. It's sizable without being obtrusive, pleasingly solid to the touch and works like a charm (once you've nipped into Arkanoid's options screen and turned the sensitivity level down to "1", of course, as it's literally unplayable otherwise). There's only one problem, and this is it: it's only compatible with one game, and this one game is so startlingly bad it's quite hard not to take it personally.

Article continues below

Arkanoid DS is a "re-imagining" of Taito's 1986 coin-op title of the same name, which was an excellent Breakout clone that shook up the slightly anemic ball/bat/brick formula by adding several new elements, such as powerups and sneaky enemies that cruised around the brickscape making life difficult for you. Now, about this re-imagining: The makers have, unfortunately, imaginedwhat Arkanoid would be like if they removed all the enemies, instantly stripping it of what marketing drones would call its 'unique selling point.'

But even then, it's not a very good Breakout game. For whatever reason, Arkanoid takes place on a narrow playing field that only uses approximately 50% of the DS screen's width, which when coupled with a dead zone between the two screens roughly the size of a large sausage, makes trying to judge any kind of angle (the guts of a Breakout game, natch) an impossible task. Given that it's thus nigh-on impossible to get the ball to go where you want, you won't thank Taito for loading later screens with a barrage of stupid unbreakable golden blocks that force you to somehow direct the ball into gaps that are no wider than an ant's arse. The paddle controller deserved a better box-buddy than this.

Jan 24, 2008

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Alex Dale
Alex Dale
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Hello! I'm the former Deputy Editor of Official Xbox Magazine, and worked on mags such as NGamer, Xbox World and PC Zone, so I definitely have some idea of what is and what isn't a video game. Outside of gaming, my hobbies include birdwatching, canoeing, tennis, ice hockey and travel - particularly to far-flung parts of the world where nature still rules supreme.
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