
In the distant future when civilization is on the verge of extinction, people follow the legend of the Elysium in the last city, Havenswell. In this post-apocalyptic wasteland sci-fi ARPG, you will play as Arrisa, a Blader with immortality, and explore the city ruin to find the hope of a new life.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 628 reviews with recorded playtime.
Reviews
Themes across 628 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
三星,还行
本作拥有优秀的打击感,舒适的弹反,可爱的角色,恍惚间让人想起很多年前第一次打开黑魂三的遥远的下午。不过剧情等方面还有较大进步空间,未来可期。
傻逼游戏
Is good
So it's impossible for me to give this game a bad review. 100+ hours in aside, it's my understanding that this game is an indie debut title. That alone makes this one heck of a benchmark entry and worthy of a positive review. That said, if this had been a AAA title, a sequel, or a second or third game from Sense, this review would not be a positive one. Most of this is because the game is very paradoxically hindered by the very things that make it good. Pro: Control/Combat is immensely responsive and smooth to the extent that some of the battles get downright addictive. Con: This game has what's likely the worst lock on/tracking mechanic in all of gaming. Literally seems random, rather than based on proximity/aggro, etc. If there's a group of enemies, good luck locking onto the right target. The target lock also tends to turn off at random too, and whenever your character is knocked down or grabbed. Pro: Fresh environment designs for the genre. The sewer is a cool place to start the game and leads well into the street ruins that follow. It makes AI Limit feel like it's own journey and not just another medieval slog through forests and castles. Hagios Patir is a particularly striking design that feels rather unique. Con: The actual deployment of these fresh environments is done very poorly. There's not enough variation in the shape and backdrops of each screen, so the end result is you get lost easily, especially since there's no real map. Sometimes just getting turned around can have you running in the opposite direction since the hall looks identical no matter which direction you're going. And this, unfortunately, is generally where the bad stops being counterweighted by the good. There are a surprising number of shortfalls with this game, but, again, it's important to weight them properly and compare apples to apples here. This is a very shiny first game, but it's still a first game. Con: The sync rate system just doesn't work. It's the main reason the whole game gets pigeon holed into piercing builds and little else. (The little else being parries) There's a very satisfying/fun list of spells in this game, but they're essentially gate locked behind the horrid sync system. It turns your basic attacks into sync generators, but the problem is these hits don't generate enough sync rate. The problem is further compounded by the fact that blocking/dodging (thunder stepping) or getting hit also lowers your sync rate. You can't really play a caster build unless you're going to be constantly popping pure crystals. Con: Overemphasis on Parries. Self explanatory. Con: Lack of viable builds and weapon choices. Any game where half the weapons/skills/spells in the game are borderline useless is not a very well balanced game. And this game unfortunately falls into this category. Piercing is obviously the most advantageous in this category. Most weapons feel very satisfying to use, but are all too similar in DPS to really distinguish themselves. The weapon upgrade system and scaling just doesn't improve any weapon enough for you to really notice any difference. Again, it's sad, because the weapons do feel unique in their actual playstyles and abilities, but they're all just too similar in terms of actual DPS, except the once that cause Piercing build up, which are obviously much higher. Con: Deliberate BS. It's rampant in this title. I think the best example is the giant room where you have to drop down to the bottom and you have to take fall damage all the while. This is one of the only souls like games where you have no skill, item, or gear to reduce fall damage. Enemy attacks is another major source of BS. We're talking Guile instant Sonic Booms/Flash Kicks levels of blatant BS/cheating here. Ursula's leg can kick you from halfway across the screen and even a charged dash attack with The Arbiter as your main weapon barely gets you far enough for Arissa to stab herself in her own foot. There's a serious issue with the range of attacks between the enemies and the player. Nearly every enemy in the game can cross an entire screen and attack almost instantly and retreat almost the full length of the screen as well. Which brings us to flying/hovering enemies that are damn near immune from damage from half the weapons in the game because they literally are almost impossible to hit with between how fast the enemy can engage and run away and how limited the range on the weapons are and how bad the lock on/targeting system is. There's a reason there are bows and crossbows in Souls games. There should probably be some kind of gun or blaster in this game that uses ammo as well. The throwables and the spells aren't enough thanks to the spells eating so much sync rate and the previously mentioned sync rate issue. That only leaves throwables which are overall pretty lackluster. In conclusion, this is a game that fans of souls likes can certainly appreciate, and come to enjoy, but detractors and casuals may well want to steer clear from. I was honestly hooked the moment the first boss dropped from the ceiling. I remember thinking to myself "Hey there, Artorias." It was a very cool homage. Hopefully a future paid dlc can address many of the issues with this game, but considering many of them are core systems (like sync and weapon dps, range, stage layouts and art direction, etc) but I doubt that's practical at this point. AI Limit is, at it's core, a great souls like and an average game overall. I hope the maker found success with this game and will make more in the future.
It's not a game that doesn't deserve any praise, it's got a few good elements, but truth is, the world feels a bit bland and soulless and the combat is not smooth or reactive. It's fairly easy making it accessible, which I honestly classify as a positive aspect as I don't believe in any kind of "soulslike elitism" whereby a game has to be gruelling to get through. This is one is just fine, but i think it's a bit boring and unsatisfying.
