AI Limits: Unveiled
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In this A.I limit review , we'll delve into the detailed examination of the soul-like science fiction action RPG created by SenseGames and released by CE-Asia The game was developed concurrently with the PlayStation China Hero Project , a project sponsored by Sony aimed at assisting Chinese game developers in crafting their titles. This represents the inaugural effort from these developers, and we aim to assess whether they have successfully produced an impressive game. souls-like experience. Continue reading to discover more!
A.I Limit
Genre: Soulslike Sci-Fi Action-RPG
Developed by: SenseGames
Published by: CE-Asia
Release date: March 27th
Platforms: PC (Steam)(review platform), PS5
Cost at the Time of Review: $31.49 (regular), $34.99 (deluxe)
Story and Setting
A.I limit takes place in a post-apocalyptic world where humans are fighting for survival following the collapse of civilization because of an unexplained breakdown of the artificial environment, leading to catastrophic natural disasters, food shortages, conflicts, and the appearance of monstrous creatures.
Participants will assume the roles of Arrisa, a Blade Runner suffering from memory loss, who can regenerate and come back to life after dying thanks to some unspecified tech referred to as the Branches. Gamers will follow Arrisa On her quest to mend all the fractured limbs and uncover the truth about the devastation nearby as well as restore her lost recollections.

Initial scene of A.I cinematic
Even though using an amnesiac protagonist can be cliché in video games, this narrative approach proves effective here because you discover the world alongside Arrisa. The game gradually provides insights through conversations with non-player characters (NPCs) as you undertake your quest. This method progressively builds the environment and fills in the backstory as you advance. souls-like Fashion, upon starting the game, you find yourself waking up solitary in a dimly lit, grim environment—specifically, within the sewers.

Nonetheless, an excessive dependence on non-player character interactions and expositional dialogue to convey the narrative causes the storyline to become sluggish and less engaging. Throughout most of the game, Arriza remains largely undeveloped, resembling a mere blank slate. Similar to other Souls-like games, you'll encounter various characters with their individual storylines that unfold parallel to both your progression and the main plot. A.I limit is primarily conveyed via these quest lines to provide a comprehensive understanding of what is truly occurring and what forces are tormenting humanity and Earth.
Similarly to a Souls game, you might easily overlook crucial interactions, which could cause you to completely miss a character’s storyline. This oversight leaves a significant gap in the overarching narrative and prevents access to one of the various endings available in the game.
As mentioned earlier, the non-playable characters (NPCs) provide a clearer and mostly comprehensive narrative without requiring players to make assumptions or deductions, unlike those found in Souls games where these characters tend to be enigmatic. In this game, as you advance, you'll encounter notes and visions offering bits of information about the backstory, helping you piece together the full tapestry of the world of Aisdigit صند .I limit.
Despite all this, the narrative presented in A.I. Limit follows a rather uncomplicated plotline. The various twists and turns become predictable if you've kept up with the storyline, conversed with non-player characters, and perused through their notes. Although the tale itself is quite direct, it maintained my interest regarding the conclusion of events. It neatly tied together most aspects of the story except for one minor unresolved element, which I believe was deliberately left hanging for potential downloadable content or an upcoming installment.
The storyline and environment in AI Limit are fairly straightforward and easy to overlook. Since your character remains mostly inactive throughout most of the gameplay, with much of the narrative delivered via NPC quests, it’s quite possible to lose sight of the plot without intentionally seeking out the background lore and story details—a pursuit I personally enjoy.
Gameplay
Like most souls-like action RPGs, A.I limit’s The primary focus is on the gameplay, which refines and simplifies FromSoftware's Souls games' mechanics into a more accessible and straightforward format. As soon as you begin playing, you'll quickly recognize and experience the Souls-like mechanisms that SenseGames incorporated into A.I. Limit.
Structure of Games and Level Creation
There is no question that SenseGames draws significant inspiration from FromSoftware’s titles, particularly in how it begins similarly. However, unlike those games, your journey progresses directly through the storyline and across the game world in a more linear fashion. There isn’t a main hub area; instead, the progression follows a strict path where you won’t encounter hidden sections or enemies that could be missed if you aren’t closely observing your surroundings.
The concealed routes and sections typically consist of edges positioned at the brink of a steep fall, and you'll have to perform different levels of parkour maneuvers to access them.
The Branches Act as the counterparts of Bonfires A.I limit And you can instantly travel between each branch to return to merchants or investigate areas you may have overlooked during your initial passage.
