Review: Ancient Amuletor (PSVR)

Review: Ancient Amuletor (PSVR)


  • PlayStation 4
  • Oculus Rift
  • HTC Vive

Format/Hardware Used:

  • PSN Download
  • PS4 Pro
  • 4K HDR


  • PlayStation VR Required
  • DualShock 4 None
  • PS VR Aim Controller None
  • Move Required (2)
Title: Ancient Amuletor
Format: PSN (2.83 GB)
Release Date: June 27, 2017
Publisher: Time of Virtual Reality
Developer: TiGames
Original MSRP: $19.99
ESRB Rating: T
PEGI: 12
A copy of this game was provided by the publisher for review purposes.
PS Nation Review Policy

Playing Ancient Amuletor alone is not recommended. It’s not that the game is unplayable in this manner. As a tower defense style game with waves of enemies coming from all angles, you will be hard pressed to keep up without the help of buddies. And I believe this was by design.

I got through most of the campaign alone, so it is absolutely doable. The real fun was found when I had someone playing with me, despite them being strangers.

The concept is fairly simple, but once again, enhanced by VR. You play one of four characters and you are able to switch between them during each match. Using this ragtag group of fighters, you take on waves of bad guys as they try to destroy crystals in your zone.

Locomotion is done via teleportation and you are only able to teleport to certain nodes in the environment which give you better vantage points to spot your attackers.

Each character choice requires a unique style of gameplay. For example: your archer utilizes both Move controllers and has you knocking your arrow before emulating the drawing motion and releasing with the trigger button.

The character I personally had the most fun with in terms of VR immersion was the wizard. You hold a magic book in one hand and a wand in the other. You summon magic orbs of energy by pressing the trigger button. Grabbing them with the wand allows you to fling the “magic missiles” at the bad guys.

You can even summon multiple orbs and have them floating before you in anticipation for larger waves. Not only did this make me feel like a badass, but visually it looks great in VR.

The group is rounded off by a gunslinger complete with dual pistols and a Puppetmaster who lets you summon creatures to do the fighting for you. Each character allows for special moves as well as unlockable weapons.

Being able to switch between these characters at any point in the game is very helpful, particularly if you feel a certain fighting style will help in a sticky situation. Take, for example: the wizard’s magic orbs can damage multiple enemies at once.

… I even found myself getting a bit of a workout …
Gameplay is overall pretty enjoyable, despite the wave-based gameplay growing pretty stale after a few minutes. I’m not a fan of tower defense games because the scenery never changes and you’re pretty much doing the same thing over and over.

However, as I mentioned in my preview a month prior, VR does engage you in a way that playing this traditionally would not. And as the waves piled on, I even found myself getting a bit of a workout, particularly with the classes that required more movement. The gunslinger doesn’t require much more than pointing and shooting but the wizard has you flinging balls of energy.

The only issues I experienced from time to time had to do with the limitation of the PlayStation VR tracking. Since I was constantly relocating to get a better vantage of my enemies, I would sometimes find myself knocking an arrow and aiming in a direction that the camera couldn’t read well, like ninety degrees away from it.

This would make for some glitchy aiming and at times I would even miss my target because of it. It wasn’t always the case, but when it did occur, it caused gameplay to suffer.

This is definitely one of the better looking VR games on PlayStation. We’ve had some stinkers in the past, mostly little indie titles with no cohesive style.

Ancient Amuletor doesn’t push seriously advanced graphic techniques. Instead the developer went with a style that allows for multiple enemies at the same time while maintaining a visually pleasing look.

Your characters aren’t represented as floating hands either, so yes, me looking down at my female body was trippy, but it’s pretty damn cool being able to see the other characters when playing online. And then there’s the bosses. They are colossal. And when that building-size arm comes barreling towards you, you can’t help but react.

… you feel like you are truly at war alongside your buddies …
Sound design is on par with the visuals, with some great effects to accompany the action and some epic tunes to pump your adrenaline. I feel the game could have done with some character dialogue, trash talking and such, to heighten the urgency of the situation, but I can’t really fault it for something that was perhaps never intended.

When I said that this game is better played multiplayer, I absolutely meant it. It does make for a better time, and you feel like you are truly at war alongside your buddies, manning different fronts and collaborating to kill every single skeleton on the field.

I also found myself experiencing less tracking issues in multiplayer because, as part of the design, I had someone covering my blind sides. This also made for some great moments of dialogue with all of us warning each other and giving soft orders to take on a different set of enemies too far for someone else to reach.

I will continue to play this after I complete the review. I truly enjoyed the time I spent with it. Admittedly, I will probably enjoy it more with friends, so hopefully the game has a healthy life with fans sharing in on the action.

Even without that, it’s still freakin’ awesome flinging balls of energy at bad guys while summoning them from a spell book.


* All screenshots used in this review were taken directly from the game using the Share functionality on the PlayStation 4.

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