Taking commissions is where I've been spending most of my time, which is made up of tasks within tasks, within tasks. To demonstrate, let's take a look at the first big commission, building a bridge to Amber Island. You just have to make two end pieces and one middle connecting piece to install the bridge. How hard can that be, right? Well, just to build the bridge's end pieces, you'll need copper pipes and hardwood planks.

This may sound far too tedious and arduous for some folks, but to me, these kinds of multi-part missions are music to my ears. My Time at Portia runs on an in-game day/night cycle where each day is about 20 minutes long. Things like smelting and refining raw materials take precious minutes to complete, so once you've finally gotten the few products you need for a task, it might already be nighttime, and you have to turn into bed before the game forces you to go to sleep. That means that the next morning, you already have some finished products to start working with for the next piece of the puzzle, and you just keep playing and playing until it's hours later in the real world and you're not sure how you got there.


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That being said, the game does you a solid by saving your progress very regularly. I've had to log out on a dime and have been pleasantly surprised to find that my progress is almost all still there the next time I log back in, even if I had fully closed the game out.

Admittedly I haven't spent half as much time building relationships as I should, but interacting with your neighbors is another fun, simple way to pass the time. There's a fairly robust cast of NPCs in My Time at Portia, a fair amount of whom are obviously dating material. You can chat with them, give them gifts (which they may or may not like), and even play mini-games of rock-paper-scissors and have sparring matches with them (yes, you physically fight them, but it's all in good fun!).

I've been having a ton of fun with the game, and it's more or less exactly what I expected, but there are a few notable areas for improvement. One of my main complaints is that the game doesn't perform very well on my Samsung Galaxy S9. To be fair, my phone is a few years old and wasn't a top-of-the-line gaming phone in the first place, but it seems like the severe frame drops, and lag can't just be me. These bouts of stuttering are most obvious while sprinting, so I sometimes intentionally don't run just to avoid dropping frames. We also know that the game has had similar performance issues on the Switch version, so this likely isn't just a case of old-phone syndrome.

Ther performance issues and occasional bugs are annoying but not game-breaking, so my hope is that the developer will continue to support the game and improve the mobile experience as more players start adopting it. I've heard that the Nintendo Switch version is prone to brutally long loading times, but so far, I haven't encountered that same issue on mobile, so let's hope this is a good sign that the mobile optimization is perhaps better.

On the performance side of things, the mobile version excels above the console version quite a bit. The PS4 Pro, Xbox One X, and Nintendo Switch versions of My Time at Portia all target 30fps. The mobile version has the same frame rate target. In my testing in both the early and later parts of the game on the devices I use, I had great performance. I was hoping for a 60fps mode with lower quality visuals but as of now, you can play at a 30fps target or less on mobile. The area this port shines is load times. The load times are massively better than the console versions.

To give you a rough idea, I measured the time to load up a save and then leave home to load the area outside your house on PS4 Pro via PS5 backward compatibility, Nintendo Switch, and iPad Pro with all the latest available patches installed. The PS4 Pro version took about 30 seconds to load the save and 12 to load the outside of the house. The Nintendo Switch version took 52 seconds to load the save and then 23 seconds to load the area outside the house. The iOS version on iPad Pro took about 6 seconds to load the save and then about 5 seconds to load the outside of the house. I tested different areas and autosave (which I will get to in a bit) and the iOS version is so much better thanks to this.

My Time at Portia was an excellent but flawed experience on consoles and the mobile version is a lot better almost across the board. It is also more accessible for newcomers thanks to the quality of life updates. If you enjoy life simulators and want something meaty to dig into, My Time at Portia is worth your time and money. It is also priced very reasonably compared to the console versions.

