In our recent interview with AI Limit producer Yang Bin, we were able to learn about the inspirations behind this highly anticipated title, the unique design choices, and the challenges faced during development. AI Limit is an action RPG set in a post-apocalyptic world where players control Arrisa, a Blader with a transforming left hand and a variety of weapons to battle enemies. Yang Bin shared insights into how classic science fiction influenced AI Limit’s setting, the thought process behind character design, and what players can expect in terms of gameplay mechanics and future updates. Notably, the focus on delivering “excellent combat and smooth controls” stands out as a central theme, alongside the exciting confirmation of plenty of extra costumes for the protagonist, Arrisa.
Azario Lopez: Firstly, what inspired the creation of AI LIMIT, and how did classic science fiction influence its setting and themes?
Yang Bin: Talk about inspiration. Let me start with the title: AI LIMIT. As a huge science fiction fan, the concept of powerful AI replacing human beings has always fascinated me. The real shock, however, came from the Go world championship in 2016, where Google DeepMind’s AlphaGo defeated Lee Sedol. At that moment, this idea felt closer to reality than ever before.
About classic science fiction influence, BLAME! Is the first came out of my mind. In 2017, the film adaptation of BLAME! was released in Japan. Silicon Life, Megastructure, Safeguard—all those awesome elements came together in full motion. It ignited my passion: I wanted to create a unique work that combines artificial intelligence and a post-apocalyptic setting in the form of a video game. However, I must stress that the story of AI LIMIT is very different from BLAME!
I also drew a lot of inspiration from classic Japanese works such as GHOST IN THE SHELL and AKIRA. Additionally, I incorporated some interesting designs into the game.
Azario Lopez: Can you describe the process of designing Arrisa and the other Bladers? What were the key factors you considered to make them resonate with players?
Yang Bin: The protagonist Arrisa originally had long, bright pink hair in the early designs. As we delved deeper into the game’s world and developed more details, we realized that as a Blader who has spent years crawling and fighting, her appearance should reflect her athleticism more. Therefore, Arrisa now sports cool, short, light pink hair (not white!).
For Bladers in general, they are the only “life force” symbols of the wasteland. I hope their appearance can reflect this idea. They should be vivid and bright, yet not disconnected from the desolation and decay of the wasteland city. We incorporated wasteland elements, such as scrap metal, fabrics, and various patched components, into the characters to present a post-apocalyptic aesthetic. Additionally, to highlight the “inhuman” nature of the Blade, we added some unique elements to emphasize this aspect.
Azario Lopez: AI LIMIT features a variety of weapons and a unique Sync Rate system. How do these elements enhance the gameplay experience for players?
Yang Bin: Weapons are a variety of weapons that provide different combat styles and pacing, making combat experiences more diverse. Meanwhile, Sync Rate replaced Stamina in the Souls-like game. This change encouraged players to focus more on their quick thinking and adaptability in combat.
Azario Lopez: The transformation mechanism in Arrisa’s left hand is a central feature of the game. Can you explain how this mechanism was developed and its role in combat?
Yang Bin: Arrisa’s left hand can use special Blader’s abilities, such as Spells and skills. Spells, skills and weapons combined will bring countless fighting styles for players to try.
Azario Lopez: Will there be extra costumes available for Arrisa?
Yang Bin: Yes, Arrisa will have plenty of outfits.
Azario Lopez: When it comes to game difficulty, is AI LIMIT meant to be more challenging or accessible? How did your team approach balancing this?
Yang Bin: Our idea is to make AI LIMIT more accessible than Dark Souls while still challenging. The game does not demand perfect execution. Players can utilize leveling up, items, and special skills to deal with difficult enemies when they are struggling.
Azario Lopez: What has been the biggest challenge in developing AI LIMIT, and how has your team overcome it?
Yang Bin: For a first-time developer, the complexity of the entire project exceeded our expectations. The further we progressed; the more technical issues arose. At certain points in development, iterating on technology caused challenges with maintenance and management. Looking back, we recognize that many of these issues stemmed from our lack of experience as first-timers. However, all of that is now in the past. We believe the game will soon be ready to see the world.
Azario Lopez: What would you like to share with people looking forward to AI LIMIT or hearing about it for the first time?
Yang Bin: Thank you all for your love for “AI LIMIT”! As an original work, “AI LIMIT” still needs to prove itself. We aim to provide players with excellent combat and smooth controls. Furthermore, we have created a unique battle system and intriguing RPG elements. The game also features many distinctive characters and exciting stories for you to explore. The journey with Arrisa to Havenswell awaits. I hope you will enjoy this game. Stay tuned!
Azario Lopez: How has the publisher CE-Asia helped you?
Yang Bin: As the publisher, CE-Asia has provided us with extensive support, including financial backing, marketing, quality assurance, and improvement advice. They are currently managing the global distribution for both console and PC versions of the game, ensuring it gets rated worldwide. Additionally, they are showcasing our game at gaming exhibitions in different regions. Thanks to their assistance, my team can focus on game development.
I would also like to extend special thanks to Mr. Wu, the CEO of CE-Asia. With over twenty years of experience in the gaming industry, he has a wealth of knowledge. During our collaboration, he has identified many issues we hadn’t considered, helping our team avoid numerous pitfalls and ensuring the smooth progress of our development work.