First Impressions of… Portal Knights

Every adventure starts with a single portal.

Portal Knights is an enjoyable sandbox building title with RPG elements. On your quest to uncover new portals to unlock (and new worlds to travel to) you’ll be slaying monsters, collecting loot, exploring the world, building new locations, and defeating mysterious bosses. Currently in Early Access and available via Steam this is a title that has continued to surprise me. Many of the features of the title are already available, including, but not limited to: character classes, character talent trees, equipment crafting, an enjoyable and varied building experience, multiple worlds to explore, mini dungeons, and multiple varieties of enemies to encounter.

The RPG elements feel a little light at the moment with many of the talents shared between the three classes of Warrior, Ranger, and Mage. That said, there are sets of equipment designed for each class and many of the traditional elements of each class are interchangeable. For instance, anyone can craft magical spells using the Altar and anyone can wield a bow if they want to.

Which is something I’d recommend you do as a Warrior if you choose to play one.

Warriors have a particular weakness to things that fly without some form of projectile weapon. Combat is still quite an enjoyable experience, however. When attacking an enemy you’ll soft lock onto them (with the ability to cycle targets), meaning all your attacks will focus on them while you dodge roll in appropriate directions away from them. When facing multiple opponents it can be a little disorientating dodging, engaging, and observing each. Overall, while it could do with a little improvement, it works and is satisfying enough.

That's one big worm.

That’s one big worm.

The various worlds you’ll uncover and explore are each satisfying in their own way. Initially they’ll be fairly small but will open up to be broader, feature more enemy variety, and have more mini dungeons. Finding the portals can be quite the task as they can be hidden anywhere. With most of the initial worlds featuring a rather linear structure, while later worlds have multiple exit portals. Different resources can be found in different worlds and you’ll need to visit multiple to use some of the Crafting Stations to their fullest. Boss worlds are simple (with no additional resources) and the bosses themselves involve identifying a weakness, hitting said boss, and then repeating the phase(s) until the boss is defeated.

In the ten-twelve worlds I have uncovered so far I’ve seen everything from jungles, to forests, to snowy plains, to swamps, to tropical beaches, to something that resembles a forest in Autumn. It’s not hurting for variety in the world design at all. The art direction is incredibly solid, too. Featuring a unique and consistent style/theme throughout.

It’s going to be interesting to see how they develop the title further in the coming months.

One minor criticism I have (from the ten hours I’ve played) is how the resource costs quickly scale up. For instance, Copper Bars require only four Copper Ore while Iron Bars (the next tier) require ten Iron Ore. This feels a little disproportionate to the effort you’d previously have put in to upgrade (or to build) new equipment or Crafting Stations. Especially when you require forty Iron Ore to upgrade the Anvil, a further forty to upgrade the Workbench, and then a further amount to build new equipment.

However, this is definitely a very strong entry into Early Access. If you’re a fan of either sandbox building or RPGs you’ll likely be able to put 15+ hours into this one in its current state.

Have a nice weekend, all!

Moggie

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One thought on “First Impressions of… Portal Knights

  1. Pingback: January to March 2016 – Moggie @ WordPress

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