Asmongold TV - Only a 5?? | Asmongold TV
Episode Date: September 4, 2025Only a 5?? Asmongold show for all of his stream highlights, competitions, reactions & more. ---------------------------- -------------- Keywords: world of warcraft, gaming takes, gaming drama, asmon...gold, gaming hot takes, twitch streamer, streamer content, streaming highlights Learn more about your ad choices. Visit megaphone.fm/adchoices
Transcript
Discussion (0)
I played this game, by the one.
Any Soulslike fan,
I'm quite accustomed to the process of dying over and over again
until I've mastered a tough section.
But playing through AI limit
was the first time I felt that sense of learned repetition
before I'd even died at all.
That's because, aside from its anime-inspired art style
and a few minor abilities you unlock throughout the story,
this by-the-number's adventure is without question
the most milk-toast and unimaginative game I've played in the genre.
It pit me against boring and meager enemies,
laughably wimpy bosses I was largely able to stomp dead without issue,
and a story with almost as little to say as its dull protagonist.
In fairness, there's not much especially awful about what AI limit is doing.
I'm going to be honest, like I've played this.
I think he's right.
I do.
Like, I think this game is good. I think it's a good game.
But it's not anything like super special.
It doesn't, like, it's just a good game, right? It's a good game. Like, a five, would I say it's a five? I would say that a good game that plays well, like, I would say it's like a six. I'd probably give it like a six or a seven. I'd say Kazan is like an eight and a half, right? Like, Kazan's at eight to an eight and a half.
Apart from its regular crashes and bugs that send you falling through the floor,
but there's almost nothing worthy of praise across this forgettable journey either.
I know that I like a lot of the people that watch like me play it.
Like this game really wasn't popular from my audience.
Like my viewers didn't really like this game very much.
AI Limit is set in a vague sci-fi universe where society has collapsed due to mysterious circumstances and is now overrun with the...
Yeah, I played Code Vane.
by the way. I think that this game
is like if the reality
is that I think that you've had a few
souls likes that have come out
and they've raised the bar so
much that
now like you really
have a high quality souls like
culture and like you have people that are like really
excited about these games and they're actually good
because for a long time
the souls like games were just simply not good.
I think that the first one that came out
that was really like
just bona fide, seriously acknowledged as actually a very good high-quality game was lies of P.
But you're also having games like Kazan come out.
And I think there's a few others I just can't think of right off to top of my head right now.
Neo, like, well, Sekiro is this, I mean, that's a soul's game, right?
Lords of the Fallen, like, wasn't really well received.
And so maybe Neo 1 was the first one.
Yeah, for me, it was Lies of P.
And so like, I feel like now like the bar for Soulslight games has been raised.
It's not like it was in like 2018.
Bizarre black mud that is both toxic to all life and a delicious meal you eat to regain health.
For sure.
I eat a little when I'm starving and it hasn't caused big problems so far.
As an android called a blater, you were created for the sole purpose of restoring the world back to balance,
which you do by killing almost everything you see.
You'll unquestioningly run around the ruins of a civilization that apparently used a book of genre tropes as a blueprint, complete with a sewer that serves as the tutorial and a poison swamp level that's mandatorly included per the Miyazaki Accords of 2011.
That's right.
A legally binding statute that's so real, you don't need to bother Googling it.
That's right.
The robotic nature of your blader also provides a convenient excuse for them to never exhibit even mild character traits as they speak in a monitor.
tone voice.
Very positive on Steam.
Yeah, I think the game's good.
I mean, like, if you like Soulslike games, I would recommend this game.
It's a good game.
Throughout the 30-hour adventure.
Strange crystallized substances.
Having a hazy setting and a forgettable protagonist isn't exactly unique to this type of game.
But if the non-fantasy setting had you hoping this might be one of the ways in which
AI limit breaks the mold, nah.
I told Akari, like, I thought Wakari was going to play this.
The actual action is largely an impression of better Soulslikes.
You'll split your time between exploring dark and dangerous places,
fending off these smaller enemies as you work your way to the next bonfire-like checkpoint,
and confronting big menacing bosses with long health bars and deadly attacks.
Like, I think this visual was pretty good.
Like, I mean, the game looks good, as I said.
But that familiar structure underwhelms almost a very important.
immediately here, thanks to a lack of enemy variety, samey and empty levels, and combat
that's overly simplistic and unchallenging.
I just, I don't see how like, this is one thing that I would criticize IGN with is like,
how is it that that's true with this game, but not Assassin's Creed Shadows?
Because like, I feel like this game has more dynamic combat than Assassin's Creed Shadows,
which is like really like pretty low.
But I don't know.
a nine yeah it just doesn't make sense to me you'll swing melee weapons several times larger than
your body loose spells that shoot fire lightning and more at your opponents and of course dodge roll and
perry to keep yourself alive but while there's not much unique to be found in a i limits combat
the few new things it tries are mostly good ideas that make me wish it took more risks the
biggest of these mechanics is the sink rate bar which fills up as you do damage and is
drained when you use spells or get hurt.