There are two locations you'll visit often: firstly, the initial camping spot in the earlier part of the game, which houses an NPC capable of upgrading your Lifedrop (the A.I Limit version of the Estus Flask), alongside various other merchants who later relocate here; secondly, a trader located within the third region who provides the necessary materials for enhancing your weaponry.
Although the various sections of the game connect logically within the overall world, making coherent sense spatially, each segment’s design isn’t bad—think toxic bogs coupled with steep cliffs leading down to an endless chasm—the general flow forces players onto a highly restricted path following the primary storyline. There is just one side area which can be entirely overlooked if gamers stick solely to the principal route without venturing off track.
There aren’t any multiple pathways connecting various stages, so you can't accidentally find yourself in an advanced zone when you're still at a lower level just because you chose a less apparent route and stumbled upon a different section.
That being said, exploration is still important as there are many nooks and crannies complete with enemies hidden around corners that will kick you off the ledge, that are not immediately apparent as you progress on the main path and taking the time to explore these will reward you with valuable loot.
You will also find doors and shortcuts to a branch that will allow you to bypass most of the enemies in an area, allowing you to progress easily without needing to go through the whole area again after dying.
Overall, the level structure is well put together but does not stand out among the crowd of all the souls-like games and a little more variety will definitely help but it is good enough not to take away from my enjoyment of the game.
Combat and Build Customization
As previously mentioned, A.I limit is strongly influenced by the FromSoftware titles and for those who have prior experience with any of the FromSoftware games like Dark Souls, Sekiro or Elden Ring will find the combat system very familiar A.I limit. As soon as I began playing the game, my Dark Souls reflexes activated right away, requiring very little time to adapt to the modifications in the combat system. SenseGames made in A.I limit.
In AI Limit, instead of separate traditional elements like a stamina meter, stance indicators, or a mana bar, everything is consolidated into one unified gauge known as the Sync Rate. You gain the Sync Rate by hitting enemies with basic attacks and lose some of the Sync Rate if you get hit.
When your Sync Rate When your health drops to zero, you'll find yourself in a weakened condition, akin to experiencing a postural breakdown as seen in other Souls games.
The unique feature of A.I limit is that the Sync Rate Can feature several tiers where the least tier inflicts significantly lower damage compared to the higher tiers which deal greater harm. Utilizing your abilities or casting spells will consume energy, thereby decreasing yours. Sync Rate. All these characteristics basically result in the Sync Rate A blend of your stance and your mana bar. This minor adjustment encourages a more assertive approach as opposed to conventional soul-like games.
One alteration they introduced to the classic souls-like combat system is the inclusion of the counter field skill, among the first abilities players acquire and one that becomes integral to gameplay.
The counter field functions precisely as one would anticipate from a parry in a Souls-like game, where executing a perfect parry leaves the opponent vulnerable to a lethal blow.
The timing of the counter field skill is nearly identical to Sekiro’s parries As soon as you press the button, the parry initiates right away, making the timing much simpler than when using shields for parrying. There are several bosses, including one from the demo you've likely faced before, that have this characteristic. Sync Rate bar Similar to the player mechanics and battling these bosses, the entire system seems more aligned with Sekiro rather than Dark Souls, though this comparison applies specifically to those bosses. Alongside the counterfield, you'll have access to a shield, a claw attack, and a lightning-step dodge ability that you can swiftly toggle during gameplay. However, I primarily used the counterfield throughout most of my playthrough, resorting to the claw skill just once against a particular boss.
Despite all the modifications implemented in the soul's combat system, it still closely resembles playing a classic Dark Souls game instead of speedier Souls-like titles. Nioh And you'll still have to master attack patterns and synchronize your strikes and blocks; otherwise, the foes in this game can swiftly decimate you with just one combo.
However, if you're an experienced player from FromSoftware games, you'll quickly get the hang of A.I Limit's combat system. The attack timings, parrying mechanics, and dodge maneuvers closely resemble those found in Dark Souls, though it lacks the stamina bar present in Souls games.
A small issue I encountered throughout my gameplay was the lock-on camera struggling to fit entire enemies onto the screen, particularly when facing larger foes. This became quite frustrating during a specific boss battle.
True to being a souls-like rpg The essence of personalization in combat revolves around leveling up. By defeating foes andbosses, you'll earncrystals thatyoucan utilizeto enhanceyourstatsandupgradeyourweaponsorseals.This mechanicis quite similar tothat foundinotherSouls-likegames.
