Given the game isn't going for hyper-realism, they could have gotten away with dialogue. This doesn't always work but I constantly appreciated how unique this design choice was. This is an odd place to start given that no character speaks and you have to guess what people want based on little thought bubbles above their heads. Trying to fit some semblance of cohesion into a story that doesn't initially have it, I started in the stone age. Though some more classic JRPG fans may get a little frustrated with the comparatively short playtime and consistent exposition, I found it all rather thrilling. While you may get bogged down with the game's multiple different intros, the constant changing and exploring of new mechanics and abilities leaves you waiting to see where you'll be taken next. To put it simply, Live a Live is an RPG that puts you in the shoes of several characters throughout time, all with some throughline keeping you together. It isn't without its faults and can occasionally suffer from some of the hang-ups of remaking a game from two decades ago but it's hard to resist the charms of its story, visuals, and music. I was worried it might be overly reliant on a time I never lived, but it manages to solidify itself in a new one. Live a Live is a game that revels in its past whilst being solid enough to stand up on its own. How certain sights and sounds get stuck in your head can significantly improve how you view something.
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