Live A Live Review: A Beautiful Mess
This review will contain spoilers for Live A Live.
I almost immediately bounced off Live A Live as
soon as I booted up the game. I chose the Present Day chapter and was caught
off-guard by the fighting game-esque setup with Mega Man qualities where the
abilities you gain by defeating one boss will be extra powerful against one of
the others. I had a level (level 2), but I was not gaining experience by
defeating my enemies. Nor was there any exploration element. “How is this a
JRPG?” I asked myself. Luckily, the experience only lasted maybe an hour or so,
and I was free to choose my next chapter. This time, I chose The Wild West.
I almost bounced off the game again. There was more
exploration this time, but contained towards the back end of a very short
chapter. There was only one real battle against the boss at the end of the
chapter (one before it ends with a single hit), and once again, while I had a
level (this time 9!) I was not gaining experience. Then the chapter ended, and
I was free to choose my next chapter.
There is no way anyone reading this will possibly believe
me, but I chose every not-at-all-like-a-JRPG chapter in the game first in this
JRPG. I followed up The Wild West with The Distant Future, a combination Alien
and 2001: A Space Odyssey homage that plays like a survival horror
game, once again with only a single boss fight at the end of the chapter. My
initial five hours with this game I spent wondering what I was even playing,
why they bothered giving me ability or equipment menus, why I had a level at
all on any of these characters, and what the point of any of this was (though I
was noticing that the villains all had similar names like Odie O’Bright, O.
Dio, and OD-1O and disappeared in puffs of red and black smoke when defeated).
Finally, my fourth chapter choice would be Imperial
China, and I fell in love with Live A Live. Imperial China provides a
story of found family, loss, determination, and most importantly, the ability
for characters (though still not the playable protagonist) to gain levels and
abilities, as well as explore the world around him. It also features a
(devastating) choice of which of your disciples you will focus on raising into
your successor, and that successor will become the protagonist from this
chapter in the climax.
The remaining chapters all play as JRPG versions of
different genres. Twilight of Edo Japan has you play as a ninja, and gives you
the choice between killing no one (save those necessary for the plot) and
everyone; Prehistory is a dialogueless tale of love and rescue in caveman days;
and The Near Future is an approximation of a tokusatsu show with a big mecha.
Imperial China remained my favorite, but all of these tickled my JRPG itch in
some way that those initial three chapters didn’t. I still couldn’t really see
what the point of any of this was, though. And then, just after beating
Prehistory, I unlocked an eighth chapter: The Middle Ages.
The Middle Ages is the most JRPG segment of the game. You
play as silent hero Oersted in his quest to defeat the newly returned Lord of
Dark, who has kidnapped the princess and his bride-to-be. You recruit a full
party, including Oersted’s mage friend Streibough and previous hero-healer
combo Hasshe and Uranus, and defeat the Lord of Dark, only for Hasshe to
promptly inform you that it was a pretender before dropping dead of a hidden
illness. At this point, The Middle Ages takes a turn for the dark, as
Streibough dies shortly after, we’re tricked into killing the king and made a
pariah and presumed to be the Lord of Dark ourselves (as well as blamed for the
deaths of Hasshe and Streibough), Uranus dies freeing us from prison, and when
we return to the seat of the Lord of Dark, we learn Streibough had faked his
death and betrayed us. Everything that happens completely breaks Oersted who,
after fighting his final boss, finally speaks as he turns against humanity and
becomes himself The Lord of Dark.
The various chapters of Live A Live exist as a
counterpoint to Oersted’s final philosophy that humans are fundamentally
selfish, cowardly, weak creatures. Each hero represents something that a
typical JRPG protagonist should be (Masaru’s strength, the Successor’s
determination, Pogo’s love, Cube’s pure, caring heart, The Sundown Kid’s
selflessness, Oboromaru’s loyalty). In the final chapter, the heroes team up to
defeat the Lord of Dark and make this clear, and even shine through to Oersted
himself, who is able to break free of his hatred at the very end.
Live A Live is one of the most
unique JRPGs out there, even as it has successors in Undertale and the Octopath
Traveler games, there’s still something special about this game’s
narrative. The entire game is also soundtracked by Yoko Shimomura (most known
today for the Kingdom Hearts series soundtrack), which means every track is at
least decent and most are beautiful. And the HD-2D style used in this remake is
just as beautiful as it always is.
The one arena where I would argue the game falls short is
in combat itself. Characters stop learning new skills at around level 15-16,
and later skills are usually just better than those you start with, giving each
character a kit of maybe (maybe) 2-3 useful skills and a bunch of others
that were only used to grind you up to them. The grid system seems interesting
at first, but most of the time it just means you start on the opposite side of
the screen from the enemy and have to waste time inching closer (until you get
your screen-clearing moves, at which point you barely, if ever, have to move at
all). There’s a lot of room for depth in this system that unfortunately just
isn’t there.
That doesn’t mean you shouldn’t play Live A Live,
however. You absolutely should if you like JRPGs at all. There is no other
experience quite like this one, and the chapter structure ensures there’s
something for everyone to enjoy. Just… maybe don’t pick The Present Day as your
first chapter.
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