The higher your sink rate, the more damage you'll do.
But if you take too many hits or use too many spells,
you'll find yourself in a weakened state,
unable to use many of your abilities until you land some blows.
That rewards cautious play and allows you to cut through boss fights more quickly
if you manage to avoid damage while you press the attack.
It's also nice to the-
Yeah, I think it was a good system too.
Herman, how often you can use your spells by how well you play,
instead of being limited by a manameter or something like that.
Yeah, I think that's mana and that kind of stuff isn't as interesting
as having a resource that you generate through combat and gameplay.
Even ditches the stamina bar entirely.
The genre staple I largely find annoying,
letting you attack without fear of running out of steam so long as you're paying attention
to your sync rate.
There's also a pretty neat system where you unlock four special powers
that you can freely swap between in the middle of combat,
like this one that turns your arm into a shield,
or this ability that lets you make short, quick dashes from place to place.
Unfortunately, the first of these abilities allows you to parry enemy attacks,
and there's almost no reason to switch to any of the other powers once you have it,
since almost everything can be pretty reliably parried,
doing this to the enemy.
So while toggling between these to do some interesting stuff in the middle of combat,
is a great concept, fights rarely play out that way.
Yep.
You'll mostly encounter slightly different versions of aliens
that look like scrapped monster ideas from stranger things
and these generic robots with identical attack patterns,
all of which are easily avoided or pari...
I don't think that's fair to say.
This is the tutorial boss.
Yeah, it's literally like, like asylum demon or something.
With little trouble.
Plus, they almost always come at you one at a time.
Boss fights are largely straightforward, too,
with extremely telegraphed moves that can, once again, be easily parried,
stopping those big bads in their tracks as they forget what they were doing for several seconds.
While you slash...
I think that, like, giving monsters and giving bosses well-telegraphed attacks is not a bad thing.
Like, I don't agree with this.
this logic is that like and this is a big issue that i think souls like runs into is that a lot of
games create difficulty in souls like games or like souls likes create difficulty in ways that is like
very very high friction like for example like in kazan the bosses have just like an insane amount of
health and they also have a lot of delay attacks i think that delay attacks are cheap
and I think that they reward people
for just kind of practicing a boss
and not being able to like intuitively play the game
and predict it.
And so the big issue really with a lot of these games
is that they keep trying to be harder and harder
but the ways that they try to achieve that difficulty
I don't feel like are particularly rewarding
or fun to play.
It's just frustrating.
And so I don't think this like these games
don't always have to be like like,
like Wukong is a great.
example of this, right? Like Blackmuth Wukong is not a really, really hard game, but at the same time,
it feels good to play, and it's a great game. And I think that there needs to be more of a focus on,
like, the experience the player has and the enjoyment that the player has, more so than just making
the boss is really hard through artificial means. Like, you can barely see the boss or he has
attack patterns that are hard to read.
Like, I feel like that's like a really, really like fucking lame way of difficulty.
Personally, that's what I would say.
Away half their hell.
I mean, seriously, just look at this guy.
Bosses also only very rarely have interesting designs.
Like this guy, who's just a flying version of the same stranger thing monsters you've already
been fighting.
Many more are disappointingly recycled, either by almost immediately being reintroduced.
as common foot soldiers, or when they're just straight up reused in another boss fight later on.
It's unfortunate because there are times where AI limit clearly shows promise,
like later in the story when the generic slow-moving bosses
ferry occasionally make way for engaging battles against fellow bladers.
Yeah, I remember, yeah, this is the boss I thought.
And they have their own sync rate bars that must be depleted through attacks and parries
in order to reduce the amount of damage they do and open them up to devise
to devastating finishing moves.
There's also one or two encounters where AI Limit tries new stuff,
like a fight against a giant robot that sits at the end of the room
trying to blast you with deadly lasers,
and the only way to defeat it is by destroying the electrical equipment,
powering it as you cut through its minions.
But these fights are few and far between,
leaving you to slap around the slow moving
and much less interesting enemies that make up the bulk
of the boss fights most of the time.
Another thing that holds AI Limit back pretty significant
is how buggy it is.
I had at least a dozen crashes,
got stuck in the environment in ways that caused me to twitch bizarrely,
fell right through the floor during boss fights,
and once even continuously respawned over and over again
at a save point that threw me through the map
until I went to the PlayStation dashboard and closed the app.
Yeah, console issues.
Some of these crashes happened when I was quite deep
into exploring an area and far away from a checkpoint,
forcing me to start over again through no fault of my own and lose materials in the process.
That's a long.
In fact, nearly all of my...
Yeah, I think probably this guy's technical difficulties did really shade his review,
and I think that makes sense.
Like, if you're playing a game and it's like full of tech problems,
like you're probably going to have a negative impression of the game.
Most frustrating deaths came from straight-up glitches, rather than fighting bad guys.
I mean, I could see him getting close to...
There was even this one time where all the enemies became invisible, and I had to...
I would say,
like, I mean, if you liked Code Vane, you should play this game.
