Aircrack-ng
JoeyZhang
Limerick, Ireland
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78 ore di gioco
如果你是魂,也好
If You’re the next Soul, Then So Be It.
[If you’re a dragon, then so be it.
-Hawkwood the Deserter]

我想没有人会反对, 无限机兵 是对宫崎英高先生监督的所有作品( 恶魔之魂,黑暗之魂系列,血源诅咒,只狼,钢铁核心 )的致敬,与模仿。虽然我没有很深入地玩过 仁王系列 卧龙 这部作品,也能够感受到忍者组的方向其实和FS社并不尽相同,就连忍者组自己也认为其作品更倾向于动作而非类魂,不过如果有人觉得 无限机兵 其中也存在相关作品的要素,我会表示无意冒犯,同时赞同其观点。但既然 无限机兵 被冠以“Soul-like”的名号,那必然更多是围绕着宫崎英高先生的作品设计思路进行创作的。
Let’s face it: AI Limit is, at its core, a love letter—and occasionally a carbon copy—of every title under Hidetaka Miyazaki’s belt ( Demon’s Souls, Dark Souls, Bloodborne, Sekiro, Armored Core ). While I haven’t deeply explored Team Ninja’s Nioh or Wo Long: Fallen Dynasty , it’s clear their design philosophy leans more toward pure action than Soulslike imitation (a distinction the developers themselves emphasize). That said, if you detect traces of their DNA in AI Limit , I’ll respectfully nod while maintaining this game’s blueprint is unmistakably Miyazaki-esque.
3D类魂游戏这条赛道并不新鲜,前有 记忆边境,噬血代码,堕落之王/主系列,迸发系列,遗迹系列 ,后有 帕斯卡契约,匹诺曹,艾诺提亚,黑神话,卡赞 等。这些游戏各有其特色和风格,也都存在短板,但目前为止,就设计的思路和最终实现来说,恐怕还没有哪一部类魂游戏能真正触摸到宫崎英高先生的神坛基座,即便 艾尔登法环(黄金树之影版本) 已经把这座神坛向下拉低了些。
The 3D Soulslike genre is hardly uncharted territory. Earlier titles like Thymesia, Code Vein, The Lords of the Fallen, and the Surge/Remnant series paved the way, while recent releases— Pascal’s Wager, Lies of P, Enotria: The Last Song, Black Myth: Wukong, and The First Berserker: Khazan —each carve their niche while stumbling over familiar pitfalls. Yet none of these titles—even as Elden Ring’s Shadow of the Erdtree DLC dimmed its halo and demystified Miyazaki’s godlike status—have come close to matching the shadow of that now-cracked pedestal.
而今天,在完成了两个周目的 无限机兵 的流程后,我可以很确定地说,这是我玩过的所有类魂游戏中,唯一触摸到了宫崎英高先生的神坛基座,甚至还从那块厚重的楔形石上敲了点碎片下来的作品。
After two full playthroughs of AI Limit , I can definitively declare: This is the first Soulslike to not just touch that pedestal, but chip off a fragment of its hallowed Titanite Slab.

低廉的包装,豪华的内衬
Budget Shell, Premium Core
我大致翻了下Steam的评论区,几乎所有玩家都认为,如果这个20人的团队能获得更多的投资,这部作品可能在观感上会更好一些。贫穷是肉眼可见的,场景建模所用的素材被重复堆叠,大部分物品的摆放都是为游戏性服务,几乎看不到什么多余的装饰;整个游戏流程中甚至没有一首能让人感到抓耳的音乐,探索过程中的BGM也只能说是“存在”,对于玩家情绪的调动几乎没什么帮助。NPC的建模也是中规中矩,主角的建模在特定服装的帮衬下也被诸多B站网友戏称为“呆呆兽”。可就是在这样有限甚至是拮据的开发预算下,本作呈现出的系统和地图却无比扎实,甚至可以说,在一众类魂游戏中,算是豪华。
Scrolling through AI Limit ’s Steam reviews, one sentiment dominates: “Imagine what this 20-person team could’ve done with real funding.” The game’s budgetary constraints are palpable—recycled environment assets, utilitarian prop placement devoid of decorative flair, and a soundtrack so forgettable it might as well be elevator music. NPC models oscillate between “serviceable” and “Bilibili meme material” (the protagonist’s certain decor earned her the nickname Slowpoke among Chinese players). Yet against all odds, its gameplay systems and level design radiate a polish that shames AAA Soulslikes. This isn’t just “good for an indie”—it’s a masterclass in doing more with less.

-这里是哪里,这里是这里
-Where is Here? Here is Here
A saying by Wanglaoju-BiliBili ID: 怕上火暴王老菊
本作的地图让我梦回 黑暗之魂1 。虽然制作组没有完全复刻无缝的地图(主要还是没钱),但各种连通方式总能让我在意想不到的时刻以意想不到的方式回到某个意想不到的地方。制作组将魂游特有的视觉锚点调用到了极致,比如在这边的屋子里能看到对面屋子的窗台有个可以拾取的物品,但面前的门“无法从这一侧打开”。于是我爬上爬下一路过关斩将,从A地图探索到B地图的上层,又通过一个电梯回到B地图的下层,推开门发现这是我三个小时前探索过的一片地下区域C。这样的例子在 无限机兵 中比比皆是,其中有的直接指向某一个隐藏的新区域,会触发新的NPC剧情,解锁新的游戏系统,能够为主角的性能拔高一个维度。
AI Limit ’s map design channels Dark Souls TM ’s DNA—not through seamless grandeur (budget said no), but via spatial sorcery. Visual breadcrumbing reaches Miyazaki-level cruelty: spot an item across a chasm? That door you need is right there, but “cannot be opened from this side.” Cue an hour-long odyssey through sewers, rooftops, and a boss arena, only to unlock…the door beside that original item. One late-game twist left me slack-jawed: descending from Zone B’s upper strata via elevator, I emerged into Zone C’s depths—a area I’d cleared three hours prior. These aren’t Easter eggs; they’re gateways to new systems. Discover a hidden lab, and suddenly your Blader gains cybernetic dashes. Miss it? Blame the devs’ devilish sightline tricks, not obscurity.

