AI Limit Review – Accessible, Ambitious, and Rough Around the Edges

Platforms: PlayStation 5, Microsoft Windows
Developer: SenseGames Co., Ltd.
Publisher: Beijing CE-ASIA
Genres: Action RPG
Style: Anime, Post-Apocalyptic, Soulslike

February 5, 2009 marked the beginning of what we would come to know as the Soulslike genre. Demon’s Souls may not be where the genre exploded in popularity, but it planted the seeds from which Dark Souls would grow—ushering in one of the most misunderstood genres in gaming. I say misunderstood because it’s rare to see other games truly capture what makes Dark Souls and FromSoftware titles so special. Many imitators misuse key elements like ambushes, difficulty, precise combat, and more—enough to fill an article on its own.

That said, some games do get it right. Whether they understand what makes Souls games compelling or simply create something different yet still engaging, we occasionally see standout Soulslikes emerge. Enter AI Limit—a game that changes the formula in ways I suspect will be controversial. The question is: are these changes for better or worse?


STORY

The premise is intriguing. Society has collapsed due to an unknown event that wipes out most of humanity and creates a substance called the Mud. The Mud has rendered the land nearly uninhabitable, yet somehow edible—and what’s left of humanity seeks Elysium in the last city still standing.

You play as a Blade—eventually named Arrisa—an immortal android of unknown origin tasked with restoring the world and reviving mysterious “branches” scattered throughout. Along the way, you’ll face enemies ranging from strange aliens and bandits to robots and other Blades.

On paper, this sounds like the setup for a gripping narrative. What is the Mud? Where did it come from? How does it poison the Earth but remain edible? Where did the Blades come from? You’ll ask a lot of questions—but answers are either cryptic or non-existent. That’s par for the course in Soulslikes, where storytelling leans heavily on environmental clues and vague NPC dialogue. But AI Limit‘s attempt at this just doesn’t hit the same.

Arrisa is a blank slate. So much so, I almost wish she didn’t speak at all. Most of her lines are stiff and robotic—not in a compelling android way, but in a flat and disengaged way. “Arrisa, your job is to revive the branches throughout the world.” “The…branches?” That’s 90% of her dialogue. The other 10% isn’t much better—just less grating.

Thankfully, the world itself makes up for her shortcomings. From sewer depths to cliffside towns and floating sky cities, the environments are visually interesting and beg exploration. Scattered notes and brief but poignant NPC encounters add texture to the world: a botanist who’s never seen a tree, a devout girl searching for her parents—fleeting but memorable moments. The story isn’t carried by its protagonist, but by the questions and ideas that linger as you journey through its 30 or so hours.


GAMEPLAY

Let’s get this out of the way: if you’re looking for a brutal Soulslike experience that’ll chew you up and spit you out, this isn’t it. AI Limit is probably one of the easiest Soulslikes out there—and honestly? That’s not a bad thing.

It’s a solid answer to the age-old debate over whether Souls games need an easy mode. Instead of modifying the originals, just make a game that’s more accessible. That doesn’t mean AI Limit is a cakewalk—you’ll still die—but the stakes are much lower. So how does AI Limit achieve “Dark Souls, but easier”? First, there’s no stamina bar. You can swing and dodge to your heart’s content. For those who hate stamina bars (myself included), this is a breath of fresh air.

Second, the game actually pauses. No more getting backstabbed while in the menu—it’s a proper pause. That might disrupt tension for some, but honestly, games should pause when you pause. Lastly, dying isn’t punishing. Instead of losing all your currency and scrambling to recover it, you just lose a small chunk of crystals (this game’s currency)—and you’ll likely make it back before long.

But what’s the hook? Most Soulslikes need a gimmick or two to stand out. AI Limit’s main mechanic is the Sync Gauge. It fills as you attack, increasing your damage output. Spells consume Sync, and taking damage or spamming magic drains it. Let it hit zero, and you enter a weakened state. It’s a clean risk/reward system that encourages precision and discourages button-mashing. I like it a lot. Some bosses even have Sync Gauges of their own. Hammer them until their gauge drops and they’ll weaken—just like you.

Another mechanic is your morphing left hand, which gains abilities like dashing and shielding. But the MVP is the Counter Field, which you get from the start. A perfect parry puts enemies into a stunned state, while a less perfect one still deals chip damage. Once mastered, it makes the game significantly easier—even trivial in some boss fights.

The core combat is fun, especially for those seeking a more forgiving experience. Without stamina, you can swing freely. The only limiter is the Sync Gauge. You’ll collect a variety of weapons, each with their own feel and special attacks tied to Sync. Greatswords are heavy and sweeping; fists are quick, flashy, and surprisingly strong due to their high hit rate. You can even combo between two equipped weapons mid-fight.

Veteran Souls fans may find it too easy—almost like baby’s first Soulslike—but that accessibility is a strength, not a flaw. You can dodge-roll freely (unless the camera betrays you), and while enemies still hit hard, there’s a clear sense that the game wants you to succeed.


VISUALS

I’m a fan of the anime art style, but enemy design is hit-or-miss. The more monstrous enemies are visually compelling and appropriately grotesque. Others are just “guy in rags” or “robot.” The art direction is strong, but the designs aren’t always memorable—even by its own standards. Environments, on the other hand, sell the post-apocalyptic atmosphere well. From desert ruins to weathered cities buried in Mud, it’s immersive and often beautiful. Sometimes you’ll want to stop and take in the landscape—when the environment isn’t glitching out.

Unfortunately, stability is a real issue. No crashes on my end, but I did encounter plenty of jank: missing sound effects, textures failing to load, buildings flickering, enemies turning invisible post-respawn (but their weapons didn’t—so there’s that). These bugs break immersion and, occasionally, gameplay. Hopefully they’re patched soon, but they’re hard to ignore.


AUDIO

I couldn’t name a single track from this game. The music is ambient and inoffensive, but forgettable. That said, the sound design itself is impressive. A standout moment involved avoiding a sniper mid-fight. A sound cue warned me just before the shot landed, allowing me to dodge. Details like the bubbling Mud when you die or the scrape of metal-on-metal during combat elevate the experience. Explosions are a bit weak, but that’s a nitpick.

What isn’t a nitpick is the voice acting. Performances range from lifeless to bizarrely over-the-top. Arrisa’s monotone delivery doesn’t do her character any favors. Yes, she’s an android—but there’s a way to deliver robotic lines with depth. This ain’t it. No standout performances here, just a spectrum from “serviceable” to “please stop talking.” Thankfully, dialogue is sparse—but it still makes some cutscenes rough.


CONCLUSION

As Soulslikes go, AI Limit makes bold choices that help it stand apart. That’s a good thing. Hardcore fans may find it lacking, but those curious about the genre—or intimidated by its difficulty—will find a more approachable experience here. Removing stamina and allowing pausing might feel like heresy to purists, but for others, it’s the breath of fresh air they’ve been waiting for. AI Limit feels like a wishlist of changes from players who just want a more casual Soulslike—and it largely succeeds.

It’s fun, fast, engaging thanks to the Sync Gauge, and a great entry point to the genre. The story stumbles, the voice acting is rough, and the bugs need fixing—but ultimately, AI Limit is a Soulslike I’d recommend to anyone who wants something cool with a bit of challenge. Just be warned: if this game gets you hooked on Soulslikes… the others won’t be nearly as kind.

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