Leave the familiar world behind and step into the fantastic unknown with Portal Knights! Play with your friends in this action-packed crafting adventure across dozens of sandbox Islands connected by ancient portals.

Travel The World between Islands by collecting portal Shards and rebuilding the ancient gateways. Gather resources to craft powerful Weapons, Armor, Skills and build a home filled with the treasure from your journeys.


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My wife and I are both gamers, but we prefer different genres. She enjoys farming, life simulation, and collecting, with some adventure and task completion tossed in to keep things moving. Some of her favorite games are Animal Crossing, The Sims, Harvest Moon, Zelda, and Skyrim. My tastes tend to fall more on the shooter, racing, and action adventure side of things. Some of my favorites are Destiny 2, Call of Duty, Tomb Raider, and Zelda.

I was exploring the games made available by the Xbox Game Pass and Games with Gold when I stumbled upon Portal Knights. We decided to try it out in split-screen and purchase a copy for our separate devices if we liked the game because co-op is fine, but sharing is too much to ask for any married couple. Portal Knights is available on the Xbox, PlayStation, Switch, PC, Android, and iOS.

We played through the intro and enough of the game to see that we would keep playing. Then we each purchased the bundle that included all the DLC for our Switches. The game works fine in split-screen. We specifically wanted a game we could play when the TV was unavailable.

What is Portal Knights? I think the best way to categorize the game is to call it a compilation. It starts off with your standard RPG character creation. Choose your class, edit your looks, and pick your skills. In the base game there are three classes. The bundle or, DLC adds two more. The lady went mage, and I chose a bow wielding scout. There is an excellent array of choices to make your avatar personal.

The worlds your characters have their adventure in are created randomly a` la Minecraft. Speaking of the block-based juggernaut, Portal Knights borrows more than just the random world generation. The blocky feeling is present as are mining for resources, building, recipes, different types of work benches, and the need for shelter. You will be digging up dirt, stone, metals, jewels, various plant materials and more to fill your inventory with the stuff you need to upgrade your tools and rank up. There are also creative mode worlds with no combat or questing.

The game takes place on multiple islands that are spread across multiple planets. Each island is centered around particular resources and inhabited by various characters some of whom will ask you to complete certain tasks or quests to move the story forward. You mine in part to obtain colored magic stones that allow you to complete portals that jump you to other islands and planets so that you can complete more of the story.

Portal Knights is a nice, light hearted and fun way to break into the sandbox style of gaming. Taking inspiration from the likes of Minecraft and Dragon Quest, the developers at Keen Games have made it easy to get accustomed to the world of crafting and building. This game is absolutely perfect on the Nintendo Switch. Being able to take it anywhere and having the touch screen helps tremendously with menu switching.

As you boot up the game, the first thing to do is to create your character. The options are not as robust as say an Elder Scrolls game, but it gets the job done. There are three character classes you can play as: Warrior, Mage and Ranger, each of course has its advantages and disadvantages. My character that I started with was a Ranger, which allows you to play more on the defensive side by being further away from enemies with your main weapon being a bow.

Combat is simple and fluid. You can lock onto an enemy and fire away. As you are locked on you have a dodge that you can perform so that you escape attacks. As enemies are defeated, materials and money as well as experience are presented. You level up in typical RPG fashion and as you do, points are awarded that can be used to bump up your stats. It could be a bit too simple, however with the crafting and building being a bigger part of the game I was okay with it.

The main objective is to go explore each world and as you do you can collect portal shards which you can craft into portal blocks. These blocks are your key to the next world. There can be a few different portal stations in each world which will take you to different paths on the world map. One great thing about this game is that you can warp to any world you have been to at any time. This comes in handy when you are on the hunt for specific items.

A nice little detail that the developers put in is that before going to a world, you can see what types of enemies are there as well as the resources that are most abundant. This makes finding what you are looking for very easy. Another snag that I noticed about crafting, however, is that since there are so many items, your inventory fills up very quickly and you are always managing your stock. I found myself in a few instances where I was on a quest and needed to get an item, but did not have any space left, so you either have to drop what you have or find a shop to sell off some stuff.

A Wide-Open Sandbox/Western RPG game in a similar vein to games like Minecraft. Taking place in a world that has been disrupted by an event called The Fracture, landmasses have taken to floating in the sky connected only by portals, each "island" in the sky representing a single biome or biosphere. Your mission as a Portal Knight: to reunite the world while crafting a variety of cosmetic and functional items gleaned from materials mined and gathered from these diverse environments.

Gameplay is very similar to other sandbox/building style games such as Terraria and the above mentioned Minecraft, and will draw similiar tropes. The "voxel" look of the graphics is very familiar, as is the inventory and gathering mechanic used by the player. One of the key differences is the use of RPG elements, such as stat increases, skill lines and healing item mechanics.