-二次元的皮下是黑暗深邃幻想
- Anime Skinsuit, Cosmic Horror Heart
虽然这游戏说是二次元,各种美少女元素像极了之前的 噬血代码 ,但是其剧情和世界观设计可以说和宝宝巴士一点不搭边。更像是融合了黑暗之魂和血源诅咒的剧本,当然,做了一些温和化的调整。破碎的世界,蔓延的灾变,横行的怪物,疯狂的医生,绝望的友情,分离的爱情,无耻的骗局,崩塌的信仰,这些词放在二次元作品里绝对是混沌邪恶,但在魂的世界中可以说是天作之合。 无限机兵 中的谜语人NPC比 黑暗之魂 系列里少了很多,但关键的人物关系还是要靠道具文本提供的碎片化信息梳理,只能说非常对劲。几个NPC都被塑造的有血有肉,当我后知后觉地了解了真相之后,不禁扼腕叹息。
Don’t let the Code Vein -esque anime aesthetics fool you—this isn’t “baby’s first Soulslike.” AI Limit ’s world is a Lovecraftian slurry of collapsed societies, pandemic lies, and betrayals so vicious they’d make Lautrec blush. While less cryptic than Bloodborne (questlines are clearer, key lore isn’t buried in weapon descriptions, and no one mutters about "umbasa" here), the storytelling remains fragmented by design. Learning a companion’s true motive post-mortem hit harder than any Dark Souls 3 finale.

开启机兵的时代
The Age of Bladers Has Dawned
无限机兵 也不是没有缺点的,但是在我看来这些缺点是其本来就应该拥有的。Steam评论区有人说其只是一味在缝合之前魂血狼的成熟系统,甚至存在怪的动作一比一对应魂血狼环中的某个敌人的情况,丢失了自己的灵魂。我不否认。不过需要强调的是,那些所谓做出了新东西的类魂游戏,要么是职业选择单一,操作手感令人窒息,要么是引导奇差,地图设计一团混乱,要么是数值崩坏,怪物堆叠为难而难。即便是宫崎英高先生自己的 艾尔登法环 ,也存在好多令人诟病的地方。对比魂血狼前作, 艾尔登法环 其中很多系统的修改和简化,以及新系统的加入都存在不成熟甚至是鸡肋的设计。所以与其说宫崎英高先生在尝试对先前的系统进行优化,不如说是在对新系统进行探索。 无限机兵 作为类魂游戏初学者,以之前魂血狼的传统系统作为基准,不进行大刀阔斧的增删这一行为没什么问题。最关键的是,其缝合后的系统既不幼稚,也不矛盾。要知道魂游从来不缺让人破口大骂的关卡设计,怪物组合,和攻击招式,如果真的不加筛选一股脑的缝在一起,恐怕也不会支撑很多玩家,包括我玩到二周目。能看出制作组确实是下了功夫的。发售以来,其不断对游戏的弹反手感,攻击动作,怪物配置进行调整,生怕玩家因为太难而给差评。要我说的话,如果想确认自己是否适合玩魂血狼环,用 无限机兵 进行尝试真的是最经济的选择了。只要一部作品就能尝遍宫崎英高先生所有大师之作中的精髓,简直再划算不过了。
AI Limit is far from flawless—but in my view, its flaws are not just necessary, but inevitable. Steam reviews accuse it of mindlessly stitching together mechanics from Miyazaki’s classics ( Dark Souls, Bloodborne, Sekiro, Elden Ring ), even replicating enemy attack animations frame-for-frame, arguing it lacks novelty. I won’t deny this. But let’s be clear: none of the so-called "innovative" Soulslikes have ever come close to touching the pedestal of Miyazaki’s divine altar. They’re plagued by limited build options, clunky controls, incoherent map design, or broken difficulty curves that rely on enemy spam. Even Miyazaki’s own Elden Ring stumbled—its streamlined systems and new additions (spirit ashes, crafting) often felt half-baked or redundant. Rather than refining his legacy, Miyazaki seemed to be experimenting with uncharted territory. As a fledgling Soulslike, AI Limit does nothing wrong by building upon the traditional systems of its predecessors, adding only minor tweaks instead of radical overhauls. Crucially, this patchwork of borrowed ideas never feels juvenile or contradictory. Let’s not forget: Souls games are infamous for rage-inducing level designs, enemy ganks, and attack patterns. Had the devs haphazardly stitched these elements together without curation, no one—myself included—would’ve bothered with NG+. Yet here I am, on my third playthrough. The post-launch patches speak volumes—tweaking parry timing, refining attack animations, rebalancing enemy placements—all to avoid alienating players with excessive difficulty. If you’re curious whether Soulsborne is for you, AI Limit is the most cost-effective trial imaginable. One game lets you sample the essence of Miyazaki’s entire catalog. Now that’s a bargain.
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Pufferfish 20 dic 2022, ore 23:09 
:er_heart:
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Methodology 26 apr 2022, ore 21:04 
推荐个游戏,艾迪.芬奇的回忆,游戏内容不大,值得一玩。
Gissimo 22 feb 2022, ore 22:45 
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Gissimo 17 nov 2021, ore 8:25 
......................../>  フ........
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...........\二つ............................... +rep welcome home:niohraku::niohmei:
Pufferfish 10 giu 2021, ore 12:22 
+rep good teammate and good survivor :)