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Speaking of distinctive personalities and feel, each chapter in Live A Live is an amazing story. It is possible in some scenarios to play the game in an almost entirely different way than in the first playthrough Live A Live is simply bursting with replayability.
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Becoming invisible to enemies, reading the minds of other characters and smelling wild game and hostile encounters before encountering them are just some of the ways that the game utilises to give each chapter a distinctive personality and feel, not just in the way of characters and story but gameplay-wise as well. Most of them also give the player the opportunity to make use of many overworld gimmicks as they traverse the different settings of each chapter.Īll but one chapter allows the player to take their characters on an overworld and make use of their own gimmicks and different gameplay mechanics to interact with the world around them and accomplish their goals. The basic gameplay mechanic shared between each of the seven chapters is a combat system that happens on a rectangular square grid, in the way of a Tactical RPG such as Final Fantasy Tactics, but each chapter adds another gimmick, enhancement, character ability or way to play with the established mechanics.
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Live A Live not only delivers upon those expectations but blows them out of the water: the game is bursting with content. The concept of a game that aims to tell seven different tales in one experience is ambitious because it promises everything that makes a story and a game good, seven times over. It aims to tell not one, but multiple stories in a single game, much like the more recent Octopath Traveler, allowing the player to step into the shoes of many different characters throughout many different tales across time and space. Officially remade and re-released worldwide with a whole new look in 2022, Live A Live is finally available in an official capacity to players all over the world.
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Developed by Squaresoft long before its merge with its then-competitor Enix, Live A Live is an ambitious title developed early in the career of the legendary Takashi Tokita, of Final Fantasy and Dragon Quest fame. Such was the case with Live A Live, which was released in 1994 for the Super Famicom but never made its way outside of Japan during its time. There are few things more heartbreaking than an amazing story that could not reach as many people as it should have. We're partnered with Skillshare, where you can do unlimited online courses that'll help you create art, make games, and even help you with school/university! Click here for a free 1 month trial.
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