Compare LIVE A LIVE prices across 50+ stores and find the best deal. Developed by Square Enix. Published by Square Enix. Released on 4/27/2023. Available on PC. Genres: Adventure, RPG.

Seven self-contained stories spanning cavemen to deep space, all converging on a finale that earns every twist. One of the most structurally daring JRPGs Square Enix ever quietly shipped.

I've spent time with a lot of anthology-style RPGs, and most of them fumble the landing. LIVE A LIVE does not. Originally locked to Japan since 1994 and now fully remade for PC, this is one of the rare cases where a cult classic really does justify the cult. The premise sounds like a design-school pitch: seven standalone stories across wildly different time periods, each playable in any order, all concealing a connective tissue that only reveals itself once you've cleared them all. The result is something closer to a short-story collection than a traditional JRPG, and that format does a lot of heavy lifting. Each chapter carries its own mechanical identity, which is the smartest thing the game does. The Present Day chapter strips the formula down to a pure fighting-tournament structure where martial artist Masaru absorbs the abilities of every opponent he defeats, giving it the rhythm of a Mega Man game wearing RPG clothes. The Wild West chapter tasks you with setting traps and booby-trapping a town before a dawn siege, functioning almost like a strategy-lite puzzle with a countdown clock. The Far Future chapter, starring a spherical robot named Cube aboard a ship with a crew that starts dying one by one, leans into paranoid sci-fi horror and barely needs combat at all. Combat itself runs on a 7x7 grid where positioning and charge-timing matter more than raw stats, there are no MP costs to manage, and grinding is largely optional outside of one early prehistoric segment. For a game from 1994, the systems age remarkably well. The weaknesses are real and worth knowing. The Twilight of Edo Japan chapter, where shinobi Oboromaru infiltrates a castle on a no-kill pacifist run or a full-aggression blitz, is the structural mess of the bunch. Its stealth logic is under-explained, the map loops confusingly, and getting the best outcome essentially requires a guide or a lot of trial-and-error restarts. The autosave is also punishingly sparse in places, a relic of 90s design that the remake did not fully modernize. Some chapters clock in at under two hours and feel thin on character depth, the Imperial China chapter's boss rush finale being the most exhausting example of a good concept that overshoots its runway. On PC specifically, the experience is the definitive version. The Switch original was capped at 30fps, and the PC port lifts that ceiling entirely, runs at 4K, and performs flawlessly on modest hardware. The HD-2D visuals, a mix of detailed 2D sprites against rendered 3D backgrounds with atmospheric lighting, look particularly sharp at higher resolutions. Yoko Shimomura's orchestrated soundtrack, which she rebuilt nearly from scratch after the original MIDI files were lost, is one of the best arguments for turning the volume up. The unlockable jukebox that opens as you clear chapters is a nice touch. If you own a Steam Deck, the game is verified and plays without any configuration changes needed. The back half of the game, the unlocked Middle Ages chapter and the final convergence, is where LIVE A LIVE stops being a pleasant anthology and starts becoming something genuinely memorable. The way each protagonist's recurring antagonist ties into the final conflict is the kind of structural payoff that most 40-hour RPGs fail to pull off. This is a sub-20-hour game, maybe 25-30 if you push for completionist endings, and that brevity is a feature. There are no XP padding dungeons, no filler fetch quests stapled on to extend the runtime. Every chapter exists to do one thing, it does it, and then the story moves. JRPG players who are fatigued by bloated open worlds will find this format quietly radical. Monika, Scout Team

LIVE A LIVE
AdventureRPG

LIVE A LIVE

Apr 27, 2023Square Enix
GamerScout Says

Seven self-contained stories spanning cavemen to deep space, all converging on a finale that earns every twist. One of the most structurally daring JRPGs Square Enix ever quietly shipped.

