AI Limit Interview – Bosses, Level Design, Art Style, and More

In a genre as congested as Soulslike, SenseGames’ post-apocalyptic sci-fi action RPG, AI Limit, has managed to catch people’s attention. With its allure of a lore-rich setting, demanding yet smooth combat, diverse progression systems, and more, the game is ticking multiple essential boxes, and from what’s been revealed so far, it appears well-structured. As its launch is drawing near, we got an opportunity to speak with its creators to gain insights into AI Limit and what drives it. You can find our interview below.

In all, the game boasts around 20 to 30 distinct weapon choices, offering a rich assortment. This wealth of weapon options allows for various fighting methods and tempos, resulting in a broader range of combat encounters.

What’s the story behind the striking combination of lifelike graphics and anime flair in AI Limit’s artwork? How was this unique visual style chosen for the game?

The central concept of “AI LIMIT” revolves around a post-apocalyptic setting. Notable works in this genre that warrant attention include “Fallout, The Last of Us, Borderlands, Resident Evil, Horizon Zero Dawn“. In this world, civilization has crumbled, cities lay abandoned as they are reclaimed by flourishing flora, and streets are haunted by zombies, genetically altered creatures, robots, and even extraterrestrial life forms. The origins of the wasteland can be traced back to commonplace catastrophes such as global nuclear warfare, bio-engineered viruses (fascinating fungal technology!), or rogue artificial intelligence. However, creating a wasteland resulting from an AI crisis is not a novel idea. So, how do we make it stand out?

Once, a captivating image caught my eye: plants were sprouting up through the pavement, their greenery gnawing away at steel and concrete. It seemed that nature was reclaiming the planet once humanity had disappeared.

This has enlightened me: why can we do the opposite? What would happen if plants went extinct?

In a typical post-apocalyptic milieu: it’s often the case that humans have lost the capacity to shape their environment (otherwise, they wouldn’t be in such predicament). The extinction of flora implies the disappearance of the atmospheric conditions and food sources essential for human survival. Many post-apocalyptic narratives center around their central themes without giving much thought to the end-of-the-world scenario involving plants – so we chose to question this trend.

After deciding to exclude plants from our post-apocalyptic setting, it became crucial to explain what sustains the atmospheric conditions and food resources. This discussion could be seamlessly tied into the concept of artificial intelligence. From there, numerous concepts arose: rampant technology, plant extinction, biological organisms, colossal city structures, the myth of Elysium… We opted to omit common elements such as mecha science fiction, zombies, and extraterrestrial invasions, and instead crafted an apocalyptic world that is uniquely defined by AI LIMIT.

It seems that AI Limit is planning to focus significantly on building variety. Could you elaborate on the array of weapon and ability choices the game will provide, as well as the distinct playstyles these options might foster?

In all, the game offers around twenty to thirty distinct weapon choices, encompassing a broad spectrum. This vast selection of weapons contributes to diverse fighting techniques and rhythm, thereby enhancing the diversity of combat encounters.

One notable feature is the new Sync Rate system, which has taken over from the Stamina mechanic in souls-like games. This shift in mechanics encourages players to concentrate more on strategic thinking and agility during battles.

As a seasoned gamer, I’ve found that Arrisa, our main character, packs quite a punch in combat – stronger than many others seen in Souls-like games. Consequently, we’ve tailored our game to feature formidable foes that can match her might.

Will the game prioritize exploration extensively? Is it likely that the game map will be expansive and offer a lot of freedom for players to explore, or will it have a more focused and structured layout instead?

Regarding the exploration: We’re impressed by the intricate layout design in Dark Souls, as every region revolves around the Firelink Shrine within a span of about 600 meters. Yet, for a post-apocalyptic city with a massive scale, exceeding ten kilometers in radius, this level of interconnectedness is challenging to replicate. Due to the expansive nature of our levels and technical constraints, we couldn’t present this world as a seamless environment.

In our current approach, we’re employing a level-based design strategy. This method offers several benefits: it emphasizes stronger thematic elements and encourages more exploration. During gameplay, the player’s adventure will seamlessly transition between different surface and underground city environments to create the illusion that they are traversing the city without noticing. This design choice not only underscores the city’s scenic richness but also provides players with a more immersive experience as they journey through a vast, three-dimensional urban landscape, rather than merely shuttling back and forth through ruins.

In action games like AI Limit, the creation of compelling bosses and enemies is crucial. So, what can players anticipate in terms of these elements in the game?

What role does enemy and boss design play in action games such as AI Limit, and what exciting features should gamers look forward to in this regard?

In our design for this game, we’ve crafted formidable opponents to match Arrisa’s notable combat prowess, which is more pronounced than in many other Souls-like games.

Consider the Necros, one of the opposing factions in the game, as a point of reference. The term “Necro” refers to a specific type of creature causing destruction across the city. They are easily identified by features such as spikes, blades, tentacles, silvery armor plating, and insect-like wings, all emblems of chaos and carnage.

The Necros exhibit an overpowering physical prowess. Some of them move swiftly and eerily, adding to their elusive nature and unpredictability. Their claws and blades not only inflict harm but also cause bothersome status conditions. Additionally, they can manipulate highly dense energy to cause explosions and beams… Despite advanced mobility options, the assault of Necros presents a significant challenge for players, making survival in this defiant wasteland possible only by utilizing all available resources and becoming a true master of combat strategies.

How is AI Limit approaching difficulty? Will the game feature difficulty options?

Our goal is to design AI LIMIT in a manner that it’s easier to grasp compared to the intricate challenges of Dark Souls, yet maintains its toughness. The game isn’t about flawless performance; instead, players can enhance their abilities, collect items, and employ unique skills to tackle challenging opponents when they find themselves in a bind.

Here’s another option:

We aim to make AI LIMIT more approachable than Dark Souls, while preserving its difficulty level. The game doesn’t require players to master every move perfectly; instead, they can improve their skills, gather power-ups, and utilize special abilities to combat tough enemies when needed.

Concerning the levels of challenge, it’s important to note that the game doesn’t currently offer different difficulty settings. However, we are working hard to make the game more user-friendly based on feedback from our playtesting sessions.

As a developer, I’d like to share my perspective on the potential PS5 Pro. In terms of enhancing game development compared to the standard PS5, how would an upgrade in GPU speed benefit your project?

In simpler words: For developers like me, what thoughts do you have about the PS5 Pro? How does a faster GPU in the Pro model help with creating games better than the regular PS5?

Four years have passed since the launch of the PS5, and its hardware may feel outdated for many gamers. To address this issue, there’s talk about a potential upgrade called the PS5 Pro. For developers, an enhanced GPU in the PS5 Pro would aid in rendering and improving frame rate performance. However, at present, our main focus is perfecting the existing PS5 version.

Concerning the levels of challenge, let me clarify that the game doesn’t offer different difficulty settings. However, we’re working to improve accessibility in the game based on feedback from our playtesting sessions.

What are your thoughts on PSSR? What kind of opportunities will this open for the game?   

I think PSSR is icing on the cake for the platform.

What resolution and frame rate will the game target on the PS5 and on the PS5 Pro? 

For PS5, the target resolution is at least 2K60FPS. For PS5 PRO, the target is 4K60FPS.

Read More

2025-01-21 13:41