Portal Knights provides examples of: Adam Smith Hates Your Guts: Invoked, as the higher tier materials require much more effort to make. Three Copper Ores make one Copper Bar, while it takes 10 Titanium Ores to make one Titanium Bar. Changed and arguably averted in the Switch edition, where it takes three Ores and an increasing number of Coal Blocks, and even then, four at most. And Your Reward Is Clothes: Vanity armour, which has precisely zero in-game effect; oddly enough, actual armours can also be equipped in the vanity slots, which allows you to carry an extra set of armour without taking up inventory space. Big Bad: The Hollow King, who was responsible for the world being mostly destroyed in the Fracture, and whose monsters and Hollow Knights continue to plague the survivors of that event. Camera Lock-On: A gameplay mechanic. Doing so also changes the command to jump into a dodge while locked on. The combat is very similar to The Legend of Zelda: Ocarina of Time. Crapsaccharine World: Yes, the environments are bright and cheerful (at first), but the stark edges of the broken terrain and endless sky below the main islands constantly reminds the player that this is a shattered world. Later stages will often have remnants of the people who lived there, such as melted helmets and journals, that makes it clear that a whole lot of people died in the Fracture. The surviving humans are far and few in between, with the most populated towns having 7-10 people at most. Death Is a Slap on the Wrist: Dying only sets the player back a fraction (less than 10%) of their current total gold. All items, experience, monsters slain and portals opened are kept after death. With gold having so little use (as of the original game, updates may change this), this loss is of little real consequence. Death World: Some of the islands will seem like this, covered in ash/cinders with extremely dark and worn-looking environments. These islands also never get a daylight cycle, and with the inherent darkness of the game, some PCs can find themselves hopelessly lost in (if not killed by) a crevice they could not see. Elaborate Equals Effective: The higher tier equipment certainly gets fancier. A wood bow looks like, well, a crude bow made of wood, whereas the Sunna's Golden Bow is a bright, shiny artifact that looks capable of tremendous damage. Of special note are the higher level armors, that grow more and more elaborate. Elemental Powers: Fire, Ice and Lightning are all represented, as is Nature, Light and Dark. Both the PC and enemies are able to lend elements to their attacks. Essence Drop: Enemies will drop various orbs upon death, red to restore health, blue to restore magic, yellow to gain experience. Some player skills also cause drops to come from the player, in effect healing the player as they damage an enemy. Fetch Quest: Played straight with the NPCs who will typically ask for items contained on that island. The rewards are generally experience and money, but sometimes the rewards can be a little odd. For example, one quest given was to collect 24 Gold Ores, with the reward being experience and 5 Gold Bars. Since it takes 7 Ores to make one Bar, this was quite the deal, but begs the question of why the NPC needed the Ore in the first place. Gender Is No Object: Played straight, as gender has no effect on gameplay. Green Hill Zone: The stertong island, Squire's Knoll is a completely straight example. Loads and Loads of Loading: Unfortunately, played straight. Going to another island brings up a loading screen. Coupled with a rather low inventory limit, this can be a frustration. Also annoying is that every player makes the jump. There are rumors that eventually players won't have to travel together, but for now if one party member is "full" expect lots of whining until the group is taken to wherever the players have set up their housing. Lovecraft Lite: Adventure Mode starts out in basically normal fantasy terrain, but you start encountering cultists and monsters of a god called C'Thiris, and later levels in this mode take place in outer space terrain and bizarre black structures. The Hollow forces are world-destroyers that span dimensions, and yet the Portal Knights can stand toe-to-tentacle with these beings and eventually beat them back. Omnicidal Maniac: The dark forces that empowered the Hollow King are this, as beating him will reveal that they have destroyed hundreds of other worlds and universes. Point Build System: 3 stat points are unlocked with every level, and are able to be spent however the player wishes (at least in the Switch version, two more are automatically spent), though there is a logic with the class system. A Ranger can certainly pump their Strength for a melee build, but as their focus is ranged attack it makes more sense to add points to Dexterity, but again there is no in-game enforcement of this besides lacking enough stats to do decent damage. At 5 level milestones (5, 10, 15, etc.) perks are also gained which are mostly passive buffs. The Remnant: The player character(s) are the eponymous Portal Knights, but every other Portal Knight before them were wiped out while trying to fight the Hollow King's legions during the Fracture. There are surviving Knights in the Portal Knight's Sanctuary, but they are technically ghosts and can't leave the Sanctuary, so the player character(s) are stated to be reviving the Order. Sequel Hook: After defeating the Hollow King, visiting the Portal Knight's Sanctuary reveals that the King was taking orders from an unnamed villain, and that the player needs to rebuild the Portal Knights in order to fight this force. Who Forgot The Lights??: Heavily invoked with the Moon biome islands. The player can craft torches and other light sources, but the range of these is so small, the field of vision barely extends 2-3 blocks. These biomes probably look really neat, but no one can actually see them. Hunting for ores in this biome becomes extremely time-consuming, made all the more glaring as the top-tier materials only appear in these areas. Other worlds are initially contained within a dome of earth, preventing sunlight from illuminating the area. Largely averted in the Switch version, unless there is an obvious source of shade, such as inside a tunnel. 152ee80cbc

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