‘Ace Omicron’ Review
Ace Omicron by ProRattaFactor has officially blasted its way into the App Store for just $1.99, as a top-down asteroid shooter, that is more or less a modern day re-imagining of the classic Asteroids gameplay.
Noteworthy Features:
- Universal App
- 3 different modes of play
- Can be played in both landscape or portrait
Major Complaints:
- Poorly designed controls
- Gameplay is dull and repetitive
- Generic and bland presentation
Feel like blasting asteroids? How about blasting asteroids while collecting power-ups and then blasting away at some more asteroids, dealing with occasional baddies in the process? Needless to say, if you’re in an asteroid/baddie blasting mood, Ace Omicron has got you covered, with three different modes of play that’s sure to keep anyone busy blasting away at countless asteroids and baddies. That is, if you can excuse the questionable controls and don’t mind playing a game that feels somewhat sub-par, especially when compared against other top-down asteroid shooters on the market.
In Ace Omicron there is three modes of play. The first is a more modern approach to the old-school arcade experience labeled ’Hyper’. The second is a frenzied survival mode labeled ‘Twilight’. The third and last mode is labeled ‘Classic’ which is a half baked nod to classic character development elements, popularized by RPG games.
Hyper
In this mode you start out with a base level ship and must collect power-ups (health and gems) that burst out after blasting open an asteroid. As you collect power-ups, your ship will automatically start to gain more blasters, begin to move faster, and develop longer lasting shields.
Twilight
This mode is all about survival. In that it drops you in the game with a maxed out ship yet it’s also extremely more difficult then the other two modes (right off the bat). As in the asteroid spawn rate is dialed up to be more like an asteroid storm, then casual passing of lonely asteroids.
Classic
Classic mode is nearly identical to Hyper mode. The only difference being is that you have to collect gems and use them to purchase upgrades manually, at the end of each round before the next one begins.
Gameplay
The gameplay of Ace Omicron is more or less the same as Asteroids. It’s a classic top-down asteroid shooter with a few modern tweaks sprinkled on top. It’s a fresh take on the classic arcade experience for sure, but its done in a way that doesn’t really add much depth to the underlining gameplay.
Just like in Asteroids, you take control of a ship permanently stuck in a small sector of space, doomed to endlessly loop. Meaning anytime you attempt to leave the sector and fly off on one side of the screen, you will suddenly appear flying in from the opposite side of the screen. In this small sector of looped space you will have to deal with wave after wave of asteroids, and even occasional baddies that float in from many different directions. It’s up to you to blast all the asteroids and baddies away effectively and in a timely manner, in order to avoid collisions. I mean you wouldn’t want to scratch up that shiny new paint job you just got on your mini-intergalactic cruiser, right?
One of the ways that Ace Omicron tries to distinguish itself apart from Asteroids, is through the application of shields/health. In that collisions (depending on the size of the asteroid) don’t necessarily mean immediate death as it would in Asteroids. In fact if you stop firing your blasters at any time, the ship’s limited shields will engage then immediately start fading away of course, but completely ready to absorb the imaginary impact of oncoming asteroids. Which is to say that the asteroids don’t actually bounce off your ship if there is a supposed collision when you have shields engaged, its more like they float harmlessly under the ship draining precious energy in the process. In the event that your shields do run out prematurely, if you have a full bar of health you can still take a few seconds of small asteroid drainage before exploding, but just don’t expect to take the full force of a large asteroid with no shields.
Ace Omicron also tries to break away from the mold, by throwing in some power-ups/upgrades. This was refreshing at first, but ultimately didn’t add much depth to the gameplay. There are no standard power-ups like bombs, invulnerability, or the like, it’s just energy refills and attribute boosts. Not to mention that the ship’s upgrades are similarly unimaginative, and you can only have one or the other, either power-ups or upgrades… not both.
Presentation
Ace Omicron’s presentation really comes across as substandard, especially when compared to other top down shooters on the platform. Nonetheless, The graphics are rendered in 3D, there’s smooth animations ,decent particle effects, and detailed textures, but the overall art style and presentation of the game is somewhat generic and bland.
There’s not a lot of content to brag about here, either. While there is three unique modes with countless rounds and many hours of gameplay, it’s all basically regurgitating the same content. As in there is only one style of asteroid to blast, only one kind of ship to control, only one background across all of the rounds, and the same baddies re-used over and over again.
Also, the menus and overall UI is somewhat lacking in the eye-candy department. Its all technically sound and mostly intuitive, but is devoid of any compelling artistic flare to be considered polished.
In terms of sound, the game for the most part sounds great. The in-game music is very fitting and sets up a perfect atmosphere and tone for the gameplay. However some of the sound effects – while being a fitting sound and a quality sample – seem to be at odds with each other. Some are almost too loud, while others almost too quiet.
Controls
Ace Omicron‘s controls are indeed dead simple and very intuitive, but that comes with a huge sacrifice in precision. This is where the game truly stumbles, as the controls are questionable at best.
The controls work by tapping and holding somewhere on the touch screen, to indicate where you want the ship to fire and move too all in one interaction. There’s also a “parking break” that can be initiated by tapping on the ship, thus preventing the ship from moving, so you can focus entirely on just shooting.
First off, it’s an incredibly difficult task just to control the movement of the ship with any kind of precision. Not to mention lacking the ability to fire in an opposite direction from which your moving was somewhat disappointing, and to be honest I found the “parking break” feature to be too much of a hassle to use regularly.
I mean this is a top down shooter, A game that could easily leverage a dual stick shooter set up, or better yet a multitouch set-up (the same interactions as dual stick shooters just without the sticks). Either way would be much more preferred then the current set up in version 1.1. As is right now it’s not just about getting over a learning curve, it’s a matter of dealing with the poorly designed controls the best you can.
Price
The price for Ace Omicron is (as of right now) $1.99, which is partly due from an up-sell of the product by launching it as a universal application, as it was very much $0.99 cents before.
Score: I give it a 2/5
Indeed, Ace Omicron does well to offer up a classic Asteroids experience that tries to be fresh, but doesn’t quite pull it off in a way that adds substantial depth to the underlining Asteroids gameplay. The game also stumbles with questionable controls and a general lack of content. Yes, it’s a universal application and yes it has OpenFeint integration both are thoughtful gestures, but as far as the I’m concerned the overall package here doesn’t stack up well against other top down shooters on the platform.






















