The basics of the gameplay, timeless, have not changed and it is still a question of returning a ball using a racket in order to break the bricks present on the screen. If this concept may seem a little simplistic at first glance, remember that Arkanoid has introduced the presence of different bonus or malus capsules in the recipe, to catch or avoid. Eternal Battle adds to the mix a dash function placed on the triggers, which allows you to move very quickly to the left or the right. Because of the high speed, it is not really a question of using it to catch the ball, but rather to nab a capsule a little too far away. If this small addition is welcome, it remains anecdotal compared to the main mode which gives its name to the game, is inspired by Battle Royale, and completely changes the dynamics of the original concept. This indeed goes from solo to multi, and leaves aside the system of traditional points of life. It is therefore possible to lose the ball an "infinite" number of times, these failures being sanctioned by a small loss of time and a reduction in the score of 10%. Despite their modest appearance, these two punishments can actually prove fatal because 25 players are in the running and, every 20 seconds, the one with the lowest score is instantly eliminated. It is therefore important to aim in priority for the bricks offering the most points, and to clear the screen as quickly as possible.
Each time a player has finished clearing everyone moves on to the next table, but the values of the remaining bricks are then removed from everyone's score. To these subtleties must be added the presence of various bonus capsules to catch: decrease in the speed of the ball, separation of the ball into three, magnification of the ball, enlargement of the racket, sticky racket allowing you to aim quietly, laser shooting, automatic return of the next lost ball, and increase of the combo gauge. Penalty orbs are also present, and it is possible to apply their effects to the player on the left or the player on the right, as desired, knowing that the display constantly presents us with the screens of our predecessor and our successor in the current ranking. The effects in question range from the simple visual alteration of the screen, to the drastic reduction in the size of the racket, passing through the increase in the speed of the ball, the definitive transformation of ten bricks into black bricks harder to break, or the temporary transformation of all bricks into indestructible golden bricks. The endgame takes a slightly different turn as we face DOH, the iconic boss of the original game. Over the course of victories and rankings it is possible to rise in rank and win background skins, but this remains anecdotal. The pleasure of playing is actually enough on its own.
FOR A HUNDRED BRICKS YOU HAVE NOTHING
Arkanoid Eternal Battle also offers us a Retro mode, which takes up the 32 tables of the original adventure and the final fight against DOH, the part taking place on a virtual arcade terminal. A good idea, which will allow the youngest to discover what was at the time a monument of video games. Too bad the compilation aspect has not been pushed further and that the various official suites (Revenge of Doh, Doh it Again, Returns…) are not included. We are still entitled to a new "epic" thanks to the Neo mode, with 45 levels and a final fight against DOH, as it should be. Finally, the menu is completed by a Versus mode allowing a maximum of 4 players to compete locally. What a laugh for a few minutes with friends while swinging in the face the different maluses. But once again, the game lacks ambition because it is impossible to mix local and online play. However, having two players present in the same room participate in the same game of Eternal Battle would not cause any balancing problems. But the biggest problem with Arkanoid Eternal Battle comes quite simply from its selling price of 30 euros, far too high in view of the "difficulty" of development and the content offered. This issue affects even the most affluent or spendthrift buyers, as it impacts the available player base. We did not manage once to participate in a game involving really 25 players. Each time, a significant number of AI came to take the place of the missing humans. Victories and failures immediately become less intense. Let's finish with a word on the graphics, which use bright, neon colors and retro visual effects to liven up the experience. An artistic direction already seen elsewhere, but rather pleasing to the eye.