Introduction to AI Limit
I am consistently left amazed by what indie developers create. Fueled by what can only be passion and the hope of delivering a memorable experience to like-minded players, some of my favorite video games come from small teams. That said, Chinese developers seem to be in a league of their own in terms of taking the foundation of genres and elevating them through evolved systems and means of storytelling. From early looks at the Sense Games-developed AI Limit, there are clear inspirations to games like Code Vein and other Souls-like titles, but one can hope that its characterization, worldbuilding, and combat systems allow it to stand out.
Initial Impressions and Heroine Spotlight
I was able to play through an early demo of AI Limit to get an idea of these combat nuances, and while the story wasn’t a central figure in the preview, I will say that this team has a star heroine here that shouldn’t be wasted. In case you missed it, check out our interview with the director.
Exploring Sewer Town: A Combat Tutorial
The AI Limit demo was mainly combat-focused. Without much of a backstory, I was left to make my way through ruins, fighting any enemies that came my way. There was a slow rollout of combat systems that revealed themselves over time. Initially, you don’t have access to a parry or short-range weapon, which I appreciated as it allowed me to get used to the base combat before introducing new systems. Anyway, Sewer Town in the dungeon and the demo became a sort of combat tutorial for the most part as I made my way through the debris and fought against whatever was thrown at me.
Dungeon Exploration and Ambitious Level Design
Surprisingly, the demo features a massive slice of the dungeon to explore. What’s more interesting is how some areas were locked off in the demo, encouraging me to return when the full game is out. The ambitious level design encourages exploration, often leading to a challenging encounter or unique item. Fast travel can be accessed through Link Trees, which acts as a respawn hub and a place to upgrade your stats. Although enemies look similar to them, the grunt enemies had a few different attack patterns. The more challenging enemy encounters can be brutal, but like all Souls-like games, the more you play, the better you get.
I’m left impressed with what’s here, but I’m definitely looking forward to the lore and world-building that’ll keep me coming back for more.
Deep Dive into Combat Mechanics
Okay, so let’s get to combat. Basic attacks are tied to R1, while special attacks are tied to R2, with an option to charge when you hold the button down. This is all pretty basic. However, you’ll quickly notice the Sync gauge under your character’s HP. Sync Rate is the quantity of Mud energy that’s available to you, and depending on how full it is, determines a Blader’s prowess in battle. When it’s low, attacks are weakened; Medium, attacks are standard; and High, Attacks are enhanced. Hitting enemies with basic attacks increases this Sync Rate, but taking damage lowers it. Once depleted, you enter a weakened state.
Sync Gauge and Aggressive Combat Approach
I should highlight that this game doesn’t have a stamina gauge, favoring a more aggressive approach to combat. Weaker enemies can be staggered, and parry and dodge windows are pretty gracious. What I’m trying to say is that this game is difficult, but it is also reasonably approachable for those new to the genre.
This game is difficult, but it is also reasonably approachable for those new to the genre.
Weapon Variety and Customization Options
There’s also weapon variety that alters your basic attack speed and power depending on which weapons you choose. There are two loadouts available, which can be switched with a button press, along with customizable gear that alters your on-screen threads. In the demo, the unlockable costumes were impressive, and the developer assured players in a recent interview that there was a lot to be found.
Visuals and Lasting Impressions
AI Limit is holding its narrative and characters close, but from a combat perspective, this game has a fighting chance of excelling in this genre. The anime-esque character and enemy designs show off some truly standout visuals in this genre, but more importantly, I feel like these graphics won’t age with time. At least not anytime soon. I’m left impressed with what’s here, but I’m definitely looking forward to the lore and world-building that’ll keep me coming back for more. If you haven’t already, be sure to add AI Limit to your wishlist.
CE-Asia will publish AI LIMIT on PlayStation 5 and PC via Steam in 2024.