Game Finished In 2024 #6:

I Swear, I Really Didn't Mean to Finish Three Square Enix SNES Remakes In A Row but This Is Literally the Way the Wind Blew Me This Time

Also, because One Piece Odyssey was too mid to continue playing.

Anyway, Live A Live is really good. Somehow, 20+ years later, it is still astonishingly unique among JRPGs and games as a whole. Not only with the inventive chapter structure, but also with the choice and combination of settings. How many other games do you know that contain scenarios about cavemen, cowboys, and psychics at the same time? But more than just thematically, each chapter of Live A Live contains unique gameplay mechanics, making each chapter stand out.

You can tell the game is great, because the remake really does not change much about the core game, and instead chooses small tweaks to go along with the new coat of paint. And boy, that new coat of paint. HD-2D is such a wonderful engine to make games in. I can't wait for the DQ3 remake. The multiple settings feel both unique and cohesive, thanks to the HD-2D at work. The OST is masterfully done too, giving each chapter further character, but bringing it all together at the end of each one with Megalomania, a truly excellent track. As a reminder, Toby Fox made Megalovania because he wanted to put Megalomania into his hack but couldn't get it to work. Megalovania would not exist without this game.

The game also maintains cohesion by sticking to a set of core mechanics that each chapter provides a slightly different take on. Those core mechanics add an almost SRPG feel to the game due to the grid based system. Conventional resource management more or less does not exist, as things like gold and MP are removed, and you are healed at the end of every battle. This streamlines things significantly, which helps the pacing of each chapter immensely. Live A Live chapters are not meant to be fully fledged JRPG experiences, and this allows for scenarios that wouldn't be possible otherwise. If there is only one thing Live A Live does well, it is taking this anthology format and doing as much as possible with it.

I'll now go through all the chapters and my thoughts on them, from least good [but, importantly, still good] to the best ones.

Prehistory:
While it's still good, there has to be a weak link, and I think the plot here, while cute in how it avoids using dialog due to the setting, is not that special. Mechanically, it's biggest addition is a crafting system, which allows you to craft the best equipment in the game early if you know what to do, but it means there's not a lot else to it. Despite this, I think this makes one of the best starting chapters due to how those mechanics let you get accustomed to the intricacies of Live A Live

Edo:
I think this one is kind of more interesting to talk about than it is to play. While it is very cool to have a sort of nonlinear structure, and to offer the choice between pacifism and bloodshed, because I wanted to do pacifist I found my nose buried in a guide most of the way through. It is also light on plot, because most of your time is spent exploring. It's cool to see what was likely a huge inspiration for Undertale, though.

Middle Ages:
I debated mentioning this one, because it's kind of hidden-ish, but on the other hand if you count the characters on the box art you'll notice there's eight and not seven so I think it's fair game. The plot is great, and the lack of a unique mechanic doesn't hurt the gameplay too much, because Live A Live's core is great.

Distant Future:
This one is great because it is almost entirely plot. Luckily, that plot is very good, and there is SOME non-combat stuff to do that's enjoyable. Plus, it makes the one moment there IS combat much more hype.

Near Future:
Another candidate for a good starting point, Near Future is a mecha setting which means it wins points by default. It's unique mechanic, being able to read NPC minds, isn't too special, and the world map is cool but not a particularly game changing addition. The plot has a lot to like, and the finale is especially amazing.

Present Day:
I have a special fondness for this one, as it's the one I tried, along with Prehistory, when I attempted to play the SNES version years ago. The premise, a boss rush where you can learn the moves of each of the bosses, is basically an RPG version of Mega Man X, and while it is short as a result, the fact this is something that could basically only be done in a game with this format seriously elevates it for me, borderline excuse plot be damned.

China:
This one manages to marry a compelling story with unique mechanics amazingly. In this one, you play an old martial arts master who trains three students. The students learn in part based on what moves you use on them, incorporating that bit from Present Day as well. While it's best to focus on one student, luckily that pays off. Another excellent use of the format.

Wild West:
This one is my favorite because, surprise surprise, it uses the format amazingly. Much like Distant Future, combat is limited, but in this chapter the entire scenario is structured around it. There is only one real fight, and you and an entire town have to prepare for it. If you prepare well, the fight is made easier. If you prepare poorly, the fight will be one of the hardest in the game. This is accompanied with a timer, ensuring you have to budget the little time you have effectively. The story is compelling, and despite being one of the shorter chapters, gets you invested in the characters quick enough to make an impact.

It is kind of a miracle this game got remade. It was relegated to cult status for the longest time, but somehow, the game made enough of an impact to get remade. And it's a good thing it was, because the remake is a great modernization of an already very good game.


Reviewed on Feb 24, 2024


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