The in-game content is largely the same, except for how some mechanics (like crafting items on the Assembly Station) function and the newly-added voice lines from the Steam 2.0.141532 Steam update. However, NPC schedules have been simplified, and fewer NPCs will attend festivals at a time to reduce strain on lower-end mobile devices. This means that group photos of the entire town cannot be taken on Android and iOS.[3]

So yes, it would seem controller support is missing or simply wasn't a focus for Android, which is really disappointing since it limits everyone to the touchscreen controls, and the 30 FPS cap in all of the game's graphics modes is a bit of a headscratcher too. Luckily the price is low, and the touch controls work well. While it would have been nice to see some improvements for these controls, such as auto-entry and exits for doors (you have to manually tap a button every time, which is annoying for a touch UI), what's available is plenty good enough for most people to work their way through the game without any issues. For that, you have to give the developer/porter credit, and so I can confidently recommend the Android port for My Time at Portia, especially since everyone can grab a copy at a discount in celebration of the game's release on mobile.

This brings us to the third layer: the open world concept. Portia's map is quite large and its world is meant to be consistent and immersive at the same time. This means that each NPC (non-player character) around you has his or her own personality, preferences, job, and schedule. Some shops or buildings will close at a certain time, a character whom you want to talk to will not necessarily be at the same place depending on the time in the game.

There is also a subplot that unfolds as you progress through the open world that is Portia. Indeed, you will soon learn that Portia was founded on the ruins of an ancient city that was wiped off the map after a "calamity" occurred 330 years earlier. This cataclysm caused a Dark Age that plunged the world into chaos. It was only after 200 years (100 years before your time, that is) that a hero named Peach brought the world out of darkness.

I am unable to say more without the risk of revealing any spoilers. Personally, I haven't finished the story yet despite investing 75 hours of my time in the game. The basic pitch is pretty plain, but it's clearly not the key selling point of the game. I do regret that the story crawls at a snail's pace as it remains overshadowed by the long resource gathering and building phases. "Farming" for two days just to unlock a 15-second cinematic? This has frustrated me more than once during my review.

In My Time at Portia, you will spend 80% of your time going back and forth between the city and your workshop. The main objective throughout the game is to gather resources. Basic resources have been divided into 3 categories: ores, metals, and wood. To obtain ore (copper, iron, bronze, the works!) you will have to go to the mine (where else?). To procure metals, you have to smelt the ore in a furnace, while to get wood, it is a no-brainer that you have to cut down wild trees or go to the tree farm.

A very important concept in My Time at Portia is time. The game has an hourly, day/night cycle in addition to seasons and weather. Time literally passes in the game so that after my 75 hours of "irl" (in real life) game time, over a year has passed in "My Time at Portia".

This element is very important for two reasons. The first being, your character needs to sleep. After a certain amount of time, normally at 2:30am, you will be forced to stop whatever you are doing and automatically teleported to your bed to sleep before waking up the next morning. This cycle also applies to NPCs, by the way, where each of them have a daily schedule.

But this cycle is also important for your production. Whenever you smelt an ore or cut a piece of wood, it does require in-game time. So the only thing that you have to do is to wait. Talk about an "idle game"!

The word "idle" could be better understood as "inactive". Basically, some elements of the gameplay do not require the player to interact or be proactive. This can be rather frustrating, especially when you're just one piece short of completing a construction project but it takes 5 hours of in-game time to build (or 5 minutes on average in real life).

The first thing that you do when launching My Time at Portia for the very first time is to create your character from head-to-toe, just like in a classic RPG. Your character then has "stats" that you can upgrade by unlocking skill points as you progress.

The other component under life simulation, would include social interactions that happen with other inhabitants in Portia. In concrete terms, each time you build or craft something for a character, you will gain relationship points that evolve your social link.

Each character also has a list of interactions that can be made outside of any quest or mission. So at any time you chat with an NPC, give them a gift, play rock, paper and scissors, duel or take a picture together. Such interactions will also earn you relationship points.

As the length of this section shows, the gameplay of My Time at Portia is quite varied on paper. The game mixes a lot of genres and it manages to get you hooked with its well-oiled gameplay patterns. But this work-sleep cycle can also quickly become vicious and I would even say grueling at times with construction projects that take forever and require far too many resources.  ff782bc1db

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