This review contains spoilers

It feels impossible to discuss Live A Live without making references to the many other JRPGs it's part of the lineage of, so I won't even try. I'll start with a simple statement: I somehow love this game so much even though it's the mirror image (or in some ways the diametric opposite) of my two favorite Squaresoft RPGs.

Before I explain myself I'll have to take a step back. Using a rough and arbitrary scoring system:
FFV: 10/10 gameplay + 5/10 story = 15/20
FFIX: 7/10 gameplay + 9/10 story = 16/20
But I'd argue (well aware that I'm in the minority and will die on this hill) that FFV is a stronger game experience... because combat, exploration and levelling up takes up so much of the focus of any RPG that if the meat and potatoes is even slightly underwhelming or tedious (in the case of IX) it can undermine the effectiveness of the product as a whole. On the other hand, sufficiently compelling mechanics and a rewarding gameplay loop (as can be found in V) make up for a lackluster story because in keeping and holding the player's interest they serve the exact same role that a good story would.

Well, Live A Live is the mirror image of FFV: a JRPG with exceptionally effective storytelling and lackluster combat elements...that somehow manages to pull it off. I'm aware the remake fixes most of these issues, but the game seems to emphasize strategy and positioning (a 7x7 combat grid, moves with varying charge times and ranges, a robust system of elemental strengths and weaknesses) but gives almost no information in this regard, reducing the strategic elements to almost nil and turning a lot of the combat into (thankfully very forgiving) trial and error.

Why does it work then? Well, Live A Live pares down every nonessential gameplay element in a way that not only keeps the focus on the stellar storytelling, but actually enhances it! The lack of dialogue in the prehistoric chapter allows the slapstick humor to shine brighter, but also emphasizes the fact that this is a story of love and cooperation and that transcends language itself. The present day chapter - a tournament arc - completely eschews exploration, instead being a series of duel boss battles separated by a Street-Fighter-esque choose-your-enemy screen. Two of the chapters feature minimal combat outside of a boss encounter at the end, and the future chapter shines brightest in this regard - the near-total lack of both combat encounters and music enhances the survival horror feel and adds to the utter sense of isolation you feel. It also deserves a shout-out for capturing more of the Star Trek ethos in an hour of gameplay than possibly the entirely of the Star Ocean series.

Each chapter has its fair share of memorably cinematic moments that range from the subtle (the saloon doors in the Old West chapter swinging open and shut) to the bombastic (the way you kick your rival across the room into a gong in slow-motion in the Imperial China chapter), but features some of the most memorable character moments as well. And whether it's the shifu watching his disciples grow in strength of body and character or witnessing the abject dysfunction of a starship crew, the relatively 'minimalist' approach to gameplay helps these subtle character scenes ring true in a way that IMO compares favorably with even excellent games like FF6, where the character writing is also strong but can get diluted within the sheer epic scale of the game and its big setpieces.

All of this talk and I haven't even mentioned the game's big twist, and I don't think I need to mention it here; whether you are familiar with it or not, it's something I can't do justice to with words. You simply have to experience it for yourself. And this is where the contrast with my other favorite Squaresoft RPG comes in. The other game that features heroes from across time banding together against a common foe is a celebration of RPGs; unapologetically and masterfully meeting all the player's expectations. Live A Live is much more thoughtful in its approach towards the RPG medium as a whole, both in the way it wrings out the excess mechanics and subverts the player's expectations, and the end result is something slightly less refined but no less compelling.

As someone who engages with media primarily as entertainment rather than art, this is one game whose identity as art I simply cannot ignore. It's not just that it tackles heavy themes or is thought-provoking; it's that it demonstrates an understanding of the traditions and tropes of its genre (and in some cases a prescience of its later developments!) and masterfully manipulates them in service of the story and themes. Even though the individual story beats are so derivate and the game as a whole wears its inspirations proudly on its sleeve, Live A Live is never anything but shockingly fresh.

Reviewed on Nov 28, 2022


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