Mistakes Everyone Makes While Playing Live


live alive, the Square Enix RPG consisting of several smaller RPGs, was recently remastered in HD-2D style for a new generation. Its unique premise covers a variety of time periods and settings, each featuring different game mechanics.

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While such gameplay variety is usually a joy to experience, the unusual nature of the game can sometimes confuse players, leading to mistakes that can result in a significant loss of progression. To help new players, here are some common mistakes to avoid.


ten Prehistory: do not train Beru

In several chapters, the player finds more teammates who can join the team temporarily or permanently. In the Prehistory chapter, one of them is Beru, who joins the party to fight at a specific time in the story. She’s only available for a short time, but it’s a good idea to level her up a couple or two before progressing much further.

Reaching level 3 allows him to learn “Sing Heal”, a useful recovery skill that helps against the Chapter Leader. Her health is naturally low, so a support role is ideal, but without reaching level 3, she only has access to risky physical attacks.

9 Twilight of Edo in Japan: stepping out of the edge

Ode Castle is full of traps to ensnare infiltrators, several of which can throw the player into the castle’s prison. These include hatches and conveyor belts, but also a more subtle mechanism: the absence of safety rails. Walking to the edge of some platforms in this chapter will cause the player to fall.

Being able to accidentally fall is rare for JRPGs, so players can easily walk away without realizing it’s possible. Luckily, this is the only time in the game that this happens. As long as the player is very careful in the rooftop crawl spaces, there will be no issues.

8 Edo Japan: try a special ending on the first play

The Twilight of Edo Japan storyline is one of the most detailed in the game. It includes a pair of unique routes (which would later inspire Subtitle): zero kills and 100 kills. Players might be tempted to try one of these routes early on, especially since each path rewards the player with a unique weapon upon completion.

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Unfortunately, both routes are nearly impossible to complete without prior knowledge. The zero kill path in particular is very easy to fail without realizing it. New players could easily find themselves perplexed by a confusing challenge on top of an already difficult chapter. It is best to save the attempt for a second game.

seven Wild West: taking too long to set traps

The unique trick in the Wild West chapter is the ambush, in which the player sets traps to reduce enemy forces before a final showdown. The preparation is done in two steps: gathering the materials and placing the traps. Both take place in real time, so the player can actually run out of time if they’re not careful.

The problem is that the trap setting process is unclear. The player must give the gathered supplies to the townspeople to set traps, but each person takes a different real time to complete. Gathering supplies with only two Bells remaining could easily leave the player with no traps and an almost impossible battle to win.

6 Near future: not using robotic upgrades

In the Near Future chapter, the player allies with a robotic teammate. This ally is unusual in that it does not gain combat experience, unlike the human members of the party. Luckily, there is a way to increase the robot’s strength: the Robotic Enhancement Item.

There is no tutorial message explaining how to increase the robot’s stats, so players would only know how to do this if they have checked their inventory to see what items they find. It’s a good idea to do this in general, but it’s very important here.

5 Future: Losing On Earth Stage at Captain Square

This is an optional challenge, but worth mentioning as a mistake that players constantly make. There is an arcade machine in the Distant Future chapter that simulates several predefined battles, like a puzzle challenge. They start simple, but in the third stage, “Earth”, players all do the same thing: use Supernova to kill all blue flame enemies on screen, leaving only one red flame.

Related: Live a Live: Kirk’s Password in the Distant Future

This makes the stage nearly impossible to win, as the red flame ignites the ground and uses that ground to continually heal. The solution being considered is to let the blue flames live long enough to kill the red flame with their own tile effects before using Supernova. It’s a puzzle intended to teach the player the value of waiting before attacking, but that lesson tends to come slowly.

4 Not checking the radar

The remake of live alive includes several features that were not present in the original version on the SNES. One of these is a radar in the lower right corner that tracks exits and points of interest, including a highlight on the player’s next objective.

It’s a common feature in modern games, and it makes sense to add it here. Many times the game will not progress unless the player goes to an unlinked room to trigger another scene. Sometimes the player is supposed to leave a room and then return to it directly. It’s not always clear and radar can reduce a lot of confusion.

3 No registration

Another new feature in the remake is an auto-save feature, which tends to save the game on a room transition. The original game had no such thing and could be very punishing to the death for players who weren’t used to saving.

While the autosave feature prevents a lot of lost progress, it doesn’t fix everything. In large areas of the open world, losing in combat can set the player back a lot. There’s a particularly nasty section in Trial of Time where the autosave can lock the player into an unwinnable fight. Be sure to manually save outside before trying.

2 Overlook enemy position

The battle system in live alive is a bit different from standard JRPGs. It takes place on a grid, with directional movements similar to chess. There are a few other factors influencing combat that aren’t immediately apparent. For example, enemies use lower defense values ​​when hit from the side or from behind.

On top of that, the enemy’s attack range is based on their position and facing both. This means that approaching an opponent head-on is more dangerous and less effective than attacking from a blind side. Against deadlier foes, good positioning can be the difference between victory and defeat.

1 Go directly to the final boss

As mentioned earlier, the radar is a handy new feature added in the remake. It has one major downside though: players who only follow the orange mark to the next scene will miss out on a lot of optional content. This is true throughout the game, but doubly so in the final chapter, in which the player is taken directly to the final boss, and at the end of the game.

Rushing at the end of the last chapter causes the player to miss trials, challenges concealing each character’s most powerful weapon, and possibly missing the recruitment of one or more characters, which prevents the player from obtaining the real end. Knowing the right path is handy, but free exploration can bring huge benefits.

The remake of live alive is available on Nintendo Switch.

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