- Publisher: D3Publisher
- Release Date: Jun 20, 2006
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Some sort of tutorial mode covering all the new features would have been nice, but all-in-all, what's here is a good little time-waster. If you're looking for a break from the mundane, give it a spin.
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This is the best of its kind, but understand that the game uses a very repetitive formula. There was no way around that, not with a paddle, balls, and multi-colored blocks being your only gameplay pieces.
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Nintendo PowerAs for its single player component, Break 'em All has you competing against high scores, which gives the title an arcade feel that may not appeal to everyone. [Aug 2006, p.85]
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At first I thought it was going to put me to sleep because I had played games like it before, but its nuances, however subtle, make it a slick budget title.
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Although the game isn't the most beautiful out there, the draw is based solely on gameplay, which is rare these days.
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The best part about this title is that once you get in, it plays just like the original in all its addictive glory.
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Break 'em All admittedly feels just as budget-oriented as the price that's attached to it. On the plus side, you're getting a solid playing and controlling Breakout clone for, at most, 20 bucks which isn't a bad deal at all.
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This budget-priced "Arkanoid" clone has its moments of creativity, but mostly it's just a serviceable puzzler that offers little outside of well-worn territory.
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We're not harping on how simple the game is (in fact, this is great for casual players), but there's only so much brick-busting one can take before it's time to move on.
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Break ‘Em All is not big on presentation, and that could easily be overlooked if the ball physics wasn’t broken. I would seriously advise that you rent this game first because the more difficult it gets, the more control you will have to exert over the ball and that just isn’t going to happen.
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It's not exactly a radical reinvention of the genre -- but, then, it's not meant to be. As simple, straightforward arcade-style action with a few unobtrusive additions at a budget price, it's a smashing success.
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Nintendo GamerAn imbalanced "Gradius"-style powerup system makes getting multiballs and sticky bats far too easy, so you'll find you attention wandering as you clatter unchallenged through one bland brick wass after another. [Aug 2006, p.67]
Awards & Rankings
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38
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71
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#71 Most Discussed DS Game of 2006
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User score distribution:
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Positive: 0 out of 2
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Mixed: 2 out of 2
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Negative: 0 out of 2
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D.P.Aug 27, 2007
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TonyG.Aug 1, 2006