Amulets & Armor box art

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Amulets & Armor

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Amulets & Armor

Dec 31, 1997

Main game

2.00 average rating based on 2 ratings

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Release Dates
1997 Full Release (North_America)
DOS
2013 Full Release (Worldwide)
PC (Microsoft Windows)
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User Stats
6
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How Long Is Amulets & Armor?
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Mazinkaiser
Mazinkaiser gave Nov 15, 2021
Mazinkaiser gave Nov 15, 2021
Amulets and Armor: Square Peg in a DOOM Hole
This review is for the PC (Microsoft Windows) version

Amulets and Armor is a fairly interesting experiment, taking a Doom (read: Doom-like) engine and creating first-person RPG maps. Given the unsatisfying combat, slippery movement, and questionable design decisions, this might not have been the best match.

The game casts you as a warrior of eleven possible default classes in and around the castle Arius. There are seven quests with stories that are mostly fluff text that instructs you to get a key item and complete a set of maps. It is possible to complete the map without the item and get no reward.

The game has a weapon slot that can be wielded with items like swords, daggers, axes, bows, and wands, as well as a magic system that varies by class. While it's admirable that so much could be packed into the interface, it does get a little unwieldy to use with the mouse and the UI can crowd gameplay. Most spells are used via rune combinations and instruction scrolls that can be found throughout the game. There is a health, mana, hunger, and thirst meter, but throughout most of the game the player rarely experiences any hunger or thirst, making those last two meters unnecessary.

The player …

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Amulets and Armor is a fairly interesting experiment, taking a Doom (read: Doom-like) engine and creating first-person RPG maps. Given the unsatisfying combat, slippery movement, and questionable design decisions, this might not have been the best match.

The game casts you as a warrior of eleven possible default classes in and around the castle Arius. There are seven quests with stories that are mostly fluff text that instructs you to get a key item and complete a set of maps. It is possible to complete the map without the item and get no reward.

The game has a weapon slot that can be wielded with items like swords, daggers, axes, bows, and wands, as well as a magic system that varies by class. While it's admirable that so much could be packed into the interface, it does get a little unwieldy to use with the mouse and the UI can crowd gameplay. Most spells are used via rune combinations and instruction scrolls that can be found throughout the game. There is a health, mana, hunger, and thirst meter, but throughout most of the game the player rarely experiences any hunger or thirst, making those last two meters unnecessary.

The player may run into a variety of (mostly projectile throwing) warriors, dragons, spirits, skeletons, etc - the enemies can move like crazy and hit like a brick while the player struggles on slippery movement and can be subject to poison, flames, and acid that can melt precious pieces of armor at random. That last part is especially obnoxious.

Quest design varies to inoffensively straightforward to offensively cruel, with Quest 3's maps forcing the player to restart the game if they didn't find keys in previous levels. While not all maps feature this design, some parts of the game can force the player to restart the level. Fortunately while dying is possible and can drop items, this setting can be turned off to make dying far less of a frustrating consequence.

Last but not least, the game is bugged on its current Windows build, often crashing the level as soon as the player exits and forcing them to restart. The DOS version does not have this issue, so keep that in mind. With all these design issues it's still interesting to see an RPG carved from a Doom-like game but it's more novelty than anything particularly fun or worth playing.

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