This is perhaps one of the most pleasant post-apocalyptic games out there, every part of it full of potential and an interesting sense of optimism and so up beat as well ,which is shown through colour and graphics. You’ll find it in the goals and accomplishments of its people, and in My Time at Portia’s design as a whole. It teases unreachable treasures off in the distance and lists items.
Learning about this world’s odd history has been intriguing, though the story and characters are generally far less charming than what you’d find in something like Stardew Valley. The goal of the story itself is simple: expand Portia and become the top builder in town.
The first priority in My Time at Portia, and the first commissions are designed well enough to help me establish a foundation in my routines for gathering resources, and introducing you to the basics of building and gathering, such as mining for ore, collecting wood, fighting monsters, or gathering other basic materials, I’d add them together in a recipe to build an item.
At first, gathering starts as simple as picking up stray wood and rock piles, but eventually develops and escalates into cutting down massive trees with a chainsaw. I appreciated that as things got more complicated, new tools and services would arrive not long after to help me grow as a builder.
When I received more complex schematics to build even bigger things and more important items. They required me to process basic resources into different things before they could be used. Sometimes you have to process goods several times before they’re finally made into the correct component needed. I really enjoyed pulling out a notepad to track just how many carbon steel bars I’d need to build an item, and how much raw material I would need etc. Then, once it was done, I’d submit those items for rewards, town favor, and money. I enjoyed this cycle not only because I found it to be rather relaxing, but also because the biggest assignments you’re given directly change the town. I feel the relaxing element is one big draw to the game it’s so relaxing and addictive, which makes a change from other games I am playing.
My Time at Portia’s relationship system heavily relies on the player chatting with residents daily, giving them presents, and playing games or sparring for relationship points. Presents give by far the most relationship points early on, but with My Time at Portia’s impressive number of items, it’s difficult to figure out exactly what’s worth giving away. Very few item descriptions give clues to what might be liked by others, it’s all about figuring out what the characters want similar to Dragon Age the first on in the series, but if you give a present they don’t like it will minus you relationship points. On the plus side, gaining friendship with one person awards you free friendship points with the people closest to your new friend, and gives you other bonus as well.
Eventually, you can go on to marry select people in Portia. What I like about this marriage system is that your partner will actually helps you out around your workshop, also if you marry the right person, you can receive discounts at their shop or helpful stat bonuses. Overall, the relationship system is worth investing in, but I do wish it were tuned better so that the start of a relationship felt less like a chore.
My Time at Portia is light and easy to manage on top of everything else. Leveling up gets you more stamina, which powers most things you can do throughout the game, plus improved health, attack, defense stats and a point to put into one of the three skill trees – there’s one for battling, another for gathering, and the third for social.
Within the game is mining, I found it so relaxing and repetitive hunt for goods within the earth that pairs well with podcasts and audiobooks. There are several mines in Portia and each of them contain different kinds of ores ,relics and special items. The relics are old-world items that are split into various parts and can be reconstructed. Yes, there’s yet another layer of things to do in Portia. Those relics can be donated, sold for a fair bit of money, or placed in your house for bonus stat points that increase your other attributes.
Completing big story requests open new areas on a surprisingly large map, and in those new areas are at least a new type of resource, a new mine, or even a new dungeon.
I love the simple hacking and slashing combat style, but the variety of enemies keep things interesting enough. The dungeons are divided into several levels, each with their own rooms and a boss in the last room. Though I liked how dungeons were often a mix of a few basic puzzles and a handful of enemies.
My time at Portia is, first and foremost, a game about building, and I am having a great time doing it. From mining, taming wild llamas and dating, there is so much to do here, and I’m still discovering and unlocking new and usually interesting things.