In the sci-fi action RPG titled “AI Limit“, players assume the role of a unique character named Arrisa, not human, who is referred to as a Blader. As the story unfolds, Arrisa traverses a desolate future world in search of any traces of life. The game’s distinctive cel-shaded visuals and swift battle sequences have caught the attention of enthusiasts who enjoy Soulslike games, eagerly anticipating their next challenge.
Recently, Game Rant had a chat with the producer of AI Limit, Yang Bin, discussing key plot points in the game and the primary sources that inspired its concepts. For your convenience, this conversation has been shortened and simplified.
AI Limit’s Aesthetic Explained
A: Why was the choice made to adopt an artistic style for AI Limit that combines the desolate beauty of a post-apocalyptic world with the vibrant elements of contemporary Anime?
As a passionate fan, I can’t help but admit that our developers have been drawn to the unique aesthetic of BLAME!. Additionally, we’ve noticed a growing preference among young enthusiasts for characters with cel-shading. Given our project’s budget constraints, we firmly believe this style is not only appealing but also a prudent choice.
What to Expect From AI Limit’s Story
As a gamer, I’m curious about the storyline that awaits me in this game. Since AI Limit doesn’t seem to back down from addressing social and political issues, I’m eager to know: What kind of narrative can we, the players, immerse ourselves in when we dive into this world?
In our games, the narrative frequently revolves around familial ties, like finding children, parents, or spouses. But since our lead character isn’t human, it doesn’t have those driving forces. So instead of crafting a traditional, straightforward storyline, we’ve utilized “establishing connections with humans and seeking out the Branches” as a theme.
In our game, as players interact with the characters, they may find themselves growing curious or compassionate towards these individuals, leading them to assist them. Alternatively, players have the freedom to bypass everyone and concentrate on battling formidable foes. Furthermore, we’ve crafted a series of intricate storylines for our characters that are interwoven. Instead of self-contained tales, side quests for each character are deeply connected, offering players an immersive experience.
Why was it decided to create this game in the style of a Soulslike instead of a typical action game, given that Soulslikes are highly appreciated by their fanbase and AI Limit appears to have all the necessary elements to maintain player engagement?
Our developers find the combat system in Soulslike games appealing, as it involves strategizing against enemies by understanding their attack patterns.
AI Limit’s Soulslike Features Explained
A: Are Souls-like video games sometimes controversial because they’re often quite tough? Is there an option to modify the level of challenge in AI Limit, or is the gameplay always set at one difficulty level?
A: There is only one fixed difficulty level.
Is there a multiplayer aspect in this game where you can invade other players like in Soulslike titles, or is it designed as a standalone single-player experience?
As a novice game development crew specializing in startups, we’ve opted not to tackle the task of creating online multiplayer interactions, making this game strictly for individual play.
The Inspiration Behind AI Limit’s World
A: What video games and media sources influenced your ideas for creating the setting and atmosphere of AI Limit, and how did they contribute to making the worlds feel real?
A: People are shaped by their social interactions, while games are formed by the personal gaming backgrounds of their creators. Our creative team has been significantly impacted by various works like Tsutomu Nihei’s Blame!, Mad Max, the Borderlands series, the BioShock series, the Fallout series, and Metro Exodus.
Given that Sense Games is launching its very first game, I’m wondering if you’re feeling a mix of nerves and excitement as the release date draws near.
B: Both scenarios have come true. The time invested in development surpassed our initial predictions, but as we near completion, there’s a growing feeling of relief. Eagerness for the next venture is palpable among us all.
Question: Could you share what you and your team are most proud of regarding the advancements made in developing AI Limit?
What we are particularly pleased about is successfully creating this game while minimizing necessary cuts to the game’s richness and detail.
[END]
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2025-03-27 16:29