Live A Live is a classic JRPG from Nintendo and Square Enix that tells a fascinating tale spanning across multiple time periods. It has developed a cult following over the decades as a game that hadn’t seen the light of day outside of Japan. With HD-2D being in fashion, thanks to the success of Octopath Traveler and Triangle Strategy, Square Enix has decided to resurrect the 1994 classic in the form of a Nintendo Switch remake, giving it the same meticulous treatment.
The art style blends 2D models with 3D backdrops, creating a unique look that works really well for the returning classic. The most intriguing aspect of Live A Live, and arguably what gave it its cult status, is its fragmented approach to storytelling through seven stories set in seven different eras, namely Prehistory, Imperial China, Twilight of Edo Japan, The Wild West, Present Day, The Near Future, The Distant Future, and The Middle Ages. The individual stories feature their own distinct characters and settings and can be experienced independently of one another. There are, however, plot elements to discover that tie all of them into one overarching tale that spans centuries.
Besides the unique characters and settings, the most appreciable aspect of each chapter is its varied gameplay mechanics. For example, in Imperial China, you’ll assume the role of the Shifu, master of kung-fu, during his training with three disciples. Here, the player gets to decide which of the three will become stronger, faster, or more resilient. The choice you make here will have consequences later on. Meanwhile, in The Wild West, you’ll be given the task of gathering resources in a limited time period in addition to setting up traps to tackle a rival gang. In contrast, The Near Future has you play as a young man who is capable of reading other people’s thoughts. On the other hand, the Twilight in Edo Japan chapter involves an elaborate action-packed infiltration sequence. The chapters greatly vary in terms of level design as well, ranging from strictly linear areas to more open maps.
Speaking of level design, it’s here that things can often feel dated. The aforementioned training that takes place in the Imperial China chapter is essentially a series of mundane battles. Meanwhile, traversing the castle in Twilight of Edo Japan is a nightmare of its own, as it’s a multi-floored labyrinth that involves a lot of needless trial-and-error. It’s littered with traps that send you back to previous floors. To make matters worse, bosses are often represented via regular enemy sprites in dungeons, and it’s only when you enter the battle sequence that you get to see what you’re actually up against. It’s great, then, that the remake features some much-needed Quality of Life improvements in the form of a new mini-map and auto-save system.
The game’s storytelling and RPG elements are often unevenly paced. Some chapters are almost entirely story-focused, while the story takes a backseat to a more RPG-centric approach in others.
Battles take a more tactical approach compared to traditional turn-based JRPG conventions. There are no magic or action points here, and you’re free to move across the battle grid. The catch is that your actions contribute to a gauge that dictates your enemy’s next move. There are no long-range attack options available to you here, so your aim is to close in on the enemy and try to use their position and weakness to your advantage. For example, attacking from the rear will prove to be more damaging, as will using a technique that exploits the enemy’s weakness. Charged attacks can deal considerable damage, but triggering them involves some wait time, which can be catastrophic if the enemy is outside of your attack range or is able to counterattack.
On the whole, it’s a simplified battle system that sacrifices depth in favor of quick yet strategic decision-making. It works well here, keeping you on your toes and providing just enough risk/reward dynamics to keep things interesting.
Live A Live isn’t without its issues, occasionally reminding us of its dated roots. For a majority of the experience, however, it is a game JRPG fans cannot miss, whether it’s for the unique approach to storytelling, the varied mechanics, or the tense battles.
Disclaimer: This review was conducted with a review copy provided by Nintendo UK.
Live A Live occasionally reminds of its dated roots, but more than makes up for it with its unique storytelling, varied mechanics, and tense battles.