A significant alteration to this system is that when you die, you won’t forfeit all your crystals; instead, you’ll lose a specific quantity based on the nucleus you’re using. This means there won’t be situations where you end up without any of your souls or runes just because you were killed by an unexpected foe before reclaiming your fallen crystals.
The nucleus is an item obtained by defeating bosses, which dictates the number of crystals you receive for taking down enemies as well as the quantity you'll lose and keep upon dying, based on your retention and absorption rates.
In the game, there are 5 distinct weapon categories, and players can select among 3 for their initial choice of weaponry.
The Sword which is your standard sword weapon from a Souls-like game known for its slashes, the Dual Blades , which has swift nimble attacks with a limited range and the Greatsword , which is slower yet offers greater range and stronger assaults. Along with these initial armaments, additional weaponry is available as well. the Katanas , Which have potent arms featuring quite distinctive weapon abilities? the Fist weapons , Which short-range weapons have the ability to readily knock back opponents? Comparable to Dark Souls 3 , every weapon will come with its distinct weapon skill, and you'll discover one that becomes your favorite amongst them all. 32 weapons.
Although this system is fine, I miss the ability to mix and match my favourite weapon with my favourite weapon skill like the Ash of wars in Elden Ring However, not all hope is gone because you can wear two distinct weapons at the same time. A.I limit And seamlessly switch among them even during combos with just a button press, enabling me to pair my favorite weapon with my preferred weapon skill effectively.
The equipment within the game comprises your pair of weapons, the nucleus, the helmet, the body armor, and your seals. Various helmets and body armors offer distinct defensive statistics against particular damage types; however, there aren’t differing levels of armor like light, medium, and heavy categories nor are there sets of matching gear pieces.
You can freely combine different helmet pieces and body armor based on the foes you encounter or the location you're in. You do have access to a spell slot that you can alter anytime through the menu options; however, I would love an easier method for swapping favorite spells just by pressing a button instead of having to dive into the menu every single time I want to make changes.
Seals operate uniquely compared to standard gear since they can only be exchanged at Branches. Essentially, they serve as your class system; some seals emphasize spellcasting, others specialize in delivering lethal blows, while still others offer well-rounded stat improvements.
Each main seal will have 4 or 5 minor seal slots that you can use to gain passive stat bonuses such as increased defense, increased life points and so on. The customization mainly comes from using the seals that best suit your playstyle.
In general, however, there aren't many choices when it comes to building diversity since players tend to stick with what they know best, particularly those who have experience with Souls games. The good news is that you can easily redistribute your skill points throughout your entire play session, which encourages trying out various setups within one run. Nonetheless, each option doesn't seem distinct enough to justify multiple runs through the game. Even though integrating theSync Rate meter into both functions of a traditional posture gauge and mana system introduces something fresh, this mechanic narrows down the preferred playing style somewhat, reducing overall character customization possibilities.
Enemies & Bosses
Finally, when it comes to gameplay, a Souls-like game’s mechanics are significantly influenced by the diversity of enemies encountered. A.I limit provides quite a good quantity totaling 73 enemy types including the bosses Some previous bosses make an appearance as minor antagonists in later sections of the game, though their numbers are limited.
This figure doesn’t account for tougher elite versions of certain foes found in the latter sections of the game. These elites boast higher health pools and somewhat altered move sets compared to their standard counterparts—a common feature across many games. souls-like game

Regarding bosses, the game features a total of twenty-two boss battles; however, approximately five of these are recurring bosses with somewhat altered move sets.
All the bosses are skillfully crafted and enjoyable to battle, featuring distinct attack patterns that are easy to anticipate and counter effectively. None of them feel overly aggravating during fights. Among these, two particular bosses stand out. Sync Rates are particularly enjoyable because they make me think of battling bosses. Sekiro and A.I limit it also offers an extremely similar experience.
Design, Audio & Visual
The game's visuals are pretty good, particularly the characters who appear very detailed and attractive. However, those not fond of an anime style won’t be swayed by these qualities.
The animation sequences and the visual response during attacks The blocks and responses are excellent. And they are nearly as good as FromSoftware's titles, which is quite remarkable for a debut project from a newly formed studio.
Even though the general appearance of the characters is appealing, their facial movements sometimes appear somewhat rigid. Particularly, your character, Arissa, seems lifeless, almost like a wooden doll merely standing still during scenes.
The characters might appear as though they're gliding along the ceiling rather than standing on the floor, which could disrupt your immersion during quieter moments; however, this isn't noticeable when engaged in combat. Overall, the enemy designs are impressive, with certain boss battles providing a real sense of grandeur and scale.
