Live A Live for SFC

Review #2211

Live A Live

Great concept, poor combat

SFC 1994 Square RPG RPG › Japanese
Live A Live screenshot for SFC
Screenshot used for review/reference purposes.
3 / 5

Gameplay

Has a lot of good ideas, but the combat system is too weird. One nice concept is the way that your party fully heals between battles. This makes the game incredibly easy, but also takes the monotony out of healing everyone between battles. Chained Echoes lifted this idea. the grid-based movement within the battle screen is another of the nice ideas, but it feel like an incomplete thought. I don't find that it ever adds to the experience in any strategic way. Instead, it feels like an annoyance.

4 / 5

Level Design

The stories are very scripted so the narrative drives this game. You've got precious little influence or freedom. The areas are all tiny and are disconnected. Each story feels small and self-contained.

4 / 5

Theme

The game's structure, with eight separate stories which eventually converge, is a super unique idea. Obviously, Octopath Traveler 1 and 2 carried this torch, but I'm amazed to see it in a SNES title. I liked the variety in the settings and stories, but the levels feel so disconnected that it's hard to get too invested.

4 / 5

Art Style

Nice sprite work, particualrly in the backgrounds.

4 / 5

Audio

Lovely music which is tailored the the setting of each of the eight stories. None of it really stands out, but its breadth and variety is impressive.

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