Live A Live Review - Live, Laugh, Love Live A Live
One of the most recognizable characteristics of a JRPG is the party: a ragtag group of adventurers from different walks of life who unite their strengths for a common cause, almost always under the leadership of a designated main character. While the rest of the cast may wind up getting sidequests and story arcs, the majority of the game revolves around a specific character. It's a trope that's as common as they come. But all the way back in 1994, Square (now Square-Enix) released Live A Live in Japan, turning the genre on its head by asking "What if a JRPG had several main characters? And they all had a fully realized plotline, different worlds, and distinct gameplay gimmicks?"
Live A Live was a unique game, well ahead of its time, but sadly one confined to Japan for decades, with no official English release. That changes with this modern remake and, amazingly, Live A Live not only holds up well, but manages to feel unique, compelling, and excitingly original even when compared to its modern contemporaries.
Live A Live's protagonists come from many different places across space and time, ranging from the cartoony prehistoric world of caveman Pogo, to the modern-day championship struggles of mixed martial arts fighter Masaru, all the way to a far-flung future where tiny robot Cube awakens on a mysterious cargo transport ship. These seven divergent chapters can be completed in any order, and you can stop one chapter to pick up another as you please. Finishing these chapters unlocks an eighth story, which leads into a final chapter where all the paths converge into one last epic struggle.
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