Regarding sound quality, I believe that This is the most fragile part. Of the game, even though every attack sound seems impactful and fitting, with the "clang" from a successful parry being just as gratifying as before, I believe other elements of the audio fall short.

Every boss encounter uses the same solitary musical track, and during exploration, the background music is so minimal that I find myself questioning whether there was any at all.
The English voice acting is quite good, though some characters stand out more than others, and overall it works well. NPCs With the quest lines, they excel at portraying emotions effectively, which can be challenging, particularly for anime characters who have restricted facial expressions.
In my view, the least robust section is is the main character Arissa , yet this issue stems from the character development rather than the voice acting; Arissa comes across as an empty shell during the whole gameplay, displaying minimal emotions. Throughout the game, she fails to convey much feeling or personality. chinese voice Over all, I gave it a try for a short time. But since I'm not fluent in Chinese, I couldn’t really judge if it was good or not, so I promptly switched back to the previous one. English voice over .
When it comes to the visual aspects, the design of the various levels tends to merge into one another over time. Despite featuring several distinct environments like sewers, slums, and cityscapes, much of what you see becomes quite uniform as you navigate through predominantly dark gray hallways devoid of significant backdrop elements.

Just a few key places in the narrative and the concluding segment of the final zone made an impression on me because they stand out significantly compared to the rest of the game. I felt that having more content like this spread throughout would have been beneficial.
Although it is a futuristic post-apocalyptic setting , we have seen the setting can provide different locales and vistas as evidenced by the Surge series. But some of the boss arenas are pretty well done and give you a sense of epicness as you proceed towards the inevitable showdown but such instances are few and far between.
Although the production values are not top notch, they are still decent for a double A production from a completely new developer and nothing is so horrible as to prevent you from enjoying the experience as a whole
An AI Limitation – Repeatability & Cost Factor
A person entirely new to Souls-like games might take around 30-35 hours To complete the game, however, the typical Souls-like player will probably progress through the game this way. 25 hours top And should you aim to gather every item, it will require another full playthrough which could last around 10-15 hours based on your pace, this will result in a cumulative total of 30-40 hours for a completionist playthrough.

Even though the game offers a New Game Plus mode, its linear structure and limited customizability will restrict how often you might want to play through again. However, if your aim is to unlock all the achievements, this could motivate you to revisit it. a second playthrough It’s essential to replace your save files and start fresh for every ending, as a third run-through should suffice. However, there isn’t much incentive to continue playing past three times through since subsequent playthroughs do not introduce any significant differences or additional content besides achieving alternate endings.
In determining a game's price point, we consider the quantity of content provided, the overall impact on player experience, and whether it makes more sense to buy the game immediately rather than awaiting updates or discounts. Priced at $31.49 on both PS5 and PC , A.I limit is worth the investment as it provides a robust AAA experience. Given that this is their first game, the fighting mechanics stand out. A.I limit It’s genuinely robust, and the developers can only get better by crafting more distinctive variations of the Souls-like genre, expanding on the strong base they’ve built with AI: Limit.
AI Limit – Concluding Thoughts
A.I limit has caught my attention ever since they announced it, and I'm eager to try out the demo as well. soulslike player . Although the game did not blow me out of the water, it did not disappoint me as a whole even if there are some aspects of the game I find to be a little lacking. So if you are a veteran soulslike player who is looking for something to scratch your itch or a new player looking to enter the soulslike genre A.I limit It serves as a good choice because it offers a straightforward soulslike gameplay without excessive additional features.
Even though the plot is quite predictable for those versed in science fiction narratives, AI Limit still manages to deliver a reasonable and cohesive storyline. While the narrative isn’t the strongest aspect of the game, it fulfills its role well enough. It’s the robust combat system and thrilling boss battles that truly drive the experience forward. These encounters are enjoyable, and I found myself completing two runs back-to-back without losing interest due to the entertaining and satisfactory fighting mechanics.
As a first release from an inexperienced studio, A.I limit is quite a robust title, particularly for the price point of $31.49 I suggest getting this title if you're seeking a lighter Soulslike experience that offers good value for money. However, if you're looking for a more comprehensive Soulslike game, there is currently another prominent alternative available.
Good
Summary
A.I.limite delivers a robust Souls-like sci-fi action RPG with commendable gameplay akin to notable AAA titles. Despite some flaws in design and replay value, if you seek a Souls-like battle experience reminiscent of the Dark Souls series, this game comes exceedingly close.
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