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About LIVE A LIVE

I've spent time with a lot of anthology-style RPGs, and most of them fumble the landing. LIVE A LIVE does not. Originally locked to Japan since 1994 and now fully remade for PC, this is one of the rare cases where a cult classic really does justify the cult. The premise sounds like a design-school pitch: seven standalone stories across wildly different time periods, each playable in any order, all concealing a connective tissue that only reveals itself once you've cleared them all. The result is something closer to a short-story collection than a traditional JRPG, and that format does a lot of heavy lifting. Each chapter carries its own mechanical identity, which is the smartest thing the game does. The Present Day chapter strips the formula down to a pure fighting-tournament structure where martial artist Masaru absorbs the abilities of every opponent he defeats, giving it the rhythm of a Mega Man game wearing RPG clothes. The Wild West chapter tasks you with setting traps and booby-trapping a town before a dawn siege, functioning almost like a strategy-lite puzzle with a countdown clock. The Far Future chapter, starring a spherical robot named Cube aboard a ship with a crew that starts dying one by one, leans into paranoid sci-fi horror and barely needs combat at all. Combat itself runs on a 7x7 grid where positioning and charge-timing matter more than raw stats, there are no MP costs to manage, and grinding is largely optional outside of one early prehistoric segment. For a game from 1994, the systems age remarkably well. The weaknesses are real and worth knowing. The Twilight of Edo Japan chapter, where shinobi Oboromaru infiltrates a castle on a no-kill pacifist run or a full-aggression blitz, is the structural mess of the bunch. Its stealth logic is under-explained, the map loops confusingly, and getting the best outcome essentially requires a guide or a lot of trial-and-error restarts. The autosave is also punishingly sparse in places, a relic of 90s design that the remake did not fully modernize. Some chapters clock in at under two hours and feel thin on character depth, the Imperial China chapter's boss rush finale being the most exhausting example of a good concept that overshoots its runway. On PC specifically, the experience is the definitive version. The Switch original was capped at 30fps, and the PC port lifts that ceiling entirely, runs at 4K, and performs flawlessly on modest hardware. The HD-2D visuals, a mix of detailed 2D sprites against rendered 3D backgrounds with atmospheric lighting, look particularly sharp at higher resolutions. Yoko Shimomura's orchestrated soundtrack, which she rebuilt nearly from scratch after the original MIDI files were lost, is one of the best arguments for turning the volume up. The unlockable jukebox that opens as you clear chapters is a nice touch. If you own a Steam Deck, the game is verified and plays without any configuration changes needed. The back half of the game, the unlocked Middle Ages chapter and the final convergence, is where LIVE A LIVE stops being a pleasant anthology and starts becoming something genuinely memorable. The way each protagonist's recurring antagonist ties into the final conflict is the kind of structural payoff that most 40-hour RPGs fail to pull off. This is a sub-20-hour game, maybe 25-30 if you push for completionist endings, and that brevity is a feature. There are no XP padding dungeons, no filler fetch quests stapled on to extend the runtime. Every chapter exists to do one thing, it does it, and then the story moves. JRPG players who are fatigued by bloated open worlds will find this format quietly radical. Monika, Scout Team

Tags

singleplayerachievementstrading-cardscloud-savestier:aaaAnthology StructureGrid-Based CombatChapter-Based NarrativeNo MP SystemStealth ChapterHD-2DSteam Deck VerifiedShort-Session FriendlyNonlinear Order

System Requirements

Minimum

OS
Windows® 10 / 11 64-bit
Memory
8 GB RAM
DirectX
Version 12
Storage
8 GB available space
Graphics
AMD Radeon™ RX 460 / NVIDIA® GeForce® GTX 750
Processor
AMD A8-7600 / Intel® Core™ i3-3210
Additional Notes
1280x720, Preset "Low", 30FPS

Recommended

OS
Windows® 10 / 11 64-bit
Memory
8 GB RAM
DirectX
Version 12
Storage
8 GB available space
Graphics
AMD Radeon™ RX 470 / NVIDIA® GeForce® GTX 1060 (3GB)
Processor
AMD A8-7600 / Intel® Core™ i5-3330
Additional Notes
1920x1080, Preset "Maximum", 60FPS

Reviews & Ratings

No ratings available

Game Info

Developer
Square Enix
Publisher
Square Enix
Release Date
Apr 27, 2023

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