For sure.
Run through the entire area spotting enemies by their floating weapons.
That's not exactly the kind of difficulty I was hoping for, but honestly, even that wasn't challenging.
AI limit is a soul's-like without any soul, providing 30 mediocre hours of dodge rolling
and sword swinging that's good for little more than filling time.
I sliced my way through repetitive goons in unremarkable locations, killed some pushover
bosses who were dead before I thought to learn their names, and spent more time recovering
from game crashes than learning anything noteworthy about the bland sci-fi setting or the characters
within it. The stylish art style, smart sync rate system, and swappable abilities are interesting
tweaks to the blueprint, but are ultimately too minor to leave much of an impression. If you're
really hurting for more opportunities to scratch that souls-like itch, you could probably do worse
than AI limit, but you could also easily do a whole lot better.
For more, check out our reviews of Assassin's Creed Shadows and Xenoblade Chronicles X definitive edition.
And for everything else, stick with IGN.
Yeah, I think that a lot of this feedback is pretty fair.
But I think also, like, I'd be really curious to see, like, the way that people play this game that aren't like veterans of Soulslight games.
Because this is a big issue that I think a lot of these games have.
Is that, again, they're designed for people that have beaten the Elven Ring DLC.
and like I think
Liza P was kind of like this
I mean even though obviously I know chronologically
it doesn't make sense
but like I'm saying like it's really really hard
and I think Kazan
is like this too
and so like I don't think it's really a great thing
to go and just make the game
harder and harder and harder
and just that makes the game better
I think there's a lot of games that are like
really challenging but they don't necessarily
make the experience any better
I would say this game is
between like I'd say it's probably
is six or so, but from the demo that I played, but I didn't go back and play the full game.
I don't think this game is like an aid or anything like that, but I think if you like Soulslight
games and you like this anime style, like, you know, Wuthering Waves or whatever, then, or especially
Code Vane, like, you're really going to like this game. It's a 7.5 to me. That's fine. Yeah, I mean,
like, like, as somebody, I played a lot of Souls games. And so, like, I'm kind of like, you know,
I have a lot of opinions about it. But yeah, that's it.
five is with no payoff 6.5 full gameplay and a sponsor yeah right and uh i'd say 6.5 sure that's okay part of the
reason why wukong was was so popular it's super accessible for casuals yeah exactly right and uh i beat
all the ring and securo and i still have a hard time in eliza p yeah but the reason why is like
it's because of the attack patterns and the way that they're telegraphed and i think that that's like
a really like a poor way of creating difficulty right and uh you can stagger a lot of bosses in this game
like in DS3 for example.
Yeah, I know.
And that's another thing is that
I feel like is this game
really that much harder
than, like,
is it easier than Dark Souls 1 or 3?
Like, I would say, like,
I mean, outside of DLC,
it's probably not.
It's probably harder than those games.
Because, like, I don't think people realize
how easy those games were.
Like, a lot of the bosses,
like, if you look at the damage that they take,
like you do the exact same thing to Pontiff.
You can do the same thing to Gundier.
you can do this with so many other bosses
so it's not like it's really any different
as you know how to make a build
yeah yeah exactly right let me read a few comments
five out of ten from IGN finally a game worth playing
after seeing Veilgard make a 9
what I find to be like really weird about this
is that it's almost like there's a double standard
with combat where like combat in games
like Assassin's Creed Shadows or Veilgard
is like seen as an afterthought
not like a core foundation, but combat in this game is considered the main defining factor.
And I don't really understand. Like, I think this game has better combat than Assassin's Creed Shadows.
I do, because I think Assassin's Creed Shadows is like really not a great combat game. It's just not.
And it does by far. Yeah, that's just my opinion. And like, why is combat in this game not really?
Because, like, I mean, you're an assassin, right? I mean, that's, there's more story. Yeah, well, there's more elements of it.
definitely you're going to play it on stream what uh AI limit I don't know I might I haven't really
decided yet honestly I don't know um lost credibility the moment he says to find stamina bar annoying in
souls games I agree with that I think the stamina bar is annoying a lot in souls games
I I do I think that's true like I mean like Sekiro didn't really have a stamina bar like it
did and it didn't right at least I don't remember it having a stamina bar it has like a perry
and like a stagger bar, but that's it.
Yeah, it doesn't? Yeah, I don't think so either.
Needs to compensate. Sekiro's perfect.
Yeah, I don't think you need the stamina bar.
Played the demo is actually pretty good.
Do you use some improvements?
So good overall?
Yeah, yeah.
I'll probably play it and beat this game eventually, though.
You rage quit Sekiro?
I beat the game.
And I also beat all the other, like, optional bosses,
like a demon of hatred and, you know, like inner or like a father, owl or whatever.
And yeah, you gave Securo a 9?
No, of course not.
I gave it a 10.
It's a 10.
This is a perfect game.
Securo is a perfect game.
AI limit.
Like, I bought the game already.
Like, I'm going to eventually play it.
It's just that I haven't yet.
That's all.
