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Attacks normally deal a lot of damage, so you might be incentivised to deal with a bigger unit at first, so others perish without an authority figure to lead them or status ailments can be used to lower their attack and defence at the most opportune moment. It’s grid-based much like Disgaea or Fire Emblem, with the player able to perform a certain amount of movements or actions before their turn is over and control gives over to the enemy. This game is old as hell, but it’s been modernised in a way where jokes and references still land, whether it be entire sections taking inspiration from classic mecha anime or iconic western films being aped in ways that cry out homage.Īt the centre sits a combat system that, aside from a few changes depending on the character you’re controlling, remains universal. I won’t be touching on any of the latter stuff beyond the charming localisation and excellent character work, which deserves special mention because the snappy and oftentimes unpredictable writing here is really something. Live A Live is a cumbersome game to review because even detailing how each character plays and the ways in which they differentiate from one another feels like a massive spoiler, let alone delving into what happens once the first permutation of each story has been cleared and the real purpose of this adventure begins to make itself known. I christened them all John Cena, because the Doctor of Thuganomics isn’t being confined by the lowly concepts of time or gender: Here’s a list of the full cast, ranging from handsome cowboys to chaotic cave children to professional wrestlers. No longer are we confined by fan translations, this is the real deal. After almost three decades locked away in Japan, this forgotten classic has finally found a way to greet the rest of the world, and I’m so glad it’s been given the chance to shine. You’ll backtrack loads, spam through repetitive dialogue, and wander aimlessly in search of your next objective much of the time, but Live A Live’s more triumphant moments are so unexpectedly delightful that these niggles are easy to forgive. Its archaic outlook on story progression and navigation frustrates, which haven't really been updated much despite the gorgeous pixel presentation. Each one controls, attacks, and speaks differently, with unique mechanics available in each timeline to ensure the otherwise familiar experience never once grows derivative. It abides by so many familiar JRPG conventions while subverting them at every turn, allowing us to indulge in the narratives of each individual character in so many distinct ways. Live A Live is simultaneously ahead of its time and rigidly stuck in the past.
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