Ludography
Live A Live cover

1994 · Square · Ninja · Role-playing

Live A Live

Live A Live's story is split across seven seemingly unrelated chapters that can be played in any order, based on popular genres such as Western, science fiction, and mecha. Each chapter has its own plot, setting, and characters. Although the basic gameplay is the same throughout the game, each chapter adds a new factor to the basic formula, such as the stealth elements in the ninja chapter. After the first seven chapters are completed, two final chapters take place to establish the connection between the seven previous and resolve the story.

Released
2 September 1994
Platforms
Nintendo 3DSNintendo SwitchPlayStation 4SNESWii UWindows
Genres
NinjaRole-playingScienceStealthTurn-based tacticsWestern
Developers
Square
Publishers
Square
Modes
Single-player
Perspective
Bird view / Isometric
Themes
FantasyScience fictionHistorical
Country
Japan
Age ratings
CERO B
Languages
Japanese
Composers
Yoko Shimomura

About

Live A Live is a 1994 role-playing video game developed and published by Square for the Super Famicom. A remake was published by Square Enix in Japan and Nintendo worldwide, being released first for Nintendo Switch in 2022, and the following year for PlayStation 4, PlayStation 5, and Windows. The game follows seven distinct scenarios scattered across different time periods, with two more unlockable scenarios linking the narratives together through the recurring antagonist Odio. Gameplay is split between exploration with story-specific twists, and turn-based combat played out on a grid.

Production began in late 1993, and was the directorial debut of Takashi Tokita. Tokita wanted to tell multiple stories within a single game, with each section drawing inspiration from different sources. Character designs for the seven main scenarios were handled by different manga artists. The music was composed by Yoko Shimomura as her first large-scale project after joining Square.

Keywords

  • never re-released
  • japan only
  • retroachievements
  • fan translation - english

Media

The articlegameplay, story, development, reception

Gameplay

Live A Live is a role-playing video game in which the player takes on the role of eight different protagonists through nine scenarios. While each narrative has the same basic mechanics, individual stories have unique gimmicks; these include the use of stealth, a lack of standard battles, or using telepathy to learn new facts to progress the narrative. With the exception of one scenario, the player character navigates themed environments, ranging from the overworld area to dungeon environments. Battles are triggered differently for each scenario; some are random encounters, some have enemy sprites which can be avoided, while others are entirely scripted.

The turn-based battle system is used across all scenarios, and features the player character and sometimes a party fighting enemies on a 7x7 grid, with characters able to move and perform actions such as attacking or using particular skills. Skills can be used without limit, though some take multiple turns to charge. Some abilities imbue tiles with extra properties, such as healing a character or dealing elemental damage. There are also different skill systems in place; there is gaining levels with experience points, which unlocks new abilities, though in others character progression is locked behind story events.

Story

Live A Live is split into seven chapters, covering prehistoric, ancient Chinese, feudal Japanese, Wild West, present day, near future, and distant future eras. In each scenario, the protagonist confronts a powerful enemy whose name is or incorporates the word "Odio". After completing these scenarios, an eighth chapter set in the Middle Ages is unlocked, which in turn unlocks a final chapter tying the narratives together.

Prehistory: The First: The caveman Pogo is exiled by his tribe after rescuing and hiding Beru, a woman intended for sacrifice by a rival tribe to their dinosaur god, Odo. Pogo and Beru, having fallen in love and allied with friendly members of both tribes, successfully kill Odo and unite their tribes.

Development

Live A Live was developed by Development Division 5 of Square, noted as creators of the Final Fantasy series. The game was the directorial debut of Takashi Tokita, who had previously worked in a designer role for Hanjuku Hero and Final Fantasy IV. The original concept was born from the desire to make an RPG where players could experience multiple standalone stories at once, contrasting against Final Fantasy where smaller stories served a grand narrative arc. The production was made possible by the expanding storage capacity of the Super Famicom ROM, with the aim being for players to be able to complete each section within a day.

Several staff members, including designer Nobuyuki Inoue and lead programmer Fumiaki Fukaya, had worked on either Hanjuku Hero or the Final Fantasy series. Active production began in December 1993, though the entire development including early planning lasted one and a half years. It was produced for the Super Famicom's 16-megabit cartridge.

Reception

The original release of Live A live sold 270,000 copies in Japan, which at the time was considered a failure compared to the company's Final Fantasy releases. Tokita attributed the low sales to its release as a new project competing against entries in established series. Between July and September 2022, the remake sold 500,000 copies worldwide, with over 140,000 units being sold in Japan.

The four Famitsu reviewers enjoyed the game's variety, but found the graphics lacking compared to other Super Famicom titles of the time. In its review, Micro Magazine's publication Game Criticism lauded the attempt at its omnibus storytelling style and use of popular manga artists, but ultimately felt it lacked substance and heavily criticized the final chapters and "imbalance" between the mature narrative and low-difficulty gameplay. Retro Gamer lauded both the omnibus narrative and battle system, but felt that the title was too short; the magazine concluded that the game was a "one-of-a-kind experience" Jenni Lada, writing for website GamerTell, included the title in a list of the best Super Famicom titles exclusive to Japan, praising its variety compared to other titles for the platform. In 2011, GamePro included it on the list of the 14 best JRPGs that were not released in English, adding that "rumor has it the game was originally slated for a US release, making its absence here sting all the more."

Releases by platformdates and regions as published

PlatformReleasedRegions
SNES2 September 1994Japan

Editions and related releases

Derivative works
Live A Live
Remade as
Live A Live
Built on it
Live A Live

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Description adapted from its source, CC BY-SA 4.0.