Live A Live review: short story collection disguised as a classic RPG - The Verge

Square Enix’s Live A Live was originally released in 1994 in Japan, but a new version for the Nintendo Switch gives modern audiences a chance to experience the classic RPG.

Live A Live is one of the most influential games you’ve probably never played. The role-playing game originally debuted back in 1994, but it never left Japan — but nearly three decades later, it’s finally getting a global release. The game is particularly notable as the directorial debut of Takashi Tokita, who went on to direct titles like Chrono Trigger and Parasite Eve. That makes Live A Live a fascinating piece of video game history — but it turns out it’s also a fascinating game.

Live A Live looks a lot like a traditional Japanese RPG, albeit one with some modern upgrades, including an art style that’s very similar to newer releases from Square Enix like Octopath Traveler and Triangle Strategy. It has turn-based combat, an epic story, and many of the other elements you’d expect from the genre. At the same time, Live A Live is unlike almost any RPG I’ve ever played — and it all comes down to its structure.

It’s basically like a collection of playable short stories. At the beginning of the game, you’re presented with seven different chapters that you can play in any order and which span from prehistoric times to the far future. Initially, these stories seem completely disconnected, though things start to make a bit more sense as you move toward the big finale.

What’s particularly interesting about the chapters, though, is how they all feel so different from each other. Part of this comes down to tone; being an outlaw gunslinger in the Wild West isn’t the same as playing as a Shinobi in Edo-era Japan. Some of the stories are extremely emotional, like the dramatic tale in Imperial China, while others can be pretty goofy, like the Saturday morning cartoon vibe of the prehistory chapter.

But they also play differently, utilizing the familiar JRPG framework to do some very cool things. Battles, for instance, are often used as a storytelling device, and the strategy changes depending on which chapter you’re playing. Training to become a martial arts master involves lots of repetitious battles, while a Wild West dual means short, dangerous fights from long-range. Live A Live has a very flexible battle system, where you move characters around a big grid, and the developers made use of that with plenty of unique scenarios. There are mech battles, stealth missions, and moments where you can read minds or sniff out a catch while hunting.

https://www.theverge.com/2022/7/21/23271592/live-a-live-review-nintendo-switch


Post ID: a2c0e68b-dd31-4599-a8b0-f525dc655eb2
Rating: 5
Created: 1 year ago
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