This description may sound all too familiar, but it's the gimmicks that make this game more interesting than the usual Breakout clone. Whenever I think about a Breakout clone, I think of a bunch of bricks neatly arranged in horizontal rows. But right away, I was surprised to see such bricks rotated in all sorts of ways, forming neat shapes like a spider in a spider's web or the wheels of a truck. And the way these blocks move astonished me, too. In the spider stage, three bricks representing a fly would wander around the screen for a bit and then get stuck in the spider's web. Or seeing an empty truck pull back to the left side of the screen and then move to the right to reveal a bed of cargo. Designs like these make me curious about what the game will pull next.
Then the game reveals another gimmick to me: the recall. If you hold down the right mouse button, your ship acts like a weak magnet attracting the ball. This has plenty of uses. If the ball is just bouncing left and right at shallow angles, you can use the recall to force the ball towards your ship, so the ball can return to the top of the screen faster. If the ball goes above a row of bricks, you can trap the ball up there with the recall function to keep the ball up in the screen. If you master this recall function, you can even steer the ball into the last few remaining bricks in a level to finish the level quicker. Overall, the recall button lets me have more control over how I destroy the bricks in the level, and I like that.
I also toyed around with the game's five difficulty levels (in order of ascending difficulty): Kids, Easy, Medium, Hard, and Insane. Medium is the default. The ball is slower and the player starts with more ion spheres in the easier difficulty, and the ball is faster and the player gets more bonus points for completing levels in the harder difficulties. The Kids and Insane difficulties are particularly interesting. In the Kids difficulty, there is a permanent barrier at the bottom of the screen to prevent the balls from going out of bounds, so it's impossible to lose in this mode. You can relax and check out all of the game's level designs this way, and you get to keep any ships and ball paint schemes that you earn along the way. In the Insane difficulty, the ball starts out so small that it's an eyesore to keep track of it. Insane gamers would enjoy this mode, but I'd rather keep my eyes intact.
Overall, Ricochet Infinity is a fun game for gamers of all skill levels. In about 30 minutes, I managed to get through only about 15 levels, and the game claims to have 200 levels with thousands more available for download, so the game has great replay value. It's just great to see how games in the Breakout genre has evolved.
Published by Anonymous
... View profile
Dell Computer Gaming SystemsFrom the casual gamer with a rock solid yet affordable system like the XPS 410 to the eat your heart out envy of the XPS 710 with all the best gaming high performance and sleek...
A Few Thoughs on Gaming AddictionA wife talks about her husband's love for online gaming and the culture of "gaming widows".- MediaWise Goes Gaming for New YearAdult-oriented gaming monitors still see the gaming field as "kilographics," emphasizing too much violence and profitmaking by the industry. But new signs of socially aware games are emerging.
Commodore's New Gaming Machines at CeBIT Have Ample 64-bit Power, High E...A new generation of 64-bit gaming machines and also MP3 players and content service stacked up against Apple's are adding some interest to both markets.
The Evolution of Gaming and GeeksA general overview of the ways Mass Multiplayer Online Role Playing Games (MMORPGs) have made gaming more acceptable in society.
- Evolution of the Art Deco Movement
- Evolution of the Generations
- Can Evolution and the Bible Co-Exist?
- Five Rational Reasons Why Darwin's Evolution is Doubtful
- The Theory of Evolution and What's Wrong with the Arguments Against it
- Evolution of Dance Video Craze!!
- How to Customize Your Computer for the Ultimate Gaming Experience



