![]() This design encourages thorough exploration and pushes you to take on every foe. For instance, if you don’t hit level four in one area, you may not get a useful healing ability or an attack that exploits a boss’ vulnerability. Each level grants a character a new attack or ability and stat boosts across the board. Bosses are no joke and can make short work of an under-leveled character. ![]() Live A Live makes good use of a turn-based grid system, pushing the player to be strategic in where they stand when using specific attacks, abilities, and items.Įven though you only spend a couple of hours with each main character, there’s good reason to level them up and give them better gear. Combat’s overall design is the one gameplay element that is the same in each chapter. I can’t stress how much fun it is to discover what each scenario offers. ![]() Some chapters have open areas to explore. Given your brief time with each scenario, the irritations don’t sting much, allowing the great content to bubble to the surface and stick with you as you move to the next chapter. Figuring out why people are dying on a space station is a great narrative thread, but it sadly pushes you to ride an elevator far too often to uncover the mystery. Highs and lows are also present in the distant future scenario. Thankfully, the ninja's unique invisibility ability limits the number of encounters when lost. For instance, running across the rooftops as a ninja in feudal Japan is invigorating, but the confusing design of this sprawling open area leads to some unwanted backtracking and general uncertainty as to where to go next. The Wild West chapter is easily the best, but most are enjoyable, even if they stumble in unique gameplay executions. This chapter’s combat offers a fun mix of boss battles, most carrying a “high-noon standoff” intensity. If you choose correctly in your assignments, the traps that work limit the number of bandits you battle. After getting to know the townsfolk, you scour their houses and businesses for supplies to create traps, assigning their creation to the people you meet, hoping they can set them before a timer reaches zero. The characters are fun to follow, the humor is excellent (and irreverent), exploration is rewarding, and the gameplay is fun. The Wild West scenario, which puts the player in control of a Clint Eastwood-like drifter to save a town from a bandit incursion, has all its elements working. ![]() All timelines are thematic successes unraveling through beautifully rendered visuals using the dev team’s same HD-2D style for games like Octopath Traveler and Triangle Strategy. I do have to give a warning that the humor in the entire game goes well beyond what you would expect, including a comedic sequence in which you click through the moans of two people making love. In the near-future chapter, the character can read minds, which takes NPC interactions to new heights and gives the tale a fun superhero vibe. In the present-day scenario, the story unfolds through a fighting game format, complete with a ladder of opponents and a final boss at the top. In the prehistoric era, humankind hasn’t yet learned how to speak, so the entire story is pantomimed, often delivering plenty of humor through overly exaggerated expressions. Think of them as short stories that lead somewhere.Īny time you select a character, expect the unexpected. All seven chapters are breezy, lasting no more than a couple of hours at most, yet are long enough to tell interesting origin stories for each character. From a troglodyte battling dinosaurs in the early prehistoric days to a robot lost in the cosmos in the distant future, each protagonist explores a wildly different story path backed by just as many gameplay changes. Here, the player must select their first viewpoint into a generations-spanning mystery from a batch of seven characters, each occupying a different era in time. Square Enix establishes a unique pulse within seconds of booting up the game by dropping the player onto a character select screen without giving a clue of the narrative’s general direction.
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