Tl;dr game fun but every single boss fight is trivalised by parries, even if it is the first attempt at the boss. You don't have to learn their movesets cus parry go brr. Surpisingly good, but with a few issues that really stand out. Also a note, I accidentally did the final boss not realising I was walking into it and locked myself out of the non-bad endings and the few bosses that come with them, so I've not quite seen everything the game has to offer (I intend to go back eventually but also cannot be bothered replaying the entire game just to see two or three more bosses). So first the good: - I've come to expect levels that drag on and have little to no secrets when playing soulslikes not by fromsoft (metroidvanias like Nine Sols or Blashpemous excluded), so the fact this for the msot part had actually good levels was a pleasant surprise. Sure a few do fall flat like the skyscraper near the start, but there are a few genuinely good ones that stand out. - The game wasn't outright linear like something like Lies of P. I'm not sure if it was quite as branched as DS3 (which I know is a game people called straight line simulator, and it kind of is tbf), but it was def closer than most non-fromsofts are. - The story seemed kind of okay from what I actually gathered, but I haven't seen the other, larger endings yet. Certainly better than the generic garbage that was Khazan's story though. - Some of the monster designs are actually pretty cool. It's not all super unique but what was there was pretty good. It certainly had more effort put into it than Code Vein 2 did. I'll also note it had a decent amount of enemy variety too. - The game has a unique sync system. Basically, landing attacks and parries gives mana but taking damage, using skills and using spells costs mana. While at high mana you do more damage. Its fun but underutilised as you lose so little when taking damage and gain so much on parries that you never run out. its basically a slightly different take on ichor in Code Vein. - Combat is fun in the way that soulslike combat is always fun. Its basically a worse Code Vein in terms of mechanics (basically all spells seem to scale with the int equivalant stat and I saw almost no weapons with int scaling, so unlike Code Vein, you don't get to have a suite of random buffs and spells regardless of build). Additionally, like Code Vein, you always have access to a parry, and that brings me to the major problem with this game: This is quite possibly the easiest souls game of all time (and I already said this of Code Vein 2 when it came out and yet this is even easier). The reason for this is not because bosses have easy attack chains or do too little damage or are super squishy, but instead because of the aforementioned parry. Almost every single boss in this game can be parried and on these bosses almost if not every single one of their attacks are parriable and for all bar maybe 2 of these, the boss will be instantly staggered and open to a visceral/riposte/critical hit/whatever term you prefer followed by a charged heavy after but a sigle parry. Now alone that wouldn't be a huge deal but the thing is almost every boss uses super delayed attacks (think Margit in elden Ring if he only did the overhead staff swings) paired with quite good animations, and so even if you have never seen the attack before, parrying is incredibly easy. I'd say it was a similar level of precision as deflecting in Lies of P, but with a few windup frames like DS3, Elden, Code Cein, etc. But because of this, there were numerous bosses where I still don't know what the boss does because the very first attempt consisted of only ever seeing the opening move for 2 or 3 different attack chains and parrying it consistently every time. Imagine if Champion Gundyr in DS3 only had parriable moves but was even easier to parry. That's most bosses in this, which is a shame, because the few where I did see longer attack patterns seemed quite fun to dodge, its just there is no reason to dodge a 6+ move attack chain when I can just parry the first hit instead while also being rewarded with more damage for it. There were 2 bosses I saw where you had to land multiple parries for a single visceral and additionally they had a bigger mixup in attack speeds so some stuff you felt like you had to dodge and they were an absolute joy to fight. Still not all that hard, but at least vaguely threatening. I really wish the game was all like that instead. That said, parry locking bosses is still fun its just they could have been even more fun. And the thing is, I know a soulslike doesn't have to be omega hard to be good (although I do prefer that personally, I like spending hours on a single boss) but there is a difference between a game being easy/easier because attack patterns are simple or damage is low and a game being easy because you can essentially skip all boss attacks by landing relatively easy parries instead. These bosses could one shot and have attack chains with 20+ hits to them and it would still be an easy game because the default systems allow you to ignore this entirely. Also I know people are going to say you can just not use the parry but the sound it makes is good, its still fun and it feels wrong to not use it. Also two further notes on bosses the first is I noticed they have kind of bad hitboxes but in the player's favour. There were a lot of attacks where if I'm attacking pointblank, they just seem to go through you and miss, but if I wasn't attacking it would hit. I wasn't using some weapon that seem to visually move me at all really when attacking, so it felt rather odd. The other point is there a couple of bosses that you can stunlock with charged heavies lol. Outside of the bosses, the actual levels were an absolute breeze too, with almost no moments of being out of heals and terrified trying to find the next bonfire, but the generally good level design mean they were a lot of fun regardless. Anyhow, overall game was a good time, probably a 6.5 to 7/10, but the parry system is extremely broken and trivalises the game regardless of build. I'd love if the parries worked for all bosses like they did for those 2 fights that required multiple, but make more attacks unparriable. The game could easily be a 9 if so. Basically if you are a crippling souls addict like myself, its worth playing, but otherwise you have better options to play first.
nice!
不错的类魂
真的驚艷到,有趣的玩法,有趣的旅程,有趣的故事。 DLC戰爭熔爐也補了一些也算重要的劇情,雖然不知戰爭熔爐的使命告一段落會不會成為新的問題? 還有北方的不明勢力,不知開發團隊還能繼續發力的話會用什麼方式補完? 如果體量真的太大要直接安排續作不出付費DLC,畢竟主角已經是「最強機兵」了,不安排故事削弱的話,她的旅程就算這次結束了還不至於影響心情,但很怕故事就這樣結束了。 …………跪求製作團隊設計代表女主後期的進階版機兵護甲。 ※自定義按鍵聽說拖快半年才實裝,還好是體驗最佳的時候開始玩,不然這什麼反人類按鍵配置?類比搖桿的方向跟衝刺跳躍(八成機率跳歪墜樓)、衝刺跟迴避(衝刺過程切迴避嚴重延遲)綁一起是啥鬼?
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Languages: English*, German, Spanish - Spain, Japanese, Korean, Simplified Chinese*, Traditional Chinese, Portuguese - Brazil, French, Russian, Italian, Polish*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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