AI limit review

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Like every fan of soul, I am quite used to the process of dying over and over until I mastered the demanding section, but playing through the AI ​​limit for the first time I felt that I had a sense of learned repetitions at all. This is because in addition to the artistic style inspired by the anime and a few tiny skills that you unlock in the whole story, this adventure among the devices is undoubtedly the most milquetoast and an unimaginable game that I played in this genre. It is against me against dull and modest enemies, ridiculously throwing bosses, largely I was able to stamp dead without a problem, and the story with almost as little to say as his blunt hero. To be truthful, there is not much terribly about what the AI ​​limit does (in addition to ordinary accidents and errors that make you fall through the Mid Boss Fight floor), but in this forgotten journey there is almost nothing worthy of praise.

The AI ​​limit is set in the unclear universe of science fiction, in which society fell due to Mysterious circumstances And it is now mastered with a strange black mud, which is both toxic to your whole life and a delicious meal that you eat to regain health. As Android, he called blisters, you were created for the sole purpose of restoring the world back to balance, what you do, killing almost everything you see. Undoubtedly, you take around the ruins of a civilization, which apparently used the book of the genre of the trail as a plan, along with a channel, which serves as a tutorial and poisonous levels of swamps, which is obligatory to include in relation to the passion of 2011 – a real, legally binding statute, which is so clearly true that it does not have to be taken over. The robotic nature of your bladder is also a convenient excuse to never show even gentle character traits when they speak in a monotonous voice during a 30-hour adventure. Having a foggy environment and a forgotten hero is not unique for this type of game, but if you hoped to set a non -fandasa that it could be one of the ways in which AI limits the cracks in this form: no.

The action is largely the impression of better souls.

The actual action is largely the impression of better souls. You will divide your time to discover dim and perilous places, repelling smaller enemies when you go to the next control point resembling a bonfire (in this case branches growing from the ground) and a confrontation with enormous, perilous bosses long health bars and deadly attacks. But this known structure does not unpack almost immediately thanks to the lack of a variety of enemy, the same and empty levels and the fight, which is too simplified and unquestioned. You will be several times larger than your body, loose spells that shoot at fire, lightning and not only in your opponents, and, of course, Dodge Roll and Parry to stay alive. But although in the AI ​​Limit fight you can’t find a few up-to-date things he is trying, they are mostly good ideas that make me regret that it did not require more risk.

The largest of these mechanics is the synchronization speed strap, which is filled as injuries are caught and is exhausted when you exploit spells or injury. The higher the synchronization indicator, the more damage you will do – but if you take too many hits or exploit too many spells, you will find yourself in a feeble state, you can’t exploit many of your skills until you land. This reward is careful and allows you to cut boss fights faster if you manage to avoid injuries when pressing the attack. It is also nice to determine how often you can exploit your spells, how well you play instead of being constrained by a mana meter or something. AI even limits even completely abandons the strength of the strength (the base of the species, which I largely consider to be annoying), allowing you to attack without fear that it will not end as long as you pay attention to the synchronization factor.

There is also a quite neat system in which you unlock four special powers that you can freely turn between a fight, such as transforming one of the shoulders into a shield or switching on skills that allows you to make low, quick distances from place to place. Unfortunately, the first of these abilities you receive allows you to evaporate enemy attacks and there is almost no reason to go to any of the other powers, when you have it, because almost everything can be quite reliably paired, completely destroying the enemy. So switching between them, to do some intriguing things during the fight, is a great concept, fights rarely have fun in this way.

Bosses rarely have intriguing projects.

You will mostly encounter the same handful of aliens that look like the remains of costumes from monsters in strangers and general robots from identical attack patterns, all of which can be easily avoided or paired with tiny problems; Besides, they almost always come to you individually. Boss fights are also largely plain, with exceptionally telegraph movements that you can (once again) be easily paired, stopping this great evil on their tracks, when they forget what they do for a few seconds, while you cut off half of their health. The bosses also rarely have intriguing projects, such as the flying version of the same Stranger Things Monsters you have already fought, and then many are disappointing recycling, or almost immediate re -introduction as ordinary infantry soldiers, or when they are simply reused in the next fight with the boss later.

This is unfortunate, because there are times when the AI ​​limit clearly shows the promise, as later in the history in which general, leisurely -moving bosses sometimes make room for the involvement of battles with other bladder. Their movements are more intriguing and arduous, and they have their own synchronization rates, which must be exhausted by attacks and parks to reduce the amount of injuries they cause and open them to destructive finishing movements. There is also one or two meetings in which the AI ​​limit tries up-to-date things, such as the fight against a giant robot, which sits at the end of the room, trying to blow you up with fatal lasers, and the only way to overcome is to destroy the electrical equipment of the power supply when you cut its creatures. But these fights are not much and far away, leaving you to hit you on much less intriguing, enormous, ugly, leisurely moving enemies who make up most boss fights most of the time.

Another thing that significantly limits AI limitation is how it is a stroller. I had at least a dozen failure, I got stuck in an environment in a way that caused me to move strangely, fell through the floor during boss fights, and once I was constantly reviving around at a saving point, which threw me through the map until I went to the PlayStation desktop and closed the application. Some of these accidents took place when I was quite deep in discovering the area and away from the control point, forcing me to start again from my own fault and loss of materials. In fact, almost all my most frustrating death came from plain faults, not fighting bad guys. This is not the difficulty I was counting on.

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